summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/tilepick-p.cc
blob: 86c5b331ec32eb6e8af68eb48950279bcc62b7f2 (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
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
#include "AppHdr.h"

#ifdef USE_TILE
#include "tilepick-p.h"

#include <stdio.h>

#include "artefact.h"
#include "describe.h"
#include "itemname.h"
#include "itemprop.h"
#include "options.h"
#include "player.h"
#include "tiledef-player.h"
#include "tiledef-unrand.h"
#include "tiledoll.h"
#include "tilepick.h"
#include "transform.h"
#include "traps.h"

static tileidx_t _modrng(int mod, tileidx_t first, tileidx_t last)
{
    return first + mod % (last - first + 1);
}

static tileidx_t _mon_mod(tileidx_t tile, int offset)
{
    int count = tile_player_count(tile);
    return tile + offset % count;
}

tileidx_t tilep_equ_weapon(const item_def &item)
{
    if (item.props.exists("worn_tile"))
        return item.props["worn_tile"].get_short();

    if (item.base_type == OBJ_STAVES)
    {
        int orig_special = you.item_description[IDESC_STAVES][item.sub_type];
        int desc = (orig_special / NDSC_STAVE_PRI) % NDSC_STAVE_SEC;
        return TILEP_HAND1_STAFF_LARGE + desc;
    }

    if (item.base_type == OBJ_RODS)
        return _mon_mod(TILEP_HAND1_ROD_FIRST, item.rnd);

    if (item.base_type == OBJ_MISCELLANY)
    {
        switch (item.sub_type)
        {
#if TAG_MAJOR_VERSION == 34
        case MISC_BOTTLED_EFREET:             return TILEP_HAND1_BOTTLE;
#endif
        case MISC_FAN_OF_GALES:               return TILEP_HAND1_FAN;
        case MISC_STONE_OF_TREMORS:           return TILEP_HAND1_STONE;
        case MISC_DISC_OF_STORMS:             return TILEP_HAND1_DISC;

        case MISC_CRYSTAL_BALL_OF_ENERGY:     return TILEP_HAND1_CRYSTAL;

        case MISC_LAMP_OF_FIRE:               return TILEP_HAND1_LANTERN;
        case MISC_LANTERN_OF_SHADOWS:         return TILEP_HAND1_BONE_LANTERN;
        case MISC_HORN_OF_GERYON:             return TILEP_HAND1_HORN;
        case MISC_BOX_OF_BEASTS:              return TILEP_HAND1_BOX;

        case MISC_DECK_OF_ESCAPE:
        case MISC_DECK_OF_DESTRUCTION:
#if TAG_MAJOR_VERSION == 34
        case MISC_DECK_OF_DUNGEONS:
#endif
        case MISC_DECK_OF_SUMMONING:
        case MISC_DECK_OF_WONDERS:
        case MISC_DECK_OF_PUNISHMENT:
        case MISC_DECK_OF_WAR:
        case MISC_DECK_OF_CHANGES:
        case MISC_DECK_OF_DEFENCE:            return TILEP_HAND1_DECK;
        }
    }

    if (item.base_type != OBJ_WEAPONS)
        return 0;

    if (is_unrandom_artefact(item))
    {
        const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
        if (tile)
            return tile;
    }

    tileidx_t tile = 0;

    switch (item.sub_type)
    {
    // Blunt
    case WPN_CLUB:
        tile = TILEP_HAND1_CLUB_SLANT;
        break;
    case WPN_MACE:
        tile = TILEP_HAND1_MACE;
        break;
    case WPN_GREAT_MACE:
        tile = TILEP_HAND1_GREAT_MACE;
        break;
    case WPN_FLAIL:
        tile = TILEP_HAND1_FLAIL;
        break;
    case WPN_DIRE_FLAIL:
        tile = TILEP_HAND1_GREAT_FLAIL;
        break;
    case WPN_MORNINGSTAR:
        tile = TILEP_HAND1_MORNINGSTAR;
        break;
    case WPN_EVENINGSTAR:
        tile = TILEP_HAND1_EVENINGSTAR;
        break;
    case WPN_GIANT_CLUB:
        tile = TILEP_HAND1_GIANT_CLUB_PLAIN;
        break;
    case WPN_GIANT_SPIKED_CLUB:
        tile = TILEP_HAND1_GIANT_CLUB_SPIKE_SLANT;
        break;
    case WPN_WHIP:
        tile = TILEP_HAND1_WHIP;
        break;
    case WPN_DEMON_WHIP:
        tile = TILEP_HAND1_BLACK_WHIP;
        break;
    case WPN_SACRED_SCOURGE:
        tile = TILEP_HAND1_SACRED_SCOURGE;
        break;

    // Edge
    case WPN_DAGGER:
        tile = TILEP_HAND1_DAGGER_SLANT;
        break;
    case WPN_SHORT_SWORD:
        tile = TILEP_HAND1_SHORT_SWORD_SLANT;
        break;
    case WPN_LONG_SWORD:
        tile = TILEP_HAND1_LONG_SWORD_SLANT;
        break;
    case WPN_GREAT_SWORD:
        tile = TILEP_HAND1_GREAT_SWORD_SLANT;
        break;
    case WPN_SCIMITAR:
        tile = TILEP_HAND1_SCIMITAR;
        break;
    case WPN_FALCHION:
        tile = TILEP_HAND1_FALCHION;
        break;
    case WPN_CUTLASS:
        tile = TILEP_HAND1_CUTLASS;
        break;
    case WPN_DEMON_BLADE:
        tile = TILEP_HAND1_DEMON_BLADE;
        break;
    case WPN_QUICK_BLADE:
        tile = TILEP_HAND1_DAGGER;
        break;
    case WPN_BASTARD_SWORD:
        tile = TILEP_HAND1_BASTARD_SWORD;
        break;
    case WPN_CLAYMORE:
        tile = TILEP_HAND1_CLAYMORE;
        break;
    case WPN_EUDEMON_BLADE:
        tile = TILEP_HAND1_BLESSED_BLADE;
        break;

