From 9e511702e814c94093bb77ae460f8be8b7a49b16 Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Sun, 23 Mar 2008 21:06:01 +0000 Subject: Refix tiles monster brands to show the heart for friendlies. And another huge code cleanup. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3838 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/tile1.cc | 563 +++++++++++++++++++++++----------------------- 1 file changed, 278 insertions(+), 285 deletions(-) (limited to 'crawl-ref/source/tile1.cc') diff --git a/crawl-ref/source/tile1.cc b/crawl-ref/source/tile1.cc index 9284b1f0bf..20e24e211f 100644 --- a/crawl-ref/source/tile1.cc +++ b/crawl-ref/source/tile1.cc @@ -802,6 +802,7 @@ int tileidx_monster_base(int mon_idx, bool detected) int tileidx_monster(int mon_idx, bool detected) { + ASSERT(mon_idx != -1); int ch = tileidx_monster_base(mon_idx, detected); const monsters* mons = &menv[mon_idx]; @@ -1673,7 +1674,7 @@ int tileidx_item(const item_def &item) the octant boundary slope tan(pi/8)=sqrt(2)-1 = 0.414 is approximated by 2/5 */ -static int tile_bolt_dir(int dx, int dy) +static int _tile_bolt_dir(int dx, int dy) { int ax = abs(dx); int ay = abs(dy); @@ -1693,7 +1694,7 @@ int tileidx_item_throw(const item_def &item, int dx, int dy) if (item.base_type == OBJ_MISSILES) { int ch = -1; - int dir = tile_bolt_dir(dx, dy); + int dir = _tile_bolt_dir(dx, dy); // Thrown items with multiple directions switch(item.sub_type) @@ -1747,7 +1748,7 @@ int tileidx_item_throw(const item_def &item, int dx, int dy) return tileidx_item(item); } -static int tileidx_trap(trap_type type) +static int _tileidx_trap(trap_type type) { switch (type) { @@ -1827,7 +1828,7 @@ int tileidx_feature(int object, int gx, int gy) case DNGN_TRAP_MECHANICAL: case DNGN_TRAP_MAGICAL: case DNGN_TRAP_NATURAL: - return tileidx_trap(trap_type_at_xy(gx, gy)); + return _tileidx_trap(trap_type_at_xy(gx, gy)); case DNGN_ENTER_SHOP: return TILE_DNGN_ENTER_SHOP; case DNGN_ENTER_LABYRINTH: @@ -2166,33 +2167,34 @@ void tilep_calc_flags(int parts[], int flag[]) { int i; - for(i=0;i= TILEP_HELM_HELM_OFS) - flag[TILEP_PART_HAIR]=TILEP_FLAG_HIDE; + flag[TILEP_PART_HAIR] = TILEP_FLAG_HIDE; if (parts[TILEP_PART_HELM]-1 >= TILEP_HELM_FHELM_OFS) - flag[TILEP_PART_BEARD]=TILEP_FLAG_HIDE; + flag[TILEP_PART_BEARD] = TILEP_FLAG_HIDE; - if(parts[TILEP_PART_BASE]== TILEP_BASE_NAGA || - parts[TILEP_PART_BASE]== TILEP_BASE_NAGA+1) + if (parts[TILEP_PART_BASE] == TILEP_BASE_NAGA + || parts[TILEP_PART_BASE] == TILEP_BASE_NAGA + 1) { - flag[TILEP_PART_BOOTS]=flag[TILEP_PART_LEG]=TILEP_FLAG_HIDE; - flag[TILEP_PART_BODY] = TILEP_FLAG_CUT_NAGA; + flag[TILEP_PART_BOOTS] = flag[TILEP_PART_LEG] = TILEP_FLAG_HIDE; + flag[TILEP_PART_BODY] = TILEP_FLAG_CUT_NAGA; } - if(parts[TILEP_PART_BASE]== TILEP_BASE_CENTAUR || - parts[TILEP_PART_BASE]== TILEP_BASE_CENTAUR+1) + if (parts[TILEP_PART_BASE] == TILEP_BASE_CENTAUR + || parts[TILEP_PART_BASE] == TILEP_BASE_CENTAUR + 1) { - flag[TILEP_PART_BOOTS]=flag[TILEP_PART_LEG]=TILEP_FLAG_HIDE; - flag[TILEP_PART_BODY] = TILEP_FLAG_CUT_CENTAUR; + flag[TILEP_PART_BOOTS] = flag[TILEP_PART_LEG] = TILEP_FLAG_HIDE; + flag[TILEP_PART_BODY] = TILEP_FLAG_CUT_CENTAUR; } - if (parts[TILEP_PART_BASE] == TILEP_BASE_MERFOLK_WATER || - parts[TILEP_PART_BASE] == TILEP_BASE_MERFOLK_WATER +1) + if (parts[TILEP_PART_BASE] == TILEP_BASE_MERFOLK_WATER + || parts[TILEP_PART_BASE] == TILEP_BASE_MERFOLK_WATER + 1) { - flag[TILEP_PART_BOOTS] = TILEP_FLAG_HIDE; - flag[TILEP_PART_LEG] = TILEP_FLAG_HIDE; + flag[TILEP_PART_BOOTS] = TILEP_FLAG_HIDE; + flag[TILEP_PART_LEG] = TILEP_FLAG_HIDE; flag[TILEP_PART_SHADOW] = TILEP_FLAG_HIDE; } } @@ -2690,38 +2692,37 @@ void tilep_scan_parts(char *fbuf, int *parts) int gcount = 0; int ccount = 0; - for(int i = 0; parts_saved[i] != -1; i++) + for (int i = 0; parts_saved[i] != -1; i++) { - int idx; - ccount = 0; - int p = parts_saved[i]; - - while ( (fbuf[gcount] != ':') && (fbuf[gcount] != '\n') - && (ccount<4) && (gcount<48) ) - { - ibuf[ccount] = fbuf[gcount]; - ccount ++; - gcount ++; - } - - ibuf[ccount] = '\0'; - gcount ++; - - idx = tilep_str_to_part(ibuf); - if (p == TILEP_PART_BASE) - { - int p0 = (parts[p]-1) & (0xfe); - if (((1-idx) & 1) == 1) p0++; - parts[p] = p0 + 1; - } - else if (idx == TILEP_SHOW_EQUIP) - parts[p] = TILEP_SHOW_EQUIP; - else if (idx < 0) // no negative value - parts[p] = 0; - else if (idx > tilep_parts_total[p]) // bound it - parts[p] = tilep_parts_total[p]; - else - parts[p] = idx; + int idx; + ccount = 0; + int p = parts_saved[i]; + + while (fbuf[gcount] != ':' && fbuf[gcount] != '\n' + && ccount < 4 && gcount < 48) + { + ibuf[ccount++] = fbuf[gcount++]; + } + + ibuf[ccount] = '\0'; + gcount++; + + idx = tilep_str_to_part(ibuf); + if (p == TILEP_PART_BASE) + { + int p0 = (parts[p]-1) & (0xfe); + if (((1-idx) & 1) == 1) + p0++; + parts[p] = p0 + 1; + } + else if (idx == TILEP_SHOW_EQUIP) + parts[p] = TILEP_SHOW_EQUIP; + else if (idx < 0) // no negative value + parts[p] = 0; + else if (idx > tilep_parts_total[p]) // bound it + parts[p] = tilep_parts_total[p]; + else + parts[p] = idx; } } @@ -2732,21 +2733,21 @@ void tilep_print_parts(char *fbuf, int *parts) { int i; char *ptr = fbuf; - for(i = 0; parts_saved[i] != -1; i++) + for (i = 0; parts_saved[i] != -1; i++) { - int p = parts_saved[i]; - if (p == TILEP_PART_BASE) // 0:female 1:male - { - sprintf(ptr, "%03d", parts[p]%2); - ptr += 3; - } - else - { - tilep_part_to_str(parts[p], ptr); - ptr += 3; - } - *ptr = ':'; - ptr++; + int p = parts_saved[i]; + if (p == TILEP_PART_BASE) // 0:female 1:male + { + sprintf(ptr, "%03d", parts[p]%2); + ptr += 3; + } + else + { + tilep_part_to_str(parts[p], ptr); + ptr += 3; + } + *ptr = ':'; + ptr++; } ptr--; // erase the last ':' *ptr = 0; @@ -2760,34 +2761,30 @@ int tilep_equ_weapon(const item_def &item) if (item.base_type == OBJ_STAVES) { if (item_is_rod(item)) - { return TILEP_HAND1_ROD_BROWN + (item.special / 4) % 10; - } else - { return TILEP_HAND1_STAFF_LARGE + (item.special / 4) % 10; - } } if (item.base_type == OBJ_MISCELLANY) { switch(item.sub_type) { - case MISC_BOTTLED_EFREET: return TILEP_HAND1_BOTTLE; - case MISC_AIR_ELEMENTAL_FAN: return TILEP_HAND1_FAN; - case MISC_STONE_OF_EARTH_ELEMENTALS: return TILEP_HAND1_STONE; - case MISC_DISC_OF_STORMS: return TILEP_HAND1_DISC; + case MISC_BOTTLED_EFREET: return TILEP_HAND1_BOTTLE; + case MISC_AIR_ELEMENTAL_FAN: return TILEP_HAND1_FAN; + case MISC_STONE_OF_EARTH_ELEMENTALS: return TILEP_HAND1_STONE; + case MISC_DISC_OF_STORMS: return TILEP_HAND1_DISC; case MISC_CRYSTAL_BALL_OF_SEEING: case MISC_CRYSTAL_BALL_OF_ENERGY: - case MISC_CRYSTAL_BALL_OF_FIXATION: return TILEP_HAND1_CRYSTAL; + case MISC_CRYSTAL_BALL_OF_FIXATION: return TILEP_HAND1_CRYSTAL; - case MISC_LAMP_OF_FIRE: return TILEP_HAND1_LANTERN; - case MISC_LANTERN_OF_SHADOWS: return TILEP_HAND1_BONE_LANTERN; - case MISC_HORN_OF_GERYON: return TILEP_HAND1_HORN; + case MISC_LAMP_OF_FIRE: return TILEP_HAND1_LANTERN; + case MISC_LANTERN_OF_SHADOWS: return TILEP_HAND1_BONE_LANTERN; + case MISC_HORN_OF_GERYON: return TILEP_HAND1_HORN; case MISC_BOX_OF_BEASTS: - case MISC_EMPTY_EBONY_CASKET: return TILEP_HAND1_BOX; + case MISC_EMPTY_EBONY_CASKET: return TILEP_HAND1_BOX; case MISC_DECK_OF_ESCAPE: case MISC_DECK_OF_DESTRUCTION: @@ -2797,45 +2794,47 @@ int tilep_equ_weapon(const item_def &item) case MISC_DECK_OF_PUNISHMENT: case MISC_DECK_OF_WAR: case MISC_DECK_OF_CHANGES: - case MISC_DECK_OF_DEFENCE: return TILEP_HAND1_DECK; + case MISC_DECK_OF_DEFENCE: return TILEP_HAND1_DECK; } } - if (item.base_type != OBJ_WEAPONS) return 0; + if (item.base_type != OBJ_WEAPONS) + return 0; if (is_fixed_artefact( item )) { switch(item.special) { - case SPWPN_SINGING_SWORD: return TILEP_HAND1_SINGING_SWORD; - case SPWPN_WRATH_OF_TROG: return TILEP_HAND1_AXE_TROG; - case SPWPN_SCYTHE_OF_CURSES: return TILEP_HAND1_FINISHER; + case SPWPN_SINGING_SWORD: return TILEP_HAND1_SINGING_SWORD; + case SPWPN_WRATH_OF_TROG: return TILEP_HAND1_AXE_TROG; + case SPWPN_SCYTHE_OF_CURSES: return TILEP_HAND1_FINISHER; case SPWPN_MACE_OF_VARIABILITY: return TILEP_HAND1_MACE_OF_VARIABILITY; - case SPWPN_GLAIVE_OF_PRUNE: return TILEP_HAND1_GLAIVE_OF_PRUNE; - case SPWPN_SCEPTRE_OF_TORMENT: return TILEP_HAND1_MACE_RUBY; + case SPWPN_GLAIVE_OF_PRUNE: return TILEP_HAND1_GLAIVE_OF_PRUNE; + case SPWPN_SCEPTRE_OF_TORMENT: return TILEP_HAND1_MACE_RUBY; case SPWPN_SWORD_OF_ZONGULDROK: return TILEP_HAND1_ZONGULDROK; - case SPWPN_SWORD_OF_CEREBOV: return TILEP_HAND1_SWORD_TWIST; - case SPWPN_STAFF_OF_DISPATER: return TILEP_HAND1_DISPATER; + case SPWPN_SWORD_OF_CEREBOV: return TILEP_HAND1_SWORD_TWIST; + case SPWPN_STAFF_OF_DISPATER: return TILEP_HAND1_DISPATER; case SPWPN_SCEPTRE_OF_ASMODEUS: return TILEP_HAND1_ASMODEUS; - case SPWPN_SWORD_OF_POWER: break; - case SPWPN_KNIFE_OF_ACCURACY: break; - case SPWPN_STAFF_OF_OLGREB: return TILEP_HAND1_OLGREB; - case SPWPN_VAMPIRES_TOOTH: break; - case SPWPN_STAFF_OF_WUCAD_MU: break; + case SPWPN_STAFF_OF_OLGREB: return TILEP_HAND1_OLGREB; + + case SPWPN_SWORD_OF_POWER: + case SPWPN_KNIFE_OF_ACCURACY: + case SPWPN_VAMPIRES_TOOTH: + case SPWPN_STAFF_OF_WUCAD_MU: + break; } } if (is_unrandom_artefact( item )) { - int x = find_unrandart_index(item); - switch(x+1) + switch (find_unrandart_index(item) + 1) { // Bloodbane - case 2: return TILEP_HAND1_BLOODBANE; + case 2: return TILEP_HAND1_BLOODBANE; // Flaming Death - case 4: return TILEP_HAND1_FLAMING_DEATH; + case 4: return TILEP_HAND1_FLAMING_DEATH; //mace of Brilliance - case 8: return TILEP_HAND1_MACE_OF_VARIABILITY; + case 8: return TILEP_HAND1_MACE_OF_VARIABILITY; //demon blade Leech case 12: return TILEP_HAND1_LEECH; //dagger of Chilly Death @@ -2881,80 +2880,81 @@ int tilep_equ_weapon(const item_def &item) switch (item.sub_type) { - // Blunt - case WPN_CLUB: return TILEP_HAND1_CLUB_SLANT; - case WPN_MACE: return TILEP_HAND1_MACE; - case WPN_GREAT_MACE: return TILEP_HAND1_GREAT_MACE; - case WPN_FLAIL: return TILEP_HAND1_FRAIL; - case WPN_SPIKED_FLAIL: return TILEP_HAND1_SPIKED_FRAIL; - case WPN_DIRE_FLAIL: return TILEP_HAND1_GREAT_FRAIL; - case WPN_MORNINGSTAR: return TILEP_HAND1_MORNINGSTAR; - case WPN_EVENINGSTAR: return TILEP_HAND1_EVENINGSTAR; - case WPN_GIANT_CLUB: return TILEP_HAND1_GIANT_CLUB_SLANT; - case WPN_GIANT_SPIKED_CLUB: return TILEP_HAND1_GIANT_CLUB_SPIKE_SLANT; - case WPN_ANCUS: return TILEP_HAND1_MACE; - case WPN_WHIP: return TILEP_HAND1_WHIP; - case WPN_DEMON_WHIP: return TILEP_HAND1_BLACK_WHIP; - - // Edge - case WPN_KNIFE: return TILEP_HAND1_DAGGER_SLANT; - case WPN_DAGGER: return TILEP_HAND1_DAGGER_SLANT; - case WPN_SHORT_SWORD: return TILEP_HAND1_SHORT_SWORD_SLANT; - case WPN_LONG_SWORD: return TILEP_HAND1_LONG_SWORD_SLANT; - case WPN_GREAT_SWORD: return TILEP_HAND1_GREAT_SWORD_SLANT; - case WPN_SCIMITAR: return TILEP_HAND1_SCIMITAR; - case WPN_FALCHION: return TILEP_HAND1_FALCHION; - case WPN_SABRE: return TILEP_HAND1_SABRE; - case WPN_DEMON_BLADE: return TILEP_HAND1_SWORD_BLACK; - case WPN_QUICK_BLADE: return TILEP_HAND1_DAGGER; - case WPN_KATANA: return TILEP_HAND1_KATANA_SLANT; - case WPN_DOUBLE_SWORD: return TILEP_HAND1_DOUBLE_SWORD; - case WPN_TRIPLE_SWORD: return TILEP_HAND1_TRIPLE_SWORD; - case WPN_BLESSED_BLADE: return TILEP_HAND1_BLESSED_BLADE; - - // Axe - case WPN_HAND_AXE: return TILEP_HAND1_HAND_AXE; - case WPN_BATTLEAXE: return TILEP_HAND1_BATTLEAXE; - case WPN_BROAD_AXE: return TILEP_HAND1_BROAD_AXE; - case WPN_WAR_AXE: return TILEP_HAND1_WAR_AXE; - case WPN_EXECUTIONERS_AXE: return TILEP_HAND1_EXECUTIONERS_AXE; - case WPN_BARDICHE: return TILEP_HAND1_GLAIVE3; - - //Pole - case WPN_SPEAR: return TILEP_HAND1_SPEAR; - case WPN_HALBERD: return TILEP_HAND1_HALBERD; - case WPN_GLAIVE: return TILEP_HAND1_GLAIVE; - case WPN_QUARTERSTAFF: return TILEP_HAND1_QUARTERSTAFF1; - case WPN_SCYTHE: return TILEP_HAND1_SCYTHE; - case WPN_HAMMER: return TILEP_HAND1_HAMMER; - case WPN_DEMON_TRIDENT: return TILEP_HAND1_DEMON_TRIDENT; - case WPN_TRIDENT: return TILEP_HAND1_TRIDENT2; - case WPN_LAJATANG: return TILEP_HAND1_D_GLAIVE; - - //Ranged - case WPN_SLING: return TILEP_HAND1_SLING; - case WPN_BOW: return TILEP_HAND1_BOW2; - case WPN_CROSSBOW: return TILEP_HAND1_CROSSBOW; - case WPN_HAND_CROSSBOW: return TILEP_HAND1_CROSSBOW; - case WPN_BLOWGUN: return TILEP_HAND1_BLOWGUN; - case WPN_LONGBOW: return