%name dngn %prefix TILE %sdir dc-dngn dngn_unseen DNGN_UNSEEN # Multiple tile definitions are STATIC, that is they may change between # saves but are otherwise fixed. %weight 5 wall/brick_brown0 WALL_NORMAL WALL_BRICK WALL_BRICK_BROWN wall/brick_brown1 wall/brick_brown2 wall/brick_brown4 wall/brick_brown5 %weight 2 wall/brick_brown3 wall/brick_brown6 %weight 1 wall/brick_brown7 %variation WALL_BRICK blue %hue 30 240 %hue 0 240 %repeat WALL_BRICK WALL_BRICK_BLUE %resetcol %variation WALL_BRICK green %hue 30 90 %hue 0 90 %repeat WALL_BRICK WALL_BRICK_GREEN WALL_SNAKE %resetcol %variation WALL_BRICK cyan %hue 30 180 %hue 0 180 %repeat WALL_BRICK WALL_BRICK_CYAN %resetcol %variation WALL_BRICK red %hue 30 0 %repeat WALL_BRICK WALL_BRICK_RED %resetcol %variation WALL_BRICK magenta %hue 30 300 %hue 0 300 %repeat WALL_BRICK WALL_BRICK_MAGENTA %resetcol %variation WALL_BRICK lightgray %desat 30 %desat 0 %lum 0 10 %repeat WALL_BRICK WALL_BRICK_LIGHTGRAY %resetcol %variation WALL_BRICK darkgray %desat 30 %lum 30 -20 %desat 0 %repeat WALL_BRICK WALL_BRICK_DARKGRAY %resetcol %variation WALL_BRICK lightblue %hue 30 240 %lum 30 15 %hue 0 240 %repeat WALL_BRICK WALL_BRICK_LIGHTBLUE %resetcol %variation WALL_BRICK lightgreen %hue 30 90 %lum 30 15 %hue 0 90 %lum 0 5 %repeat WALL_BRICK WALL_BRICK_LIGHTGREEN %resetcol %variation WALL_BRICK lightcyan %hue 30 180 %lum 30 15 %hue 0 180 %lum 0 5 %repeat WALL_BRICK WALL_BRICK_LIGHTCYAN %resetcol %variation WALL_BRICK lightred %hue 30 0 %lum 30 15 %lum 0 5 %repeat WALL_BRICK WALL_BRICK_LIGHTRED %resetcol %variation WALL_BRICK lightmagenta %hue 30 300 %lum 30 15 %hue 0 300 %lum 0 5 %repeat WALL_BRICK WALL_BRICK_LIGHTMAGENTA %resetcol %variation WALL_BRICK yellow %hue 30 60 %hue 0 60 %repeat WALL_BRICK WALL_BRICK_YELLOW %resetcol %variation WALL_BRICK white %desat 30 %lum 30 30 %desat 0 %lum 0 15 %repeat WALL_BRICK WALL_BRICK_WHITE %resetcol # The colorized versions of FLOOR_PEBBLE were made from # pebble_gray*.png, by colorizing the non-border color # with hue 30, sat 50, lum +20 in GIMP. %desat 28 %desat 29 %desat 30 floor/pebble_brown0 FLOOR_PEBBLE FLOOR_PEBBLE_LIGHTGRAY FLOOR_NORMAL floor/pebble_brown1 floor/pebble_brown2 floor/pebble_brown3 floor/pebble_brown4 floor/pebble_brown5 floor/pebble_brown6 floor/pebble_brown7 floor/pebble_brown8 %resetcol %variation FLOOR_PEBBLE brown %hue 28 30 %hue 29 30 # Can't just use %repeat here, as we want the coloured versions. floor/pebble_brown0 FLOOR_PEBBLE_BROWN floor/pebble_brown1 floor/pebble_brown2 floor/pebble_brown3 floor/pebble_brown4 floor/pebble_brown5 floor/pebble_brown6 floor/pebble_brown7 floor/pebble_brown8 %resetcol %variation FLOOR_PEBBLE blue %hue 28 240 %hue 29 240 %hue 30 240 %repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_BLUE %resetcol %variation FLOOR_PEBBLE green %hue 28 90 %hue 29 90 %hue 30 90 %repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_GREEN %resetcol %variation FLOOR_PEBBLE cyan %hue 28 180 %hue 29 180 %hue 30 180 %repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_CYAN %resetcol %variation FLOOR_PEBBLE red %hue 28 0 %hue 29 0 %hue 30 0 %repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_RED %resetcol %variation FLOOR_PEBBLE magenta %hue 28 300 %hue 29 300 %hue 30 300 %repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_MAGENTA %resetcol %variation FLOOR_PEBBLE darkgray %desat 28 %desat 29 %desat 30 %lum 28 -7 %lum 29 -7 %lum 30 -7 %repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_DARKGRAY %resetcol %variation FLOOR_PEBBLE lightblue %hue 28 240 %hue 29 240 %hue 30 240 %lum 28 7 %lum 29 7 %lum 30 7 %repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_LIGHTBLUE %resetcol %variation FLOOR_PEBBLE lightgreen %hue 28 90 %hue 29 90 %hue 30 90 %lum 28 7 %lum 29 7 %lum 30 7 %repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_LIGHTGREEN %resetcol %variation FLOOR_PEBBLE lightcyan %hue 28 180 %hue 29 180 %hue 30 180 %lum 28 7 %lum 29 7 %lum 30 7 %repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_LIGHTCYAN %resetcol %variation FLOOR_PEBBLE lightred %hue 28 0 %hue 29 0 %hue 30 0 %lum 28 7 %lum 29 7 %lum 30 7 %repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_LIGHTRED %resetcol %variation FLOOR_PEBBLE lightmagenta %hue 28 300 %hue 29 300 %hue 30 300 %lum 28 7 %lum 29 7 %lum 30 7 %repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_LIGHTMAGENTA %resetcol %variation FLOOR_PEBBLE yellow %hue 28 60 %hue 29 60 %hue 30 60 %repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_YELLOW %resetcol %variation FLOOR_PEBBLE white %desat 28 %desat 29 %desat 30 %lum 0 20 %lum 28 40 %lum 29 40 %lum 30 40 %repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_WHITE %resetcol wall/relief0 WALL_HALL wall/relief1 wall/relief2 wall/relief3 floor/mesh0 FLOOR_HALL floor/mesh1 floor/mesh2 floor/mesh3 wall/hive0 WALL_HIVE wall/hive1 wall/hive2 wall/hive3 floor/hive0 FLOOR_HIVE FLOOR_ORC floor/hive1 floor/hive2 floor/hive3 floor/ice0 FLOOR_ICE floor/ice1 floor/ice2 floor/ice3 wall/lair0 WALL_LAIR WALL_ORC WALL_SWAMP wall/lair1 wall/lair2 wall/lair3 floor/lair0 FLOOR_LAIR floor/lair1 floor/lair2 floor/lair3 wall/slime0 WALL_SLIME wall/slime1 wall/slime2 wall/slime3 floor/bog_green0 FLOOR_SLIME floor/bog_green1 floor/bog_green2 floor/bog_green3 floor/snake0 FLOOR_SNAKE floor/snake1 floor/snake2 floor/snake3 ## swamp also doesn't have any unique walls... floor/swamp0 FLOOR_SWAMP floor/swamp1 floor/swamp2 floor/swamp3 wall/tomb0 WALL_TOMB wall/tomb1 wall/tomb2 wall/tomb3 floor/tomb0 FLOOR_TOMB