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#include "AppHdr.h"
#include "tilepick.h"
#include "ability.h"
#include "artefact.h"
#include "art-enum.h"
#include "branch.h" // vaults_is_locked
#include "cloud.h"
#include "colour.h"
#include "coord.h"
#include "coordit.h"
#include "describe.h"
#include "debug.h"
#include "duration-type.h"
#include "env.h"
#include "tile-env.h"
#include "files.h"
#include "god-companions.h"
#include "item-name.h"
#include "item-prop.h"
#include "item-status-flag-type.h"
#include "level-state-type.h"
#include "libutil.h"
#include "misc.h" // december_holidays
#include "mon-abil.h"
#include "mon-death.h"
#include "mon-tentacle.h"
#include "mon-util.h"
#include "mutation.h"
#include "options.h"
#include "player.h"
#include "shopping.h"
#include "spl-book.h"
#include "state.h"
#include "stringutil.h"
#include "terrain.h"
#include "rltiles/tiledef-dngn.h"
#include "tile-flags.h"
#include "rltiles/tiledef-gui.h"
#include "rltiles/tiledef-icons.h"
#include "rltiles/tiledef-main.h"
#include "rltiles/tiledef-player.h"
#include "rltiles/tiledef-unrand.h"
#include "tag-version.h"
#include "tilemcache.h"
#include "tilepick-p.h"
#include "tileview.h"
#include "transform.h"
#include "traps.h"
#include "viewgeom.h"
// This should not be changed.
COMPILE_CHECK(TILE_DNGN_UNSEEN == 0);
// NOTE: If one of the following asserts fail, it's because the corresponding
// enum in item-prop-enum.h was modified, but rltiles/dc-item.txt was not
// modified in parallel.
// These brands start with "normal" which there's no tile for, so subtract 1.
COMPILE_CHECK(NUM_REAL_SPECIAL_WEAPONS - 1
== TILE_BRAND_WEP_LAST - TILE_BRAND_WEP_FIRST + 1);
COMPILE_CHECK(NUM_REAL_SPECIAL_ARMOURS - 1
== TILE_BRAND_ARM_LAST - TILE_BRAND_ARM_FIRST + 1);
COMPILE_CHECK(NUM_RINGS == TILE_RING_ID_LAST - TILE_RING_ID_FIRST + 1);
COMPILE_CHECK(NUM_JEWELLERY - AMU_FIRST_AMULET
== TILE_AMU_ID_LAST - TILE_AMU_ID_FIRST + 1);
COMPILE_CHECK(NUM_SCROLLS == TILE_SCR_ID_LAST - TILE_SCR_ID_FIRST + 1);
COMPILE_CHECK(NUM_STAVES == TILE_STAFF_ID_LAST - TILE_STAFF_ID_FIRST + 1);
#if TAG_MAJOR_VERSION == 34
COMPILE_CHECK(NUM_RODS == TILE_ROD_ID_LAST - TILE_ROD_ID_FIRST + 1);
#endif
COMPILE_CHECK(NUM_WANDS == TILE_WAND_ID_LAST - TILE_WAND_ID_FIRST + 1);
COMPILE_CHECK(NUM_POTIONS == TILE_POT_ID_LAST - TILE_POT_ID_FIRST + 1);
#ifdef USE_TILE
TextureID get_tile_texture(tileidx_t idx)
{
if (idx < TILE_FLOOR_MAX)
return TEX_FLOOR;
else if (idx < TILE_WALL_MAX)
return TEX_WALL;
else if (idx < TILE_FEAT_MAX)
return TEX_FEAT;
else if (idx < TILE_MAIN_MAX)
return TEX_DEFAULT;
else if (idx < TILEP_PLAYER_MAX)
return TEX_PLAYER;
else if (idx < TILEG_GUI_MAX)
return TEX_GUI;
else if (idx < TILEI_ICONS_MAX)
return TEX_ICONS;
else
die("Cannot get texture for bad tileidx %" PRIu64, idx);
}
#endif
tileidx_t tileidx_trap(trap_type type)
{
switch (type)
{
#if TAG_MAJOR_VERSION == 34
case TRAP_SPEAR:
return TILE_DNGN_TRAP_SPEAR;
case TRAP_BOLT:
return TILE_DNGN_TRAP_BOLT;
#endif
case TRAP_DISPERSAL:
return TILE_DNGN_TRAP_DISPERSAL;
case TRAP_TELEPORT:
return TILE_DNGN_TRAP_TELEPORT;
case TRAP_TELEPORT_PERMANENT:
return TILE_DNGN_TRAP_TELEPORT_PERMANENT;
case TRAP_TYRANT:
return TILE_DNGN_TRAP_TYRANT;
case TRAP_ARCHMAGE:
return TILE_DNGN_TRAP_ARCHMAGE;
case TRAP_HARLEQUIN:
return TILE_DNGN_TRAP_HARLEQUIN;
case TRAP_DEVOURER:
return TILE_DNGN_TRAP_DEVOURER;
case TRAP_ALARM:
return TILE_DNGN_TRAP_ALARM;
case TRAP_NET:
return TILE_DNGN_TRAP_NET;
case TRAP_ZOT:
return TILE_DNGN_TRAP_ZOT;
case TRAP_SHAFT:
return TILE_DNGN_TRAP_SHAFT;
case TRAP_GOLUBRIA:
return TILE_DNGN_TRAP_GOLUBRIA;
case TRAP_PLATE:
return TILE_DNGN_TRAP_PLATE;
case TRAP_WEB:
return TILE_DNGN_TRAP_WEB;
default:
return TILE_DNGN_ERROR;
}
}
tileidx_t tileidx_shop(const shop_struct *shop)
{
if (!shop)
return TILE_DNGN_ERROR;
switch (shop->type)
{
case SHOP_WEAPON:
case SHOP_WEAPON_ANTIQUE:
return TILE_SHOP_WEAPONS;
case SHOP_ARMOUR:
case SHOP_ARMOUR_ANTIQUE:
return TILE_SHOP_ARMOUR;
case SHOP_JEWELLERY:
return TILE_SHOP_JEWELLERY;
#if TAG_MAJOR_VERSION == 34
case SHOP_EVOKABLES:
return TILE_SHOP_GADGETS;
case SHOP_FOOD:
return TILE_SHOP_FOOD;
#endif
case SHOP_BOOK:
return TILE_SHOP_BOOKS;
case SHOP_SCROLL:
return TILE_SHOP_SCROLLS;
case SHOP_DISTILLERY:
return TILE_SHOP_POTIONS;
case SHOP_GENERAL:
case SHOP_GENERAL_ANTIQUE:
return TILE_SHOP_GENERAL;
default:
return TILE_DNGN_ERROR;
}
}
tileidx_t tileidx_feature_base(dungeon_feature_type feat)
{
switch (feat)
{
case DNGN_UNSEEN:
return TILE_DNGN_UNSEEN;
case DNGN_ROCK_WALL:
return TILE_WALL_NORMAL;
case DNGN_PERMAROCK_WALL:
return TILE_WALL_PERMAROCK;
case DNGN_SLIMY_WALL:
return TILE_WALL_SLIME;
case DNGN_RUNED_DOOR:
return TILE_DNGN_RUNED_DOOR;
case DNGN_RUNED_CLEAR_DOOR:
return TILE_DNGN_RUNED_CLEAR_DOOR;
case DNGN_SEALED_DOOR:
return TILE_DNGN_SEALED_DOOR;
case DNGN_SEALED_CLEAR_DOOR:
return TILE_DNGN_SEALED_CLEAR_DOOR;
case DNGN_GRATE:
return TILE_DNGN_GRATE;
case DNGN_CLEAR_ROCK_WALL:
return TILE_DNGN_TRANSPARENT_WALL;
case DNGN_CLEAR_STONE_WALL:
return TILE_DNGN_TRANSPARENT_STONE;
case DNGN_CLEAR_PERMAROCK_WALL:
return TILE_WALL_PERMAROCK_CLEAR;
case DNGN_STONE_WALL:
return TILE_DNGN_STONE_WALL;
case DNGN_CLOSED_DOOR:
return TILE_DNGN_CLOSED_DOOR;
case DNGN_CLOSED_CLEAR_DOOR:
return TILE_DNGN_CLOSED_CLEAR_DOOR;
case DNGN_METAL_WALL:
return TILE_DNGN_METAL_WALL;
case DNGN_CRYSTAL_WALL:
return TILE_DNGN_CRYSTAL_WALL;
case DNGN_ORCISH_IDOL:
return TILE_DNGN_ORCISH_IDOL;
case DNGN_TREE:
return TILE_DNGN_TREE;
case DNGN_MANGROVE:
return TILE_DNGN_MANGROVE;
case DNGN_PETRIFIED_TREE:
return TILE_DNGN_PETRIFIED_TREE;
case DNGN_DEMONIC_TREE:
return TILE_DNGN_DEMONIC_TREE;
case DNGN_METAL_STATUE:
return TILE_DNGN_METAL_STATUE;
case DNGN_GRANITE_STATUE:
return TILE_DNGN_GRANITE_STATUE;
case DNGN_ZOT_STATUE:
if (you.zot_orb_monster_known)
{
switch (you.zot_orb_monster)
{
case MONS_ORB_OF_FIRE: return TILE_DNGN_ZOT_FIRE_STATUE;
case MONS_ORB_OF_WINTER: return TILE_DNGN_ZOT_WINTER_STATUE;
case MONS_ORB_OF_ENTROPY: return TILE_DNGN_ZOT_ENTROPY_STATUE;
default: break;
}
}
else
return TILE_DNGN_PETRIFIED_TREE;
case DNGN_LAVA:
return TILE_DNGN_LAVA;
case DNGN_LAVA_SEA:
return TILE_DNGN_LAVA_SEA;
case DNGN_DEEP_WATER:
return TILE_DNGN_DEEP_WATER;
case DNGN_SHALLOW_WATER:
return TILE_DNGN_SHALLOW_WATER;
case DNGN_OPEN_SEA:
return TILE_DNGN_OPEN_SEA;
case DNGN_TOXIC_BOG:
return TILE_DNGN_TOXIC_BOG;
case DNGN_MUD:
return TILE_LIQUEFACTION;
case DNGN_FLOOR:
return TILE_FLOOR_NORMAL;
case DNGN_ENDLESS_SALT:
return TILE_DNGN_ENDLESS_SALT;
case DNGN_ENTER_HELL:
return TILE_DNGN_ENTER_HELL;
case DNGN_EXIT_DIS:
case DNGN_EXIT_GEHENNA:
case DNGN_EXIT_COCYTUS:
case DNGN_EXIT_TARTARUS:
return TILE_DNGN_RETURN_VESTIBULE;
case DNGN_OPEN_DOOR:
return TILE_DNGN_OPEN_DOOR;
case DNGN_BROKEN_DOOR:
return TILE_DNGN_BROKEN_DOOR;
case DNGN_OPEN_CLEAR_DOOR:
return TILE_DNGN_OPEN_CLEAR_DOOR;
case DNGN_BROKEN_CLEAR_DOOR:
return TILE_DNGN_BROKEN_CLEAR_DOOR;
#if TAG_MAJOR_VERSION == 34
case DNGN_TRAP_MECHANICAL:
return TILE_DNGN_TRAP_BOLT;
case DNGN_TRAP_SPEAR:
return TILE_DNGN_TRAP_SPEAR;
case DNGN_TRAP_BOLT:
return TILE_DNGN_TRAP_BOLT;
#endif
case DNGN_TRAP_NET:
return TILE_DNGN_TRAP_NET;
case DNGN_TRAP_PLATE:
return TILE_DNGN_TRAP_PLATE;
case DNGN_TRAP_DISPERSAL:
return TILE_DNGN_TRAP_DISPERSAL;
case DNGN_TRAP_DISPERSAL_INACTIVE:
return TILE_DNGN_TRAP_DISPERSAL_INACTIVE;
case DNGN_TRAP_TELEPORT:
return TILE_DNGN_TRAP_TELEPORT;
case DNGN_TRAP_TELEPORT_PERMANENT:
return TILE_DNGN_TRAP_TELEPORT_PERMANENT;
case DNGN_TRAP_TYRANT:
return TILE_DNGN_TRAP_TYRANT;
case DNGN_TRAP_ARCHMAGE:
return TILE_DNGN_TRAP_ARCHMAGE;
case DNGN_TRAP_HARLEQUIN:
return TILE_DNGN_TRAP_HARLEQUIN;
case DNGN_TRAP_DEVOURER:
return TILE_DNGN_TRAP_DEVOURER;
case DNGN_TRAP_ALARM:
return TILE_DNGN_TRAP_ALARM;
case DNGN_TRAP_ZOT:
return TILE_DNGN_TRAP_ZOT;
case DNGN_TRAP_SHAFT:
return TILE_DNGN_TRAP_SHAFT;
case DNGN_TRAP_WEB:
return TILE_DNGN_TRAP_WEB;
#if TAG_MAJOR_VERSION == 34
case DNGN_TELEPORTER:
return TILE_DNGN_TRAP_GOLUBRIA;
#endif
case DNGN_TRANSPORTER:
return TILE_DNGN_TRANSPORTER;
case DNGN_TRANSPORTER_LANDING:
return TILE_DNGN_TRANSPORTER_LANDING;
case DNGN_ENTER_SHOP:
return TILE_SHOP_GENERAL;
case DNGN_ABANDONED_SHOP:
return TILE_DNGN_ABANDONED_SHOP;
case DNGN_ENTER_GAUNTLET:
return TILE_DNGN_PORTAL_GAUNTLET;
case DNGN_STONE_STAIRS_DOWN_I:
case DNGN_STONE_STAIRS_DOWN_II:
case DNGN_STONE_STAIRS_DOWN_III:
return TILE_DNGN_STONE_STAIRS_DOWN;
case DNGN_ESCAPE_HATCH_DOWN:
return TILE_DNGN_ESCAPE_HATCH_DOWN;
case DNGN_SEALED_STAIRS_DOWN:
return TILE_DNGN_SEALED_STAIRS_DOWN;
case DNGN_STONE_STAIRS_UP_I:
case DNGN_STONE_STAIRS_UP_II:
case DNGN_STONE_STAIRS_UP_III:
return TILE_DNGN_STONE_STAIRS_UP;
case DNGN_EXIT_GAUNTLET:
case DNGN_ESCAPE_HATCH_UP:
return TILE_DNGN_ESCAPE_HATCH_UP;
case DNGN_SEALED_STAIRS_UP:
return TILE_DNGN_SEALED_STAIRS_UP;
case DNGN_EXIT_DUNGEON:
return TILE_DNGN_EXIT_DUNGEON;
case DNGN_ENTER_DIS:
return TILE_DNGN_ENTER_DIS;
case DNGN_ENTER_GEHENNA:
return TILE_DNGN_ENTER_GEHENNA;
case DNGN_ENTER_COCYTUS:
return TILE_DNGN_ENTER_COCYTUS;
case DNGN_ENTER_TARTARUS:
return TILE_DNGN_ENTER_TARTARUS;
case DNGN_ENTER_ABYSS:
case DNGN_EXIT_THROUGH_ABYSS:
return TILE_DNGN_ENTER_ABYSS;
case DNGN_ABYSSAL_STAIR:
return TILE_DNGN_ABYSSAL_STAIR;
case DNGN_EXIT_HELL:
return TILE_DNGN_RETURN_HELL;
case DNGN_EXIT_ABYSS:
return TILE_DNGN_EXIT_ABYSS;
case DNGN_STONE_ARCH:
if (player_in_branch(BRANCH_VESTIBULE))
return TILE_DNGN_STONE_ARCH_HELL;
return TILE_DNGN_STONE_ARCH;
case DNGN_ENTER_PANDEMONIUM:
return TILE_DNGN_ENTER_PANDEMONIUM;
case DNGN_TRANSIT_PANDEMONIUM:
return TILE_DNGN_TRANSIT_PANDEMONIUM;
case DNGN_EXIT_PANDEMONIUM:
return TILE_DNGN_EXIT_PANDEMONIUM;
// branch entry stairs
#if TAG_MAJOR_VERSION == 34
case DNGN_ENTER_DWARF:
case DNGN_ENTER_FOREST:
case DNGN_ENTER_BLADE:
return TILE_DNGN_ENTER;
#endif
case DNGN_ENTER_TEMPLE:
return TILE_DNGN_ENTER_TEMPLE;
case DNGN_ENTER_ORC:
return TILE_DNGN_ENTER_ORC;
case DNGN_ENTER_ELF:
return TILE_DNGN_ENTER_ELF;
case DNGN_ENTER_LAIR:
return TILE_DNGN_ENTER_LAIR;
case DNGN_ENTER_SNAKE:
return TILE_DNGN_ENTER_SNAKE;
case DNGN_ENTER_SWAMP:
return TILE_DNGN_ENTER_SWAMP;
case DNGN_ENTER_SPIDER:
return TILE_DNGN_ENTER_SPIDER;
case DNGN_ENTER_SHOALS:
return TILE_DNGN_ENTER_SHOALS;
case DNGN_ENTER_SLIME:
return TILE_DNGN_ENTER_SLIME;
case DNGN_ENTER_DEPTHS:
return TILE_DNGN_ENTER_DEPTHS;
case DNGN_ENTER_VAULTS:
return TILE_DNGN_ENTER_VAULTS;
case DNGN_ENTER_CRYPT:
return TILE_DNGN_ENTER_CRYPT;
case DNGN_ENTER_TOMB:
return TILE_DNGN_ENTER_TOMB;
case DNGN_ENTER_ZOT:
return you.level_visited(level_id(BRANCH_ZOT, 1)) ? TILE_DNGN_ENTER_ZOT_OPEN
: TILE_DNGN_ENTER_ZOT_CLOSED;
case DNGN_ENTER_ZIGGURAT:
return TILE_DNGN_PORTAL_ZIGGURAT;
case DNGN_ENTER_BAZAAR:
return TILE_DNGN_PORTAL_BAZAAR;
case DNGN_ENTER_TROVE:
return TILE_DNGN_PORTAL_TROVE;
case DNGN_ENTER_NECROPOLIS:
return TILE_DNGN_PORTAL_NECROPOLIS;
case DNGN_ENTER_SEWER:
return TILE_DNGN_PORTAL_SEWER;
case DNGN_ENTER_OSSUARY:
return TILE_DNGN_PORTAL_OSSUARY;
case DNGN_ENTER_BAILEY:
return TILE_DNGN_PORTAL_BAILEY;
case DNGN_ENTER_ICE_CAVE:
return TILE_DNGN_PORTAL_ICE_CAVE;
case DNGN_ENTER_VOLCANO:
return TILE_DNGN_PORTAL_VOLCANO;
case DNGN_ENTER_WIZLAB:
return TILE_DNGN_PORTAL_WIZARD_LAB;
case DNGN_ENTER_DESOLATION:
return TILE_DNGN_PORTAL_DESOLATION;
// branch exit stairs
#if TAG_MAJOR_VERSION == 34
case DNGN_EXIT_DWARF:
case DNGN_EXIT_FOREST:
case DNGN_EXIT_BLADE:
return TILE_DNGN_RETURN;
#endif
case DNGN_EXIT_TEMPLE:
return TILE_DNGN_EXIT_TEMPLE;
case DNGN_EXIT_ORC:
return TILE_DNGN_EXIT_ORC;
case DNGN_EXIT_ELF:
return TILE_DNGN_EXIT_ELF;
case DNGN_EXIT_LAIR:
return TILE_DNGN_EXIT_LAIR;
case DNGN_EXIT_SNAKE:
return TILE_DNGN_EXIT_SNAKE;
case DNGN_EXIT_SWAMP:
return TILE_DNGN_EXIT_SWAMP;
case DNGN_EXIT_SPIDER:
return TILE_DNGN_EXIT_SPIDER;
case DNGN_EXIT_SHOALS:
return TILE_DNGN_EXIT_SHOALS;
case DNGN_EXIT_SLIME:
return TILE_DNGN_EXIT_SLIME;
case DNGN_EXIT_DEPTHS:
return TILE_DNGN_RETURN_DEPTHS;
case DNGN_EXIT_VAULTS:
return vaults_is_locked() ? TILE_DNGN_EXIT_VAULTS_CLOSED
: TILE_DNGN_EXIT_VAULTS_OPEN;
case DNGN_EXIT_CRYPT:
return TILE_DNGN_EXIT_CRYPT;
case DNGN_EXIT_TOMB:
return TILE_DNGN_EXIT_TOMB;
case DNGN_EXIT_ZOT:
return TILE_DNGN_RETURN_ZOT;
case DNGN_EXIT_ZIGGURAT:
case DNGN_EXIT_BAZAAR:
case DNGN_EXIT_TROVE:
case DNGN_EXIT_ARENA:
return TILE_DNGN_PORTAL;
case DNGN_EXIT_NECROPOLIS:
return TILE_DNGN_EXIT_NECROPOLIS;
case DNGN_EXIT_SEWER:
return TILE_DNGN_EXIT_SEWER;
case DNGN_EXIT_OSSUARY:
return TILE_DNGN_EXIT_OSSUARY;
case DNGN_EXIT_BAILEY:
return TILE_DNGN_EXIT_BAILEY;
case DNGN_EXIT_ICE_CAVE:
return TILE_DNGN_PORTAL_ICE_CAVE;
case DNGN_EXIT_VOLCANO:
return TILE_DNGN_EXIT_VOLCANO;
case DNGN_EXIT_DESOLATION:
return TILE_DNGN_EXIT_DESOLATION;
case DNGN_EXIT_WIZLAB:
return TILE_DNGN_PORTAL_WIZARD_LAB;
case DNGN_EXIT_CRUCIBLE:
return TILE_DNGN_EXIT_CRUCIBLE;
#if TAG_MAJOR_VERSION == 34
case DNGN_ENTER_PORTAL_VAULT:
case DNGN_EXIT_PORTAL_VAULT:
return TILE_DNGN_PORTAL;
#endif
case DNGN_EXPIRED_PORTAL:
return TILE_DNGN_PORTAL_EXPIRED;
case DNGN_MALIGN_GATEWAY:
return TILE_DNGN_STARRY_PORTAL;
// altars
case DNGN_ALTAR_ZIN:
return TILE_DNGN_ALTAR_ZIN;
case DNGN_ALTAR_SHINING_ONE:
return TILE_DNGN_ALTAR_SHINING_ONE;
case DNGN_ALTAR_KIKUBAAQUDGHA:
return TILE_DNGN_ALTAR_KIKUBAAQUDGHA;
case DNGN_ALTAR_YREDELEMNUL:
return TILE_DNGN_ALTAR_YREDELEMNUL;
case DNGN_ALTAR_XOM:
return TILE_DNGN_ALTAR_XOM;
case DNGN_ALTAR_VEHUMET:
return TILE_DNGN_ALTAR_VEHUMET;
case DNGN_ALTAR_OKAWARU:
return TILE_DNGN_ALTAR_OKAWARU;
case DNGN_ALTAR_MAKHLEB:
return TILE_DNGN_ALTAR_MAKHLEB;
case DNGN_ALTAR_SIF_MUNA:
return TILE_DNGN_ALTAR_SIF_MUNA;
case DNGN_ALTAR_TROG:
return TILE_DNGN_ALTAR_TROG;
case DNGN_ALTAR_NEMELEX_XOBEH:
return TILE_DNGN_ALTAR_NEMELEX_XOBEH;
case DNGN_ALTAR_ELYVILON:
return TILE_DNGN_ALTAR_ELYVILON;
case DNGN_ALTAR_LUGONU:
return TILE_DNGN_ALTAR_LUGONU;
case DNGN_ALTAR_BEOGH:
return TILE_DNGN_ALTAR_BEOGH;
case DNGN_ALTAR_JIYVA:
return TILE_DNGN_ALTAR_JIYVA;
case DNGN_ALTAR_FEDHAS:
return TILE_DNGN_ALTAR_FEDHAS;
case DNGN_ALTAR_CHEIBRIADOS:
return TILE_DNGN_ALTAR_CHEIBRIADOS;
case DNGN_ALTAR_ASHENZARI:
return TILE_DNGN_ALTAR_ASHENZARI;
case DNGN_ALTAR_DITHMENOS:
return TILE_DNGN_ALTAR_DITHMENOS;
case DNGN_ALTAR_GOZAG:
return TILE_DNGN_ALTAR_GOZAG;
case DNGN_ALTAR_QAZLAL:
return TILE_DNGN_ALTAR_QAZLAL;
case DNGN_ALTAR_RU:
return TILE_DNGN_ALTAR_RU;
#if TAG_MAJOR_VERSION == 34
case DNGN_ALTAR_PAKELLAS:
return TILE_DNGN_ALTAR_PAKELLAS;
#endif
case DNGN_ALTAR_USKAYAW:
return TILE_DNGN_ALTAR_USKAYAW;
case DNGN_ALTAR_HEPLIAKLQANA:
return TILE_DNGN_ALTAR_HEPLIAKLQANA;
case DNGN_ALTAR_WU_JIAN:
return TILE_DNGN_ALTAR_WU_JIAN;
case DNGN_ALTAR_IGNIS:
return TILE_DNGN_ALTAR_IGNIS;
case DNGN_ALTAR_ECUMENICAL:
return TILE_DNGN_ALTAR_ECUMENICAL;
case DNGN_FOUNTAIN_BLUE:
return TILE_DNGN_BLUE_FOUNTAIN;
case DNGN_FOUNTAIN_SPARKLING:
return TILE_DNGN_SPARKLING_FOUNTAIN;
case DNGN_FOUNTAIN_BLOOD:
return TILE_DNGN_BLOOD_FOUNTAIN;
case DNGN_FOUNTAIN_EYES:
return TILE_DNGN_EYES_FOUNTAIN;
case DNGN_DRY_FOUNTAIN:
return TILE_DNGN_DRY_FOUNTAIN;
case DNGN_DECORATIVE_FLOOR:
return TILE_DNGN_DECORATIVE_FLOOR;
case DNGN_CACHE_OF_FRUIT:
return TILE_DNGN_CACHE_OF_FRUIT;
case DNGN_CACHE_OF_MEAT:
return TILE_DNGN_CACHE_OF_MEAT;
case DNGN_CACHE_OF_BAKED_GOODS:
return TILE_DNGN_CACHE_OF_BAKED_GOODS;
case DNGN_RUNELIGHT:
return TILE_DNGN_RUNELIGHT;
case DNGN_PASSAGE_OF_GOLUBRIA:
return TILE_DNGN_TRAP_GOLUBRIA;
case DNGN_UNKNOWN_ALTAR:
return TILE_DNGN_UNKNOWN_ALTAR;
case DNGN_UNKNOWN_PORTAL:
return TILE_DNGN_UNKNOWN_PORTAL;
case DNGN_BINDING_SIGIL:
return TILE_DNGN_BINDING_SIGIL;
case DNGN_ORB_DAIS:
return TILE_DNGN_ORB_DAIS;
case DNGN_SPIKE_LAUNCHER:
return TILE_DNGN_SPIKE_LAUNCHER;
case DNGN_FRIGID_WALL:
return TILE_DNGN_WALL_FRIGID;
default:
return TILE_DNGN_ERROR;
}
}
bool is_torch_tile(tileidx_t tile)
{
return tile == TILE_WALL_BRICK_DARK_2_TORCH
|| tile == TILE_WALL_BRICK_DARK_4_TORCH
|| tile == TILE_WALL_BRICK_DARK_6_TORCH;
}
bool is_door_tile(tileidx_t tile)
{
return tile >= TILE_DNGN_CLOSED_DOOR &&
tile < TILE_DNGN_STONE_ARCH;
}
// Specifically for vault-overwritten doors. We have three "sets" of tiles that
// can be dealt with. The tile sets should have size 2, 3, 8, or 9. They are:
// 2. Closed, open.
// 3. Closed, open, broken.
// 8. Closed, open, gate left closed, gate middle closed, gate right closed,
// gate left open, gate middle open, gate right open.
// 9. Runed, closed, open, gate left closed, gate middle closed, gate right
// closed, gate left open, gate middle open, gate right open.
static int _get_door_offset(tileidx_t base_tile,
bool opened, bool runed, bool broken,
int gateway_type)
{
int count = tile_dngn_count(base_tile);
if (count == 1)
return 0;
// The location of the default "closed" tile.
int offset = 0;
switch (count)
{
case 2:
ASSERT(!runed);
return opened ? 1: 0;
case 3:
if (broken)
return 2;
if (opened)
return 1;
return 0;
case 8:
ASSERT(!runed);
// The closed door is at BASE_TILE for sets without runed doors
offset = 0;
break;
case 9:
// But is at BASE_TILE+1 for sets with them.
offset = 1;
break;
default:
// Passed a non-door tile base, pig out now.
die("non-door tile");
}
// If we've reached this point, we're dealing with a gate.
if (runed)
return 0;
if (!opened && !runed && gateway_type == 0)
return 0;
return offset + gateway_type;
}
static tileidx_t _apply_branch_tile_overrides(tileidx_t tile, coord_def gc)
{
tileidx_t orig = tile & TILE_FLAG_MASK;
tileidx_t flag = tile & (~TILE_FLAG_MASK);
// TODO: allow the stone type to be set in a cleaner way.
if (player_in_branch(BRANCH_GAUNTLET))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_WALL_LAB_STONE;
else if (orig == TILE_DNGN_METAL_WALL)
orig = TILE_WALL_LAB_METAL;
}
else if (player_in_branch(BRANCH_CRYPT))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_WALL_CRYPT;
else if (orig == TILE_DNGN_METAL_WALL)
orig = TILE_WALL_CRYPT_METAL;
else if (orig == TILE_DNGN_OPEN_DOOR)
orig = TILE_DNGN_OPEN_DOOR_CRYPT;
else if (orig == TILE_DNGN_CLOSED_DOOR)
orig = TILE_DNGN_CLOSED_DOOR_CRYPT;
else if (orig == TILE_DNGN_BROKEN_DOOR)
orig = TILE_DNGN_BROKEN_DOOR_CRYPT;
}
else if (player_in_branch(BRANCH_TOMB))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_WALL_TOMB;
}
else if (player_in_branch(BRANCH_DIS))
{
if (orig == TILE_DNGN_METAL_WALL)
orig = TILE_DNGN_METAL_IRON;
else if (orig == TILE_DNGN_CRYSTAL)
orig = TILE_WALL_EMERALD;
}
else if (player_in_branch(BRANCH_COCYTUS))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_WALL_ICY_STONE;
}
else if (player_in_branch(BRANCH_TARTARUS))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_WALL_COBALT_STONE;
else if (orig == TILE_DNGN_CRYSTAL)
orig = TILE_WALL_EMERALD;
}
else if (player_in_branch(BRANCH_GEHENNA))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_STONE_WALL_PYRE;
}
else if (player_in_branch(BRANCH_BAILEY))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_WALL_STONE_SMOOTH;
}
else if (player_in_branch(BRANCH_SLIME))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_STONE_WALL_SLIME;
}
else if (player_in_branch(BRANCH_LAIR))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_STONE_WALL_LAIR;
}
else if (player_in_branch(BRANCH_ORC))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_STONE_WALL_ORC;
}
else if (player_in_branch(BRANCH_ELF))
{
if (orig == TILE_DNGN_STONE_WALL)
{
if (gc.x % 2 == gc.y % 2)
orig = TILE_STONE_WALL_ELF;
else
orig = TILE_STONE_WALL_ELF_RUNIC;
}
}
else if (player_in_branch(BRANCH_VAULTS))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_STONE_WALL_VAULT;
else if (orig == TILE_DNGN_METAL_WALL)
orig = TILE_WALL_VAULTS_METAL;
else if (orig == TILE_DNGN_CRYSTAL_WALL)
orig = TILE_WALL_VAULTS_CRYSTAL;
}
else if (player_in_branch(BRANCH_SPIDER))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_STONE_WALL_SPIDER;
}
else if (player_in_branch(BRANCH_SNAKE))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_STONE_WALL_SNAKE;
}
else if (player_in_branch(BRANCH_SWAMP)
|| player_in_branch(BRANCH_SEWER))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_WALL_STONE_MOSSY;
}
else if (player_in_branch(BRANCH_SHOALS))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_STONE_WALL_SHOALS;
else if (orig == TILE_DNGN_DEEP_WATER)
orig = TILE_SHOALS_DEEP_WATER;
else if (orig == TILE_DNGN_SHALLOW_WATER)
orig = TILE_SHOALS_SHALLOW_WATER;
else if (orig == TILE_DNGN_SHALLOW_WATER_DISTURBANCE)
orig = TILE_SHOALS_SHALLOW_WATER_DISTURBANCE;
}
else if (player_in_branch(BRANCH_DEPTHS))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_STONE_WALL_DEPTHS;
else if (orig == TILE_DNGN_METAL_WALL)
{
if (!((gc.x + gc.y) % 3) == !((gc.x - gc.y) % 3))
orig = TILE_WALL_DEPTHS_METAL;
else
orig = TILE_WALL_DEPTHS_METAL_LEAFY;
}
else if (orig == TILE_DNGN_CRYSTAL_WALL)
orig = TILE_WALL_DEPTHS_CRYSTAL;
else if (orig == TILE_DNGN_GRANITE_STATUE)
{
int hash = hash3(gc.x * gc.x * 10, gc.y * gc.y * 10,
you.depth * gc.x * gc.y * 27);
if (hash % 2 && hash % 7)
orig = TILE_DNGN_GRANITE_STATUE_DEPTHS_ZOT;
else
orig = TILE_DNGN_GRANITE_STATUE_DEPTHS;
}
}
else if (player_in_branch(BRANCH_ABYSS))
{
if (orig == TILE_DNGN_STONE_WALL)
{
tileidx_t choices[3] = {TILE_STONE_WALL_ABYSS_A,
TILE_STONE_WALL_ABYSS_B,
TILE_STONE_WALL_ABYSS_C};
orig = choices[you.birth_time % 3];
}
}
else if (player_in_branch(BRANCH_PANDEMONIUM))
{
if (orig == TILE_DNGN_STONE_WALL)
orig = TILE_STONE_WALL_PANDEMONIUM;
}
else if (player_in_branch(BRANCH_ZOT))
{
if (orig == TILE_DNGN_CRYSTAL_WALL)
orig = TILE_CRYSTAL_WALL_ZOT;
else if (orig == TILE_DNGN_METAL_WALL)
orig = TILE_DNGN_METAL_ZOT;
else if (orig == TILE_DNGN_GRANITE_STATUE)
{
int hash = hash3(gc.x * gc.x * 10, gc.y * gc.y * 10,
you.depth * gc.x * gc.y * 27);
if (hash % 2 && hash % 3 && hash % 7)
orig = TILE_DNGN_GRANITE_STATUE_ZOT;
else
orig = TILE_DNGN_GRANITE_STATUE_DEPTHS_ZOT;
}
}
return orig | flag;
}
static colour_t _feat_colour(coord_def gc)
{
colour_t colour = env.map_knowledge(gc).feat_colour();
if (colour != COLOUR_UNDEF)
return colour;
dungeon_feature_type feat = env.map_knowledge(gc).feat();
switch (feat)
{
// Floor and rock tiles already have a colour e.g. a red floor might
// have the tile floor_rough_red and this is often different from
// env.floor_colour or env.rock_colour as these are the colours for
// console. However, animated colours can't be specified this way so if
// console has an animated colour use it for tiles to.