TILEP_HAND1_BOW3; - default: return 0; + // Blunt + case WPN_CLUB: return TILEP_HAND1_CLUB_SLANT; + case WPN_MACE: return TILEP_HAND1_MACE; + case WPN_GREAT_MACE: return TILEP_HAND1_GREAT_MACE; + case WPN_FLAIL: return TILEP_HAND1_FRAIL; + case WPN_SPIKED_FLAIL: return TILEP_HAND1_SPIKED_FRAIL; + case WPN_DIRE_FLAIL: return TILEP_HAND1_GREAT_FRAIL; + case WPN_MORNINGSTAR: return TILEP_HAND1_MORNINGSTAR; + case WPN_EVENINGSTAR: return TILEP_HAND1_EVENINGSTAR; + case WPN_GIANT_CLUB: return TILEP_HAND1_GIANT_CLUB_SLANT; + case WPN_GIANT_SPIKED_CLUB: return TILEP_HAND1_GIANT_CLUB_SPIKE_SLANT; + case WPN_ANCUS: return TILEP_HAND1_MACE; + case WPN_WHIP: return TILEP_HAND1_WHIP; + case WPN_DEMON_WHIP: return TILEP_HAND1_BLACK_WHIP; + + // Edge + case WPN_KNIFE: return TILEP_HAND1_DAGGER_SLANT; + case WPN_DAGGER: return TILEP_HAND1_DAGGER_SLANT; + case WPN_SHORT_SWORD: return TILEP_HAND1_SHORT_SWORD_SLANT; + case WPN_LONG_SWORD: return TILEP_HAND1_LONG_SWORD_SLANT; + case WPN_GREAT_SWORD: return TILEP_HAND1_GREAT_SWORD_SLANT; + case WPN_SCIMITAR: return TILEP_HAND1_SCIMITAR; + case WPN_FALCHION: return TILEP_HAND1_FALCHION; + case WPN_SABRE: return TILEP_HAND1_SABRE; + case WPN_DEMON_BLADE: return TILEP_HAND1_SWORD_BLACK; + case WPN_QUICK_BLADE: return TILEP_HAND1_DAGGER; + case WPN_KATANA: return TILEP_HAND1_KATANA_SLANT; + case WPN_DOUBLE_SWORD: return TILEP_HAND1_DOUBLE_SWORD; + case WPN_TRIPLE_SWORD: return TILEP_HAND1_TRIPLE_SWORD; + case WPN_BLESSED_BLADE: return TILEP_HAND1_BLESSED_BLADE; + + // Axe + case WPN_HAND_AXE: return TILEP_HAND1_HAND_AXE; + case WPN_BATTLEAXE: return TILEP_HAND1_BATTLEAXE; + case WPN_BROAD_AXE: return TILEP_HAND1_BROAD_AXE; + case WPN_WAR_AXE: return TILEP_HAND1_WAR_AXE; + case WPN_EXECUTIONERS_AXE: return TILEP_HAND1_EXECUTIONERS_AXE; + case WPN_BARDICHE: return TILEP_HAND1_GLAIVE3; + + //Pole + case WPN_SPEAR: return TILEP_HAND1_SPEAR; + case WPN_HALBERD: return TILEP_HAND1_HALBERD; + case WPN_GLAIVE: return TILEP_HAND1_GLAIVE; + case WPN_QUARTERSTAFF: return TILEP_HAND1_QUARTERSTAFF1; + case WPN_SCYTHE: return TILEP_HAND1_SCYTHE; + case WPN_HAMMER: return TILEP_HAND1_HAMMER; + case WPN_DEMON_TRIDENT: return TILEP_HAND1_DEMON_TRIDENT; + case WPN_TRIDENT: return TILEP_HAND1_TRIDENT2; + case WPN_LAJATANG: return TILEP_HAND1_D_GLAIVE; + + //Ranged + case WPN_SLING: return TILEP_HAND1_SLING; + case WPN_BOW: return TILEP_HAND1_BOW2; + case WPN_CROSSBOW: return TILEP_HAND1_CROSSBOW; + case WPN_HAND_CROSSBOW: return TILEP_HAND1_CROSSBOW; + case WPN_BLOWGUN: return TILEP_HAND1_BLOWGUN; + case WPN_LONGBOW: return TILEP_HAND1_BOW3; + + default: return 0; } } int tilep_equ_armour(const item_def &item) { - if (item.base_type !