floor/tomb1 floor/tomb2 floor/tomb3 wall/vault0 WALL_VAULT wall/vault1 wall/vault2 wall/vault3 floor/rect_gray0 FLOOR_VAULT floor/rect_gray1 floor/rect_gray2 floor/rect_gray3 wall/zot_blue0 WALL_ZOT WALL_ZOT_BLUE wall/zot_blue1 wall/zot_blue2 wall/zot_blue3 %variation WALL_ZOT green %hue 240 120 %repeat WALL_ZOT WALL_ZOT_GREEN %resetcol %variation WALL_ZOT cyan %hue 240 180 %repeat WALL_ZOT WALL_ZOT_CYAN WALL_ICE %resetcol %variation WALL_ZOT red %hue 240 0 %repeat WALL_ZOT WALL_ZOT_RED %resetcol %variation WALL_ZOT magenta %hue 240 300 %repeat WALL_ZOT WALL_ZOT_MAGENTA %resetcol %variation WALL_ZOT brown %hue 240 30 %repeat WALL_ZOT WALL_ZOT_BROWN %resetcol %variation WALL_ZOT lightgray %desat 240 %lum 240 -15 %repeat WALL_ZOT WALL_ZOT_LIGHTGRAY %resetcol %variation WALL_ZOT darkgray %desat 240 %lum 240 -30 %repeat WALL_ZOT WALL_ZOT_DARKGRAY %resetcol %variation WALL_ZOT lightblue %lum 240 40 %repeat WALL_ZOT WALL_ZOT_LIGHTBLUE %resetcol %variation WALL_ZOT lightgreen %hue 240 120 %lum 240 15 %repeat WALL_ZOT WALL_ZOT_LIGHTGREEN %resetcol %variation WALL_ZOT lightcyan %hue 240 180 %lum 240 15 %repeat WALL_ZOT WALL_ZOT_LIGHTCYAN %resetcol %variation WALL_ZOT lightred %hue 240 0 %lum 240 40 %repeat WALL_ZOT WALL_ZOT_LIGHTRED %resetcol %variation WALL_ZOT lightmagenta %hue 240 300 %lum 240 40 %repeat WALL_ZOT WALL_ZOT_LIGHTMAGENTA %resetcol %variation WALL_ZOT yellow %hue 240 60 %repeat WALL_ZOT WALL_ZOT_YELLOW %resetcol %variation WALL_ZOT white %desat 240 %lum 240 10 %repeat WALL_ZOT WALL_ZOT_WHITE %resetcol %weight 2 wall/wall_flesh0 WALL_FLESH wall/wall_flesh1 wall/wall_flesh2 wall/wall_flesh3 %weight 1 wall/wall_flesh4 wall/wall_flesh5 wall/wall_flesh6 %weight 2 wall/transparent_flesh1 WALL_TRANSPARENT_FLESH wall/transparent_flesh2 wall/transparent_flesh3 %weight 1 wall/transparent_flesh4 wall/transparent_flesh5 wall/transparent_flesh6 wall/wall_vines0 WALL_VINES wall/wall_vines1 wall/wall_vines2 wall/wall_vines3 wall/wall_vines4 wall/wall_vines5 wall/wall_vines6 floor/floor_vines0 FLOOR_VINES floor/floor_vines1 floor/floor_vines2 floor/floor_vines3 floor/floor_vines4 floor/floor_vines5 floor/floor_vines6 wall/pebble_red0 WALL_PEBBLE WALL_PEBBLE_RED wall/pebble_red1 wall/pebble_red2 wall/pebble_red3 %variation WALL_PEBBLE blue %hue 0 240 %repeat WALL_PEBBLE WALL_PEBBLE_BLUE %resetcol %variation WALL_PEBBLE green %hue 0 90 %repeat WALL_PEBBLE WALL_PEBBLE_GREEN %resetcol %variation WALL_PEBBLE cyan %hue 0 180 %repeat WALL_PEBBLE WALL_PEBBLE_CYAN %resetcol %variation WALL_PEBBLE magenta %hue 0 300 %repeat WALL_PEBBLE WALL_PEBBLE_MAGENTA %resetcol %variation WALL_PEBBLE brown %hue 0 30 %repeat WALL_PEBBLE WALL_PEBBLE_BROWN %resetcol %variation WALL_PEBBLE lightgray %desat 0 %lum 0 -10 %repeat WALL_PEBBLE