case DNGN_FLOOR:
if (env.floor_colour >= ETC_FIRST)
return env.floor_colour;
return COLOUR_UNDEF;
case DNGN_ROCK_WALL:
if (env.rock_colour >= ETC_FIRST)
return env.rock_colour;
return COLOUR_UNDEF;
case DNGN_STONE_WALL:
switch (you.where_are_you)
{
case BRANCH_OSSUARY:
return BROWN;
case BRANCH_ZOT:
/* Matches hall_of_zot 2 through 5. */
if (you.depth == 2)
return BLUE;
if (you.depth == 3)
return LIGHTBLUE;
if (you.depth == 4)
return MAGENTA;
if (you.depth == 5)
return LIGHTMAGENTA;
return COLOUR_UNDEF;
default:
return COLOUR_UNDEF;
}
case DNGN_PERMAROCK_WALL:
if (player_in_branch(BRANCH_GAUNTLET))
return BROWN;
return COLOUR_UNDEF;
case DNGN_METAL_WALL:
switch (you.where_are_you)
{
case BRANCH_TARTARUS:
return DARKGRAY;
case BRANCH_GEHENNA:
return RED;
default:
return COLOUR_UNDEF;
}
default:
return COLOUR_UNDEF;
}
}
void apply_variations(const tile_flavour &flv, tileidx_t *bg,
const coord_def &gc)
{
tileidx_t tile = (*bg) & TILE_FLAG_MASK;
tileidx_t flag = (*bg) & (~TILE_FLAG_MASK);
if (tile == TILE_DNGN_UNSEEN)
return;
bool needs_tile_picking = false;
if (tile == TILE_FLOOR_NORMAL)
tile = flv.floor;
else if (tile == TILE_WALL_NORMAL)
tile = flv.wall;
else if (is_door_tile(tile))
{
tileidx_t override = flv.feat;
// For vaults overriding door tiles, like Cigotuvi's Fleshworks.
if (is_door_tile(override))
{
bool opened = (tile == TILE_DNGN_OPEN_DOOR);
bool runed = (tile == TILE_DNGN_RUNED_DOOR);
bool broken = (tile == TILE_DNGN_BROKEN_DOOR);
int offset = _get_door_offset(override, opened, runed, broken,
flv.special);
tile = override + offset;
}
else
tile = tile + min((int)flv.special, 6);
}
else if (tile == TILE_DNGN_TRAP_WEB)
{
// Determine web connectivity on all sides
const coord_def neigh[4] =
{
coord_def(gc.x, gc.y - 1),
coord_def(gc.x + 1, gc.y),
coord_def(gc.x, gc.y + 1),
coord_def(gc.x - 1, gc.y),
};
int solid = 0;
for (int i = 0; i < 4; i++)
if (feat_is_solid(env.map_knowledge(neigh[i]).feat())
|| env.map_knowledge(neigh[i]).trap() == TRAP_WEB)
{
solid |= 1 << i;
}
if (solid)
tile = TILE_DNGN_TRAP_WEB_N - 1 + solid;
}
else
needs_tile_picking = true;
tileidx_t base = tile_dngn_basetile(tile);
tileidx_t variety = tile - base;
colour_t colour = _feat_colour(gc);
tile = tile_dngn_coloured(base, real_colour(colour, gc));
unsigned int count = tile_dngn_count(tile);
if (variety < count)
tile += variety;
if (!needs_tile_picking)
{
*bg = tile | flag;
return;
}
if (tile == TILE_DNGN_PORTAL_WIZARD_LAB
|| tile == TILE_DNGN_EXIT_NECROPOLIS
|| tile == TILE_DNGN_TRAP_HARLEQUIN)
{
tile = tile + flv.special % tile_dngn_count(tile);
}
else if ((tile == TILE_SHOALS_SHALLOW_WATER
|| tile == TILE_SHOALS_DEEP_WATER)
&& element_colour(ETC_WAVES, gc, false) == LIGHTCYAN)
{
tile = tile + 6 + flv.special % 6;
}
else if (tile < TILE_DNGN_MAX)
tile = pick_dngn_tile(tile, flv.special);
*bg = tile | flag;
}
static tileidx_t _tileidx_feature_no_overrides(const coord_def &gc)
{
dungeon_feature_type feat = env.map_knowledge(gc).feat();
tileidx_t override = tile_env.flv(gc).feat;
bool can_override = !feat_is_door(feat)
&& feat != DNGN_FLOOR
&& feat != DNGN_UNSEEN
&& feat != DNGN_PASSAGE_OF_GOLUBRIA
&& feat != DNGN_MALIGN_GATEWAY
&& feat != DNGN_BINDING_SIGIL
&& feat != DNGN_UNKNOWN_PORTAL
&& feat != DNGN_TREE; // summon forest spell
if (override && can_override)
return override;
// Any grid-specific tiles.
switch (feat)
{
case DNGN_FLOOR:
if (env.map_knowledge(gc).flags & MAP_CORRODING)
return TILE_FLOOR_SLIME_ACIDIC;
if (env.map_knowledge(gc).flags & MAP_ICY)
return TILE_FLOOR_ICY;
return tileidx_feature_base(feat);
#if TAG_MAJOR_VERSION == 34
// New trap-type-specific features are handled in default case.
case DNGN_TRAP_MECHANICAL:
case DNGN_TRAP_TELEPORT:
return tileidx_trap(env.map_knowledge(gc).trap());
#endif
case DNGN_ENTER_SHOP:
return tileidx_shop(shop_at(gc));
case DNGN_SHALLOW_WATER:
if (env.map_knowledge(gc).invisible_monster())
return TILE_DNGN_SHALLOW_WATER_DISTURBANCE;
return TILE_DNGN_SHALLOW_WATER;
default:
return tileidx_feature_base(feat);
}
}
/*
* Similar to tileidx_feature but doesn't include animations and effects that
* depend on neighboring squares as these make invalidating the cache harder.
* Use apply_variations on its result to apply these effects.
*/
tileidx_t tileidx_feature_for_cache(coord_def gc)
{
tileidx_t tile = _tileidx_feature_no_overrides(gc);
return _apply_branch_tile_overrides(tile, gc);
}
tileidx_t tileidx_feature(const coord_def& gc)
{
tileidx_t tile = tileidx_feature_for_cache(gc);
apply_variations(tile_env.flv(gc), &tile, gc);
return tile;
}
static tileidx_t _mon_random(tileidx_t tile, int mon_id)
{
int count = tile_player_count(tile);
return tile + hash_with_seed(count, mon_id, you.frame_no);
}
#ifdef USE_TILE
static bool _mons_is_kraken_tentacle(const int mtype)
{
return mtype == MONS_KRAKEN_TENTACLE
|| mtype == MONS_KRAKEN_TENTACLE_SEGMENT;
}
#endif
tileidx_t tileidx_tentacle(const monster_info& mon)
{
ASSERT(mons_is_tentacle_or_tentacle_segment(mon.type));
// Get tentacle position.
const coord_def t_pos = mon.pos;
// No parent tentacle, or the connection to the head is unknown.
bool no_head_connect = !mon.props.exists(INWARDS_KEY);
coord_def h_pos = coord_def(); // head position
if (!no_head_connect)
{
// Get the parent tentacle's location.
h_pos = t_pos + mon.props[INWARDS_KEY].get_coord();
}
if (no_head_connect && (mon.type == MONS_SNAPLASHER_VINE
|| mon.type == MONS_SNAPLASHER_VINE_SEGMENT))
{
// Find an adjacent tree to pretend we're connected to.
for (adjacent_iterator ai(t_pos); ai; ++ai)
{
if (feat_is_tree(env.grid(*ai)))
{
h_pos = *ai;
no_head_connect = false;
break;
}
}
}
// Is there a connection to the given direction?
// (either through head or next)
bool north = false, east = false,
south = false, west = false,
north_east = false, south_east = false,
south_west = false, north_west = false;
if (!no_head_connect)
{
if (h_pos.x == t_pos.x)
{
if (h_pos.y < t_pos.y)
north = true;
else
south = true;
}
else if (h_pos.y == t_pos.y)
{
if (h_pos.x < t_pos.x)
west = true;
else
east = true;
}
else if (h_pos.x < t_pos.x)
{
if (h_pos.y < t_pos.y)
north_west = true;
else
south_west = true;
}
else if (h_pos.x > t_pos.x)
{
if (h_pos.y < t_pos.y)
north_east = true;
else
south_east = true;
}
}
// Tentacle only requires checking of head position.
if (mons_is_tentacle(mon.type))
{
if (no_head_connect)
{
tileidx_t tile;
switch (mon.type)
{
case MONS_KRAKEN_TENTACLE: tile = TILEP_MONS_KRAKEN_TENTACLE_WATER; break;
case MONS_STARSPAWN_TENTACLE: tile = TILEP_MONS_STARSPAWN_TENTACLE_S; break;
case MONS_ELDRITCH_TENTACLE: tile = TILEP_MONS_ELDRITCH_TENTACLE_PORTAL; break;
case MONS_SNAPLASHER_VINE: tile = TILEP_MONS_VINE_S; break;
default: die("bad tentacle type");
}
bool vary = !(mon.props.exists(FAKE_MON_KEY) && mon.props[FAKE_MON_KEY].get_bool());
return vary ? _mon_random(tile, t_pos.y*GXM + t_pos.x) : tile;
}
// Different handling according to relative positions.
if (north)
return TILEP_MONS_KRAKEN_TENTACLE_N;
if (south)
return TILEP_MONS_KRAKEN_TENTACLE_S;
if (west)
return TILEP_MONS_KRAKEN_TENTACLE_W;
if (east)
return TILEP_MONS_KRAKEN_TENTACLE_E;
if (north_west)
return TILEP_MONS_KRAKEN_TENTACLE_NW;
if (south_west)
return TILEP_MONS_KRAKEN_TENTACLE_SW;
if (north_east)
return TILEP_MONS_KRAKEN_TENTACLE_NE;
if (south_east)
return TILEP_MONS_KRAKEN_TENTACLE_SE;
die("impossible kraken direction");
}
// Only tentacle segments from now on.
ASSERT(mons_is_tentacle_segment(mon.type));
// For segments, we also need the next segment (or end piece).
coord_def n_pos;
bool no_next_connect = !mon.props.exists(OUTWARDS_KEY);
if (!no_next_connect)
n_pos = t_pos + mon.props[OUTWARDS_KEY].get_coord();
if (no_head_connect && no_next_connect)
{
// Both head and next are submerged.
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_WATER;
}
if (!no_next_connect)
{
if (n_pos.x == t_pos.x)
{
if (n_pos.y < t_pos.y)
north = true;
else
south = true;
}
else if (n_pos.y == t_pos.y)
{
if (n_pos.x < t_pos.x)
west = true;
else
east = true;
}
else if (n_pos.x < t_pos.x)
{
if (n_pos.y < t_pos.y)
north_west = true;
else
south_west = true;
}
else if (n_pos.x > t_pos.x)
{
if (n_pos.y < t_pos.y)
north_east = true;
else
south_east = true;
}
}
if (no_head_connect || no_next_connect)
{
// One segment end goes into water, the other
// into the direction of head or next.
if (north)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N;
if (south)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_S;
if (west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_W;
if (east)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_E;
if (north_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NW;
if (south_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_SW;
if (north_east)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NE;
if (south_east)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_SE;
die("impossible kraken direction");
}
// Okay, neither head nor next are submerged.
// Compare all three positions.
// Straight lines first: Vertical.
if (north && south)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N_S;
// Horizontal.
if (east && west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_E_W;
// Diagonals.
if (north_west && south_east)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NW_SE;
if (north_east && south_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NE_SW;
// Curved segments.
if (east && north)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_E_N;
if (east && south)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_E_S;
if (south && west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_S_W;
if (north && west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N_W;
if (north_east && north_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NE_NW;
if (south_east && south_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_SE_SW;
if (north_west && south_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NW_SW;
if (north_east && south_east)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NE_SE;
// Connect corners and edges.
if (north && south_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N_SW;
if (north && south_east)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N_SE;
if (south && north_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_S_NW;
if (south && north_east)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_S_NE;
if (west && north_east)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_W_NE;
if (west && south_east)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_W_SE;
if (east && north_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_E_NW;
if (east && south_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_E_SW;
// Connections at acute angles; can currently only happen for vines.
if (north && north_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N_NW;
if (north && north_east)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N_NE;
if (east && north_east)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_E_NE;
if (east && south_east)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_E_SE;
if (south && south_east)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_S_SE;
if (south && south_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_S_SW;
if (west && south_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_W_SW;
if (west && north_west)
return TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_W_NW;
return TILEP_MONS_PROGRAM_BUG;
}
#ifdef USE_TILE
tileidx_t tileidx_out_of_bounds(int branch)
{
if (branch == BRANCH_SHOALS)
return TILE_DNGN_OPEN_SEA | TILE_FLAG_UNSEEN;
else
return TILE_DNGN_UNSEEN | TILE_FLAG_UNSEEN;
}
void tileidx_out_of_los(tileidx_t *fg, tileidx_t *bg, tileidx_t *cloud, const coord_def& gc)
{
// Player memory.
tileidx_t mem_fg = tile_env.bk_fg(gc);
tileidx_t mem_bg = tile_env.bk_bg(gc);
tileidx_t mem_cloud = tile_env.bk_cloud(gc);
// Detected info is just stored in map_knowledge and doesn't get
// written to what the player remembers. We'll feather that in here.
const map_cell &cell = env.map_knowledge(gc);
// Set unseen flag.