    // new blessed weapons
    case WPN_BLESSED_LONG_SWORD:
        tile = TILEP_HAND1_LONG_SWORD_SLANT;
        break;
    case WPN_BLESSED_GREAT_SWORD:
        tile = TILEP_HAND1_GREAT_SWORD_SLANT;
        break;
    case WPN_BLESSED_SCIMITAR:
        tile = TILEP_HAND1_SCIMITAR;
        break;
    case WPN_BLESSED_FALCHION:
        tile = TILEP_HAND1_FALCHION;
        break;
    case WPN_BLESSED_BASTARD_SWORD:
        tile = TILEP_HAND1_BASTARD_SWORD_BLESSED;
        break;
    case WPN_BLESSED_CLAYMORE:
        tile = TILEP_HAND1_CLAYMORE_BLESSED;
        break;

    // Axe
    case WPN_HAND_AXE:
        tile = TILEP_HAND1_HAND_AXE;
        break;
    case WPN_BATTLEAXE:
        tile = TILEP_HAND1_BATTLEAXE;
        break;
    case WPN_BROAD_AXE:
        tile = TILEP_HAND1_BROAD_AXE;
        break;
    case WPN_WAR_AXE:
        tile = TILEP_HAND1_WAR_AXE;
        break;
    case WPN_EXECUTIONERS_AXE:
        tile = TILEP_HAND1_EXECUTIONERS_AXE;
        break;
    case WPN_BARDICHE:
        tile = TILEP_HAND1_GLAIVE3;
        break;

    // Pole
    case WPN_SPEAR:
        tile = TILEP_HAND1_SPEAR;
        break;
    case WPN_HALBERD:
        tile = TILEP_HAND1_HALBERD;
        break;
    case WPN_GLAIVE:
        tile = TILEP_HAND1_GLAIVE;
        break;
#if TAG_MAJOR_VERSION == 34
    case WPN_STAFF:
        tile = TILEP_HAND1_STAFF;
        break;
#endif
    case WPN_QUARTERSTAFF:
        tile = TILEP_HAND1_QUARTERSTAFF1;
        break;
    case WPN_LAJATANG:
        tile = TILEP_HAND1_LAJATANG;
        break;

    case WPN_SCYTHE:
        tile = TILEP_HAND1_SCYTHE;
        break;
    case WPN_HAMMER:
        tile = TILEP_HAND1_HAMMER;
        break;
    case WPN_TRIDENT:
        tile = TILEP_HAND1_TRIDENT2;
        break;
    case WPN_DEMON_TRIDENT:
        tile = TILEP_HAND1_DEMON_TRIDENT;
        break;
    case WPN_TRISHULA:
        tile = TILEP_HAND1_TRISHULA;
        break;

    // Ranged
    case WPN_HUNTING_SLING:
        tile = TILEP_HAND1_HUNTING_SLING;
        break;
    case WPN_GREATSLING:
        tile = TILEP_HAND1_GREATSLING;
        break;
    case WPN_SHORTBOW:
        tile = TILEP_HAND1_BOW2;
        break;
    case WPN_HAND_CROSSBOW:
        tile = TILEP_HAND1_HAND_CROSSBOW;
        break;
    case WPN_ARBALEST:
        tile = TILEP_HAND1_ARBALEST;
        break;
    case WPN_TRIPLE_CROSSBOW:
        tile = TILEP_HAND1_TRIPLE_CROSSBOW;
        break;
    case WPN_BLOWGUN:
        tile = TILEP_HAND1_BLOWGUN;
        break;
    case WPN_LONGBOW:
        tile = TILEP_HAND1_BOW3;
        break;

    default: tile = 0;
    }

    return tile ? tileidx_enchant_equ(item, tile, true) : 0;
}

tileidx_t tilep_equ_shield(const item_def &item)
{
    if (item.base_type != OBJ_ARMOUR)
        return 0;

    if (item.props.exists("worn_tile"))
        return item.props["worn_tile"].get_short();

    if (is_unrandom_artefact(item))
    {
        const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
        if (tile)
            return tile;
    }

    switch (item.sub_type)
    {
        case ARM_SHIELD:
            return _modrng(item.rnd, TILEP_HAND2_SHIELD_FIRST_NORM,
                           TILEP_HAND2_SHIELD_LAST_NORM);
        case ARM_BUCKLER:
            return _modrng(item.rnd, TILEP_HAND2_BUCKLER_FIRST_NORM,
                           TILEP_HAND2_BUCKLER_LAST_NORM);
        case ARM_LARGE_SHIELD:
            return _modrng(item.rnd, TILEP_HAND2_LSHIELD_FIRST_NORM,
                           TILEP_HAND2_LSHIELD_LAST_NORM);
        default: return 0;
    }
}

tileidx_t tilep_equ_armour(const item_def &item)
{
    if (item.base_type != OBJ_ARMOUR)
        return 0;

    if (item.props.exists("worn_tile"))
        return item.props["worn_tile"].get_short();

    if (is_unrandom_artefact(item))
    {
        const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
        if (tile)
            return tile;
    }

    switch (item.sub_type)
    {
    case ARM_ROBE:
        return _modrng(item.rnd, TILEP_BODY_ROBE_FIRST_NORM,
                       TILEP_BODY_ROBE_LAST_NORM);

    case ARM_LEATHER_ARMOUR:
        return tileidx_enchant_equ(item, TILEP_BODY_LEATHER_ARMOUR, true);
    case ARM_RING_MAIL:          return TILEP_BODY_RINGMAIL;
    case ARM_CHAIN_MAIL:         return TILEP_BODY_CHAINMAIL;
    case ARM_SCALE_MAIL:         return TILEP_BODY_SCALEMAIL;
    case ARM_PLATE_ARMOUR:       return TILEP_BODY_PLATE_BLACK;
    case ARM_CRYSTAL_PLATE_ARMOUR:
        return tileidx_enchant_equ(item, TILEP_BODY_CRYSTAL_PLATE, true);