WALL_PEBBLE_LIGHTGRAY %resetcol %variation WALL_PEBBLE darkgray %desat 0 %lum 0 -30 %repeat WALL_PEBBLE WALL_PEBBLE_DARKGRAY %resetcol %variation WALL_PEBBLE lightblue %hue 0 240 %lum 0 15 %repeat WALL_PEBBLE WALL_PEBBLE_LIGHTBLUE %resetcol %variation WALL_PEBBLE lightgreen %hue 0 90 %lum 0 15 %repeat WALL_PEBBLE WALL_PEBBLE_LIGHTGREEN %resetcol %variation WALL_PEBBLE lightcyan %hue 0 180 %lum 0 15 %repeat WALL_PEBBLE WALL_PEBBLE_LIGHTCYAN %resetcol %variation WALL_PEBBLE lightred %lum 0 15 %repeat WALL_PEBBLE WALL_PEBBLE_LIGHTRED %resetcol %variation WALL_PEBBLE lightmagenta %hue 0 300 %lum 0 15 %repeat WALL_PEBBLE WALL_PEBBLE_LIGHTMAGENTA %resetcol %variation WALL_PEBBLE yellow %hue 0 60 %repeat WALL_PEBBLE WALL_PEBBLE_YELLOW %resetcol %variation WALL_PEBBLE white %desat 0 %lum 0 20 %repeat WALL_PEBBLE WALL_PEBBLE_WHITE %resetcol floor/rough_red0 FLOOR_ROUGH FLOOR_ROUGH_RED floor/rough_red1 floor/rough_red2 floor/rough_red3 %variation FLOOR_ROUGH blue %hue 0 240 %repeat FLOOR_ROUGH FLOOR_ROUGH_BLUE %resetcol %variation FLOOR_ROUGH green %hue 0 90 %repeat FLOOR_ROUGH FLOOR_ROUGH_GREEN %resetcol %variation FLOOR_ROUGH cyan %hue 0 180 %repeat FLOOR_ROUGH FLOOR_ROUGH_CYAN %resetcol %variation FLOOR_ROUGH magenta %hue 0 300 %repeat FLOOR_ROUGH FLOOR_ROUGH_MAGENTA %resetcol %variation FLOOR_ROUGH brown %hue 0 30 %repeat FLOOR_ROUGH FLOOR_ROUGH_BROWN %resetcol %variation FLOOR_ROUGH lightgray %desat 0 %repeat FLOOR_ROUGH FLOOR_ROUGH_LIGHTGRAY %resetcol %variation FLOOR_ROUGH darkgray %desat 0 %lum 0 -10 %repeat FLOOR_ROUGH FLOOR_ROUGH_DARKGRAY %resetcol %variation FLOOR_ROUGH lightblue %hue 0 240 %lum 0 10 %repeat FLOOR_ROUGH FLOOR_ROUGH_LIGHTBLUE %resetcol %variation FLOOR_ROUGH lightgreen %hue 0 90 %lum 0 10 %repeat FLOOR_ROUGH FLOOR_ROUGH_LIGHTGREEN %resetcol %variation FLOOR_ROUGH lightcyan %hue 0 180 %lum 0 10 %repeat FLOOR_ROUGH FLOOR_ROUGH_LIGHTCYAN %resetcol %variation FLOOR_ROUGH lightred %lum 0 10 %repeat FLOOR_ROUGH FLOOR_ROUGH_LIGHTRED %resetcol %variation FLOOR_ROUGH lightmagenta %hue 0 300 %lum 0 10 %repeat FLOOR_ROUGH FLOOR_ROUGH_LIGHTMAGENTA %resetcol %variation FLOOR_ROUGH yellow %hue 0 60 %repeat FLOOR_ROUGH FLOOR_ROUGH_YELLOW %resetcol %variation FLOOR_ROUGH white %desat 0 %lum 0 20 %repeat FLOOR_ROUGH FLOOR_ROUGH_WHITE %resetcol %weight 5 floor/floor_sand_stone0 FLOOR_SAND_STONE floor/floor_sand_stone1 floor/floor_sand_stone2 floor/floor_sand_stone3 %weight 2 floor/floor_sand_stone4 floor/floor_sand_stone5 floor/floor_sand_stone7 %weight 1 floor/floor_sand_stone6 wall/wall_yellow_rock0 WALL_YELLOW_ROCK wall/wall_yellow_rock1 wall/wall_yellow_rock2 wall/wall_yellow_rock3 wall/brick_gray0 WALL_BRICK_GRAY wall/brick_gray1 wall/brick_gray2 wall/brick_gray3 wall/stone_gray0 WALL_STONE_GRAY wall/stone_gray1 