*bg = mem_bg;
*bg |= tileidx_unseen_flag(gc);
// Override foreground for monsters/items
if (env.map_knowledge(gc).detected_monster())
{
ASSERT(cell.monster() == MONS_SENSED);
*fg = tileidx_monster_base(cell.monsterinfo()->base_type, 0);
}
else if (env.map_knowledge(gc).detected_item())
*fg = tileidx_item(*cell.item());
else
*fg = mem_fg;
*cloud = mem_cloud;
}
static tileidx_t _zombie_tile_to_spectral(const tileidx_t z_tile)
{
switch (z_tile)
{
case TILEP_MONS_ZOMBIE_SMALL:
case TILEP_MONS_ZOMBIE_SPRIGGAN:
case TILEP_MONS_ZOMBIE_GOBLIN:
case TILEP_MONS_ZOMBIE_HOBGOBLIN:
case TILEP_MONS_ZOMBIE_GNOLL:
case TILEP_MONS_ZOMBIE_KOBOLD:
case TILEP_MONS_ZOMBIE_ORC:
case TILEP_MONS_ZOMBIE_HUMAN:
case TILEP_MONS_ZOMBIE_DRACONIAN:
case TILEP_MONS_ZOMBIE_ELF:
case TILEP_MONS_ZOMBIE_FAUN:
case TILEP_MONS_ZOMBIE_MERFOLK:
case TILEP_MONS_ZOMBIE_MINOTAUR:
case TILEP_MONS_ZOMBIE_MONKEY:
return TILEP_MONS_SPECTRAL_SMALL;
case TILEP_MONS_ZOMBIE_LARGE:
case TILEP_MONS_ZOMBIE_OGRE:
case TILEP_MONS_ZOMBIE_TROLL:
case TILEP_MONS_ZOMBIE_JUGGERNAUT:
case TILEP_MONS_ZOMBIE_UGLY_THING:
return TILEP_MONS_SPECTRAL_LARGE;
case TILEP_MONS_ZOMBIE_QUADRUPED_SMALL:
case TILEP_MONS_ZOMBIE_RAT:
case TILEP_MONS_ZOMBIE_QUOKKA:
case TILEP_MONS_ZOMBIE_JACKAL:
case TILEP_MONS_ZOMBIE_HOUND:
case TILEP_MONS_ZOMBIE_CRAB:
case TILEP_MONS_ZOMBIE_TURTLE:
case TILEP_MONS_ZOMBIE_BEAR:
return TILEP_MONS_SPECTRAL_QUADRUPED_SMALL;
case TILEP_MONS_ZOMBIE_QUADRUPED_LARGE:
case TILEP_MONS_ZOMBIE_ELEPHANT:
case TILEP_MONS_ZOMBIE_YAK:
case TILEP_MONS_ZOMBIE_QUADRUPED_WINGED:
return TILEP_MONS_SPECTRAL_QUADRUPED_LARGE;
case TILEP_MONS_ZOMBIE_FROG:
return TILEP_MONS_SPECTRAL_FROG;
case TILEP_MONS_ZOMBIE_BAT:
case TILEP_MONS_ZOMBIE_BIRD: /* no bird spectral tile */
case TILEP_MONS_ZOMBIE_HARPY:
return TILEP_MONS_SPECTRAL_BAT;
case TILEP_MONS_ZOMBIE_BEE:
case TILEP_MONS_ZOMBIE_MELIAI:
case TILEP_MONS_ZOMBIE_HORNET:
return TILEP_MONS_SPECTRAL_BEE;
case TILEP_MONS_ZOMBIE_BEETLE:
case TILEP_MONS_ZOMBIE_ROACH:
case TILEP_MONS_ZOMBIE_BUG:
return TILEP_MONS_SPECTRAL_BUG;
case TILEP_MONS_ZOMBIE_FISH:
case TILEP_MONS_ZOMBIE_SKY_BEAST:
case TILEP_MONS_ZOMBIE_SKYSHARK:
return TILEP_MONS_SPECTRAL_FISH;
case TILEP_MONS_ZOMBIE_CENTAUR:
case TILEP_MONS_ZOMBIE_YAKTAUR:
return TILEP_MONS_SPECTRAL_CENTAUR;
case TILEP_MONS_ZOMBIE_NAGA:
case TILEP_MONS_ZOMBIE_GUARDIAN_SERPENT:
case TILEP_MONS_ZOMBIE_SALAMANDER:
return TILEP_MONS_SPECTRAL_NAGA;
case TILEP_MONS_ZOMBIE_SNAKE:
case TILEP_MONS_ZOMBIE_ADDER:
case TILEP_MONS_ZOMBIE_WORM:
case TILEP_MONS_ZOMBIE_LINDWURM:
case TILEP_MONS_ZOMBIE_SNAIL:
return TILEP_MONS_SPECTRAL_SNAKE;
case TILEP_MONS_ZOMBIE_LIZARD:
return TILEP_MONS_SPECTRAL_LIZARD;
case TILEP_MONS_ZOMBIE_SCORPION:
case TILEP_MONS_ZOMBIE_SPIDER_LARGE:
case TILEP_MONS_ZOMBIE_SPIDER_SMALL:
return TILEP_MONS_SPECTRAL_SPIDER;
case TILEP_MONS_ZOMBIE_DRAGON:
case TILEP_MONS_ZOMBIE_IRON_DRAGON:
case TILEP_MONS_ZOMBIE_GOLDEN_DRAGON:
case TILEP_MONS_ZOMBIE_QUICKSILVER_DRAGON:
return TILEP_MONS_SPECTRAL_DRAGON;
case TILEP_MONS_ZOMBIE_DRAKE:
case TILEP_MONS_ZOMBIE_WYVERN:
return TILEP_MONS_SPECTRAL_DRAKE;
case TILEP_MONS_ZOMBIE_KRAKEN:
return TILEP_MONS_SPECTRAL_KRAKEN;
default:
if (tile_player_basetile(z_tile) == TILEP_MONS_ZOMBIE_HYDRA)
{
return TILEP_MONS_SPECTRAL_HYDRA
+ (z_tile - TILEP_MONS_ZOMBIE_HYDRA);
}
}
return TILEP_MONS_SPECTRAL_SMALL;
}
static tileidx_t _zombie_tile_to_bound_soul(const tileidx_t z_tile)
{
switch (z_tile)
{
case TILEP_MONS_ZOMBIE_SMALL:
case TILEP_MONS_ZOMBIE_SPRIGGAN:
case TILEP_MONS_ZOMBIE_GOBLIN:
case TILEP_MONS_ZOMBIE_HOBGOBLIN:
case TILEP_MONS_ZOMBIE_GNOLL:
case TILEP_MONS_ZOMBIE_KOBOLD:
case TILEP_MONS_ZOMBIE_ORC:
case TILEP_MONS_ZOMBIE_HUMAN:
case TILEP_MONS_ZOMBIE_DRACONIAN:
case TILEP_MONS_ZOMBIE_ELF:
case TILEP_MONS_ZOMBIE_FAUN:
case TILEP_MONS_ZOMBIE_MERFOLK:
case TILEP_MONS_ZOMBIE_MINOTAUR:
case TILEP_MONS_ZOMBIE_MONKEY:
case TILEP_MONS_ZOMBIE_LARGE:
case TILEP_MONS_ZOMBIE_OGRE:
case TILEP_MONS_ZOMBIE_TROLL:
case TILEP_MONS_ZOMBIE_JUGGERNAUT:
case TILEP_MONS_ZOMBIE_CENTAUR:
case TILEP_MONS_ZOMBIE_YAKTAUR:
case TILEP_MONS_ZOMBIE_NAGA:
case TILEP_MONS_ZOMBIE_SALAMANDER:
case TILEP_MONS_ZOMBIE_HARPY:
return TILEP_MONS_BOUND_HUMANOID;
case TILEP_MONS_ZOMBIE_QUADRUPED_SMALL:
case TILEP_MONS_ZOMBIE_RAT:
case TILEP_MONS_ZOMBIE_QUOKKA:
case TILEP_MONS_ZOMBIE_JACKAL:
case TILEP_MONS_ZOMBIE_HOUND:
case TILEP_MONS_ZOMBIE_CRAB:
case TILEP_MONS_ZOMBIE_TURTLE:
case TILEP_MONS_ZOMBIE_BEAR:
case TILEP_MONS_ZOMBIE_DREAM_SHEEP:
case TILEP_MONS_ZOMBIE_QUADRUPED_LARGE:
case TILEP_MONS_ZOMBIE_ELEPHANT:
case TILEP_MONS_ZOMBIE_YAK:
case TILEP_MONS_ZOMBIE_QUADRUPED_WINGED:
case TILEP_MONS_ZOMBIE_FROG:
case TILEP_MONS_ZOMBIE_BAT:
case TILEP_MONS_ZOMBIE_BIRD:
case TILEP_MONS_ZOMBIE_FISH:
case TILEP_MONS_ZOMBIE_SKY_BEAST:
case TILEP_MONS_ZOMBIE_SKYSHARK:
case TILEP_MONS_ZOMBIE_GUARDIAN_SERPENT:
case TILEP_MONS_ZOMBIE_SNAKE:
case TILEP_MONS_ZOMBIE_ADDER:
case TILEP_MONS_ZOMBIE_LINDWURM:
case TILEP_MONS_ZOMBIE_LIZARD:
case TILEP_MONS_ZOMBIE_DRAGON:
case TILEP_MONS_ZOMBIE_IRON_DRAGON:
case TILEP_MONS_ZOMBIE_GOLDEN_DRAGON:
case TILEP_MONS_ZOMBIE_QUICKSILVER_DRAGON:
case TILEP_MONS_ZOMBIE_DRAKE:
case TILEP_MONS_ZOMBIE_WYVERN:
case TILEP_MONS_ZOMBIE_KRAKEN:
case TILEP_MONS_ZOMBIE_SNAIL:
return TILEP_MONS_BOUND_ANIMAL;
case TILEP_MONS_ZOMBIE_UGLY_THING:
case TILEP_MONS_ZOMBIE_BEE:
case TILEP_MONS_ZOMBIE_MELIAI:
case TILEP_MONS_ZOMBIE_HORNET:
case TILEP_MONS_ZOMBIE_BEETLE:
case TILEP_MONS_ZOMBIE_ROACH:
case TILEP_MONS_ZOMBIE_BUG:
case TILEP_MONS_ZOMBIE_WORM:
case TILEP_MONS_ZOMBIE_SCORPION:
case TILEP_MONS_ZOMBIE_SPIDER_LARGE:
case TILEP_MONS_ZOMBIE_SPIDER_SMALL:
return TILEP_MONS_BOUND_STRANGE;
default:
if (tile_player_basetile(z_tile) == TILEP_MONS_ZOMBIE_HYDRA)
return TILEP_MONS_BOUND_ANIMAL;
}
return TILEP_MONS_BOUND_HUMANOID;
}
static tileidx_t _zombie_tile_to_simulacrum(const tileidx_t z_tile)
{
switch (z_tile)
{
case TILEP_MONS_ZOMBIE_SMALL:
case TILEP_MONS_ZOMBIE_SPRIGGAN:
case TILEP_MONS_ZOMBIE_GOBLIN:
case TILEP_MONS_ZOMBIE_HOBGOBLIN:
case TILEP_MONS_ZOMBIE_GNOLL:
case TILEP_MONS_ZOMBIE_KOBOLD:
case TILEP_MONS_ZOMBIE_ORC:
case TILEP_MONS_ZOMBIE_HUMAN:
case TILEP_MONS_ZOMBIE_DRACONIAN:
case TILEP_MONS_ZOMBIE_ELF:
case TILEP_MONS_ZOMBIE_FAUN:
case TILEP_MONS_ZOMBIE_MERFOLK:
case TILEP_MONS_ZOMBIE_MINOTAUR:
case TILEP_MONS_ZOMBIE_MONKEY:
return TILEP_MONS_SIMULACRUM_SMALL;
case TILEP_MONS_ZOMBIE_LARGE:
case TILEP_MONS_ZOMBIE_OGRE:
case TILEP_MONS_ZOMBIE_TROLL:
case TILEP_MONS_ZOMBIE_UGLY_THING:
return TILEP_MONS_SIMULACRUM_LARGE;
case TILEP_MONS_ZOMBIE_JUGGERNAUT:
return TILEP_MONS_SIMULACRUM_JUGGERNAUT;
case TILEP_MONS_ZOMBIE_QUADRUPED_SMALL:
case TILEP_MONS_ZOMBIE_BEAR:
case TILEP_MONS_ZOMBIE_DREAM_SHEEP:
case TILEP_MONS_ZOMBIE_RAT:
case TILEP_MONS_ZOMBIE_QUOKKA:
case TILEP_MONS_ZOMBIE_JACKAL:
case TILEP_MONS_ZOMBIE_HOUND:
case TILEP_MONS_ZOMBIE_CRAB:
case TILEP_MONS_ZOMBIE_TURTLE:
return TILEP_MONS_SIMULACRUM_QUADRUPED_SMALL;
case TILEP_MONS_ZOMBIE_QUADRUPED_LARGE:
case TILEP_MONS_ZOMBIE_FROG:
case TILEP_MONS_ZOMBIE_ELEPHANT:
case TILEP_MONS_ZOMBIE_YAK:
case TILEP_MONS_ZOMBIE_QUADRUPED_WINGED:
return TILEP_MONS_SIMULACRUM_QUADRUPED_LARGE;
case TILEP_MONS_ZOMBIE_BAT:
case TILEP_MONS_ZOMBIE_HARPY: // much less dangerous than shrikes
return TILEP_MONS_SIMULACRUM_BAT;
case TILEP_MONS_ZOMBIE_BIRD:
return TILEP_MONS_SIMULACRUM_SHRIKE;
case TILEP_MONS_ZOMBIE_BEE:
case TILEP_MONS_ZOMBIE_MELIAI:
case TILEP_MONS_ZOMBIE_HORNET:
return TILEP_MONS_SIMULACRUM_BEE;
case TILEP_MONS_ZOMBIE_BEETLE:
case TILEP_MONS_ZOMBIE_ROACH:
case TILEP_MONS_ZOMBIE_BUG:
return TILEP_MONS_SIMULACRUM_BUG;
case TILEP_MONS_ZOMBIE_FISH:
case TILEP_MONS_ZOMBIE_SKY_BEAST:
case TILEP_MONS_ZOMBIE_SKYSHARK:
return TILEP_MONS_SIMULACRUM_FISH;
case TILEP_MONS_ZOMBIE_CENTAUR:
case TILEP_MONS_ZOMBIE_YAKTAUR:
return TILEP_MONS_SIMULACRUM_CENTAUR;
case TILEP_MONS_ZOMBIE_NAGA:
case TILEP_MONS_ZOMBIE_GUARDIAN_SERPENT:
case TILEP_MONS_ZOMBIE_SALAMANDER:
return TILEP_MONS_SIMULACRUM_NAGA;
case TILEP_MONS_ZOMBIE_SNAKE:
case TILEP_MONS_ZOMBIE_ADDER:
case TILEP_MONS_ZOMBIE_WORM:
case TILEP_MONS_ZOMBIE_LINDWURM:
case TILEP_MONS_ZOMBIE_SNAIL:
return TILEP_MONS_SIMULACRUM_SNAKE;
case TILEP_MONS_ZOMBIE_LIZARD:
return TILEP_MONS_SIMULACRUM_LIZARD;
case TILEP_MONS_ZOMBIE_SCORPION:
case TILEP_MONS_ZOMBIE_SPIDER_LARGE:
case TILEP_MONS_ZOMBIE_SPIDER_SMALL:
return TILEP_MONS_SIMULACRUM_SPIDER;
case TILEP_MONS_ZOMBIE_DRAGON:
case TILEP_MONS_ZOMBIE_IRON_DRAGON:
case TILEP_MONS_ZOMBIE_GOLDEN_DRAGON:
case TILEP_MONS_ZOMBIE_QUICKSILVER_DRAGON:
return TILEP_MONS_SIMULACRUM_DRAGON;
case TILEP_MONS_ZOMBIE_DRAKE:
case TILEP_MONS_ZOMBIE_WYVERN:
return TILEP_MONS_SIMULACRUM_DRAKE;
case TILEP_MONS_ZOMBIE_KRAKEN:
return TILEP_MONS_SIMULACRUM_KRAKEN;
case TILEP_MONS_ZOMBIE_JELLY:
return TILEP_MONS_SIMULACRUM_SLIME;
case TILEP_MONS_ZOMBIE_ORB:
return TILEP_MONS_SIMULACRUM_EYE;
case TILEP_MONS_ZOMBIE_X:
return TILEP_MONS_SIMULACRUM_X;
default:
if (tile_player_basetile(z_tile) == TILEP_MONS_ZOMBIE_HYDRA)
{
return TILEP_MONS_SIMULACRUM_HYDRA
+ (z_tile - TILEP_MONS_ZOMBIE_HYDRA);
}
}
return TILEP_MONS_SIMULACRUM_SMALL;
}
static tileidx_t _zombie_tile_to_skeleton(const tileidx_t z_tile)
{
switch (z_tile)
{
case TILEP_MONS_ZOMBIE_SMALL:
case TILEP_MONS_ZOMBIE_SPRIGGAN:
case TILEP_MONS_ZOMBIE_GOBLIN:
case TILEP_MONS_ZOMBIE_KOBOLD:
case TILEP_MONS_ZOMBIE_MONKEY:
return TILEP_MONS_DRAUGR_SMALL;
case TILEP_MONS_ZOMBIE_HOBGOBLIN:
case TILEP_MONS_ZOMBIE_GNOLL:
case TILEP_MONS_ZOMBIE_ORC:
case TILEP_MONS_ZOMBIE_HUMAN:
case TILEP_MONS_ZOMBIE_ELF:
case TILEP_MONS_ZOMBIE_MERFOLK:
case TILEP_MONS_ZOMBIE_MINOTAUR:
case TILEP_MONS_ZOMBIE_FAUN:
return TILEP_MONS_DRAUGR_MEDIUM;
case TILEP_MONS_ZOMBIE_TROLL:
return TILEP_MONS_DRAUGR_TROLL;
case TILEP_MONS_ZOMBIE_LARGE:
case TILEP_MONS_ZOMBIE_OGRE:
return TILEP_MONS_DRAUGR_LARGE;
case TILEP_MONS_ZOMBIE_JUGGERNAUT:
return TILEP_MONS_DRAUGR_JUGGERNAUT;
case TILEP_MONS_ZOMBIE_QUADRUPED_SMALL:
case TILEP_MONS_ZOMBIE_RAT:
case TILEP_MONS_ZOMBIE_QUOKKA:
case TILEP_MONS_ZOMBIE_JACKAL:
case TILEP_MONS_ZOMBIE_HOUND:
case TILEP_MONS_ZOMBIE_BEETLE:
case TILEP_MONS_ZOMBIE_ROACH:
case TILEP_MONS_ZOMBIE_BEAR:
case TILEP_MONS_ZOMBIE_DREAM_SHEEP:
case TILEP_MONS_ZOMBIE_BUG:
return TILEP_MONS_DRAUGR_QUADRUPED_SMALL;
case TILEP_MONS_ZOMBIE_LIZARD:
case TILEP_MONS_ZOMBIE_CRAB:
return TILEP_MONS_DRAUGR_LIZARD;
case TILEP_MONS_ZOMBIE_TURTLE:
return TILEP_MONS_DRAUGR_TURTLE;
case TILEP_MONS_ZOMBIE_QUADRUPED_LARGE:
case TILEP_MONS_ZOMBIE_ELEPHANT:
case TILEP_MONS_ZOMBIE_YAK:
return TILEP_MONS_DRAUGR_QUADRUPED_LARGE;
case TILEP_MONS_ZOMBIE_FROG:
return TILEP_MONS_DRAUGR_FROG;
case TILEP_MONS_ZOMBIE_SKY_BEAST:
return TILEP_MONS_DRAUGR_FISH;
case TILEP_MONS_ZOMBIE_QUADRUPED_WINGED:
return TILEP_MONS_DRAUGR_QUADRUPED_WINGED;
case TILEP_MONS_ZOMBIE_BAT:
return TILEP_MONS_DRAUGR_BAT;
case TILEP_MONS_ZOMBIE_HARPY:
case TILEP_MONS_ZOMBIE_BIRD:
return TILEP_MONS_DRAUGR_BIRD;
case TILEP_MONS_ZOMBIE_FISH:
case TILEP_MONS_ZOMBIE_SKYSHARK:
return TILEP_MONS_DRAUGR_FISH;
case TILEP_MONS_ZOMBIE_CENTAUR:
case TILEP_MONS_ZOMBIE_YAKTAUR:
return TILEP_MONS_DRAUGR_CENTAUR;
case TILEP_MONS_ZOMBIE_NAGA:
case TILEP_MONS_ZOMBIE_GUARDIAN_SERPENT:
case TILEP_MONS_ZOMBIE_SALAMANDER:
return TILEP_MONS_DRAUGR_NAGA;
case TILEP_MONS_ZOMBIE_SNAKE:
case TILEP_MONS_ZOMBIE_ADDER:
case TILEP_MONS_ZOMBIE_WORM:
case TILEP_MONS_ZOMBIE_LINDWURM:
case TILEP_MONS_ZOMBIE_SNAIL: // but they have no skeletons...
return TILEP_MONS_DRAUGR_SNAKE;
case TILEP_MONS_ZOMBIE_DRAGON:
case TILEP_MONS_ZOMBIE_IRON_DRAGON:
case TILEP_MONS_ZOMBIE_GOLDEN_DRAGON:
case TILEP_MONS_ZOMBIE_QUICKSILVER_DRAGON:
return TILEP_MONS_DRAUGR_DRAGON;
case TILEP_MONS_ZOMBIE_DRAKE:
case TILEP_MONS_ZOMBIE_WYVERN:
return TILEP_MONS_DRAUGR_DRAKE;
case TILEP_MONS_ZOMBIE_UGLY_THING:
return TILEP_MONS_DRAUGR_UGLY_THING;
case TILEP_MONS_ZOMBIE_X:
return TILEP_MONS_DRAUGR_X;
case TILEP_MONS_ZOMBIE_DRACONIAN:
return TILEP_MONS_DRAUGR_DRACONIAN;
default:
if (tile_player_basetile(z_tile) == TILEP_MONS_ZOMBIE_HYDRA)
{
return TILEP_MONS_DRAUGR_HYDRA
+ (z_tile - TILEP_MONS_ZOMBIE_HYDRA);
}
}
return TILEP_MONS_DRAUGR_SMALL;
}
/**
* For a given monster, what tile is appropriate for that monster if it's a
* zombie?