    case ARM_FIRE_DRAGON_HIDE:    return TILEP_BODY_DRAGONSC_GREEN;
    case ARM_ICE_DRAGON_HIDE:     return TILEP_BODY_DRAGONSC_CYAN;
    case ARM_STEAM_DRAGON_HIDE:   return TILEP_BODY_DRAGONSC_WHITE;
    case ARM_MOTTLED_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_MAGENTA;
    case ARM_STORM_DRAGON_HIDE:   return TILEP_BODY_DRAGONSC_BLUE;
    case ARM_GOLD_DRAGON_HIDE:    return TILEP_BODY_DRAGONSC_GOLD;
    case ARM_SWAMP_DRAGON_HIDE:   return TILEP_BODY_DRAGONSC_BROWN;
    case ARM_PEARL_DRAGON_HIDE:   return TILEP_BODY_DRAGONSC_PEARL;

    case ARM_FIRE_DRAGON_ARMOUR:    return TILEP_BODY_DRAGONARM_GREEN;
    case ARM_ICE_DRAGON_ARMOUR:     return TILEP_BODY_DRAGONARM_CYAN;
    case ARM_STEAM_DRAGON_ARMOUR:   return TILEP_BODY_DRAGONARM_WHITE;
    case ARM_MOTTLED_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_MAGENTA;
    case ARM_STORM_DRAGON_ARMOUR:   return TILEP_BODY_DRAGONARM_BLUE;
    case ARM_GOLD_DRAGON_ARMOUR:    return TILEP_BODY_DRAGONARM_GOLD;
    case ARM_SWAMP_DRAGON_ARMOUR:   return TILEP_BODY_DRAGONARM_BROWN;
    case ARM_PEARL_DRAGON_ARMOUR:   return TILEP_BODY_DRAGONARM_PEARL;

    case ARM_ANIMAL_SKIN:          return TILEP_BODY_ANIMAL_SKIN;
    case ARM_TROLL_HIDE:           return TILEP_BODY_TROLL_HIDE;
    case ARM_TROLL_LEATHER_ARMOUR: return TILEP_BODY_TROLL_LEATHER;

    default: return 0;
    }
}

tileidx_t tilep_equ_cloak(const item_def &item)
{
    if (item.base_type != OBJ_ARMOUR || item.sub_type != ARM_CLOAK)
        return 0;

    if (item.props.exists("worn_tile"))
        return item.props["worn_tile"].get_short();

    if (is_unrandom_artefact(item))
    {
        const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
        if (tile)
            return tile;
    }

    return _modrng(item.rnd, TILEP_CLOAK_FIRST_NORM, TILEP_CLOAK_LAST_NORM);
}

tileidx_t tilep_equ_helm(const item_def &item)
{
    if (item.base_type != OBJ_ARMOUR)
        return 0;

    if (item.props.exists("worn_tile"))
        return item.props["worn_tile"].get_short();

    if (is_unrandom_artefact(item))
    {
        const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
        if (tile)
            return tile;

        // Although there shouldn't be any, just in case
        // unhandled artefacts fall through to defaults...
    }

    switch (item.sub_type)
    {
#if TAG_MAJOR_VERSION == 34
        case ARM_CAP:
#endif
        case ARM_HAT:
            return _modrng(item.rnd, TILEP_HELM_HAT_FIRST_NORM,
                           TILEP_HELM_HAT_LAST_NORM);

        case ARM_HELMET:
            return _modrng(item.rnd, TILEP_HELM_FIRST_NORM,
                           TILEP_HELM_LAST_NORM);
    }

    return 0;
}

tileidx_t tilep_equ_gloves(const item_def &item)
{
    if (item.base_type != OBJ_ARMOUR || item.sub_type != ARM_GLOVES)
        return 0;

    if (item.props.exists("worn_tile"))
        return item.props["worn_tile"].get_short();

    if (is_unrandom_artefact(item))
    {
        const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
        if (tile)
            return tile;
    }

    return _modrng(item.rnd, TILEP_ARM_FIRST_NORM, TILEP_ARM_LAST_NORM);
}

tileidx_t tilep_equ_boots(const item_def &item)
{
    if (item.base_type != OBJ_ARMOUR)
        return 0;

    if (item.props.exists("worn_tile"))
        return item.props["worn_tile"].get_short();

    int etype = enchant_to_int(item);

    if (is_unrandom_artefact(item))
    {
        const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
        if (tile)
            return tile;
    }

    if (item.sub_type == ARM_NAGA_BARDING)
        return TILEP_BOOTS_NAGA_BARDING + min(etype, 3);

    if (item.sub_type == ARM_CENTAUR_BARDING)
        return TILEP_BOOTS_CENTAUR_BARDING + min(etype, 3);

    if (item.sub_type != ARM_BOOTS)
        return 0;

    return _modrng(item.rnd, TILEP_BOOTS_FIRST_NORM, TILEP_BOOTS_LAST_NORM);
}

tileidx_t tileidx_player()
{
    int ch = TILEP_PLAYER;

    // Handle shapechange first
    switch (you.form)
    {
        // equipment-using forms are handled regularly
        case TRAN_STATUE:
        case TRAN_LICH:
        case TRAN_TREE:
            break;
        // animals
        case TRAN_BAT:       ch = TILEP_TRAN_BAT;       break;
        case TRAN_SPIDER:    ch = TILEP_TRAN_SPIDER;    break;
        case TRAN_PIG:       ch = TILEP_TRAN_PIG;       break;
        case TRAN_PORCUPINE: ch = TILEP_MONS_PORCUPINE; break;
        // non-animals
        case TRAN_ICE_BEAST: ch = TILEP_TRAN_ICE_BEAST; break;
        case TRAN_WISP:      ch = TILEP_MONS_INSUBSTANTIAL_WISP; break;
#if TAG_MAJOR_VERSION == 34
        case TRAN_JELLY:     ch = TILEP_MONS_JELLY;     break;
#endif
        case TRAN_FUNGUS:    ch = TILEP_TRAN_MUSHROOM;  break;
        case TRAN_SHADOW:    ch = TILEP_TRAN_SHADOW;    break;
        case TRAN_DRAGON:
        {
            switch (you.species)
            {
            case SP_BLACK_DRACONIAN:   ch = TILEP_TRAN_DRAGON_BLACK;   break;
            case SP_YELLOW_DRACONIAN:  ch = TILEP_TRAN_DRAGON_YELLOW;  break;
            case SP_GREY_DRACONIAN:    ch = TILEP_TRAN_DRAGON_GREY;    break;
            case SP_GREEN_DRACONIAN:   ch = TILEP_TRAN_DRAGON_GREEN;   break;
            case SP_MOTTLED_DRACONIAN: ch = TILEP_TRAN_DRAGON_MOTTLED; break;
            case SP_PALE_DRACONIAN:    ch = TILEP_TRAN_DRAGON_PALE;    break;
            case SP_PURPLE_DRACONIAN:  ch = TILEP_TRAN_DRAGON_PURPLE;  break;
            case SP_WHITE_DRACONIAN:   ch = TILEP_TRAN_DRAGON_WHITE;   break;
            case SP_RED_DRACONIAN:     ch = TILEP_TRAN_DRAGON_RED;     break;
            default:                   ch = TILEP_TRAN_DRAGON;         break;
            }
            break;
        }
        // no special tile
        case TRAN_BLADE_HANDS:
        case TRAN_APPENDAGE:
        case TRAN_NONE:
        default:
            {
                if (Options.tile_show_player_species)
                    ch = tileidx_player_mons();
                break;
            }
    }

