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authorSteve Melenchuk <smelenchuk@gmail.com>2013-06-11 20:22:29 -0600
committerSteve Melenchuk <smelenchuk@gmail.com>2013-06-11 20:22:29 -0600
commit24ccec0a68b056f8fbee8a3145fa8fce276bb8f2 (patch)
treeda03434cdbc1b7d6ada7d51754b71ce29e61cf4d /crawl-ref/source/tileview.cc
parent9c1491e134d7c43d0ad2c4ebd444a3a2199b457b (diff)
downloadcrawl-ref-24ccec0a68b056f8fbee8a3145fa8fce276bb8f2.tar.gz
crawl-ref-24ccec0a68b056f8fbee8a3145fa8fce276bb8f2.zip
Match Abyss tile colours to console's (and provide tile variants).
Abyss now looks considerably less boring in tiles (in a good way). Sadly, the wall_abyss tiles vary too much in hue to easily recolour from just dc-wall commands, so a complete re-hued set is included - all for the sake of ensuring it can display in any colour!
Diffstat (limited to 'crawl-ref/source/tileview.cc')
-rw-r--r--crawl-ref/source/tileview.cc20
1 files changed, 13 insertions, 7 deletions
diff --git a/crawl-ref/source/tileview.cc b/crawl-ref/source/tileview.cc
index 1edc1eccaf..9fe258f1af 100644
--- a/crawl-ref/source/tileview.cc
+++ b/crawl-ref/source/tileview.cc
@@ -191,18 +191,24 @@ void tile_default_flv(branch_type br, tile_flavour &flv)
return;
case BRANCH_ABYSS:
- flv.floor = TILE_FLOOR_NERVES;
+ flv.floor = tile_dngn_coloured(TILE_FLOOR_NERVES, env.floor_colour);
switch (random2(6))
{
default:
- case 0: flv.wall = TILE_WALL_ABYSS; break;
+ case 0:
+ flv.wall = tile_dngn_coloured(TILE_WALL_ABYSS, env.rock_colour);
+ break;
case 1:
case 2:
- case 3: flv.wall = TILE_WALL_PEBBLE
- + random2(15) * (TILE_WALL_PEBBLE_BLUE - TILE_WALL_PEBBLE_RED);
- break;
- case 4: flv.wall = TILE_WALL_HALL; break;
- case 5: flv.wall = TILE_WALL_UNDEAD; break;
+ case 3:
+ flv.wall = tile_dngn_coloured(TILE_WALL_PEBBLE, env.rock_colour);
+ break;
+ case 4:
+ flv.wall = tile_dngn_coloured(TILE_WALL_HALL, env.rock_colour);
+ break;
+ case 5:
+ flv.wall = tile_dngn_coloured(TILE_WALL_UNDEAD, env.rock_colour);
+ break;
}
return;