*
* If it's another kind of derived undead (e.g. a skeleton), the actual tile to
* be used will be derived from the zombie tile we return here.
*
* @param mon The monster in question.
* @return An appropriate zombie tile; e.g. TILEP_MONS_ZOMBIE_DRAGON.
*/
static tileidx_t _mon_to_zombie_tile(const monster_info &mon)
{
const monster_type subtype = mon.base_type;
// hydras get special casing
if (subtype == MONS_LERNAEAN_HYDRA && (mon.type == MONS_ZOMBIE
|| mon.type == MONS_DRAUGR))
{
// Step down the number of heads to get the appropriate tile:
// for the last five heads, use tiles 1-5, for greater amounts
// use the next tile for every 5 more heads.
return tileidx_mon_clamp(TILEP_MONS_LERNAEAN_HYDRA_ZOMBIE,
mon.number <= 5 ?
mon.number - 1 :
4 + (mon.number - 1)/5);
}
if (mons_genus(subtype) == MONS_HYDRA)
return TILEP_MONS_ZOMBIE_HYDRA + min(mon.num_heads, 5) - 1;
// specific per-species zombies - use to override genuses
static const map<monster_type, tileidx_t> species_tiles = {
// XXX: Prince Ribbit is in his human shape after he dies.
{ MONS_PRINCE_RIBBIT, TILEP_MONS_ZOMBIE_HUMAN, },
{ MONS_JUGGERNAUT, TILEP_MONS_ZOMBIE_JUGGERNAUT },
{ MONS_ACID_DRAGON, TILEP_MONS_ZOMBIE_DRAKE },
{ MONS_STEAM_DRAGON, TILEP_MONS_ZOMBIE_DRAKE },
{ MONS_JACKAL, TILEP_MONS_ZOMBIE_JACKAL },
{ MONS_ADDER, TILEP_MONS_ZOMBIE_ADDER },
{ MONS_WOLF_SPIDER, TILEP_MONS_ZOMBIE_SPIDER_LARGE },
{ MONS_EMPEROR_SCORPION, TILEP_MONS_ZOMBIE_SPIDER_LARGE },
{ MONS_HOWLER_MONKEY, TILEP_MONS_ZOMBIE_MONKEY },
{ MONS_IRON_DRAGON, TILEP_MONS_ZOMBIE_IRON_DRAGON },
{ MONS_GOLDEN_DRAGON, TILEP_MONS_ZOMBIE_GOLDEN_DRAGON },
{ MONS_QUICKSILVER_DRAGON, TILEP_MONS_ZOMBIE_QUICKSILVER_DRAGON },
{ MONS_LINDWURM, TILEP_MONS_ZOMBIE_LINDWURM, },
{ MONS_MELIAI, TILEP_MONS_ZOMBIE_MELIAI, },
{ MONS_HORNET, TILEP_MONS_ZOMBIE_HORNET, },
{ MONS_SPARK_WASP, TILEP_MONS_ZOMBIE_HORNET, },
{ MONS_SKY_BEAST, TILEP_MONS_ZOMBIE_SKY_BEAST },
{ MONS_SKYSHARK, TILEP_MONS_ZOMBIE_SKYSHARK, },
{ MONS_DREAM_SHEEP, TILEP_MONS_ZOMBIE_DREAM_SHEEP, },
};
// per-genus zombies - use by default
static const map<monster_type, tileidx_t> genus_tiles = {
{ MONS_GOBLIN, TILEP_MONS_ZOMBIE_GOBLIN },
{ MONS_HOBGOBLIN, TILEP_MONS_ZOMBIE_HOBGOBLIN },
{ MONS_GNOLL, TILEP_MONS_ZOMBIE_GNOLL },
{ MONS_HUMAN, TILEP_MONS_ZOMBIE_HUMAN },
{ MONS_GHOUL, TILEP_MONS_ZOMBIE_HUMAN }, // for skel
{ MONS_KOBOLD, TILEP_MONS_ZOMBIE_KOBOLD },
{ MONS_ORC, TILEP_MONS_ZOMBIE_ORC },
{ MONS_TROLL, TILEP_MONS_ZOMBIE_TROLL },
{ MONS_OGRE, TILEP_MONS_ZOMBIE_OGRE },
{ MONS_HARPY, TILEP_MONS_ZOMBIE_HARPY },
{ MONS_DRACONIAN, TILEP_MONS_ZOMBIE_DRACONIAN },
{ MONS_DRAGON, TILEP_MONS_ZOMBIE_DRAGON },
{ MONS_WYVERN, TILEP_MONS_ZOMBIE_WYVERN },
{ MONS_DRAKE, TILEP_MONS_ZOMBIE_DRAKE },
{ MONS_GIANT_LIZARD, TILEP_MONS_ZOMBIE_LIZARD },
{ MONS_CROCODILE, TILEP_MONS_ZOMBIE_LIZARD },
{ MONS_RAT, TILEP_MONS_ZOMBIE_RAT },
{ MONS_QUOKKA, TILEP_MONS_ZOMBIE_QUOKKA },
{ MONS_HOUND, TILEP_MONS_ZOMBIE_HOUND },
{ MONS_FROG, TILEP_MONS_ZOMBIE_FROG },
{ MONS_CRAB, TILEP_MONS_ZOMBIE_CRAB },
{ MONS_SNAPPING_TURTLE, TILEP_MONS_ZOMBIE_TURTLE },
{ MONS_RIBBON_WORM, TILEP_MONS_ZOMBIE_WORM },
{ MONS_CLOCKROACH, TILEP_MONS_ZOMBIE_ROACH },
{ MONS_RADROACH, TILEP_MONS_ZOMBIE_ROACH },
{ MONS_SCORPION, TILEP_MONS_ZOMBIE_SCORPION },
{ MONS_EMPEROR_SCORPION, TILEP_MONS_ZOMBIE_SCORPION },
{ MONS_KRAKEN, TILEP_MONS_ZOMBIE_KRAKEN },
{ MONS_OCTOPODE, TILEP_MONS_ZOMBIE_OCTOPODE },
{ MONS_UGLY_THING, TILEP_MONS_ZOMBIE_UGLY_THING },
{ MONS_ELEPHANT, TILEP_MONS_ZOMBIE_ELEPHANT },
{ MONS_ELF, TILEP_MONS_ZOMBIE_ELF },
{ MONS_FAUN, TILEP_MONS_ZOMBIE_FAUN },
{ MONS_SATYR, TILEP_MONS_ZOMBIE_FAUN },
{ MONS_GUARDIAN_SERPENT, TILEP_MONS_ZOMBIE_GUARDIAN_SERPENT },
{ MONS_MERFOLK, TILEP_MONS_ZOMBIE_MERFOLK },
{ MONS_MINOTAUR, TILEP_MONS_ZOMBIE_MINOTAUR },
{ MONS_SALAMANDER, TILEP_MONS_ZOMBIE_SALAMANDER },
{ MONS_SPRIGGAN, TILEP_MONS_ZOMBIE_SPRIGGAN },
{ MONS_YAKTAUR, TILEP_MONS_ZOMBIE_YAKTAUR },
{ MONS_YAK, TILEP_MONS_ZOMBIE_YAK },
{ MONS_BEAR, TILEP_MONS_ZOMBIE_BEAR },
{ MONS_ELEPHANT_SLUG, TILEP_MONS_ZOMBIE_SNAIL },
};
struct shape_size_tiles
{
tileidx_t small; ///< Z_SMALL and default tile
tileidx_t big; ///< Z_BIG tile
};
const shape_size_tiles GENERIC_ZOMBIES = { TILEP_MONS_ZOMBIE_SMALL,
TILEP_MONS_ZOMBIE_LARGE };
static const map<mon_body_shape, shape_size_tiles> shape_tiles = {
{ MON_SHAPE_CENTAUR, {TILEP_MONS_ZOMBIE_CENTAUR} },
{ MON_SHAPE_NAGA, {TILEP_MONS_ZOMBIE_NAGA} },
{ MON_SHAPE_QUADRUPED_WINGED, {TILEP_MONS_ZOMBIE_QUADRUPED_WINGED} },
{ MON_SHAPE_BAT, {TILEP_MONS_ZOMBIE_BAT} },
{ MON_SHAPE_BIRD, {TILEP_MONS_ZOMBIE_BIRD} },
{ MON_SHAPE_SNAKE, {TILEP_MONS_ZOMBIE_SNAKE} },
{ MON_SHAPE_SNAIL, {TILEP_MONS_ZOMBIE_SNAKE} },
{ MON_SHAPE_FISH, {TILEP_MONS_ZOMBIE_FISH} },
{ MON_SHAPE_INSECT, {TILEP_MONS_ZOMBIE_BUG} },
{ MON_SHAPE_CENTIPEDE, {TILEP_MONS_ZOMBIE_BUG} },
{ MON_SHAPE_INSECT_WINGED, {TILEP_MONS_ZOMBIE_BEE} },
{ MON_SHAPE_ARACHNID, {TILEP_MONS_ZOMBIE_SPIDER_SMALL} },
{ MON_SHAPE_QUADRUPED_TAILLESS, {TILEP_MONS_ZOMBIE_QUADRUPED_SMALL,
TILEP_MONS_ZOMBIE_QUADRUPED_LARGE} },
{ MON_SHAPE_QUADRUPED, {TILEP_MONS_ZOMBIE_QUADRUPED_SMALL,
TILEP_MONS_ZOMBIE_QUADRUPED_LARGE} },
{ MON_SHAPE_BLOB, {TILEP_MONS_ZOMBIE_JELLY}},
{ MON_SHAPE_ORB, {TILEP_MONS_ZOMBIE_ORB}},
{ MON_SHAPE_MISC, {TILEP_MONS_ZOMBIE_X}},
{ MON_SHAPE_HUMANOID, GENERIC_ZOMBIES },
{ MON_SHAPE_HUMANOID_WINGED, GENERIC_ZOMBIES },
{ MON_SHAPE_HUMANOID_TAILED, GENERIC_ZOMBIES },
{ MON_SHAPE_HUMANOID_WINGED_TAILED, GENERIC_ZOMBIES },
};
const tileidx_t *subtype_tile = map_find(species_tiles, subtype);
if (subtype_tile)
return *subtype_tile;
const tileidx_t *genus_tile = map_find(genus_tiles, mons_genus(subtype));
if (genus_tile)
return *genus_tile;
const int z_size = mons_zombie_size(subtype);
const shape_size_tiles *shape_tile_pair
= map_find(shape_tiles, get_mon_shape(subtype));
if (shape_tile_pair)
{
if (z_size == Z_BIG && shape_tile_pair->big)
return shape_tile_pair->big;
return shape_tile_pair->small;
}
return TILEP_ERROR;
}
/// What tile should be used for a given derived undead monster?
static tileidx_t _tileidx_monster_zombified(const monster_info& mon)
{
const tileidx_t zombie_tile = _mon_to_zombie_tile(mon);
switch (mon.type)
{
case MONS_DRAUGR:
return _zombie_tile_to_skeleton(zombie_tile);
case MONS_BOUND_SOUL:
return _zombie_tile_to_bound_soul(zombie_tile);
case MONS_SPECTRAL_THING:
return _zombie_tile_to_spectral(zombie_tile);
case MONS_SIMULACRUM:
return _zombie_tile_to_simulacrum(zombie_tile);
default:
if (zombie_tile == TILEP_ERROR)
return TILEP_MONS_ZOMBIE_LARGE; // XXX: assert..?
return zombie_tile;
}
}
// Special case for *taurs which have a different tile
// for when they have a bow.
static bool _bow_offset(const monster_info& mon)
{
if (!mon.inv[MSLOT_WEAPON])
return true;
switch (mon.inv[MSLOT_WEAPON]->sub_type)
{
case WPN_SHORTBOW:
case WPN_ORCBOW:
case WPN_LONGBOW:
case WPN_ARBALEST:
return false;
default:
return true;
}
}
static tileidx_t _mon_mod(tileidx_t tile, int offset)
{
int count = tile_player_count(tile);
return tile + offset % count;
}
#endif // USE_TILE
tileidx_t tileidx_mon_clamp(tileidx_t tile, int offset)
{
int count = tile_player_count(tile);
return tile + min(max(offset, 0), count - 1);
}
#ifdef USE_TILE
static tileidx_t _mon_cycle(tileidx_t tile, int offset)
{
int count = tile_player_count(tile);
return tile + ((offset + you.frame_no) % count);
}
#endif
#ifdef USE_TILE
// This function allows for getting a monster from "just" the type.
// To avoid needless duplication of a cases in tileidx_monster, some
// extra parameters that have reasonable defaults for monsters where
// only the type is known are pushed here.
tileidx_t tileidx_monster_base(int type, int mon_id, bool in_water, int colour,
int number, int tile_num_prop, bool vary)
{
switch (type)
{
case MONS_UGLY_THING:
case MONS_VERY_UGLY_THING:
{
const tileidx_t ugly_tile = (type == MONS_VERY_UGLY_THING) ?
TILEP_MONS_VERY_UGLY_THING : TILEP_MONS_UGLY_THING;
int colour_offset = ugly_thing_colour_offset(colour);
return tileidx_mon_clamp(ugly_tile, colour_offset);
}
case MONS_BLINK_FROG:
if (!hash_with_seed(100, mon_id, you.frame_no))
return TILEP_MONS_BLINK_FROG_BLINKING;
break;
case MONS_GLOBE_OF_ANNIHILATION:
{
// Max size isn't reached until distance 4 (distance 2-3 look the same)
if (tile_num_prop == 3)
tile_num_prop--;
tileidx_t base_tile;
switch (colour)
{
default:
case LIGHTRED: base_tile = TILEP_MONS_GLOBE_OF_ANNIHILATION_GEH; break;
case LIGHTBLUE: base_tile = TILEP_MONS_GLOBE_OF_ANNIHILATION_COC; break;
case LIGHTGREY: base_tile = TILEP_MONS_GLOBE_OF_ANNIHILATION_DIS; break;
case CYAN: base_tile = TILEP_MONS_GLOBE_OF_ANNIHILATION_TAR; break;
}
return tileidx_mon_clamp(base_tile, tile_num_prop - 1);
}
case MONS_HYDRA:
// Number of heads
return tileidx_mon_clamp(TILEP_MONS_HYDRA, number - 1);
case MONS_SLYMDRA:
return tileidx_mon_clamp(TILEP_MONS_SLYMDRA, number - 1);
case MONS_SLIME_CREATURE:
return tileidx_mon_clamp(TILEP_MONS_SLIME_CREATURE, number - 1);
case MONS_LERNAEAN_HYDRA:
// Step down the number of heads to get the appropriate tile:
// For the last five heads, use tiles 1-5, for greater amounts
// use the next tile for every 5 more heads.
return tileidx_mon_clamp(TILEP_MONS_LERNAEAN_HYDRA,
number <= 5 ?
number - 1 : 4 + (number - 1)/5);
case MONS_SEISMOSAURUS_EGG:
return tileidx_mon_clamp(TILEP_MONS_SEISMOSAURUS_EGG, number);
// draconian ('d')
case MONS_TIAMAT:
{
int offset = 0;
switch (colour)
{
case LIGHTRED: offset = 0; break;
case WHITE: offset = 1; break;
case BLUE: offset = 2; break; // black
case GREEN: offset = 3; break;
case MAGENTA: offset = 4; break;
case YELLOW: offset = 5; break;
}
return TILEP_MONS_TIAMAT + offset;
}
}
const monster_type mtype = static_cast<monster_type>(type);
const tileidx_t base_tile = get_mon_base_tile(mtype);
const mon_type_tile_variation vary_type = vary ? get_mon_tile_variation(mtype) : TVARY_NONE;
switch (vary_type)
{
case TVARY_NONE:
return base_tile;
case TVARY_MOD:
return _mon_mod(base_tile, tile_num_prop);
case TVARY_CYCLE:
return _mon_cycle(base_tile, tile_num_prop);
case TVARY_RANDOM:
return _mon_random(base_tile, mon_id);
case TVARY_WATER:
return base_tile + (in_water ? 1 : 0);
default:
die("Unknown tile variation type %d for mon %d!", vary_type, mtype);
}
}
enum class main_dir
{
north = 0,
east,
south,
west
};
enum class tentacle_type
{
kraken = 0,
eldritch = 1,
starspawn = 2,
vine = 3,
zombie_kraken = 4,
simulacrum_kraken = 5,
spectral_kraken = 6,
};
static void _add_tentacle_overlay(const coord_def pos,
const main_dir dir,
tentacle_type type)
{
/* This adds the corner overlays; e.g. in the following situation:
.#
#.
we need to add corners to the floor tiles since the tentacle
will otherwise look weird. So when placing the upper tentacle
tile, this function is called with dir main_dir::west, so the upper
floor tile gets a corner in the south-east; and similarly,
when placing the lower tentacle tile, we get called with dir
main_dir::east to give the lower floor tile a NW overlay.