    // Currently, the flying flag is only used for not drawing the tile in the
    // water. in_water() checks Beogh's water walking. If the flying flag is
    // used for something else, we would need to add an in_water flag.
    if (!you.in_water())
        ch |= TILE_FLAG_FLYING;

    if (you.attribute[ATTR_HELD])
    {
        if (get_trapping_net(you.pos()) == NON_ITEM)
            ch |= TILE_FLAG_WEB;
        else
            ch |= TILE_FLAG_NET;
    }

    if (you.duration[DUR_POISONING])
        ch |= TILE_FLAG_POISON;

    return ch;
}

bool is_player_tile(tileidx_t tile, tileidx_t base_tile)
{
    return tile >= base_tile
           && tile < base_tile + tile_player_count(base_tile);
}

static int _draconian_colour(int race, int level)
{
    if (level < 0) // hack:monster
    {
        switch (race)
        {
        case MONS_DRACONIAN:        return 0;
        case MONS_BLACK_DRACONIAN:  return 1;
        case MONS_YELLOW_DRACONIAN: return 2;
        case MONS_GREY_DRACONIAN:   return 3;
        case MONS_GREEN_DRACONIAN:  return 4;
        case MONS_MOTTLED_DRACONIAN:return 5;
        case MONS_PALE_DRACONIAN:   return 6;
        case MONS_PURPLE_DRACONIAN: return 7;
        case MONS_RED_DRACONIAN:    return 8;
        case MONS_WHITE_DRACONIAN:  return 9;
        }
    }
    switch (race)
    {
    case SP_BLACK_DRACONIAN:   return 1;
    case SP_YELLOW_DRACONIAN:  return 2;
    case SP_GREY_DRACONIAN:    return 3;
    case SP_GREEN_DRACONIAN:   return 4;
    case SP_MOTTLED_DRACONIAN: return 5;
    case SP_PALE_DRACONIAN:    return 6;
    case SP_PURPLE_DRACONIAN:  return 7;
    case SP_RED_DRACONIAN:     return 8;
    case SP_WHITE_DRACONIAN:   return 9;
    }
    return 0;
}

tileidx_t tilep_species_to_base_tile(int sp, int level)
{
    switch (sp)
    {
    case SP_HUMAN:
        return TILEP_BASE_HUMAN;
    case SP_HIGH_ELF:
    case SP_SLUDGE_ELF:
        return TILEP_BASE_ELF;
    case SP_DEEP_ELF:
        return TILEP_BASE_DEEP_ELF;
    case SP_MOUNTAIN_DWARF:
        return TILEP_BASE_DWARF;
    case SP_HALFLING:
        return TILEP_BASE_HALFLING;
    case SP_HILL_ORC:
        return TILEP_BASE_ORC;
#if TAG_MAJOR_VERSION == 34
    case SP_LAVA_ORC:
        return TILEP_BASE_LAVA_ORC;
#endif
    case SP_KOBOLD:
        return TILEP_BASE_KOBOLD;
    case SP_MUMMY:
        return TILEP_BASE_MUMMY;
    case SP_NAGA:
        return TILEP_BASE_NAGA;
    case SP_OGRE:
        return TILEP_BASE_OGRE;
    case SP_TROLL:
        return TILEP_BASE_TROLL;
    case SP_BASE_DRACONIAN:
    case SP_RED_DRACONIAN:
    case SP_WHITE_DRACONIAN:
    case SP_GREEN_DRACONIAN:
    case SP_YELLOW_DRACONIAN:
    case SP_GREY_DRACONIAN:
    case SP_BLACK_DRACONIAN:
    case SP_PURPLE_DRACONIAN:
    case SP_MOTTLED_DRACONIAN:
    case SP_PALE_DRACONIAN:
    {
        const int colour_offset = _draconian_colour(sp, level);
        return TILEP_BASE_DRACONIAN + colour_offset * 2;
    }
    case SP_CENTAUR:
        return TILEP_BASE_CENTAUR;
    case SP_DEMIGOD:
        return TILEP_BASE_DEMIGOD;
    case SP_SPRIGGAN:
        return TILEP_BASE_SPRIGGAN;
    case SP_MINOTAUR:
        return TILEP_BASE_MINOTAUR;
    case SP_DEMONSPAWN:
        return TILEP_BASE_DEMONSPAWN;
    case SP_GHOUL:
        return TILEP_BASE_GHOUL;
    case SP_TENGU:
        return TILEP_BASE_TENGU;
    case SP_MERFOLK:
        return TILEP_BASE_MERFOLK;
    case SP_VAMPIRE:
        return TILEP_BASE_VAMPIRE;
    case SP_DEEP_DWARF:
        return TILEP_BASE_DEEP_DWARF;
    case SP_GARGOYLE:
        return TILEP_BASE_GARGOYLE;
    case SP_FELID:
        return TILEP_BASE_FELID;
    case SP_OCTOPODE:
        return TILEP_BASE_OCTOPODE;
#if TAG_MAJOR_VERSION == 34
    case SP_DJINNI:
        return TILEP_BASE_DJINNI;
#endif
    case SP_FORMICID:
        return TILEP_BASE_FORMICID;
    case SP_VINE_STALKER:
        return TILEP_BASE_VINE_STALKER;
    default:
        return TILEP_BASE_HUMAN;
    }
}
void tilep_draconian_init(int sp, int level, tileidx_t *base,
                          tileidx_t *head, tileidx_t *wing)
{
    const int colour_offset = _draconian_colour(sp, level);
    *base = TILEP_BASE_DRACONIAN + colour_offset * 2;
    *head = tile_player_part_start[TILEP_PART_DRCHEAD] + colour_offset;

    if (player_mutation_level(MUT_BIG_WINGS))
        *wing = tile_player_part_start[TILEP_PART_DRCWING] + colour_offset;
}

