diff options
Diffstat (limited to 'crawl-ref/source/tile2.cc')
-rw-r--r-- | crawl-ref/source/tile2.cc | 204 |
1 files changed, 97 insertions, 107 deletions
diff --git a/crawl-ref/source/tile2.cc b/crawl-ref/source/tile2.cc index 79be158bc0..2f69cffb06 100644 --- a/crawl-ref/source/tile2.cc +++ b/crawl-ref/source/tile2.cc @@ -26,7 +26,6 @@ #include "spells3.h" #include "stuff.h" #include "tiles.h" -#include "tilecount-dngn.h" #include "transfor.h" static int wall_flavors = 0; @@ -87,54 +86,54 @@ void WallIdx(int &wall, int &floor, int &special) { case BLUE: case LIGHTBLUE: - wall = IDX_WALL_ZOT_BLUE; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_ZOT_BLUE; + floor = TILE_FLOOR_TOMB; break; case RED: case LIGHTRED: - wall = IDX_WALL_ZOT_RED; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_ZOT_RED; + floor = TILE_FLOOR_TOMB; break; case MAGENTA: case LIGHTMAGENTA: - wall = IDX_WALL_ZOT_MAGENTA; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_ZOT_MAGENTA; + floor = TILE_FLOOR_TOMB; break; case GREEN: case LIGHTGREEN: - wall = IDX_WALL_ZOT_GREEN; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_ZOT_GREEN; + floor = TILE_FLOOR_TOMB; break; case CYAN: case LIGHTCYAN: - wall = IDX_WALL_ZOT_CYAN; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_ZOT_CYAN; + floor = TILE_FLOOR_TOMB; break; case BROWN: case YELLOW: - wall = IDX_WALL_ZOT_YELLOW; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_ZOT_YELLOW; + floor = TILE_FLOOR_TOMB; break; case BLACK: case WHITE: default: - wall = IDX_WALL_ZOT_GRAY; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_ZOT_GRAY; + floor = TILE_FLOOR_TOMB; break; } unsigned int seen = you.get_place_info(LEVEL_PANDEMONIUM).levels_seen; if ((seen + env.rock_colour) % 3 == 1) - wall = IDX_WALL_FLESH; + wall = TILE_WALL_FLESH; if ((seen + env.floor_colour) % 3 == 1) - floor = IDX_FLOOR_NERVES; + floor = TILE_FLOOR_NERVES; return; } @@ -144,34 +143,34 @@ void WallIdx(int &wall, int &floor, int &special) { case YELLOW: case BROWN: - wall = IDX_WALL_HIVE; + wall = TILE_WALL_HIVE; break; case RED: case LIGHTRED: - wall = IDX_WALL_PEBBLE_RED; + wall = TILE_WALL_PEBBLE_RED; break; case GREEN: case LIGHTGREEN: - wall = IDX_WALL_SLIME; + wall = TILE_WALL_SLIME; break; case BLUE: - wall = IDX_WALL_ICE; + wall = TILE_WALL_ICE; break; case LIGHTGREY: case WHITE: - wall = IDX_WALL_HALL; + wall = TILE_WALL_HALL; break; default: - wall = IDX_WALL_UNDEAD; + wall = TILE_WALL_UNDEAD; break; } - floor = IDX_FLOOR_NERVES; + floor = TILE_FLOOR_NERVES; return; } else if (you.level_type == LEVEL_LABYRINTH) { - wall = IDX_WALL_UNDEAD; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_UNDEAD; + floor = TILE_FLOOR_TOMB; return; } else if (you.level_type == LEVEL_PORTAL_VAULT) @@ -185,42 +184,42 @@ void WallIdx(int &wall, int &floor, int &special) switch (colour) { case BLUE: - wall = IDX_WALL_BAZAAR_GRAY; - floor = IDX_FLOOR_BAZAAR_GRASS; - special = IDX_FLOOR_BAZAAR_GRASS1_SPECIAL; + wall = TILE_WALL_BAZAAR_GRAY; + floor = TILE_FLOOR_BAZAAR_GRASS; + special = TILE_FLOOR_BAZAAR_GRASS1_SPECIAL; return; case RED: // Reds often have lava, which looks ridiculous // next to grass or dirt, so we'll use existing // floor and