*/
coord_def next = pos;
switch (dir)
{
case main_dir::north: next += coord_def( 0, -1); break;
case main_dir::east: next += coord_def( 1, 0); break;
case main_dir::south: next += coord_def( 0, 1); break;
case main_dir::west: next += coord_def(-1, 0); break;
default:
die("invalid direction");
}
if (!in_bounds(next))
return;
if (!show_bounds(grid2show(next)))
return;
tile_flags flag;
switch (dir)
{
case main_dir::north: flag = TILE_FLAG_TENTACLE_SW; break;
case main_dir::east: flag = TILE_FLAG_TENTACLE_NW; break;
case main_dir::south: flag = TILE_FLAG_TENTACLE_NE; break;
case main_dir::west: flag = TILE_FLAG_TENTACLE_SE; break;
default: die("invalid direction");
}
tile_env.bk_bg(next) |= flag;
switch (type)
{
case tentacle_type::eldritch: flag = TILE_FLAG_TENTACLE_ELDRITCH; break;
case tentacle_type::starspawn: flag = TILE_FLAG_TENTACLE_STARSPAWN; break;
case tentacle_type::vine: flag = TILE_FLAG_TENTACLE_VINE; break;
case tentacle_type::zombie_kraken: flag = TILE_FLAG_TENTACLE_ZOMBIE_KRAKEN; break;
case tentacle_type::simulacrum_kraken: flag = TILE_FLAG_TENTACLE_SIMULACRUM_KRAKEN; break;
case tentacle_type::spectral_kraken: flag = TILE_FLAG_TENTACLE_SPECTRAL_KRAKEN; break;
default: flag = TILE_FLAG_TENTACLE_KRAKEN;
}
tile_env.bk_bg(next) |= flag;
}
static void _handle_tentacle_overlay(const coord_def pos,
const tileidx_t tile,
tentacle_type type)
{
switch (tile)
{
case TILEP_MONS_KRAKEN_TENTACLE_NW:
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NW:
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_S_NW:
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_E_NW:
_add_tentacle_overlay(pos, main_dir::north, type);
break;
case TILEP_MONS_KRAKEN_TENTACLE_NE:
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NE:
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_S_NE:
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_W_NE:
_add_tentacle_overlay(pos, main_dir::east, type);
break;
case TILEP_MONS_KRAKEN_TENTACLE_SE:
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_SE:
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N_SE:
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_W_SE:
_add_tentacle_overlay(pos, main_dir::south, type);
break;
case TILEP_MONS_KRAKEN_TENTACLE_SW:
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_SW:
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N_SW:
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_E_SW:
_add_tentacle_overlay(pos, main_dir::west, type);
break;
// diagonals
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NW_SE:
_add_tentacle_overlay(pos, main_dir::north, type);
_add_tentacle_overlay(pos, main_dir::south, type);
break;
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NE_SW:
_add_tentacle_overlay(pos, main_dir::east, type);
_add_tentacle_overlay(pos, main_dir::west, type);
break;
// other
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NE_NW:
_add_tentacle_overlay(pos, main_dir::north, type);
_add_tentacle_overlay(pos, main_dir::east, type);
break;
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NE_SE:
_add_tentacle_overlay(pos, main_dir::east, type);
_add_tentacle_overlay(pos, main_dir::south, type);
break;
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_SE_SW:
_add_tentacle_overlay(pos, main_dir::south, type);
_add_tentacle_overlay(pos, main_dir::west, type);
break;
case TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_NW_SW:
_add_tentacle_overlay(pos, main_dir::north, type);
_add_tentacle_overlay(pos, main_dir::west, type);
break;
}
}
static tentacle_type _get_tentacle_type(const monster_info& mon)
{
switch (mon.type)
{
case MONS_KRAKEN_TENTACLE:
case MONS_KRAKEN_TENTACLE_SEGMENT:
switch (mon.base_type)
{
case MONS_ZOMBIE:
return tentacle_type::zombie_kraken;
case MONS_SIMULACRUM:
return tentacle_type::simulacrum_kraken;
case MONS_BOUND_SOUL:
case MONS_SPECTRAL_THING:
return tentacle_type::spectral_kraken;
default:
return tentacle_type::kraken;
}
case MONS_ELDRITCH_TENTACLE:
case MONS_ELDRITCH_TENTACLE_SEGMENT:
return tentacle_type::eldritch;
case MONS_STARSPAWN_TENTACLE:
case MONS_STARSPAWN_TENTACLE_SEGMENT:
return tentacle_type::starspawn;
case MONS_SNAPLASHER_VINE:
case MONS_SNAPLASHER_VINE_SEGMENT:
return tentacle_type::vine;
default:
die("Invalid tentacle type!");
return tentacle_type::kraken; // Silence a warning
}
}
static bool _tentacle_tile_not_flying(tileidx_t tile)
{
// All tiles between these two enums feature tentacles
// emerging from water.
return tile >= TILEP_FIRST_TENTACLE_IN_WATER
&& tile <= TILEP_LAST_TENTACLE_IN_WATER
|| tile >= TILEP_FIRST_ZOMBIE_TENTACLE_IN_WATER
&& tile <= TILEP_LAST_ZOMBIE_TENTACLE_IN_WATER
|| tile >= TILEP_FIRST_SIMULACRUM_TENTACLE_IN_WATER
&& tile <= TILEP_LAST_SIMULACRUM_TENTACLE_IN_WATER
|| tile >= TILEP_FIRST_SPECTRAL_TENTACLE_IN_WATER
&& tile <= TILEP_LAST_SPECTRAL_TENTACLE_IN_WATER;
}
static tileidx_t _tileidx_monster_no_props(const monster_info& mon)
{
const bool in_water = feat_is_water(env.map_knowledge(mon.pos).feat());
if (mon.props.exists(MONSTER_TILE_KEY))
return mon.props[MONSTER_TILE_KEY].get_int();
// Show only base class for detected monsters.
if (mons_class_is_zombified(mon.type))
return _tileidx_monster_zombified(mon);
int tile_num = 0;
if (mon.props.exists(TILE_NUM_KEY))
tile_num = mon.props[TILE_NUM_KEY].get_short();
bool vary = !(mon.props.exists(FAKE_MON_KEY) && mon.props[FAKE_MON_KEY].get_bool());
const tileidx_t base = tileidx_monster_base(mon.type,
mon.pos.y*GXM + mon.pos.x,
in_water, mon.colour(true),
mon.number, tile_num, vary);
switch (mon.type)
{
// use a different tile not using a standard ranged weapon.
case MONS_CENTAUR:
case MONS_CENTAUR_WARRIOR:
case MONS_YAKTAUR:
case MONS_YAKTAUR_CAPTAIN:
return base + (_bow_offset(mon) ? 1 : 0);
case MONS_GOBLIN_RIDER:
{
// Their tile only covers spears.
const item_def * const weapon = mon.inv[MSLOT_WEAPON].get();
if (weapon && weapon->is_type(OBJ_WEAPONS, WPN_SPEAR))
if (get_weapon_brand(*weapon) != SPWPN_NORMAL)
return TILEP_MONS_GOBLIN_RIDER_GOOD_SPEAR;
else
return TILEP_MONS_GOBLIN_RIDER;
else
return TILEP_MONS_GOBLIN_RIDER_SPEARLESS;
}
case MONS_REAPER:
{
const item_def * const weapon = mon.inv[MSLOT_WEAPON].get();
if (weapon && weapon->is_type(OBJ_WEAPONS, WPN_HALBERD))
return TILEP_MONS_REAPER;
else
return TILEP_MONS_REAPER_SCYTHELESS;
}
case MONS_CEREBOV:
case MONS_SERAPH:
return base + (mon.inv[MSLOT_WEAPON] ? 0 : 1);
case MONS_BALLISTOMYCETE:
return base + (mon.is_active ? 1 : 0);
case MONS_DUVESSA:
case MONS_DOWAN:
return mon.props.exists(ELVEN_IS_ENERGIZED_KEY) ? base + 1 : base;
case MONS_ARACHNE:
{
// Arachne normally is drawn with her staff wielded two-handed,
// but will use a regular stance if she picks up a shield
// (enhancer staves are compatible with those).
const item_def* weapon = mon.inv[MSLOT_WEAPON].get();
if (!mon.inv[MSLOT_SHIELD] && weapon
&& (weapon->is_type(OBJ_STAVES, STAFF_ALCHEMY)
|| is_unrandom_artefact(*weapon, UNRAND_OLGREB)))
{
return base;
}
else
return base + 1;
}
case MONS_AGNES:
{
// For if Agnes loses her lajatang
const item_def * const weapon = mon.inv[MSLOT_WEAPON].get();
if (weapon && weapon->is_type(OBJ_WEAPONS, WPN_LAJATANG))
return TILEP_MONS_AGNES;
else
return TILEP_MONS_AGNES_STAVELESS;
}
case MONS_EDMUND:
{
// For if Edmund loses his weapon
const item_def * const weapon = mon.inv[MSLOT_WEAPON].get();
if (weapon && (weapon->is_type(OBJ_WEAPONS, WPN_DIRE_FLAIL)
|| weapon->is_type(OBJ_WEAPONS, WPN_FLAIL)))
{
return TILEP_MONS_EDMUND;
}
else
return TILEP_MONS_EDMUND_WEAPONLESS;
}
case MONS_PIKEL:
{
// For if Pikel loses his whip
const item_def * const weapon = mon.inv[MSLOT_WEAPON].get();
if (weapon && weapon->is_type(OBJ_WEAPONS, WPN_WHIP))
return TILEP_MONS_PIKEL;
else
return TILEP_MONS_PIKEL_WHIPLESS;
}
case MONS_ERICA:
{
// For if Erica loses her flaming scimitar
const item_def * const weapon = mon.inv[MSLOT_WEAPON].get();
if (weapon
&& weapon->is_type(OBJ_WEAPONS, WPN_SCIMITAR)
&& get_weapon_brand(*weapon) == SPWPN_FLAMING)
{
return TILEP_MONS_ERICA;
}
else
return TILEP_MONS_ERICA_SWORDLESS;
}
case MONS_SIGMUND:
{
const item_def * const weapon = mon.inv[MSLOT_WEAPON].get();
if (weapon && weapon->is_type(OBJ_WEAPONS, WPN_HALBERD)) // scythe
{
if (december_holidays())
return TILEP_MONS_XMAS_SIGMUND;
return TILEP_MONS_SIGMUND;
}
return TILEP_MONS_SIGMUND_SCYTHELESS;
}
case MONS_QUOKKA:
if (today_is_serious())
return TILEP_MONS_QUOKKA_LORD_OF_SKULLS;
return base;
case MONS_OGRE:
if (today_is_serious())
return TILEP_MONS_SWAMP_OGRE;
return base;
case MONS_SUN_DEMON:
if (today_is_serious())
return TILEP_MONS_SUNNIER_DEMON;
return base;
case MONS_NESSOS:
{
const item_def * const weapon = mon.inv[MSLOT_WEAPON].get();
if (weapon && weapon->is_type(OBJ_WEAPONS, WPN_LONGBOW))
return TILEP_MONS_NESSOS;
return TILEP_MONS_NESSOS_BOWLESS;
}
case MONS_BUSH:
if (env.map_knowledge(mon.pos).cloud() == CLOUD_FIRE)
return TILEP_MONS_BURNING_BUSH;
return base;
case MONS_BOULDER_BEETLE:
return mon.is(MB_ROLLING)
? _mon_random(TILEP_MONS_BOULDER_BEETLE_ROLLING, mon.number)
: base;
case MONS_STAR_JELLY:
if (mon.is(MB_DIMINISHED_SPELLS))
return TILEP_MONS_STAR_JELLY_EXPENDED;
return base;
case MONS_DANCING_WEAPON:
{
// Use item tile.
ASSERT(mon.inv[MSLOT_WEAPON]);
const item_def& item = *mon.inv[MSLOT_WEAPON];
return tileidx_item(item);
}
case MONS_HAUNTED_ARMOUR:
{
// Use item tile.
if (mon.inv[MSLOT_ARMOUR])
{
const item_def& item = *mon.inv[MSLOT_ARMOUR];
return tileidx_item(item);
}
// Fallback for monster lookup menu
else
return TILE_ARM_SCARF;
}
case MONS_SPECTRAL_WEAPON:
{
// TODO: it would be good to show the TILE_FLAG_ANIM_OBJ icon with
// these too, but most are oriented NW-SE and it looks bad
if (!mon.inv[MSLOT_WEAPON])
return TILEP_MONS_SPECTRAL_SBL;
// Tiles exist for each class of weapon.
const item_def& item = *mon.inv[MSLOT_WEAPON];
switch (item_attack_skill(item))
{
case SK_LONG_BLADES:
return TILEP_MONS_SPECTRAL_LBL;
case SK_AXES:
return TILEP_MONS_SPECTRAL_AXE;
case SK_POLEARMS:
return TILEP_MONS_SPECTRAL_SPEAR;
case SK_STAVES:
return TILEP_MONS_SPECTRAL_STAFF;
case SK_MACES_FLAILS:
{
const weapon_type wt = (weapon_type)item.sub_type;
return (wt == WPN_WHIP || wt == WPN_FLAIL
|| wt == WPN_DIRE_FLAIL || wt == WPN_DEMON_WHIP
|| wt == WPN_SACRED_SCOURGE)
? TILEP_MONS_SPECTRAL_WHIP
: TILEP_MONS_SPECTRAL_MACE;
}
default:
return TILEP_MONS_SPECTRAL_SBL;
}
}
case MONS_KRAKEN_TENTACLE:
case MONS_KRAKEN_TENTACLE_SEGMENT:
case MONS_ELDRITCH_TENTACLE:
case MONS_ELDRITCH_TENTACLE_SEGMENT:
case MONS_STARSPAWN_TENTACLE:
case MONS_STARSPAWN_TENTACLE_SEGMENT:
case MONS_SNAPLASHER_VINE:
case MONS_SNAPLASHER_VINE_SEGMENT:
{
tileidx_t tile = tileidx_tentacle(mon);
_handle_tentacle_overlay(mon.pos, tile, _get_tentacle_type(mon));
if (!_mons_is_kraken_tentacle(mon.type)
&& tile >= TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N
&& (tile <= TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_W_SE
|| tile <= TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_W_NW &&
mon.type == MONS_SNAPLASHER_VINE_SEGMENT))
{
tile += TILEP_MONS_ELDRITCH_TENTACLE_PORTAL_N;
tile -= TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N;
if (mon.type == MONS_STARSPAWN_TENTACLE
|| mon.type == MONS_STARSPAWN_TENTACLE_SEGMENT)
{
tile += TILEP_MONS_STARSPAWN_TENTACLE_N;
tile -= TILEP_MONS_ELDRITCH_TENTACLE_N;
}
else if (mon.type == MONS_SNAPLASHER_VINE
|| mon.type == MONS_SNAPLASHER_VINE_SEGMENT)
{
tile += TILEP_MONS_VINE_N;
tile -= TILEP_MONS_ELDRITCH_TENTACLE_N;
}
}
if (_mons_is_kraken_tentacle(mon.type) && mon.base_type == MONS_ZOMBIE)
{
tile += TILEP_MONS_KRAKEN_ZOMBIE_TENTACLE_SEGMENT_N;
tile -= TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N;
}
if (_mons_is_kraken_tentacle(mon.type) && mon.base_type == MONS_SIMULACRUM)
{
tile += TILEP_MONS_KRAKEN_SIMULACRUM_TENTACLE_SEGMENT_N;
tile -= TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N;
}
if (_mons_is_kraken_tentacle(mon.type)
&& (mon.base_type == MONS_SPECTRAL_THING || mon.base_type == MONS_BOUND_SOUL))
{
tile += TILEP_MONS_KRAKEN_SPECTRAL_TENTACLE_SEGMENT_N;
tile -= TILEP_MONS_KRAKEN_TENTACLE_SEGMENT_N;
}
return tile;
}
case MONS_SENSED:
{
// Should be always out of LOS, though...