wall/stone_gray2 wall/stone_gray3 %sdir dc-dngn/floor/grass grass0 FLOOR_GRASS grass1 grass2 grass_n HALO_GRASS grass_ne grass_e grass_se grass_s grass_sw grass_w grass_nw grass_full %sdir dc-dngn wall/undead0 WALL_UNDEAD wall/undead1 wall/undead2 wall/undead3 floor/floor_nerves0 FLOOR_NERVES floor/floor_nerves1 floor/floor_nerves2 floor/floor_nerves3 floor/floor_nerves4 floor/floor_nerves5 floor/floor_nerves6 %start %compose floor/grass/grass0 %compose floor/pedestal_n %finish HALO_GRASS2 %start %compose floor/grass/grass1 %compose floor/pedestal_ne %finish %start %compose floor/grass/grass2 %compose floor/pedestal_e %finish %start %compose floor/grass/grass1 %compose floor/pedestal_se %finish %start %compose floor/grass/grass0 %compose floor/pedestal_s %finish %start %compose floor/grass/grass1 %compose floor/pedestal_sw %finish %start %compose floor/grass/grass2 %compose floor/pedestal_w %finish %start %compose floor/grass/grass0 %compose floor/pedestal_nw %finish floor/pedestal_full %start %compose floor/rect_gray0 %compose floor/pedestal_n %finish HALO_VAULT %start %compose floor/rect_gray1 %compose floor/pedestal_ne %finish %start %compose floor/rect_gray2 %compose floor/pedestal_e %finish %start %compose floor/rect_gray3 %compose floor/pedestal_se %finish %start %compose floor/rect_gray2 %compose floor/pedestal_s %finish %start %compose floor/rect_gray1 %compose floor/pedestal_sw %finish %start %compose floor/rect_gray0 %compose floor/pedestal_w %finish %start %compose floor/rect_gray3 %compose floor/pedestal_nw %finish floor/pedestal_full floor/dirt0 FLOOR_DIRT floor/dirt1 floor/dirt2 floor/dirt_n HALO_DIRT floor/dirt_ne floor/dirt_e floor/dirt_se floor/dirt_s floor/dirt_sw floor/dirt_w floor/dirt_nw floor/dirt_full wall/stone2_gray0 DNGN_STONE_WALL DNGN_STONE_WALL_LIGHTGRAY wall/stone2_gray1 wall/stone2_gray2 wall/stone2_gray3 %variation DNGN_STONE_WALL blue %hue 26 240 %hue 27 240 %hue 28 240 %hue 29 240 %hue 30 240 %hue 31 240 %hue 32 240 %hue 33 240 wall/stone2_brown0 DNGN_STONE_WALL_BLUE wall/stone2_brown1 wall/stone2_brown2 wall/stone2_brown3 %resetcol %variation DNGN_STONE_WALL green %hue 240 120 %repeat DNGN_STONE_WALL_BLUE DNGN_STONE_WALL_GREEN %resetcol %variation DNGN_STONE_WALL cyan %hue 240 180 %repeat DNGN_STONE_WALL_BLUE DNGN_STONE_WALL_CYAN %resetcol %variation DNGN_STONE_WALL red %hue 240 0 %repeat DNGN_STONE_WALL_BLUE DNGN_STONE_WALL_RED %resetcol %variation DNGN_STONE_WALL magenta %hue 240 300 %repeat DNGN_STONE_WALL_BLUE DNGN_STONE_WALL_MAGENTA %resetcol %variation DNGN_STONE_WALL brown %hue 240 30 %repeat DNGN_STONE_WALL_BLUE DNGN_STONE_WALL_BROWN %resetcol %variation DNGN_STONE_WALL darkgray %lum 0 -20 %repeat DNGN_STONE_WALL DNGN_STONE_WALL_DARKGRAY %resetcol %variation DNGN_STONE_WALL