// Set default parts of each race: body + optional beard, hair, etc.
// This function needs to be entirely deterministic.
void tilep_race_default(int sp, int level, dolls_data *doll)
{
    tileidx_t *parts = doll->parts;

    tileidx_t result = tilep_species_to_base_tile(sp, level);
    if (parts[TILEP_PART_BASE] != TILEP_SHOW_EQUIP)
        result = parts[TILEP_PART_BASE];

    tileidx_t hair   = 0;
    tileidx_t beard  = 0;
    tileidx_t wing   = 0;
    tileidx_t head   = 0;

    hair = TILEP_HAIR_SHORT_BLACK;

    switch (sp)
    {
        case SP_ELF:
        case SP_HIGH_ELF:
        case SP_SLUDGE_ELF:
            hair = TILEP_HAIR_ELF_YELLOW;
            break;
        case SP_DEEP_ELF:
            hair = TILEP_HAIR_ELF_WHITE;
            break;
        case SP_HILL_DWARF:
        case SP_MOUNTAIN_DWARF:
            hair  = TILEP_HAIR_LONG_RED;
            beard = TILEP_BEARD_FULL_RED;
            break;
        case SP_HILL_ORC:
            hair = 0;
            break;
#if TAG_MAJOR_VERSION == 34
        case SP_LAVA_ORC:
            // This should respect the player's choice of base tile, if possible.
            switch (temperature_colour(you.temperature))
            {
                case LIGHTRED:
                    result = TILEP_BASE_LAVA_ORC_HEAT + 5;
                    break;
                case RED:
                    result = TILEP_BASE_LAVA_ORC_HEAT + 4;
                    break;
                case YELLOW:
                    result = TILEP_BASE_LAVA_ORC_HEAT + 3;
                    break;
                case WHITE:
                    result = TILEP_BASE_LAVA_ORC_HEAT + 2;
                    break;
                case LIGHTCYAN:
                    result = TILEP_BASE_LAVA_ORC_HEAT + 1;
                    break;
                case LIGHTBLUE:
                    result = TILEP_BASE_LAVA_ORC_HEAT;
                    break;
                default:
                    result = TILEP_BASE_LAVA_ORC;
                    break;
            }
            hair = 0;
            break;
#endif
        case SP_KOBOLD:
            hair = 0;
            break;
        case SP_MUMMY:
            hair = 0;
            break;
        case SP_TROLL:
            hair = TILEP_HAIR_TROLL;
            break;
        case SP_BASE_DRACONIAN:
        case SP_RED_DRACONIAN:
        case SP_WHITE_DRACONIAN:
        case SP_GREEN_DRACONIAN:
        case SP_YELLOW_DRACONIAN:
        case SP_GREY_DRACONIAN:
        case SP_BLACK_DRACONIAN:
        case SP_PURPLE_DRACONIAN:
        case SP_MOTTLED_DRACONIAN:
        case SP_PALE_DRACONIAN:
        {
            tilep_draconian_init(sp, level, &result, &head, &wing);
            hair   = 0;
            break;
        }
        case SP_MINOTAUR:
            hair = 0;
            break;
        case SP_DEMONSPAWN:
            hair = 0;
            break;
        case SP_GHOUL:
            hair = 0;
            break;
        case SP_MERFOLK:
            result = you.fishtail ? TILEP_BASE_MERFOLK_WATER
                                  : TILEP_BASE_MERFOLK;
            hair = TILEP_HAIR_GREEN;
            break;
        case SP_NAGA:
            hair = TILEP_HAIR_PART2_RED;
            break;
        case SP_VAMPIRE:
            hair = TILEP_HAIR_ARWEN;
            break;
        case SP_DEEP_DWARF:
            hair  = TILEP_HAIR_SHORT_WHITE;
            beard = TILEP_BEARD_GARIBALDI_WHITE;
            break;
        case SP_SPRIGGAN:
            hair = 0;
            beard = TILEP_BEARD_MEDIUM_GREEN;
            break;
        case SP_FORMICID:
            hair = 0;
            break;
#if TAG_MAJOR_VERSION == 34
        case SP_DJINNI:
            hair = TILEP_HAIR_DJINN2;
            break;
#endif
        default:
            // nothing to do
            break;
    }

    parts[TILEP_PART_BASE] = result;

    // Don't overwrite doll parts defined elsewhere.
    if (parts[TILEP_PART_HAIR] == TILEP_SHOW_EQUIP)
        parts[TILEP_PART_HAIR] = hair;
    if (parts[TILEP_PART_BEARD] == TILEP_SHOW_EQUIP)
        parts[TILEP_PART_BEARD] = beard;
    if (parts[TILEP_PART_SHADOW] == TILEP_SHOW_EQUIP)
        parts[TILEP_PART_SHADOW] = TILEP_SHADOW_SHADOW;
    if (parts[TILEP_PART_DRCHEAD] == TILEP_SHOW_EQUIP)
        parts[TILEP_PART_DRCHEAD] = head;
    if (parts[TILEP_PART_DRCWING] == TILEP_SHOW_EQUIP)
        parts[TILEP_PART_DRCWING] = wing;
}