if (base == TILEP_MONS_PROGRAM_BUG)
return TILE_UNSEEN_MONSTER;
return base;
}
default:
return base;
}
}
tileidx_t tileidx_monster(const monster_info& mons)
{
tileidx_t ch = _tileidx_monster_no_props(mons);
if ((mons.airborne() && !_tentacle_tile_not_flying(ch))
|| mons.type == MONS_ORC_APOSTLE || mons.type == MONS_SACRED_LOTUS)
{
ch |= TILE_FLAG_FLYING;
}
if (mons.is(MB_CAUGHT))
ch |= TILE_FLAG_NET;
if (mons.is(MB_WEBBED))
ch |= TILE_FLAG_WEB;
if (mons.is(MB_POISONED))
ch |= TILE_FLAG_POISON;
else if (mons.is(MB_MORE_POISONED))
ch |= TILE_FLAG_MORE_POISON;
else if (mons.is(MB_MAX_POISONED))
ch |= TILE_FLAG_MAX_POISON;
if (mons.attitude == ATT_FRIENDLY)
ch |= TILE_FLAG_PET;
else if (mons.attitude == ATT_GOOD_NEUTRAL)
ch |= TILE_FLAG_GD_NEUTRAL;
else if (mons.neutral())
ch |= TILE_FLAG_NEUTRAL;
else if (Options.tile_show_threat_levels.find("unusual") != string::npos
&& mons.has_unusual_items())
ch |= TILE_FLAG_UNUSUAL;
else if (mons.type == MONS_PLAYER_GHOST)
{
// Threat is always displayed for ghosts, with different tiles,
// to make them more easily visible.
ch |= TILE_FLAG_GHOST;
switch (mons.threat)
{
case MTHRT_TRIVIAL:
ch |= TILE_FLAG_TRIVIAL;
break;
case MTHRT_EASY:
ch |= TILE_FLAG_EASY;
break;
case MTHRT_TOUGH:
ch |= TILE_FLAG_TOUGH;
break;
case MTHRT_NASTY:
ch |= TILE_FLAG_NASTY;
break;
default:
break;
}
}
else
switch (mons.threat)
{
case MTHRT_TRIVIAL:
if (Options.tile_show_threat_levels.find("trivial") != string::npos)
ch |= TILE_FLAG_TRIVIAL;
break;
case MTHRT_EASY:
if (Options.tile_show_threat_levels.find("easy") != string::npos)
ch |= TILE_FLAG_EASY;
break;
case MTHRT_TOUGH:
if (Options.tile_show_threat_levels.find("tough") != string::npos)
ch |= TILE_FLAG_TOUGH;
break;
case MTHRT_NASTY:
if (Options.tile_show_threat_levels.find("nasty") != string::npos)
ch |= TILE_FLAG_NASTY;
break;
default:
break;
}
if (mons.is(MB_PARALYSED))
ch |= TILE_FLAG_PARALYSED;
else if (mons.is(MB_FLEEING))
ch |= TILE_FLAG_FLEEING;
else if (mons.is(MB_STABBABLE) || mons.is(MB_SLEEPING)
|| mons.is(MB_DORMANT))
{
// XXX: should we have different tile flags for "stabbable" versus
// "sleeping"?
ch |= TILE_FLAG_STAB;
}
// Deliberately not checking MB_MAYBE_STABBABLE, since we want to hide the
// question mark for many other scenarions that have their own unambiguous
// status icon.
else if ((mons.is(MB_DISTRACTED) || mons.is(MB_UNAWARE) || mons.is(MB_WANDERING)
|| mons.is(MB_CANT_SEE_YOU))
&& !mons.is(MB_CONFUSED) && !mons.is(MB_BLIND))
{
ch |= TILE_FLAG_MAY_STAB;
}
mon_dam_level_type damage_level = mons.dam;
switch (damage_level)
{
case MDAM_DEAD:
case MDAM_ALMOST_DEAD:
ch |= TILE_FLAG_MDAM_ADEAD;
break;
case MDAM_SEVERELY_DAMAGED:
ch |= TILE_FLAG_MDAM_SEV;
break;
case MDAM_HEAVILY_DAMAGED:
ch |= TILE_FLAG_MDAM_HEAVY;
break;
case MDAM_MODERATELY_DAMAGED:
ch |= TILE_FLAG_MDAM_MOD;
break;
case MDAM_LIGHTLY_DAMAGED:
ch |= TILE_FLAG_MDAM_LIGHT;
break;
case MDAM_OKAY:
default:
// no flag for okay.
break;
}
#ifdef USE_TILE_LOCAL
// handled on client side in WebTiles
if (Options.tile_show_demon_tier)
{
#endif
// FIXME: non-linear bits suck, should be a simple addition
switch (mons_demon_tier(mons.type))
{
case 1:
ch |= TILE_FLAG_DEMON_1;
break;
case 2:
ch |= TILE_FLAG_DEMON_2;
break;
case 3:
ch |= TILE_FLAG_DEMON_3;
break;
case 4:
ch |= TILE_FLAG_DEMON_4;
break;
case 5:
ch |= TILE_FLAG_DEMON_5;
break;
}
#ifdef USE_TILE_LOCAL
}
#endif
return ch;
}
#endif
static const map<monster_info_flags, tileidx_t> monster_status_icons = {
{ MB_CONFUSED, TILEI_CONFUSED },
{ MB_BURNING, TILEI_STICKY_FLAME },
{ MB_INNER_FLAME, TILEI_INNER_FLAME },
{ MB_BERSERK, TILEI_BERSERK },
{ MB_FRENZIED, TILEI_FRENZIED },
{ MB_SLOWED, TILEI_SLOWED },
{ MB_MIRROR_DAMAGE, TILEI_PAIN_MIRROR },
{ MB_HASTED, TILEI_HASTED },
{ MB_STRONG, TILEI_MIGHT },
{ MB_PETRIFYING, TILEI_PETRIFYING },
{ MB_PETRIFIED, TILEI_PETRIFIED },
{ MB_BLIND, TILEI_BLIND },
{ MB_ABJURABLE, TILEI_SUMMONED },
{ MB_MINION, TILEI_MINION },
{ MB_UNREWARDING, TILEI_UNREWARDING },
{ MB_WORD_OF_RECALL, TILEI_RECALL },
{ MB_LIGHTLY_DRAINED, TILEI_DRAIN },
{ MB_HEAVILY_DRAINED, TILEI_DRAIN },
{ MB_IDEALISED, TILEI_IDEALISED },
{ MB_WRETCHED, TILEI_MALMUTATED },
{ MB_BOUND_SOUL, TILEI_BOUND_SOUL },
{ MB_INFESTATION, TILEI_INFESTED },
{ MB_CORROSION, TILEI_CORRODED },
{ MB_SWIFT, TILEI_SWIFT },
{ MB_VILE_CLUTCH, TILEI_VILE_CLUTCH },
{ MB_GRASPING_ROOTS, TILEI_CONSTRICTED }, // XXX placeholder
{ MB_POSSESSABLE, TILEI_POSSESSABLE },
{ MB_WITHERING, TILEI_SLOWLY_DYING },
{ MB_CRUMBLING, TILEI_SLOWLY_DYING },
{ MB_FIRE_CHAMPION, TILEI_FIRE_CHAMP },
{ MB_ANGUISH, TILEI_ANGUISH },
{ MB_WEAK, TILEI_WEAKENED },
{ MB_FLOODED, TILEI_WATERLOGGED },
{ MB_STILL_WINDS, TILEI_STILL_WINDS },
{ MB_ANTIMAGIC, TILEI_ANTIMAGIC },
{ MB_DAZED, TILEI_DAZED },
{ MB_PARTIALLY_CHARGED, TILEI_PARTIALLY_CHARGED },
{ MB_FULLY_CHARGED, TILEI_FULLY_CHARGED },
{ MB_FIRE_VULN, TILEI_FIRE_VULN },
{ MB_CONCENTRATE_VENOM, TILEI_CONC_VENOM },
{ MB_DEFLECT_MSL, TILEI_DEFLECT_MISSILES },
{ MB_INJURY_BOND, TILEI_INJURY_BOND },
{ MB_TELEPORTING, TILEI_TELEPORTING },
{ MB_EMPOWERED_SPELLS, TILEI_BRILLIANCE },
{ MB_RESISTANCE, TILEI_RESISTANCE },
{ MB_CONTAM_LIGHT, TILEI_GLOW_LIGHT },
{ MB_CONTAM_HEAVY, TILEI_GLOW_HEAVY },
{ MB_PAIN_BOND, TILEI_PAIN_BOND },
{ MB_BOUND, TILEI_BIND },
{ MB_BULLSEYE_TARGET, TILEI_BULLSEYE},
{ MB_VITRIFIED, TILEI_VITRIFIED},
{ MB_CURSE_OF_AGONY, TILEI_CURSE_OF_AGONY},
{ MB_SPECTRALISED, TILEI_GHOSTLY},
{ MB_REGENERATION, TILEI_REGENERATION },
{ MB_RETREATING, TILEI_RETREAT },
{ MB_TOUCH_OF_BEOGH, TILEI_TOUCH_OF_BEOGH },
{ MB_VENGEANCE_TARGET, TILEI_VENGEANCE_TARGET },
{ MB_MAGNETISED, TILEI_MAGNETISED },
{ MB_RIMEBLIGHT, TILEI_RIMEBLIGHT },
{ MB_ARMED, TILEI_UNDYING_ARMS },
{ MB_SHADOWLESS, TILEI_SHADOWLESS },
{ MB_LOWERED_WL, TILEI_WEAK_WILLED },
{ MB_SIGN_OF_RUIN, TILEI_SIGN_OF_RUIN },
{ MB_DOUBLED_VIGOUR, TILEI_DOUBLED_VIGOUR },
{ MB_KINETIC_GRAPNEL, TILEI_KINETIC_GRAPNEL },
{ MB_TEMPERED, TILEI_TEMPERED },
{ MB_HATCHING, TILEI_HEART },
{ MB_BLINKITIS, TILEI_UNSTABLE },
{ MB_CHAOS_LACE, TILEI_LACED_WITH_CHAOS },
{ MB_VEXED, TILEI_VEXED },
{ MB_VAMPIRE_THRALL, TILEI_VAMPIRE_THRALL },
{ MB_PYRRHIC_RECOLLECTION, TILEI_PYRRHIC },
{ MB_CLOCKWORK_BEE_CAST, TILEI_PARTIALLY_CHARGED },
{ MB_FIGMENT, TILEI_FIGMENT },
{ MB_PARADOX, TILEI_PARADOX },
{ MB_WARDING, TILEI_WARDING },
{ MB_DIMINISHED_SPELLS, TILEI_DIMMED },
{ MB_STRONG_WILLED, TILEI_STRONG_WILLED },
{ MB_TESSERACT_SPAWN, TILEI_TESSERACT_SPAWN },
{ MB_SUNDERING_READY, TILEI_SUNDERING },
};
set<tileidx_t> status_icons_for(const monster_info &mons)
{
set<tileidx_t> icons;
if (mons.type == MONS_DANCING_WEAPON)
icons.insert(TILEI_ANIMATED_WEAPON);
if (mons.type == MONS_NAMELESS_REVENANT
&& mons.props.exists(NOBODY_MEMORIES_KEY))
{
const int memories = mons.props[NOBODY_MEMORIES_KEY].get_vector().size();
if (memories > 0)
icons.insert(TILEI_NOBODY_MEMORY_1 + (memories - 1));
}
if (!mons.constrictor_name.empty())
icons.insert(TILEI_CONSTRICTED);
for (auto status : monster_status_icons)
if (mons.is(status.first))
icons.insert(status.second);
return icons;
}
static const map<duration_type, pair<tileidx_t, string>> player_status_icons = {
// Default displayed statuses
{ DUR_SLOW, {TILEI_SLOWED, "slow"} },
{ DUR_VITRIFIED, {TILEI_VITRIFIED, "fragile"} },
{ DUR_LOWERED_WL, {TILEI_WEAK_WILLED, "will/2"} },
{ DUR_SENTINEL_MARK, {TILEI_SENTINEL_MARK, "mark"} },
// Less critical or positive effects (or ones already covered by a default
// force_more_message). Not enabled by default.
{ DUR_HASTE, {TILEI_HASTED, "haste"} },
{ DUR_WEAK, {TILEI_WEAKENED, "weak"} },
{ DUR_CORROSION, {TILEI_CORRODED, "corr"} },
{ DUR_MIGHT, {TILEI_MIGHT, "might"} },
{ DUR_BRILLIANCE, {TILEI_BRILLIANCE, "brill"} },
{ DUR_NO_MOMENTUM, {TILEI_BIND, "-move"} },
{ DUR_PETRIFYING, {TILEI_PETRIFYING, "petr"} },
};
#ifdef USE_TILE
static bool _should_show_player_status_icon(const string& name)
{
return find (Options.tile_player_status_icons.begin(),
Options.tile_player_status_icons.end(), name)
!= Options.tile_player_status_icons.end();
}
#endif
set<tileidx_t> status_icons_for_player()
{
set<tileidx_t> icons;
#ifdef USE_TILE
if (you.is_constricted() && _should_show_player_status_icon("constr"))
icons.insert(TILEI_CONSTRICTED);
if (you.has_mutation(MUT_MNEMOPHAGE)
&& you.props[ENKINDLE_CHARGES_KEY].get_int() == enkindle_max_charges()
|| you.duration[DUR_ENKINDLED])
{
icons.insert(TILEI_ENKINDLED_1);
}
if (you.duration[DUR_ENKINDLED])
icons.insert(TILEI_ENKINDLED_2);
for (auto status : player_status_icons)
{
if (you.duration[status.first]
&& _should_show_player_status_icon(status.second.second))
{
icons.insert(status.second.first);
}
}
#endif
return icons;
}
static tileidx_t tileidx_draco_base(monster_type draco)
{
return TILEP_DRACO_BASE + (draco - MONS_DRACONIAN);
}
tileidx_t tileidx_draco_base(const monster_info& mon)
{
return tileidx_draco_base(mon.draconian_subspecies());
}
tileidx_t tileidx_draco_job(const monster_info& mon)
{
if (mons_is_draconian_job(mon.type))
return get_mon_base_tile(mon.type);
return 0;
}
#ifdef USE_TILE
/**
* Return the monster tile used for the player based on a monster type.
*
* When using the player species monster or a monster in general instead of an
* explicit tile name, this function cleans up the tiles for certain monsters
* where there's an alternate tile that's better than the base one for doll
* purposes.
* @returns The tile id of the tile that will be used.