yellow %hue 240 60 %repeat DNGN_STONE_WALL_BLUE DNGN_STONE_WALL_YELLOW %resetcol %variation DNGN_STONE_WALL white %lum 0 30 %repeat DNGN_STONE_WALL DNGN_STONE_WALL_WHITE %resetcol wall/dngn_wax_wall DNGN_WAX_WALL wall/dngn_transparent_wall DNGN_TRANSPARENT_WALL wall/dngn_metal_wall DNGN_METAL_WALL %hue 150 120 wall/dngn_green_crystal_wall DNGN_GREEN_CRYSTAL_WALL DNGN_CRYSTAL DNGN_CRYSTAL_GREEN %resetcol %variation DNGN_CRYSTAL blue %hue 120 240 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_BLUE %resetcol %variation DNGN_CRYSTAL cyan %hue 120 180 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_CYAN %resetcol %variation DNGN_CRYSTAL red %hue 120 0 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_RED %resetcol %variation DNGN_CRYSTAL magenta %hue 120 300 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_MAGENTA %resetcol %variation DNGN_CRYSTAL brown %hue 120 30 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_BROWN %resetcol %variation DNGN_CRYSTAL lightgray %desat 120 %lum 120 -20 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_LIGHTGRAY %resetcol %variation DNGN_CRYSTAL darkgray %desat 120 %lum 120 -40 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_DARKGRAY %resetcol %variation DNGN_CRYSTAL lightblue %hue 120 240 %lum 120 30 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_LIGHTBLUE %resetcol %variation DNGN_CRYSTAL lightgreen %lum 120 30 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_LIGHTGREEN %resetcol %variation DNGN_CRYSTAL lightcyan %hue 120 180 %lum 120 30 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_LIGHTCYAN %resetcol %variation DNGN_CRYSTAL lightred %hue 120 0 %lum 120 30 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_LIGHTRED %resetcol %variation DNGN_CRYSTAL lightmagenta %hue 120 300 %lum 120 30 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_LIGHTMAGENTA %resetcol %variation DNGN_CRYSTAL yellow %hue 120 60 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_YELLOW %resetcol %variation DNGN_CRYSTAL white %desat 120 %repeat DNGN_CRYSTAL DNGN_CRYSTAL_WHITE %resetcol wall/tree1 DNGN_TREE wall/tree2 ## doors dngn_detected_secret_door DNGN_DETECTED_SECRET_DOOR dngn_closed_door DNGN_CLOSED_DOOR gate_closed_left DNGN_GATE_CLOSED_LEFT gate_closed_middle DNGN_GATE_CLOSED_MIDDLE gate_closed_right DNGN_GATE_CLOSED_RIGHT dngn_open_door DNGN_OPEN_DOOR gate_open_left DNGN_GATE_OPEN_LEFT gate_open_middle DNGN_GATE_OPEN_MIDDLE gate_open_right DNGN_GATE_OPEN_RIGHT ## Alternate doors for vaults, etc. Should be in the order listed above for ## doors which also provide gateways; otherwise detected, closed, open, or ## closed, open. %sdir dc-dngn/gateways fleshy_orifice_closed DNGN_FLESHY_ORIFICE fleshy_orifice_open %sdir dc-dngn dngn_orcish_idol