summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/tile2.cc
blob: 109eb5a2e1ea67f9dd6e88fea4d743aa6d2a323f (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
/*
 *  File:       tile2.cc
 *  Created by: ennewalker on Sat Jan 5 01:33:53 2008 UTC
 */

#include "AppHdr.h"

#ifdef USE_TILE
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include "branch.h"
#include "env.h"
#include "player.h"
#include "stuff.h"
#include "tiles.h"
#include "tiledef-dngn.h"
#include "tiledef-player.h"

void tile_default_flv(level_area_type lev, branch_type br, tile_flavour &flv)
{
    flv.wall    = TILE_WALL_NORMAL;
    flv.floor   = TILE_FLOOR_NORMAL;
    flv.special = 0;

    if (lev == LEVEL_PANDEMONIUM)
    {
        flv.floor = TILE_FLOOR_TOMB;
        switch (random2(7))
        {
        default:
        case 0: flv.wall = TILE_WALL_ZOT_BLUE; break;
        case 1: flv.wall = TILE_WALL_ZOT_RED; break;
        case 2: flv.wall = TILE_WALL_ZOT_MAGENTA; break;
        case 3: flv.wall = TILE_WALL_ZOT_GREEN; break;
        case 4: flv.wall = TILE_WALL_ZOT_CYAN; break;
        case 5: flv.wall = TILE_WALL_ZOT_YELLOW; break;
        case 6: flv.wall = TILE_WALL_ZOT_WHITE; break;
        }

        if (one_chance_in(3))
            flv.wall = TILE_WALL_FLESH;
        if (one_chance_in(3))
            flv.floor = TILE_FLOOR_NERVES;

        return;
    }
    else if (lev == LEVEL_ABYSS)
    {
        flv.floor = TILE_FLOOR_NERVES;
        switch (random2(6))
        {
        default:
        case 0: flv.wall = TILE_WALL_HIVE; break;
        case 1: flv.wall = TILE_WALL_PEBBLE_RED; break;
        case 2: flv.wall = TILE_WALL_SLIME; break;
        case 3: flv.wall = TILE_WALL_ICE; break;
        case 4: flv.wall = TILE_WALL_HALL; break;
        case 5: flv.wall = TILE_WALL_UNDEAD; break;
        }
        return;
    }
    else if (lev == LEVEL_LABYRINTH)
    {
        flv.wall  = TILE_WALL_UNDEAD;
        flv.floor = TILE_FLOOR_TOMB;
        return;
    }
    else if (lev == LEVEL_PORTAL_VAULT)
    {
        // These should be handled in the respective lua files.
        flv.wall  = TILE_WALL_NORMAL;
        flv.floor = TILE_FLOOR_NORMAL;
        return;
    }

    switch (br)
    {
    case BRANCH_MAIN_DUNGEON:
        flv.wall  = TILE_WALL_NORMAL;
        flv.floor = TILE_FLOOR_NORMAL;
        return;

    case BRANCH_HIVE:
        flv.wall  = TILE_WALL_HIVE;
        flv.floor = TILE_FLOOR_HIVE;
        return;

    case BRANCH_VAULTS:
        flv.wall  = TILE_WALL_VAULT;
        flv.floor = TILE_FLOOR_VAULT;
        return;

    case BRANCH_ECUMENICAL_TEMPLE:
        flv.wall  = TILE_WALL_VINES;
        flv.floor = TILE_FLOOR_VINES;
        return;

    case BRANCH_ELVEN_HALLS:
    case BRANCH_HALL_OF_BLADES:
        flv.wall  = TILE_WALL_HALL;
        flv.floor = TILE_FLOOR_HALL;
        return;

    case BRANCH_TARTARUS:
    case BRANCH_CRYPT:
    case BRANCH_VESTIBULE_OF_HELL:
        flv.wall  = TILE_WALL_UNDEAD;
        flv.floor = TILE_FLOOR_TOMB;
        return;

    case BRANCH_TOMB:
        flv.wall  = TILE_WALL_TOMB;
        flv.floor = TILE_FLOOR_TOMB;
        return;

    case BRANCH_DIS:
        flv.wall  = TILE_WALL_ZOT_CYAN;
        flv.floor = TILE_FLOOR_TOMB;
        return;

    case BRANCH_GEHENNA:
        flv.wall  = TILE_WALL_ZOT_RED;
        flv.floor = TILE_FLOOR_ROUGH_RED;
        return;

    case BRANCH_COCYTUS:
        flv.wall  = TILE_WALL_ICE;
        flv.floor = TILE_FLOOR_ICE;
        return;

    case BRANCH_ORCISH_MINES:
        flv.wall  = TILE_WALL_ORC;
        flv.floor = TILE_FLOOR_ORC;
        return;

    case BRANCH_LAIR:
        flv.wall  = TILE_WALL_LAIR;
        flv.floor = TILE_FLOOR_LAIR;
        return;

    case BRANCH_SLIME_PITS:
        flv.wall  = TILE_WALL_SLIME;
        flv.floor = TILE_FLOOR_SLIME;
        return;

    case BRANCH_SNAKE_PIT:
        flv.wall  = TILE_WALL_SNAKE;
        flv.floor = TILE_FLOOR_SNAKE;
        return;

    case BRANCH_SWAMP:
        flv.wall  = TILE_WALL_SWAMP;
        flv.floor = TILE_FLOOR_SWAMP;
        return;

    case BRANCH_SHOALS:
        flv.wall  = TILE_WALL_YELLOW_ROCK;
        flv.floor = TILE_FLOOR_SAND_STONE;
        return;

    case BRANCH_HALL_OF_ZOT:
        flv.wall  = TILE_WALL_ZOT_YELLOW;
        flv.floor = TILE_FLOOR_TOMB;
        return;

    case NUM_BRANCHES:
        break;
    }
}

void tile_init_default_flavour()
{
    tile_default_flv(you.level_type, you.where_are_you, env.tile_default);
}

// FIXME: Needs to be updated whenever the order of clouds or monsters changes.
int get_clean_map_idx(int tile_idx)
{
    int idx = tile_idx & TILE_FLAG_MASK;
    if (idx >= TILE_CLOUD_FIRE_0 && idx <= TILE_CLOUD_TLOC_ENERGY
        || idx >= TILEP_MONS_PANDEMONIUM_DEMON && idx <= TILEP_MONS_TEST_SPAWNER
        || idx >= TILEP_MCACHE_START)
    {
        return 0;
    }

    return tile_idx;
}

#endif