wall tiles here. - wall = IDX_WALL_PEBBLE_RED; - floor = IDX_FLOOR_VAULT; - special = IDX_FLOOR_BAZAAR_VAULT_SPECIAL; + wall = TILE_WALL_PEBBLE_RED; + floor = TILE_FLOOR_VAULT; + special = TILE_FLOOR_BAZAAR_VAULT_SPECIAL; return; case LIGHTBLUE: - wall = IDX_WALL_HIVE; - floor = IDX_FLOOR_BAZAAR_GRASS; - special = IDX_FLOOR_BAZAAR_GRASS2_SPECIAL; + wall = TILE_WALL_HIVE; + floor = TILE_FLOOR_BAZAAR_GRASS; + special = TILE_FLOOR_BAZAAR_GRASS2_SPECIAL; return; case GREEN: - wall = IDX_WALL_BAZAAR_STONE; - floor = IDX_FLOOR_BAZAAR_GRASS; - special = IDX_FLOOR_BAZAAR_GRASS1_SPECIAL; + wall = TILE_WALL_BAZAAR_STONE; + floor = TILE_FLOOR_BAZAAR_GRASS; + special = TILE_FLOOR_BAZAAR_GRASS1_SPECIAL; return; case MAGENTA: - wall = IDX_WALL_BAZAAR_STONE; - floor = IDX_FLOOR_BAZAAR_DIRT; - special = IDX_FLOOR_BAZAAR_DIRT_SPECIAL; + wall = TILE_WALL_BAZAAR_STONE; + floor = TILE_FLOOR_BAZAAR_DIRT; + special = TILE_FLOOR_BAZAAR_DIRT_SPECIAL; return; default: - wall = IDX_WALL_VAULT; - floor = IDX_FLOOR_VAULT; - special = IDX_FLOOR_BAZAAR_VAULT_SPECIAL; + wall = TILE_WALL_VAULT; + floor = TILE_FLOOR_VAULT; + special = TILE_FLOOR_BAZAAR_VAULT_SPECIAL; return; } } @@ -232,118 +231,118 @@ void WallIdx(int &wall, int &floor, int &special) switch (you.where_are_you) { case BRANCH_MAIN_DUNGEON: - wall = IDX_WALL_NORMAL; - floor = IDX_FLOOR_NORMAL; + wall = TILE_WALL_NORMAL; + floor = TILE_FLOOR_NORMAL; return; case BRANCH_HIVE: - wall = IDX_WALL_HIVE; - floor = IDX_FLOOR_HIVE; + wall = TILE_WALL_HIVE; + floor = TILE_FLOOR_HIVE; return; case BRANCH_VAULTS: - wall = IDX_WALL_VAULT; - floor = IDX_FLOOR_VAULT; + wall = TILE_WALL_VAULT; + floor = TILE_FLOOR_VAULT; return; case BRANCH_ECUMENICAL_TEMPLE: - wall = IDX_WALL_VINES; - floor = IDX_FLOOR_VINES; + wall = TILE_WALL_VINES; + floor = TILE_FLOOR_VINES; return; case BRANCH_ELVEN_HALLS: case BRANCH_HALL_OF_BLADES: - wall = IDX_WALL_HALL; - floor = IDX_FLOOR_HALL; + wall = TILE_WALL_HALL; + floor = TILE_FLOOR_HALL; return; case BRANCH_TARTARUS: case BRANCH_CRYPT: case BRANCH_VESTIBULE_OF_HELL: - wall = IDX_WALL_UNDEAD; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_UNDEAD; + floor = TILE_FLOOR_TOMB; return; case BRANCH_TOMB: - wall = IDX_WALL_TOMB; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_TOMB; + floor = TILE_FLOOR_TOMB; return; case BRANCH_DIS: - wall = IDX_WALL_ZOT_CYAN; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_ZOT_CYAN; + floor = TILE_FLOOR_TOMB; return; case BRANCH_GEHENNA: - wall = IDX_WALL_ZOT_RED; - floor = IDX_FLOOR_ROUGH_RED; + wall = TILE_WALL_ZOT_RED; + floor = TILE_FLOOR_ROUGH_RED; return; case BRANCH_COCYTUS: - wall = IDX_WALL_ICE; - floor = IDX_FLOOR_ICE; + wall = TILE_WALL_ICE; + floor = TILE_FLOOR_ICE; return; case BRANCH_ORCISH_MINES: - wall = IDX_WALL_ORC; - floor = IDX_FLOOR_ORC; + wall = TILE_WALL_ORC; + floor = TILE_FLOOR_ORC; return; case BRANCH_LAIR: - wall = IDX_WALL_LAIR; - floor = IDX_FLOOR_LAIR; + wall = TILE_WALL_LAIR; + floor = TILE_FLOOR_LAIR; return; case BRANCH_SLIME_PITS: - wall = IDX_WALL_SLIME; - floor = IDX_FLOOR_SLIME; + wall = TILE_WALL_SLIME; + floor = TILE_FLOOR_SLIME; return; case BRANCH_SNAKE_PIT: - wall = IDX_WALL_SNAKE; - floor = IDX_FLOOR_SNAKE; + wall = TILE_WALL_SNAKE; + floor = TILE_FLOOR_SNAKE; return; case BRANCH_SWAMP: - wall = IDX_WALL_SWAMP; - floor = IDX_FLOOR_SWAMP; + wall = TILE_WALL_SWAMP; + floor = TILE_FLOOR_SWAMP; return; case BRANCH_SHOALS: if (depth == branch_depth) - wall = IDX_WALL_VINES; + wall = TILE_WALL_VINES; else - wall = IDX_WALL_YELLOW_ROCK; + wall = TILE_WALL_YELLOW_ROCK; - floor = IDX_FLOOR_SAND_STONE; + floor = TILE_FLOOR_SAND_STONE; return; case BRANCH_HALL_OF_ZOT: if (you.your_level - you.branch_stairs[7] <= 1) { - wall = IDX_WALL_ZOT_YELLOW; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_ZOT_YELLOW; + floor = TILE_FLOOR_TOMB; return; } switch (you.your_level - you.branch_stairs[7]) { case 2: - wall = IDX_WALL_ZOT_GREEN; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_ZOT_GREEN; + floor = TILE_FLOOR_TOMB; return; case 3: - wall = IDX_WALL_ZOT_CYAN; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_ZOT_CYAN; + floor = TILE_FLOOR_TOMB; return; case 4: - wall = IDX_WALL_ZOT_BLUE; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_ZOT_BLUE; + floor = TILE_FLOOR_TOMB; return; case 5: default: - wall = IDX_WALL_ZOT_MAGENTA; - floor = IDX_FLOOR_TOMB; + wall = TILE_WALL_ZOT_MAGENTA; + floor = TILE_FLOOR_TOMB; return; } @@ -357,30 +356,21 @@ void WallIdx(int &wall, int &floor, int &special) // the compiler will issue a warning when new branches are created. } - wall = IDX_WALL_NORMAL; - floor = IDX_FLOOR_NORMAL; + wall = TILE_WALL_NORMAL; + floor = TILE_FLOOR_NORMAL; } void TileLoadWall(bool wizard) { - int wall_idx; - int floor_idx; - int special_idx; - WallIdx(wall_idx, floor_idx, special_idx); + WallIdx(wall_tile_idx, floor_tile_idx, special_tile_idx); // Number of flavors are generated automatically... - // TODO enne - link floor tile index to the right location rather than - // starting at floor normal - floor_tile_idx = tile_DNGN_start[floor_idx]; - floor_flavors = tile_DNGN_count[floor_idx]; + floor_flavors = tile_dngn_count[floor_tile_idx]; + wall_flavors = tile_dngn_count[wall_tile_idx]; - wall_tile_idx = tile_DNGN_start[wall_idx]; - wall_flavors = tile_DNGN_count[wall_idx]; - - if (special_idx != -1) + if (special_tile_idx != -1) { - special_tile_idx = tile_DNGN_start[special_idx]; - special_flavors = tile_DNGN_count[special_idx]; + special_flavors = tile_dngn_count[special_tile_idx]; } else { @@ -527,9 +517,9 @@ void TilePlayerEdit() } dolls_data dolls[DOLLS_MAX], undo_dolls[DOLLS_MAX]; - int copy_doll[TILEP_PARTS_TOTAL]; + int copy_doll[TILEP_PART_MAX]; - //int parts[TILEP_PARTS_TOTAL]; + //int parts[TILEP_PART_MAX]; int i, j, x, y, kin, done = 0; int cur_doll = 0; int pre_part = 0; @@ -976,7 +966,7 @@ void TileGhostInit(const struct ghost_demon &ghost) for (y = 0; y < TILE_X; y++) mask[x + y*TILE_X] = (x+y)&1; - for (x = 0; x < TILEP_PARTS_TOTAL; x++) + for (x = 0; x < TILEP_PART_MAX; x++) { doll.parts[x] = 0; current_parts[x] = 0; @@ -985,7 +975,7 @@ void TileGhostInit(const struct ghost_demon &ghost) ghost.xl, doll.parts); tilep_job_default (ghost.job, g_gender, doll.parts); - for (x = TILEP_PART_CLOAK; x < TILEP_PARTS_TOTAL; x++) + for (x = TILEP_PART_CLOAK; x < TILEP_PART_MAX; x++) { if (doll.parts[x] == TILEP_SHOW_EQUIP) { |