From 91d2dd8e666a0aa8d77456ff8af2c13cdba4ee4b Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Fri, 28 Nov 2008 01:33:20 +0000 Subject: * Tweak Snorg's tile to increase the difference to the plain troll. * Add a new tile each for the flaming corpse and trapdoor spider. * Add a sticky flame overlay for the player tile. * Move all unique monsters into dc-mon/unique (minus Adolf). * Remove comments and commented out monsters from the tile definitions. * Minor comment fixes and code cleanup. I'm really starting to get the hang of the tile creation. :) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7665 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/tilereg.cc | 25 ++++++++++++++++--------- 1 file changed, 16 insertions(+), 9 deletions(-) (limited to 'crawl-ref/source/tilereg.cc') diff --git a/crawl-ref/source/tilereg.cc b/crawl-ref/source/tilereg.cc index 8e61aa842d..e3eb26e384 100644 --- a/crawl-ref/source/tilereg.cc +++ b/crawl-ref/source/tilereg.cc @@ -325,11 +325,14 @@ void DungeonRegion::draw_player(unsigned int x, unsigned int y) result = default_doll; - result.parts[TILEP_PART_BASE] = default_doll.parts[TILEP_PART_BASE]; + result.parts[TILEP_PART_BASE] = default_doll.parts[TILEP_PART_BASE]; result.parts[TILEP_PART_DRCHEAD] = default_doll.parts[TILEP_PART_DRCHEAD]; result.parts[TILEP_PART_DRCWING] = default_doll.parts[TILEP_PART_DRCWING]; - bool halo = inside_halo(you.pos()); + + const bool halo = inside_halo(you.pos()); result.parts[TILEP_PART_HALO] = halo ? TILEP_HALO_TSO : 0; + result.parts[TILEP_PART_ENCH] = + (you.duration[DUR_LIQUID_FLAMES] ? TILEP_ENCH_STICKY_FLAME : 0); if (result.parts[TILEP_PART_HAND1] == TILEP_SHOW_EQUIP) { @@ -394,6 +397,7 @@ void DungeonRegion::draw_player(unsigned int x, unsigned int y) result.parts[TILEP_PART_HELM] = 0; } } + if (result.parts[TILEP_PART_BOOTS] == TILEP_SHOW_EQUIP) { int item = you.equip[EQ_BOOTS]; @@ -404,6 +408,7 @@ void DungeonRegion::draw_player(unsigned int x, unsigned int y) else result.parts[TILEP_PART_BOOTS] = 0; } + if (result.parts[TILEP_PART_ARM] == TILEP_SHOW_EQUIP) { int item = you.equip[EQ_GLOVES]; @@ -420,6 +425,7 @@ void DungeonRegion::draw_player(unsigned int x, unsigned int y) else result.parts[TILEP_PART_ARM] = 0; } + if (result.parts[TILEP_PART_LEG] == TILEP_SHOW_EQUIP) result.parts[TILEP_PART_LEG] = 0; if (result.parts[TILEP_PART_DRCWING] == TILEP_SHOW_EQUIP) @@ -435,21 +441,22 @@ void DungeonRegion::draw_doll(const dolls_data &doll, unsigned int x, { int p_order[TILEP_PART_MAX] = { - TILEP_PART_SHADOW, + TILEP_PART_SHADOW, // 0 TILEP_PART_HALO, + TILEP_PART_ENCH, TILEP_PART_DRCWING, TILEP_PART_CLOAK, - TILEP_PART_BASE, + TILEP_PART_BASE, // 5 TILEP_PART_BOOTS, TILEP_PART_LEG, TILEP_PART_BODY, TILEP_PART_ARM, - TILEP_PART_HAND1, + TILEP_PART_HAND1, // 10 TILEP_PART_HAND2, TILEP_PART_HAIR, TILEP_PART_BEARD, TILEP_PART_HELM, - TILEP_PART_DRCHEAD + TILEP_PART_DRCHEAD // 15 }; int flags[TILEP_PART_MAX]; @@ -458,8 +465,8 @@ void DungeonRegion::draw_doll(const dolls_data &doll, unsigned int x, // For skirts, boots go under the leg armour. For pants, they go over. if (doll.parts[TILEP_PART_LEG] < TILEP_LEG_SKIRT_OFS) { - p_order[5] = TILEP_PART_BOOTS; - p_order[6] = TILEP_PART_LEG; + p_order[6] = TILEP_PART_BOOTS; + p_order[7] = TILEP_PART_LEG; } for (int i = 0; i < TILEP_PART_MAX; i++) @@ -1245,7 +1252,7 @@ void InventoryRegion::pack_verts() if (item.flag & TILEI_FLAG_FLOOR) { add_quad(TEX_DUNGEON, get_floor_tile_idx() - + m_flavour[i] % get_num_floor_flavors(), x, y); + + m_flavour[i] % get_num_floor_flavours(), x, y); } else add_quad(TEX_DUNGEON, TILE_ITEM_SLOT, x, y); -- cgit v1.2.3-54-g00ecf