DNGN_ORCISH_IDOL dngn_granite_statue DNGN_GRANITE_STATUE ## traps dngn_trap_dart DNGN_TRAP_DART dngn_trap_arrow DNGN_TRAP_ARROW dngn_trap_needle DNGN_TRAP_NEEDLE dngn_trap_bolt DNGN_TRAP_BOLT dngn_trap_spear DNGN_TRAP_SPEAR dngn_trap_axe DNGN_TRAP_AXE dngn_trap_blade DNGN_TRAP_BLADE dngn_trap_net DNGN_TRAP_NET dngn_trap_alarm DNGN_TRAP_ALARM dngn_trap_shaft DNGN_TRAP_SHAFT dngn_trap_teleport DNGN_TRAP_TELEPORT dngn_trap_zot DNGN_TRAP_ZOT ## stairs %sdir dc-dngn/gateways stone_stairs_down DNGN_STONE_STAIRS_DOWN stone_stairs_up DNGN_STONE_STAIRS_UP escape_hatch_down DNGN_ESCAPE_HATCH_DOWN escape_hatch_up DNGN_ESCAPE_HATCH_UP dngn_enter DNGN_ENTER %rim 1 dngn_return DNGN_RETURN %rim 0 %sdir dc-dngn/shops ##dngn_enter_shop DNGN_ENTER_SHOP %shrink 0 %back dngn_enter_shop shop_general SHOP_GENERAL shop_weapon SHOP_WEAPONS shop_armour SHOP_ARMOUR shop_food SHOP_FOOD shop_books SHOP_BOOKS shop_scrolls SHOP_SCROLLS shop_wands SHOP_WANDS shop_jewellery SHOP_JEWELLERY shop_potions SHOP_POTIONS %back none %shrink 1 dngn_abandoned_shop DNGN_ABANDONED_SHOP %sdir dc-dngn ## from here on multiple tile definitions are CHANGEABLE, i.e. they may ## change from turn to turn floor/lava0 DNGN_LAVA floor/lava1 floor/lava2 floor/lava3 ## water %sdir dc-dngn/water %weight 3 dngn_open_sea DNGN_OPEN_SEA %weight 1 dngn_open_sea2 %weight 2 dngn_deep_water DNGN_DEEP_WATER %weight 1 dngn_deep_water2 %weight 3 dngn_shallow_water DNGN_SHALLOW_WATER %weight 1 dngn_shallow_water2 dngn_shallow_water_disturbance DNGN_SHALLOW_WATER_DISTURBANCE dngn_shallow_water_disturbance2 %weight 2 dngn_deep_water_murky DNGN_DEEP_WATER_MURKY %weight 1 dngn_deep_water_murky2 %weight 3 dngn_shallow_water_murky DNGN_SHALLOW_WATER_MURKY %weight 1 dngn_shallow_water_murky2 dngn_shallow_water_murky_disturbance DNGN_SHALLOW_WATER_MURKY_DISTURBANCE dngn_shallow_water_murky_disturbance2 # Make all base variants equally likely, but their special ones less so. %weight 4 dngn_shoals_deep_water1 SHOALS_DEEP_WATER %weight 2 dngn_shoals_deep_water1_shape %weight 4 dngn_shoals_deep_water2 %weight 1 dngn_shoals_deep_water2_shape dngn_shoals_deep_water2_bubbles %weight 4 dngn_shoals_deep_water3 %weight 2 dngn_shoals_deep_water3_bubbles %weight 4 dngn_shoals_deep_water4 %weight 2 dngn_shoals_deep_water4_bubbles %weight 1 dngn_shoals_shallow_water1 SHOALS_SHALLOW_WATER dngn_shoals_shallow_water2 dngn_shoals_shallow_water3 dngn_shoals_shallow_water4 dngn_shoals_shallow_water_disturbance1 SHOALS_SHALLOW_WATER_DISTURBANCE dngn_shoals_shallow_water_disturbance2 dngn_shoals_shallow_water_disturbance3 # corner waves (diagonals) deep_water_wave_corner_NE WAVE_DEEP_CORNER_NE deep_water_wave_corner_NW WAVE_DEEP_CORNER_NW deep_water_wave_corner_SE WAVE_DEEP_CORNER_SE deep_water_wave_corner_SW