// This function needs to be entirely deterministic.
void tilep_job_default(int job, dolls_data *doll)
{
    tileidx_t *parts = doll->parts;

    parts[TILEP_PART_CLOAK] = TILEP_SHOW_EQUIP;
    parts[TILEP_PART_BOOTS] = TILEP_SHOW_EQUIP;
    parts[TILEP_PART_LEG]   = TILEP_SHOW_EQUIP;
    parts[TILEP_PART_BODY]  = TILEP_SHOW_EQUIP;
    parts[TILEP_PART_ARM]   = TILEP_SHOW_EQUIP;
    parts[TILEP_PART_HAND1] = TILEP_SHOW_EQUIP;
    parts[TILEP_PART_HAND2] = TILEP_SHOW_EQUIP;
    parts[TILEP_PART_HELM]  = TILEP_SHOW_EQUIP;

    switch (job)
    {
        case JOB_FIGHTER:
            parts[TILEP_PART_LEG]   = TILEP_LEG_METAL_SILVER;
            break;

        case JOB_SKALD:
            parts[TILEP_PART_BODY]  = TILEP_BODY_SHIRT_WHITE3;
            parts[TILEP_PART_LEG]   = TILEP_LEG_SKIRT_OFS;
            parts[TILEP_PART_HELM]  = TILEP_HELM_HELM_IRON;
            parts[TILEP_PART_ARM]   = TILEP_ARM_GLOVE_GRAY;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_MIDDLE_GRAY;
            parts[TILEP_PART_CLOAK] = TILEP_CLOAK_BLUE;
            break;

        case JOB_CHAOS_KNIGHT:
            parts[TILEP_PART_BODY]  = TILEP_BODY_MESH_BLACK;
            parts[TILEP_PART_LEG]   = TILEP_LEG_PANTS_SHORT_DARKBROWN;
            parts[TILEP_PART_HELM]  = TILEP_HELM_CLOWN; // Xom
            break;

        case JOB_DEATH_KNIGHT:
            parts[TILEP_PART_BODY]  = TILEP_BODY_SHIRT_BLACK3;
            parts[TILEP_PART_LEG]   = TILEP_LEG_METAL_GRAY;
            parts[TILEP_PART_HELM]  = TILEP_HELM_FHELM_OFS;
            parts[TILEP_PART_ARM]   = TILEP_ARM_GLOVE_BLACK;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            break;

        case JOB_ABYSSAL_KNIGHT:
            parts[TILEP_PART_BODY]  = TILEP_BODY_SHOULDER_PAD;
            parts[TILEP_PART_LEG]   = TILEP_LEG_METAL_GRAY;
            parts[TILEP_PART_HELM]  = TILEP_HELM_FHELM_PLUME;
            break;

        case JOB_BERSERKER:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ANIMAL_SKIN;
            parts[TILEP_PART_LEG]   = TILEP_LEG_BELT_REDBROWN;
            break;

#if TAG_MAJOR_VERSION == 34
        case JOB_STALKER:
            parts[TILEP_PART_HELM]  = TILEP_HELM_HOOD_GREEN;
            parts[TILEP_PART_BODY]  = TILEP_BODY_LEATHER_JACKET;
            parts[TILEP_PART_LEG]   = TILEP_LEG_PANTS_SHORT_GRAY;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_SWORD_THIEF;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_GREEN_DIM;
            parts[TILEP_PART_ARM]   = TILEP_ARM_GLOVE_WRIST_PURPLE;
            parts[TILEP_PART_CLOAK] = TILEP_CLOAK_GREEN;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_MIDDLE_BROWN2;
            break;
#endif

        case JOB_ASSASSIN:
            parts[TILEP_PART_HELM]  = TILEP_HELM_MASK_NINJA_BLACK;
            parts[TILEP_PART_BODY]  = TILEP_BODY_SHIRT_BLACK3;
            parts[TILEP_PART_LEG]   = TILEP_LEG_PANTS_BLACK;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_SWORD_THIEF;
            parts[TILEP_PART_ARM]   = TILEP_ARM_GLOVE_BLACK;
            parts[TILEP_PART_CLOAK] = TILEP_CLOAK_BLACK;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN2;
            break;

        case JOB_WIZARD:
            parts[TILEP_PART_BODY]  = TILEP_BODY_GANDALF_G;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_GANDALF;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_CYAN_DIM;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            parts[TILEP_PART_HELM]  = TILEP_HELM_WIZARD_GRAY;
            break;

#if TAG_MAJOR_VERSION == 34
        case JOB_PRIEST:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_WHITE;
            parts[TILEP_PART_ARM]   = TILEP_ARM_GLOVE_WHITE;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            break;
#endif

        case JOB_HEALER:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_WHITE;
            parts[TILEP_PART_ARM]   = TILEP_ARM_GLOVE_WHITE;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_DAGGER;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            parts[TILEP_PART_HELM]  = TILEP_HELM_FHELM_HEALER;
            break;

        case JOB_NECROMANCER:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_BLACK;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_STAFF_SKULL;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_BLACK;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            break;

        case JOB_FIRE_ELEMENTALIST:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_RED;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_GANDALF;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_RED_DIM;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            break;

        case JOB_ICE_ELEMENTALIST:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_BLUE;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_GANDALF;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_BLUE_DIM;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            break;

        case JOB_AIR_ELEMENTALIST:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_CYAN;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_GANDALF;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_CYAN_DIM;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            break;

        case JOB_EARTH_ELEMENTALIST:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_YELLOW;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_GANDALF;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_YELLOW_DIM;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            break;

        case JOB_VENOM_MAGE:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_GREEN;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_GANDALF;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_GREEN_DIM;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            break;

        case JOB_TRANSMUTER:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_RAINBOW;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_STAFF_RUBY;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_MAGENTA_DIM;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            break;

        case JOB_CONJURER:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_MAGENTA;
            parts[TILEP_PART_HELM]  = TILEP_HELM_WIZARD_GRAY;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_STAFF_MAGE2;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_RED_DIM;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            break;

        case JOB_ENCHANTER:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_YELLOW;
            parts[TILEP_PART_HELM]  = TILEP_HELM_WIZARD_GRAY;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_STAFF_MAGE;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_BLUE_DIM;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            break;

        case JOB_SUMMONER:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_BROWN;
            parts[TILEP_PART_HELM]  = TILEP_HELM_WIZARD_GRAY;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_STAFF_RING_BLUE;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_YELLOW_DIM;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            break;

