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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-20 21:47:40 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-20 21:47:40 +0000
commitf382ac5fc0137d0a2a58be30a893dfa9aa2723bd (patch)
tree8b709259cba53b49949b2c1f7f3b81984942be90 /crawl-ref/source/tilereg.cc
parent43e1f3ff5c4132023e80c6afe33e308f938a9860 (diff)
downloadcrawl-ref-f382ac5fc0137d0a2a58be30a893dfa9aa2723bd.tar.gz
crawl-ref-f382ac5fc0137d0a2a58be30a893dfa9aa2723bd.zip
Add tiles for the sewers' murky (deep and shallow) water, as well as a
yellow background for melded items in inventory. Allow higher level transformations (level 5 and above) to work even if your to-be-melded equipment is cursed, exempting weapons, as before. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7522 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tilereg.cc')
-rw-r--r--crawl-ref/source/tilereg.cc21
1 files changed, 19 insertions, 2 deletions
diff --git a/crawl-ref/source/tilereg.cc b/crawl-ref/source/tilereg.cc
index 0a039a2830..1b8dff3240 100644
--- a/crawl-ref/source/tilereg.cc
+++ b/crawl-ref/source/tilereg.cc
@@ -519,11 +519,21 @@ void DungeonRegion::draw_foreground(unsigned int bg, unsigned int fg, unsigned i
{
add_quad(TEX_DEFAULT, TILE_MASK_SHALLOW_WATER, x, y);
}
+ else if (bg_idx >= TILE_DNGN_SHALLOW_WATER_MURKY
+ && bg_idx <= TILE_DNGN_SHALLOW_WATER_MURKY+ 3)
+ {
+ add_quad(TEX_DEFAULT, TILE_MASK_SHALLOW_WATER_MURKY, x, y);
+ }
else if (bg_idx >= TILE_DNGN_DEEP_WATER
&& bg_idx <= TILE_DNGN_DEEP_WATER + 3)
{
add_quad(TEX_DEFAULT, TILE_MASK_DEEP_WATER, x, y);
}
+ else if (bg_idx >= TILE_DNGN_DEEP_WATER_MURKY
+ && bg_idx <= TILE_DNGN_DEEP_WATER_MURKY + 3)
+ {
+ add_quad(TEX_DEFAULT, TILE_MASK_DEEP_WATER_MURKY, x, y);
+ }
}
if (fg & TILE_FLAG_NET)
@@ -1233,8 +1243,10 @@ void InventoryRegion::pack_verts()
InventoryTile &item = m_items[i++];
if (item.flag & TILEI_FLAG_FLOOR)
+ {
add_quad(TEX_DUNGEON, get_floor_tile_idx()
+ m_flavour[i] % get_num_floor_flavors(), x, y);
+ }
else
add_quad(TEX_DUNGEON, TILE_ITEM_SLOT, x, y);
}
@@ -1263,8 +1275,13 @@ void InventoryRegion::pack_verts()
else
add_quad(TEX_DEFAULT, TILE_ITEM_SLOT_EQUIP, x, y);
}
- else if (item.flag & TILEI_FLAG_CURSE)
- add_quad(TEX_DEFAULT, TILE_ITEM_SLOT_CURSED, x, y);
+ else
+ {
+ if (item.flag & TILEI_FLAG_MELDED)
+ add_quad(TEX_DEFAULT, TILE_ITEM_SLOT_MELDED, x, y);
+ if (item.flag & TILEI_FLAG_CURSE)
+ add_quad(TEX_DEFAULT, TILE_ITEM_SLOT_CURSED, x, y);
+ }
// TODO enne - need better graphic here
if (item.flag & TILEI_FLAG_SELECT)