WAVE_DEEP_CORNER_SW # orthogonal waves deep_water_wave_N WAVE_DEEP_N deep_water_wave_S WAVE_DEEP_S deep_water_wave_E WAVE_DEEP_E deep_water_wave_W WAVE_DEEP_W # corner waves (diagonals) shallow_water_wave_corner_NE WAVE_CORNER_NE shallow_water_wave_corner_NW WAVE_CORNER_NW shallow_water_wave_corner_SE WAVE_CORNER_SE shallow_water_wave_corner_SW WAVE_CORNER_SW # orthogonal waves shallow_water_wave_N WAVE_N shallow_water_wave_S WAVE_S shallow_water_wave_E WAVE_E shallow_water_wave_W WAVE_W %sdir dc-dngn/gateways dngn_entrance DNGN_UNSEEN_ENTRANCE %rim 1 dngn_enter_hell DNGN_ENTER_HELL dngn_enter_zot_closed DNGN_ENTER_ZOT_CLOSED dngn_enter_zot_open DNGN_ENTER_ZOT_OPEN %rim 0 dngn_return_zot DNGN_RETURN_ZOT dngn_enter_dis DNGN_ENTER_DIS dngn_enter_gehenna DNGN_ENTER_GEHENNA dngn_enter_cocytus DNGN_ENTER_COCYTUS dngn_enter_tartarus DNGN_ENTER_TARTARUS dngn_return_hell DNGN_RETURN_HELL dngn_enter_abyss DNGN_ENTER_ABYSS dngn_exit DNGN_EXIT_ABYSS dngn_exit_flickering dngn_stone_arch DNGN_STONE_ARCH dngn_enter_labyrinth DNGN_ENTER_LABYRINTH dngn_enter_pandemonium DNGN_ENTER_PANDEMONIUM dngn_portal DNGN_PORTAL dngn_portal_rotated %rim 1 dngn_transit_pandemonium DNGN_TRANSIT_PANDEMONIUM %rim 0 %sdir dc-dngn/altars dngn_altar DNGN_UNSEEN_ALTAR dngn_altar_zin DNGN_ALTAR_ZIN dngn_altar_shining_one DNGN_ALTAR_SHINING_ONE dngn_altar_kikubaaqudgha DNGN_ALTAR_KIKUBAAQUDGHA dngn_altar_yredelemnul DNGN_ALTAR_YREDELEMNUL dngn_altar_xom_blue DNGN_ALTAR_XOM dngn_altar_xom_green dngn_altar_xom_pink dngn_altar_xom_red dngn_altar_xom_turquoise dngn_altar_xom_yellow dngn_altar_vehumet DNGN_ALTAR_VEHUMET dngn_altar_okawaru DNGN_ALTAR_OKAWARU dngn_altar_makhleb DNGN_ALTAR_MAKHLEB dngn_altar_makhleb_flipped dngn_altar_sif_muna DNGN_ALTAR_SIF_MUNA dngn_altar_trog DNGN_ALTAR_TROG dngn_altar_nemelex_xobeh DNGN_ALTAR_NEMELEX_XOBEH dngn_altar_elyvilon DNGN_ALTAR_ELYVILON dngn_altar_lugonu DNGN_ALTAR_LUGONU dngn_altar_beogh DNGN_ALTAR_BEOGH dngn_altar_jiyva DNGN_ALTAR_JIYVA %rim 1 dngn_altar_fedhas DNGN_ALTAR_FEDHAS %rim 0 dngn_altar_cheibriados DNGN_ALTAR_CHEIBRIADOS %sdir dc-dngn dngn_blue_fountain DNGN_FOUNTAIN DNGN_BLUE_FOUNTAIN dngn_blue_fountain2 dngn_sparkling_fountain DNGN_SPARKLING_FOUNTAIN dngn_sparkling_fountain2 dngn_blood_fountain DNGN_BLOOD_FOUNTAIN dngn_blood_fountain2 dngn_dry_fountain DNGN_DRY_FOUNTAIN ## Miscellaneous entries that get drawn on the background. ## Flavour is fixed again. dc-misc/blood_red BLOOD dc-misc/blood_red1 dc-misc/blood_red2 dc-misc/blood_red3 dc-misc/blood_red4 dc-misc/halo HALO dc-misc/ray RAY dc-misc/ray_out_of_range RAY_OUT_OF_RANGE dc-misc/travel_exclusion TRAVEL_EXCLUSION_BG dc-misc/travel_exclusion_centre TRAVEL_EXCLUSION_CENTRE_BG dc-misc/slot ITEM_SLOT effect/sanctuary SANCTUARY dc-misc/error DNGN_ERROR