        case JOB_WARPER:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_BROWN;
            parts[TILEP_PART_HELM]  = TILEP_HELM_WIZARD_GRAY;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_SARUMAN;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_WHITE;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            parts[TILEP_PART_CLOAK] = TILEP_CLOAK_RED;
            break;

        case JOB_ARCANE_MARKSMAN:
            parts[TILEP_PART_BODY]  = TILEP_BODY_ROBE_BROWN;
            parts[TILEP_PART_HELM]  = TILEP_HELM_WIZARD_GRAY;
            parts[TILEP_PART_HAND1] = TILEP_HAND1_SARUMAN;
            parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_WHITE;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
            parts[TILEP_PART_CLOAK] = TILEP_CLOAK_RED;
            break;

        case JOB_HUNTER:
            parts[TILEP_PART_BODY]  = TILEP_BODY_LEGOLAS;
            parts[TILEP_PART_HELM]  = TILEP_HELM_FEATHER_GREEN;
            parts[TILEP_PART_LEG]   = TILEP_LEG_PANTS_DARKGREEN;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_MIDDLE_BROWN3;
            break;

        case JOB_GLADIATOR:
            parts[TILEP_PART_HAND2] = TILEP_HAND2_SHIELD_ROUND2;
            parts[TILEP_PART_BODY]  = TILEP_BODY_BELT1;
            parts[TILEP_PART_LEG]   = TILEP_LEG_BELT_GRAY;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_MIDDLE_GRAY;
            break;

        case JOB_MONK:
            parts[TILEP_PART_BODY]  = TILEP_BODY_MONK_BLACK;
            break;

        case JOB_WANDERER:
            parts[TILEP_PART_BODY]  = TILEP_BODY_SHIRT_HAWAII;
            parts[TILEP_PART_LEG]   = TILEP_LEG_PANTS_SHORT_BROWN;
            parts[TILEP_PART_BOOTS] = TILEP_BOOTS_MIDDLE_BROWN3;
            break;

        case JOB_ARTIFICER:
            parts[TILEP_PART_HAND1] = TILEP_HAND1_SCEPTRE;
            parts[TILEP_PART_BODY]  = TILEP_BODY_LEATHER_ARMOUR;
            parts[TILEP_PART_LEG]   = TILEP_LEG_PANTS_BLACK;
            break;
    }
}

void tilep_calc_flags(const dolls_data &doll, int flag[])
{
    for (unsigned i = 0; i < TILEP_PART_MAX; i++)
        flag[i] = TILEP_FLAG_NORMAL;

    if (doll.parts[TILEP_PART_HELM] >= TILEP_HELM_HELM_OFS)
        flag[TILEP_PART_HAIR] = TILEP_FLAG_HIDE;

    if (doll.parts[TILEP_PART_HELM] >= TILEP_HELM_FHELM_OFS)
        flag[TILEP_PART_BEARD] = TILEP_FLAG_HIDE;

    if (is_player_tile(doll.parts[TILEP_PART_BASE], TILEP_BASE_NAGA))
    {
        flag[TILEP_PART_BOOTS] = flag[TILEP_PART_LEG] = TILEP_FLAG_HIDE;
        flag[TILEP_PART_BODY]  = TILEP_FLAG_CUT_NAGA;
    }
    else if (is_player_tile(doll.parts[TILEP_PART_BASE], TILEP_BASE_CENTAUR))
    {
        flag[TILEP_PART_BOOTS] = flag[TILEP_PART_LEG] = TILEP_FLAG_HIDE;
        flag[TILEP_PART_BODY]  = TILEP_FLAG_CUT_CENTAUR;
    }
    else if (is_player_tile(doll.parts[TILEP_PART_BASE], TILEP_BASE_MERFOLK_WATER))
    {
        flag[TILEP_PART_BOOTS]  = TILEP_FLAG_HIDE;
        flag[TILEP_PART_LEG]    = TILEP_FLAG_HIDE;
        flag[TILEP_PART_SHADOW] = TILEP_FLAG_HIDE;
    }
#if TAG_MAJOR_VERSION == 34
    else if (is_player_tile(doll.parts[TILEP_PART_BASE], TILEP_BASE_DJINNI))
    {
        flag[TILEP_PART_BOOTS]  = TILEP_FLAG_HIDE;
        flag[TILEP_PART_LEG]    = TILEP_FLAG_HIDE;
        flag[TILEP_PART_SHADOW] = TILEP_FLAG_HIDE;
        flag[TILEP_PART_BODY]   = TILEP_FLAG_CUT_NAGA; // Do they need their own flag?
    }
#endif
    else if (doll.parts[TILEP_PART_BASE] >= TILEP_BASE_DRACONIAN_FIRST
             && doll.parts[TILEP_PART_BASE] <= TILEP_BASE_DRACONIAN_LAST)
    {
        flag[TILEP_PART_HAIR] = flag[TILEP_PART_HELM] = TILEP_FLAG_HIDE;
    }
    else if (is_player_tile(doll.parts[TILEP_PART_BASE], TILEP_BASE_FELID))
    {
        flag[TILEP_PART_CLOAK] = TILEP_FLAG_HIDE;
        flag[TILEP_PART_BOOTS] = TILEP_FLAG_HIDE;
        flag[TILEP_PART_LEG]   = TILEP_FLAG_HIDE;
        flag[TILEP_PART_BODY]  = TILEP_FLAG_HIDE;
        flag[TILEP_PART_ARM]   = TILEP_FLAG_HIDE;
        flag[TILEP_PART_HAND1] = TILEP_FLAG_HIDE;
        flag[TILEP_PART_HAND2] = TILEP_FLAG_HIDE;
        if (!is_player_tile(doll.parts[TILEP_PART_HELM], TILEP_HELM_HORNS_CAT))
            flag[TILEP_PART_HELM] = TILEP_FLAG_HIDE;
        flag[TILEP_PART_HAIR]  = TILEP_FLAG_HIDE;
        flag[TILEP_PART_BEARD] = TILEP_FLAG_HIDE;
        flag[TILEP_PART_SHADOW]= TILEP_FLAG_HIDE;
        flag[TILEP_PART_DRCWING]=TILEP_FLAG_HIDE;
        flag[TILEP_PART_DRCHEAD]=TILEP_FLAG_HIDE;
    }
    else if (is_player_tile(doll.parts[TILEP_PART_BASE], TILEP_BASE_OCTOPODE))
    {
        flag[TILEP_PART_CLOAK] = TILEP_FLAG_HIDE;
        flag[TILEP_PART_BOOTS] = TILEP_FLAG_HIDE;
        flag[TILEP_PART_LEG]   = TILEP_FLAG_HIDE;
        flag[TILEP_PART_BODY]  = TILEP_FLAG_HIDE;
        if (doll.parts[TILEP_PART_ARM] != TILEP_ARM_OCTOPODE_SPIKE)
            flag[TILEP_PART_ARM] = TILEP_FLAG_HIDE;
        flag[TILEP_PART_HAIR]  = TILEP_FLAG_HIDE;
        flag[TILEP_PART_BEARD] = TILEP_FLAG_HIDE;
        flag[TILEP_PART_SHADOW]= TILEP_FLAG_HIDE;
        flag[TILEP_PART_DRCWING]=TILEP_FLAG_HIDE;
        flag[TILEP_PART_DRCHEAD]=TILEP_FLAG_HIDE;
    }

