From fffdff655d83eee37ccd6d755bc75fb2be35e4b2 Mon Sep 17 00:00:00 2001 From: ennewalker Date: Sat, 5 Apr 2008 15:30:42 +0000 Subject: Tiles (un)randart overhaul: Added missing/new tiles. Player tiles and item tiles now more consistent with each other. Unrandarts now more distinct from their mundane counterparts. Graphics more consistent with descriptions/colors from unrand.h. Removed more old, ugly, unused tiles. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4074 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/tile1.cc | 102 +++++++++++++++++++++++----------------------- 1 file changed, 51 insertions(+), 51 deletions(-) (limited to 'crawl-ref/source/tile1.cc') diff --git a/crawl-ref/source/tile1.cc b/crawl-ref/source/tile1.cc index 0fe5805dcd..af79c65a75 100644 --- a/crawl-ref/source/tile1.cc +++ b/crawl-ref/source/tile1.cc @@ -906,22 +906,17 @@ static int _tileidx_unrand_artefact(int idx) case 44: return TILE_URAND_ERCHIDEL; case 45: return TILE_URAND_NIGHT; case 46: return TILE_URAND_PLUTONIUM; - case 47: return TILE_URAND_UNDERADHUNTER; + case 47: return TILE_URAND_UNDEADHUNTER; case 48: return TILE_URAND_DRAGON_KING; case 49: return TILE_URAND_ALCHEMIST; case 50: return TILE_URAND_FENCER; case 51: return TILE_URAND_MAGE; case 52: return TILE_URAND_BLOWGUN; - case 53: //return TILE_URAND_WYRMBANE; - return TILE_WPN_SPEAR + 1; - case 54: //return TILE_URAND_SPRIGGAN; - return TILE_WPN_KNIFE + 1; - case 55: //return TILE_URAND_LAJATANG; - return TILE_WPN_LAJATANG + 1; - case 56: //return TILE_URAND_BROOCH; - return TILE_AMU_RANDOM_OFFSET + 2; - case 57: //return TILE_URAND_SERPENT_SCOURGE; - return TILE_WPN_WHIP + 1; + case 53: return TILE_URAND_WYRMBANE; + case 54: return TILE_URAND_SPRIGGANS_KNIFE; + case 55: return TILE_URAND_DIRE_LAJATANG; + case 56: return TILE_URAND_BROOCH_OF_SHIELDING; + case 57: return TILE_URAND_SERPENT_SCOURGE; default: return TILE_TODO; } } @@ -2871,11 +2866,10 @@ int tilep_equ_weapon(const item_def &item) case SPWPN_SCEPTRE_OF_ASMODEUS: return TILEP_HAND1_ASMODEUS; 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; + case SPWPN_SWORD_OF_POWER: return TILEP_HAND1_SWORD_OF_POWER; + case SPWPN_KNIFE_OF_ACCURACY: return TILEP_HAND1_KNIFE_OF_ACCURACY; + case SPWPN_VAMPIRES_TOOTH: return TILEP_HAND1_VAMPIRES_TOOTH; + case SPWPN_STAFF_OF_WUCAD_MU: return TILEP_HAND1_WUCAD_MU; } } @@ -2887,48 +2881,54 @@ int tilep_equ_weapon(const item_def &item) case 2: return TILEP_HAND1_BLOODBANE; // Flaming Death case 4: return TILEP_HAND1_FLAMING_DEATH; - //mace of Brilliance - case 8: return TILEP_HAND1_MACE_OF_VARIABILITY; - //demon blade Leech + // mace of Brilliance + case 8: return TILEP_HAND1_MACE_OF_BRILLIANCE; + // demon blade Leech case 12: return TILEP_HAND1_LEECH; - //dagger of Chilly Death + // dagger of Chilly Death case 15: return TILEP_HAND1_CHILLY_DEATH; - //dagger \"Morg\" + // dagger "Morg" case 17: return TILEP_HAND1_MORG; - //scythe \"Finisher + // scythe "Finisher" case 18: return TILEP_HAND1_FINISHER; - //sling \"Punk + // sling "Punk case 19: return TILEP_HAND1_PUNK; - //bow of Krishna + // bow of Krishna case 20: return TILEP_HAND1_KRISHNA; - //giant club \"Skullcrusher - case 22: break; - //glaive of the Guard - case 24: break; - //sword of Jihad + // giant club "Skullcrusher" + case 22: return TILEP_HAND1_GIANT_CLUB_SLANT; + // glaive of the Guard + case 24: return TILEP_HAND1_GLAIVE_OF_THE_GUARD; + // sword of Jihad case 25: return TILEP_HAND1_JIHAD; - //crossbow \"Fiery Devil + // crossbow "Fiery Devil" case 28: return TILEP_HAND1_FIERY_DEVIL; - //sword of Doom Knight + // sword of Doom Knight case 31: return TILEP_HAND1_DOOM_KNIGHT; - //Eos - case 35: break; - //spear of Voo-Doo + // Eos + case 35: return TILEP_HAND1_EOS; + // spear of Voo-Doo case 39: return TILEP_HAND1_VOODOO; - //trident of the Octopus king - case 40: break; - //mithril axe \"Arga + // trident of the Octopus king + case 40: return TILEP_HAND1_TRIDENT_OCTOPUS_KING; + // mithril axe "Arga" case 42: return TILEP_HAND1_ARGA; - //Elemental Staff + // Elemental Staff case 43: return TILEP_HAND1_ELEMENTAL_STAFF; - //hand crossbow \"Sniper + // hand crossbow "Sniper" case 44: return TILEP_HAND1_SNIPER; - //bow \"Erchidel + // bow "Erchidel" case 45: return TILEP_HAND1_GREAT_BOW; - //plutonium sword + // plutonium sword case 47: return TILEP_HAND1_PLUTONIUM_SWORD; - //mace \"Undeadhunter - case 48: return TILEP_HAND1_LARGE_MACE; + // mace "Undeadhunter" + case 48: return TILEP_HAND1_UNDEADHUNTER; + // blowgun of the Assassin + case 53: return TILEP_HAND1_BLOWGUN_ASSASSIN; + case 54: return TILEP_HAND1_WYRMBANE; + case 55: return TILEP_HAND1_SPRIGGANS_KNIFE; + case 56: return TILEP_HAND1_DIRE_LAJATANG; + case 58: return TILEP_HAND1_SERPENT_SCOURGE; } } @@ -2943,7 +2943,7 @@ int tilep_equ_weapon(const item_def &item) 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_CLUB: return TILEP_HAND1_GIANT_CLUB_PLAIN; 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; @@ -2973,7 +2973,7 @@ int tilep_equ_weapon(const item_def &item) case WPN_EXECUTIONERS_AXE: return TILEP_HAND1_EXECUTIONERS_AXE; case WPN_BARDICHE: return TILEP_HAND1_GLAIVE3; - //Pole + // Pole case WPN_SPEAR: return TILEP_HAND1_SPEAR; case WPN_HALBERD: return TILEP_HAND1_HALBERD; case WPN_GLAIVE: return TILEP_HAND1_GLAIVE; @@ -2984,7 +2984,7 @@ int tilep_equ_weapon(const item_def &item) case WPN_TRIDENT: return TILEP_HAND1_TRIDENT2; case WPN_LAJATANG: return TILEP_HAND1_D_GLAIVE; - //Ranged + // Ranged case WPN_SLING: return TILEP_HAND1_SLING; case WPN_BOW: return TILEP_HAND1_BOW2; case WPN_CROSSBOW: return TILEP_HAND1_CROSSBOW; @@ -3006,11 +3006,11 @@ int tilep_equ_armour(const item_def &item) 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_WHITE_BLUE; // robe of Misfortune - case 14: return TILEP_BODY_ARWEN; + case 14: return TILEP_BODY_ROBE_MISFORTUNE; // Lear's chain mail case 26: return TILEP_BODY_LEARS_CHAIN_MAIL; // skin of Zhor @@ -3018,7 +3018,7 @@ int tilep_equ_armour(const item_def &item) // salamander hide armour case 29: return TILEP_BODY_LEATHER_RED; // robe of Folly - case 33: return TILEP_BODY_ROBE_BLACK; + case 33: return TILEP_BODY_ROBE_RED2; // Edison's patent armour case 38: return TILEP_BODY_EDISON; // robe of Night @@ -3100,7 +3100,7 @@ int tilep_equ_shield(const item_def &item) switch (find_unrandart_index(item) + 1) { // shield of Ignorance - case 5: return TILEP_HAND2_SHIELD_SHAMAN; + case 5: return TILEP_HAND2_SHIELD_OF_IGNORANCE; // Bullseye case 10: return TILEP_HAND2_BULLSEYE; // shield of Resistance -- cgit v1.2.3-54-g00ecf