=OBJ_ARMOUR) return 0; + if (item.base_type != OBJ_ARMOUR) + return 0; if (is_unrandom_artefact( item )) { - int x = find_unrandart_index(item); - switch(x+1) + switch (find_unrandart_index(item) + 1) { // Holy Armour of Zin - case 6: return TILEP_BODY_ARMOR_MUMMY; + case 6: return TILEP_BODY_ARMOR_MUMMY; // robe of Augmentation - case 7: return TILEP_BODY_ROBE_RED2; + case 7: return TILEP_BODY_ROBE_RED2; // robe of Misfortune case 14: return TILEP_BODY_ARWEN; // Lear's chain mail @@ -3000,32 +3000,32 @@ int tilep_equ_armour(const item_def &item) default: return 0; } - case ARM_LEATHER_ARMOUR: return TILEP_BODY_LEATHER_ARMOUR3; - case ARM_RING_MAIL: return TILEP_BODY_RINGMAIL; - case ARM_CHAIN_MAIL: return TILEP_BODY_CHAINMAIL; - case ARM_SCALE_MAIL: return TILEP_BODY_SCALEMAIL; - case ARM_SPLINT_MAIL: return TILEP_BODY_BANDED; - case ARM_BANDED_MAIL: return TILEP_BODY_BANDED; - case ARM_PLATE_MAIL: return TILEP_BODY_PLATE_BLACK; + case ARM_LEATHER_ARMOUR: return TILEP_BODY_LEATHER_ARMOUR3; + case ARM_RING_MAIL: return TILEP_BODY_RINGMAIL; + case ARM_CHAIN_MAIL: return TILEP_BODY_CHAINMAIL; + case ARM_SCALE_MAIL: return TILEP_BODY_SCALEMAIL; + case ARM_SPLINT_MAIL: return TILEP_BODY_BANDED; + case ARM_BANDED_MAIL: return TILEP_BODY_BANDED; + case ARM_PLATE_MAIL: return TILEP_BODY_PLATE_BLACK; case ARM_CRYSTAL_PLATE_MAIL: return TILEP_BODY_CRYSTAL_PLATE; - case ARM_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_GREEN; - case ARM_ICE_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_CYAN; - case ARM_STEAM_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_WHITE; + case ARM_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_GREEN; + case ARM_ICE_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_CYAN; + case ARM_STEAM_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_WHITE; case ARM_MOTTLED_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_MAGENTA; - case ARM_STORM_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_BLUE; - case ARM_GOLD_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_GOLD; - case ARM_SWAMP_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_BROWN; + case ARM_STORM_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_BLUE; + case ARM_GOLD_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_GOLD; + case ARM_SWAMP_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_BROWN; - case ARM_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_GREEN; - case ARM_ICE_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_CYAN; - case ARM_STEAM_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_WHITE; + case ARM_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_GREEN; + case ARM_ICE_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_CYAN; + case ARM_STEAM_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_WHITE; case ARM_MOTTLED_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_MAGENTA; - case ARM_STORM_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_BLUE; - case ARM_GOLD_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_GOLD; - case ARM_SWAMP_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_BROWN; + case ARM_STORM_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_BLUE; + case ARM_GOLD_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_GOLD; + case ARM_SWAMP_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_BROWN; - case ARM_ANIMAL_SKIN: return TILEP_BODY_ANIMAL_SKIN; + case ARM_ANIMAL_SKIN: return TILEP_BODY_ANIMAL_SKIN; case ARM_TROLL_HIDE: case ARM_TROLL_LEATHER_ARMOUR: return TILEP_BODY_TROLL_HIDE; @@ -3035,16 +3035,18 @@ int tilep_equ_armour(const item_def &item) int tilep_equ_shield(const item_def &item) { - if (you.equip[EQ_SHIELD] == -1) return 0; - if (item.base_type !