    if (doll.parts[TILEP_PART_ARM] == TILEP_ARM_OCTOPODE_SPIKE
        && !is_player_tile(doll.parts[TILEP_PART_BASE], TILEP_BASE_OCTOPODE))
    {
        flag[TILEP_PART_ARM] = TILEP_FLAG_HIDE;
    }
    if (is_player_tile(doll.parts[TILEP_PART_HELM], TILEP_HELM_HORNS_CAT)
        && (!is_player_tile(doll.parts[TILEP_PART_BASE], TILEP_BASE_FELID)
            // Every felid tile has its own horns.
            || doll.parts[TILEP_PART_BASE] - TILEP_BASE_FELID
               != doll.parts[TILEP_PART_HELM] - TILEP_HELM_HORNS_CAT))
    {
        flag[TILEP_PART_ARM] = TILEP_FLAG_HIDE;
    }
}

// Parts index to string
static void _tilep_part_to_str(int number, char *buf)
{
    //special
    if (number == TILEP_SHOW_EQUIP)
        buf[0] = buf[1] = buf[2] = '*';
    else
    {
        //normal 2 digits
        buf[0] = '0' + (number/100) % 10;
        buf[1] = '0' + (number/ 10) % 10;
        buf[2] = '0' +  number      % 10;
    }
    buf[3] = '\0';
}

// Parts string to index
static int _tilep_str_to_part(char *str)
{
    //special
    if (str[0] == '*')
        return TILEP_SHOW_EQUIP;

    //normal 3 digits
    return atoi(str);
}

// This order is to preserve dolls.txt integrity over multiple versions.
// Newer entries should be added to the end before the -1 terminator.
const int parts_saved[TILEP_PART_MAX + 1] =
{
    TILEP_PART_SHADOW,
    TILEP_PART_BASE,
    TILEP_PART_CLOAK,
    TILEP_PART_BOOTS,
    TILEP_PART_LEG,
    TILEP_PART_BODY,
    TILEP_PART_ARM,
    TILEP_PART_HAND1,
    TILEP_PART_HAND2,
    TILEP_PART_HAIR,
    TILEP_PART_BEARD,
    TILEP_PART_HELM,
    TILEP_PART_HALO,
    TILEP_PART_ENCH,
    TILEP_PART_DRCWING,
    TILEP_PART_DRCHEAD,
    -1
};

/*
 * scan input line from dolls.txt
 */
void tilep_scan_parts(char *fbuf, dolls_data &doll, int species, int level)
{
    char  ibuf[8];

    int gcount = 0;
    int ccount = 0;
    for (int i = 0; parts_saved[i] != -1; ++i)
    {
        ccount = 0;
        int p = parts_saved[i];

        while (fbuf[gcount] != ':' && fbuf[gcount] != '\n'
               && ccount < 4 && gcount < (i+1)*4)
        {
            ibuf[ccount++] = fbuf[gcount++];
        }

        ibuf[ccount] = '\0';
        gcount++;

        const tileidx_t idx = _tilep_str_to_part(ibuf);
        if (idx == TILEP_SHOW_EQUIP)
            doll.parts[p] = TILEP_SHOW_EQUIP;
        else if (p == TILEP_PART_BASE)
        {
            const tileidx_t base_tile = tilep_species_to_base_tile(species, level);
            if (idx >= tile_player_count(base_tile))
                doll.parts[p] = base_tile;
            else
                doll.parts[p] = base_tile + idx;
        }
        else if (idx == 0)
            doll.parts[p] = 0;
        else if (idx > tile_player_part_count[p])
            doll.parts[p] = tile_player_part_start[p];
        else
        {
            const tileidx_t idx2 = tile_player_part_start[p] + idx - 1;
            if (idx2 < TILE_MAIN_MAX || idx2 >= TILEP_PLAYER_MAX)
                doll.parts[p] = TILEP_SHOW_EQUIP;
            else
                doll.parts[p] = idx2;
        }
    }
}

/*
 * format-print parts
 */
void tilep_print_parts(char *fbuf, const dolls_data &doll)
{
    char *ptr = fbuf;
    for (unsigned i = 0; parts_saved[i] != -1; ++i)
    {
        const int p = parts_saved[i];
        tileidx_t idx = doll.parts[p];
        if (idx != TILEP_SHOW_EQUIP)
        {
            if (p == TILEP_PART_BASE)
            {
                idx -= tilep_species_to_base_tile(you.species,
                                                  you.experience_level);
            }
            else if (idx != 0)
            {
                idx = doll.parts[p] - tile_player_part_start[p] + 1;
                ASSERT(idx >= 0);
                if (idx > tile_player_part_count[p])
                    idx = 0;
            }
        }
        _tilep_part_to_str(idx, ptr);

        ptr += 3;

        *ptr = ':';
        ptr++;
    }
    ptr[0] = '\n'; // erase the last ':'
    ptr[1] = 0;
}

#endif