From 227420e531ae481224410978e01c834507cc61d2 Mon Sep 17 00:00:00 2001 From: Enne Walker Date: Sun, 17 Jan 2010 19:33:07 -0500 Subject: Tile transparency in water without overlays. In order for jpeg's waves to work on deep water as well as shallow, we need to not use partially transparent overlays to simulate an actor or an item being submerged. Now, non-flying objects on water will be drawn transparently to blend with the water below. This should mostly look the same, except it will now work on top of waves and will not require a mask for each water type. As a nice side-effect, ghosts are now transparent again and the water on top of submerged objects now animates properly. See the comments in tilebuf.cc for details. The mask tile itself can be adjusted to change the water level, but the parameters to SubmergedTileBuffer will need to be changed to compensate depending on what the new art looks like. --- crawl-ref/source/tilepick.cc | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'crawl-ref/source/tilepick.cc') diff --git a/crawl-ref/source/tilepick.cc b/crawl-ref/source/tilepick.cc index b1d2024e1d..94d4cb9641 100644 --- a/crawl-ref/source/tilepick.cc +++ b/crawl-ref/source/tilepick.cc @@ -5087,6 +5087,10 @@ void tile_finish_dngn(unsigned int *tileb, int cx, int cy) } } + dungeon_feature_type feat = grd(gc); + if (feat_is_water(feat) || feat == DNGN_LAVA) + tileb[count+1] |= TILE_FLAG_WATER; + if (print_blood && is_bloodcovered(gc)) tileb[count+1] |= TILE_FLAG_BLOOD; -- cgit v1.2.3-54-g00ecf