=OBJ_ARMOUR) return 0; + if (you.equip[EQ_SHIELD] == -1) + return 0; + + if (item.base_type != OBJ_ARMOUR) + return 0; if (is_unrandom_artefact( item )) { - int x = find_unrandart_index(item); - switch(x+1) + switch (find_unrandart_index(item) + 1) { // shield of Ignorance - case 5: return TILEP_HAND2_SHIELD_SHAMAN; + case 5: return TILEP_HAND2_SHIELD_SHAMAN; // Bullseye case 10: return TILEP_HAND2_BULLSEYE; // shield of Resistance @@ -3054,8 +3056,8 @@ int tilep_equ_shield(const item_def &item) switch (item.sub_type) { - case ARM_SHIELD: return TILEP_HAND2_SHIELD_KNIGHT_BLUE; - case ARM_BUCKLER: return TILEP_HAND2_SHIELD_ROUND_SMALL; + case ARM_SHIELD: return TILEP_HAND2_SHIELD_KNIGHT_BLUE; + case ARM_BUCKLER: return TILEP_HAND2_SHIELD_ROUND_SMALL; case ARM_LARGE_SHIELD: return TILEP_HAND2_SHIELD_LONG_RED; default: return 0; } @@ -3063,9 +3065,12 @@ int tilep_equ_shield(const item_def &item) int tilep_equ_cloak(const item_def &item) { - if (you.equip[EQ_CLOAK] == -1) return 0; - if (item.base_type !=OBJ_ARMOUR) return 0; - if (item.sub_type != ARM_CLOAK) return 0; + if (you.equip[EQ_CLOAK] == -1) + return 0; + + if (item.base_type != OBJ_ARMOUR || item.sub_type != ARM_CLOAK) + return 0; + switch (item.colour) { case BLACK: @@ -3097,17 +3102,13 @@ int tilep_equ_helm(const item_def &item) if (is_unrandom_artefact(item)) { - int idx = find_unrandart_index(item); - switch (idx + 1) + switch (find_unrandart_index(item) + 1) { - case 11: - // crown of Dyrovepreva + case 11: // crown of Dyrovepreva return TILEP_HELM_DYROVEPREVA; - case 41: - // mask of the Dragon + case 41: // mask of the Dragon return TILEP_HELM_ART_DRAGONHELM; - case 50: - // hat of the Alchemist + case 50: // hat of the Alchemist return TILEP_HELM_TURBAN_PURPLE; } @@ -3233,15 +3234,12 @@ int tilep_equ_gloves(const item_def &item) { if (you.equip[EQ_GLOVES] == -1) return 0; - if (item.base_type != OBJ_ARMOUR) - return 0; - if (item.sub_type != ARM_GLOVES) + if (item.base_type != OBJ_ARMOUR || item.sub_type != ARM_GLOVES) return 0; if (is_unrandom_artefact(item)) { - int idx = find_unrandart_index(item); - switch (idx + 1) + switch (find_unrandart_index(item) + 1) { case 30: // gauntlets of War (thick brown) return TILEP_ARM_GLOVE_BLACK; @@ -3250,8 +3248,7 @@ int tilep_equ_gloves(const item_def &item) } } - int etype = get_etype(item); - switch (etype) + switch (get_etype(item)) { default: case 0: @@ -3291,6 +3288,7 @@ int tilep_equ_boots(const item_def &item) if (item.sub_type == ARM_NAGA_BARDING) return TILEP_BOOTS_NAGA_BARDING + std::min(etype, 3); + if (item.sub_type == ARM_CENTAUR_BARDING) return TILEP_BOOTS_CENTAUR_BARDING + std::min(etype, 3); @@ -3299,8 +3297,8 @@ int tilep_equ_boots(const item_def &item) if (is_unrandom_artefact(item)) { - int idx = find_unrandart_index(item); - switch (idx + 1) + // in anticipation of more unrandart boots + switch (find_unrandart_index(item) + 1) { case 23: // boots of the assassin return TILEP_BOOTS_MIDDLE_GRAY; @@ -3351,8 +3349,11 @@ int get_ctg_idx(char *name) { int i; - for(i=0;i= max) break; @@ -4189,7 +4180,7 @@ int pack_floor_item(int *idx, int *flag, int *isort, int max) // Simple Bubble sort int k = n; - while( (k > 0) && (isort[k-1] > isort[k])) + while (k > 0 && isort[k-1] > isort[k]) { swapint(idx[k-1], idx[k]); swapint(isort[k-1], isort[k]); @@ -4207,16 +4198,16 @@ void finish_inven_data(int n, int *tiles, int *num, int *idx, int *iflag) { int i; - for(i = 0; i < n; i++) + for (i = 0; i < n; i++) { int q = -1; int j = idx[i]; item_def *itm; - if (j==-1) + if (j == -1) { - num[i]=-1; - tiles[i]= 0; + num[i] = -1; + tiles[i] = 0; continue; } @@ -4266,7 +4257,8 @@ void tile_draw_inv(int item_type, int flag) if (flag == -1) { - flag = (win_main->active_layer == 0) ? REGION_INV1 : REGION_INV2; + flag = (win_main->active_layer == 0) ? REGION_INV1 + : REGION_INV2; } TileRegionClass *r = (flag == REGION_INV1) ? region_item:region_item2; @@ -4308,7 +4300,7 @@ void tile_draw_inv(int item_type, int flag) empty += 1-eq_flag[j]; } - for (j=0; j= 0 && eq < ENDOFPACK) @@ -4317,21 +4309,21 @@ void tile_draw_inv(int item_type, int flag) if (item_type >= 0) item_chars = syms_table[item_type]; - else - if (item_type == -2) + else if (item_type == -2) item_chars = obj_syms; - else - if (item_type == -3) + else if (item_type == -3) item_chars = "."; - if (item_chars[0] == 0) return; + if (item_chars[0] == 0) + return; for (i=0; i < (int)strlen(item_chars); i++) { int top = n; char ic = item_chars[i]; - if (n >= numInvTiles) break; + if (n >= numInvTiles) + break; // Items on the floor if (ic == '.') @@ -4354,7 +4346,7 @@ void tile_draw_inv(int item_type, int flag) // convert item char to item type int type = -1; - for (j=0; j < (int)strlen(obj_syms); j++) + for (j = 0; j < (int)strlen(obj_syms); j++) { if (obj_syms[j] == ic) { @@ -4363,7 +4355,8 @@ void tile_draw_inv(int item_type, int flag) } } - if (type == -1) continue; + if (type == -1) + continue; for (j = 0; j < ENDOFPACK && n < numInvTiles; j++) { @@ -4371,7 +4364,7 @@ void tile_draw_inv(int item_type, int flag) { int sval = NUM_EQUIP + you.inv[j].sub_type; int base = 0; - int id0 = item_unid_type(you.inv[j]); + int id0 = _item_unid_type(you.inv[j]); idx[n] = j; iflag[n] = 0; @@ -4413,7 +4406,7 @@ void tile_draw_inv(int item_type, int flag) isort[n] = sval; int k = n; - while( (k > top) && (isort[k-1] > isort[k])) + while (k > top && isort[k-1] > isort[k]) { swapint(idx[k-1], idx[k]); swapint(isort[k-1], isort[k]); @@ -4428,12 +4421,12 @@ void tile_draw_inv(int item_type, int flag) finish_inven_data(n, tiles, num, idx, iflag); - for(i = n; i < numInvTiles; i++) + for (i = n; i < numInvTiles; i++) { - tiles[i] = 0; - num[i] = 0; - idx[i] = -1; - iflag[i] = 0; + tiles[i] = 0; + num[i] = 0; + idx[i] = -1; + iflag[i] = 0; } TileDrawInvData(n, flag, tiles, num, idx, iflag); } -- cgit v1.2.3-54-g00ecf