*/
tileidx_t tileidx_player_mons()
{
ASSERT(player_uses_monster_tile());
if (you.duration[DUR_EXECUTION])
return TILEP_MONS_EXECUTIONER;
// Handled here so that it can wield weapons at non-standard offsets
if (you.form == transformation::fortress_crab)
{
if (you.species == SP_GARGOYLE)
return TILEP_TRAN_FORTRESS_CRAB_GARGOYLE;
else
return TILEP_TRAN_FORTRESS_CRAB;
}
if (you.may_pruneify() && you.helpless())
return TILEP_MONS_PRUNE;
monster_type mons;
if (Options.tile_player_tile)
return Options.tile_player_tile;
if (Options.tile_use_monster == MONS_PLAYER)
mons = player_mons(false);
else
mons = Options.tile_use_monster;
if (mons_is_base_draconian(mons))
return tileidx_draco_base(mons);
switch (mons)
{
case MONS_CENTAUR: return TILEP_MONS_CENTAUR_MELEE;
case MONS_CENTAUR_WARRIOR: return TILEP_MONS_CENTAUR_WARRIOR_MELEE;
case MONS_YAKTAUR: return TILEP_MONS_YAKTAUR_MELEE;
case MONS_YAKTAUR_CAPTAIN: return TILEP_MONS_YAKTAUR_CAPTAIN_MELEE;
default: return tileidx_monster_base(mons, 0, you.in_water());
}
}
tileidx_t tileidx_player_shadow()
{
if (species::is_draconian(you.species))
return TILEP_MONS_PLAYER_SHADOW_DRACONIAN;
switch (you.species)
{
case SP_ARMATAUR: return TILEP_MONS_PLAYER_SHADOW_ARMATAUR;
case SP_BARACHI: return TILEP_MONS_PLAYER_SHADOW_BARACHI;
case SP_COGLIN: return TILEP_MONS_PLAYER_SHADOW_COGLIN;
case SP_DEMIGOD: return TILEP_MONS_PLAYER_SHADOW_DEMIGOD;
case SP_DEMONSPAWN: return TILEP_MONS_PLAYER_SHADOW_DEMONSPAWN;
case SP_DJINNI: return TILEP_MONS_PLAYER_SHADOW_DJINN;
case SP_MOUNTAIN_DWARF: return TILEP_MONS_PLAYER_SHADOW_DWARF;
case SP_DEEP_ELF: return TILEP_MONS_PLAYER_SHADOW_ELF;
case SP_FELID: return TILEP_MONS_PLAYER_SHADOW_FELID;
case SP_FORMICID: return TILEP_MONS_PLAYER_SHADOW_FORMICID;
case SP_GARGOYLE: return TILEP_MONS_PLAYER_SHADOW_GARGOYLE;
case SP_GNOLL: return TILEP_MONS_PLAYER_SHADOW_GNOLL;
case SP_HUMAN: return TILEP_MONS_PLAYER_SHADOW_HUMAN;
case SP_KOBOLD: return TILEP_MONS_PLAYER_SHADOW_KOBOLD;
case SP_MERFOLK: return TILEP_MONS_PLAYER_SHADOW_MERFOLK;
case SP_MINOTAUR: return TILEP_MONS_PLAYER_SHADOW_MINOTAUR;
case SP_MUMMY: return TILEP_MONS_PLAYER_SHADOW_MUMMY;
case SP_NAGA: return TILEP_MONS_PLAYER_SHADOW_NAGA;
case SP_OCTOPODE: return TILEP_MONS_PLAYER_SHADOW_OCTOPODE;
case SP_ONI: return TILEP_MONS_PLAYER_SHADOW_ONI;
case SP_POLTERGEIST: return TILEP_MONS_PLAYER_SHADOW_POLTERGEIST;
case SP_REVENANT: return TILEP_MONS_PLAYER_SHADOW_REVENANT;
case SP_SPRIGGAN: return TILEP_MONS_PLAYER_SHADOW_SPRIGGAN;
case SP_TENGU: return TILEP_MONS_PLAYER_SHADOW_TENGU;
case SP_TROLL: return TILEP_MONS_PLAYER_SHADOW_TROLL;
case SP_VINE_STALKER: return TILEP_MONS_PLAYER_SHADOW_VINE_STALKER;
default:
return TILEP_MONS_PROGRAM_BUG;
}
}
#endif // USE_TILE
static tileidx_t _tileidx_unrand_artefact(int idx)
{
const tileidx_t tile = unrandart_to_tile(idx);
return tile ? tile : tileidx_t{TILE_TODO};
}
static tileidx_t _tileidx_wyrmbane(int plus)
{
if (plus < 10)
return TILE_UNRAND_WYRMBANE;
else if (plus < 12)
return TILE_UNRAND_WYRMBANE1;
else if (plus < 15)
return TILE_UNRAND_WYRMBANE2;
else if (plus < 18)
return TILE_UNRAND_WYRMBANE3;
else
return TILE_UNRAND_WYRMBANE4;
}
static tileidx_t _tileidx_weapon_base(const item_def &item)
{
if (item.props.exists(ITEM_TILE_KEY))
return item.props[ITEM_TILE_KEY].get_short();
switch (item.sub_type)
{
case WPN_DAGGER: return TILE_WPN_DAGGER;
case WPN_SHORT_SWORD: return TILE_WPN_SHORT_SWORD;
case WPN_QUICK_BLADE: return TILE_WPN_QUICK_BLADE;
case WPN_RAPIER: return TILE_WPN_RAPIER;
case WPN_FALCHION: return TILE_WPN_FALCHION;
case WPN_LONG_SWORD: return TILE_WPN_LONG_SWORD;
case WPN_GREAT_SWORD: return TILE_WPN_GREAT_SWORD;
case WPN_SCIMITAR: return TILE_WPN_SCIMITAR;
case WPN_DOUBLE_SWORD: return TILE_WPN_DOUBLE_SWORD;
case WPN_TRIPLE_SWORD: return TILE_WPN_TRIPLE_SWORD;
case WPN_HAND_AXE: return TILE_WPN_HAND_AXE;
case WPN_WAR_AXE: return TILE_WPN_WAR_AXE;
case WPN_BROAD_AXE: return TILE_WPN_BROAD_AXE;
case WPN_BATTLEAXE: return TILE_WPN_BATTLEAXE;
case WPN_EXECUTIONERS_AXE: return TILE_WPN_EXECUTIONERS_AXE;
#if TAG_MAJOR_VERSION == 34
case WPN_BLOWGUN: return TILE_WPN_BLOWGUN;
#endif
case WPN_SLING: return TILE_WPN_SLING;
case WPN_SHORTBOW: return TILE_WPN_SHORTBOW;
case WPN_ORCBOW: return TILE_WPN_ORCBOW;
case WPN_HAND_CANNON: return TILE_WPN_HAND_CANNON;
case WPN_ARBALEST: return TILE_WPN_ARBALEST;
case WPN_TRIPLE_CROSSBOW: return TILE_WPN_TRIPLE_CROSSBOW;
case WPN_SPEAR: return TILE_WPN_SPEAR;
case WPN_TRIDENT: return TILE_WPN_TRIDENT;
case WPN_HALBERD: return TILE_WPN_HALBERD;
case WPN_GLAIVE: return TILE_WPN_GLAIVE;
case WPN_PARTISAN: return TILE_WPN_PARTISAN;
#if TAG_MAJOR_VERSION == 34
case WPN_STAFF: return TILE_WPN_STAFF;
#endif
case WPN_QUARTERSTAFF: return TILE_WPN_QUARTERSTAFF;
case WPN_CLUB: return TILE_WPN_CLUB;
case WPN_MACE: return TILE_WPN_MACE;
case WPN_FLAIL: return TILE_WPN_FLAIL;
case WPN_GREAT_MACE: return TILE_WPN_GREAT_MACE;
case WPN_DIRE_FLAIL: return TILE_WPN_DIRE_FLAIL;
case WPN_MORNINGSTAR: return TILE_WPN_MORNINGSTAR;
case WPN_EVENINGSTAR: return TILE_WPN_EVENINGSTAR;
case WPN_GIANT_CLUB: return TILE_WPN_GIANT_CLUB;
case WPN_GIANT_SPIKED_CLUB: return TILE_WPN_GIANT_SPIKED_CLUB;
case WPN_WHIP: return TILE_WPN_WHIP;
case WPN_DEMON_BLADE: return TILE_WPN_DEMON_BLADE;
case WPN_EUDEMON_BLADE: return TILE_WPN_BLESSED_BLADE;
case WPN_DEMON_WHIP: return TILE_WPN_DEMON_WHIP;
case WPN_SACRED_SCOURGE: return TILE_WPN_SACRED_SCOURGE;
case WPN_DEMON_TRIDENT: return TILE_WPN_DEMON_TRIDENT;
case WPN_TRISHULA: return TILE_WPN_TRISHULA;
case WPN_LONGBOW: return TILE_WPN_LONGBOW;
case WPN_LAJATANG: return TILE_WPN_LAJATANG;
case WPN_BARDICHE: return TILE_WPN_BARDICHE;
}
return TILE_ERROR;
}
static tileidx_t _tileidx_weapon(const item_def &item)
{
tileidx_t tile = _tileidx_weapon_base(item);
return tileidx_enchant_equ(item, tile);
}
static tileidx_t _tileidx_missile_base(const item_def &item)
{
int brand = item.brand;
// 0 indicates no ego at all
switch (item.sub_type)
{
case MI_STONE: return TILE_MI_STONE;
case MI_LARGE_ROCK: return TILE_MI_LARGE_ROCK;
case MI_THROWING_NET: return TILE_MI_THROWING_NET;
case MI_BOOMERANG:
switch (brand)
{
default: return TILE_MI_BOOMERANG_MAGIC;
case 0: return TILE_MI_BOOMERANG;
case SPMSL_SILVER: return TILE_MI_BOOMERANG_SILVER;
}
case MI_DART:
switch (brand)
{
default: return TILE_MI_DART_MAGIC;
case 0: return TILE_MI_DART;
case SPMSL_POISONED: return TILE_MI_DART_POISONED;
case SPMSL_CURARE: return TILE_MI_DART_CURARE;
case SPMSL_BLINDING: return TILE_MI_DART_BLINDING;
case SPMSL_FRENZY: return TILE_MI_DART_FRENZY;
case SPMSL_DISJUNCTION: return TILE_MI_DART_DISJUNCTION;
}
case MI_JAVELIN:
switch (brand)
{
default: return TILE_MI_JAVELIN_MAGIC;
case 0: return TILE_MI_JAVELIN;
#if TAG_MAJOR_VERSION == 34
case SPMSL_STEEL: return TILE_MI_JAVELIN_STEEL;
#endif
case SPMSL_SILVER: return TILE_MI_JAVELIN_SILVER;
}
default:
return TILE_ERROR;
}
}
static tileidx_t _tileidx_missile(const item_def &item)
{
int tile = _tileidx_missile_base(item);
return tileidx_enchant_equ(item, tile);
}
static tileidx_t _tileidx_armour_base(const item_def &item)
{
if (item.props.exists(ITEM_TILE_KEY))
return item.props[ITEM_TILE_KEY].get_short();
int type = item.sub_type;
switch (type)
{
case ARM_ROBE:
return TILE_ARM_ROBE;
case ARM_LEATHER_ARMOUR:
return TILE_ARM_LEATHER_ARMOUR;
case ARM_RING_MAIL:
return TILE_ARM_RING_MAIL;
case ARM_SCALE_MAIL:
return TILE_ARM_SCALE_MAIL;
case ARM_CHAIN_MAIL:
return TILE_ARM_CHAIN_MAIL;
case ARM_PLATE_ARMOUR:
return TILE_ARM_PLATE_ARMOUR;
case ARM_CRYSTAL_PLATE_ARMOUR:
return TILE_ARM_CRYSTAL_PLATE_ARMOUR;
case ARM_KITE_SHIELD:
return TILE_ARM_KITE_SHIELD;
case ARM_CLOAK:
return TILE_ARM_CLOAK;
case ARM_SCARF:
return TILE_ARM_SCARF;
case ARM_HAT:
return TILE_THELM_HAT;
#if TAG_MAJOR_VERSION == 34
case ARM_CAP:
return TILE_THELM_CAP;
#endif
case ARM_HELMET:
return TILE_THELM_HELM;
case ARM_GLOVES:
return TILE_ARM_GLOVES;
case ARM_BOOTS:
return TILE_ARM_BOOTS;
case ARM_ORB:
return TILE_ARM_ORB;
case ARM_BUCKLER:
return TILE_ARM_BUCKLER;
case ARM_TOWER_SHIELD:
return TILE_ARM_TOWER_SHIELD;
case ARM_BARDING:
return TILE_ARM_BARDING;
case ARM_ANIMAL_SKIN:
return TILE_ARM_ANIMAL_SKIN;
case ARM_TROLL_LEATHER_ARMOUR:
return TILE_ARM_TROLL_LEATHER_ARMOUR;
case ARM_FIRE_DRAGON_ARMOUR:
return TILE_ARM_FIRE_DRAGON_ARMOUR;
case ARM_ICE_DRAGON_ARMOUR:
return TILE_ARM_ICE_DRAGON_ARMOUR;
case ARM_STEAM_DRAGON_ARMOUR:
return TILE_ARM_STEAM_DRAGON_ARMOUR;
case ARM_ACID_DRAGON_ARMOUR:
return TILE_ARM_ACID_DRAGON_ARMOUR;
case ARM_QUICKSILVER_DRAGON_ARMOUR:
return TILE_ARM_QUICKSILVER_DRAGON_ARMOUR;
case ARM_STORM_DRAGON_ARMOUR:
return TILE_ARM_STORM_DRAGON_ARMOUR;
case ARM_SHADOW_DRAGON_ARMOUR:
return TILE_ARM_SHADOW_DRAGON_ARMOUR;
case ARM_GOLDEN_DRAGON_ARMOUR:
return TILE_ARM_GOLDEN_DRAGON_ARMOUR;
case ARM_PEARL_DRAGON_ARMOUR:
return TILE_ARM_PEARL_DRAGON_ARMOUR;
case ARM_SWAMP_DRAGON_ARMOUR:
return TILE_ARM_SWAMP_DRAGON_ARMOUR;
}
return TILE_ERROR;
}
static tileidx_t _tileidx_armour(const item_def &item)
{
tileidx_t tile = _tileidx_armour_base(item);
return tileidx_enchant_equ(item, tile);
}
// Returns index of skeleton tiles.
// Parameter item holds the skeleton.
static tileidx_t _tileidx_bone(const item_def &item)
{
const monster_type mc = item.mon_type;
const size_type st = get_monster_data(mc)->size;
const int cs = max(0, st - SIZE_MEDIUM + 1);
switch (get_mon_shape(item.mon_type))
{
case MON_SHAPE_HUMANOID:
case MON_SHAPE_HUMANOID_TAILED:
case MON_SHAPE_HUMANOID_WINGED:
case MON_SHAPE_HUMANOID_WINGED_TAILED:
return TILE_FOOD_BONE_HUMANOID + cs;
default:
return TILE_FOOD_BONE + cs;
}
}
// Returns index of corpse tiles.
// Parameter item holds the corpse.
static tileidx_t _tileidx_corpse(const item_def &item)
{
const int type = item.plus;
const tileidx_t base = get_mon_base_corpse_tile((monster_type)type);
switch (type)
{
case MONS_KILLER_KLOWN:
{
const int count = tile_main_count(TILE_CORPSE_KILLER_KLOWN);
return base + ui_random(count);
}
case MONS_UGLY_THING:
case MONS_VERY_UGLY_THING:
{
int colour_offset = ugly_thing_colour_offset(item.get_colour());
if (colour_offset == -1)
colour_offset = 0;
return base + colour_offset;
}
default:
return base;
}
}
static tileidx_t _tileidx_gem_base(const item_def &item)
{
if (item.quantity <= 0)
return TILE_GEM_GENERIC;
switch (item.sub_type)
{
default:
case GEM_DUNGEON: return TILE_GEM_DUNGEON;
#if TAG_MAJOR_VERSION == 34
case GEM_ORC: return TILE_GEM_ORC;
#endif
case GEM_ELF: return TILE_GEM_ELF;
case GEM_LAIR: return TILE_GEM_LAIR;
case GEM_SWAMP: return TILE_GEM_SWAMP;
case GEM_SHOALS: return TILE_GEM_SHOALS;
case GEM_SNAKE: return TILE_GEM_SNAKE;
case GEM_SPIDER: return TILE_GEM_SPIDER;
case GEM_SLIME: return TILE_GEM_SLIME;
case GEM_VAULTS: return TILE_GEM_VAULTS;
case GEM_CRYPT: return TILE_GEM_CRYPT;
case GEM_TOMB: return TILE_GEM_TOMB;
case GEM_DEPTHS: return TILE_GEM_DEPTHS;
case GEM_ZOT: return TILE_GEM_ZOT;
}
}
static tileidx_t _tileidx_gem(const item_def &item)
{
const tileidx_t base = _tileidx_gem_base(item);
if (item.sub_type < NUM_GEM_TYPES && you.gems_shattered[item.sub_type]
&& (Options.more_gem_info || !you.gems_found[item.sub_type]))
{
return base + 1;
}
return base;
}
static tileidx_t _tileidx_uncollected_rune(const item_def &item)
{
switch (item.sub_type)
{
// the hell runes:
case RUNE_DIS: return TILE_UNCOLLECTED_RUNE_DIS;
case RUNE_GEHENNA: return TILE_UNCOLLECTED_RUNE_GEHENNA;
case RUNE_COCYTUS: return TILE_UNCOLLECTED_RUNE_COCYTUS;
case RUNE_TARTARUS: return TILE_UNCOLLECTED_RUNE_TARTARUS;
// special pandemonium runes:
case RUNE_MNOLEG: return TILE_UNCOLLECTED_RUNE_MNOLEG;
case RUNE_LOM_LOBON: return TILE_UNCOLLECTED_RUNE_LOM_LOBON;
case RUNE_CEREBOV: return TILE_UNCOLLECTED_RUNE_CEREBOV;
case RUNE_GLOORX_VLOQ: return TILE_UNCOLLECTED_RUNE_GLOORX_VLOQ;
case RUNE_DEMONIC: return TILE_UNCOLLECTED_RUNE_DEMONIC;
case RUNE_ABYSSAL: return TILE_UNCOLLECTED_RUNE_ABYSS;
case RUNE_SNAKE: return TILE_UNCOLLECTED_RUNE_SNAKE;
case RUNE_SPIDER: return TILE_UNCOLLECTED_RUNE_SPIDER;
case RUNE_SLIME: return TILE_UNCOLLECTED_RUNE_SLIME;
case RUNE_VAULTS: return TILE_UNCOLLECTED_RUNE_VAULTS;
case RUNE_TOMB: return TILE_UNCOLLECTED_RUNE_TOMB;
case RUNE_SWAMP: return TILE_UNCOLLECTED_RUNE_SWAMP;
case RUNE_SHOALS: return TILE_UNCOLLECTED_RUNE_SHOALS;
case RUNE_ELF: return TILE_UNCOLLECTED_RUNE_ELVEN;
case RUNE_FOREST:
default: return TILE_MISC_UNCOLLECTED_RUNE_OF_ZOT;
}
}
static tileidx_t _tileidx_rune(const item_def &item)
{
switch (item.sub_type)
{
// the hell runes:
case RUNE_DIS: return TILE_RUNE_DIS;
case RUNE_GEHENNA: return TILE_RUNE_GEHENNA;
case RUNE_COCYTUS: return TILE_RUNE_COCYTUS;
case RUNE_TARTARUS: return TILE_RUNE_TARTARUS;
// special pandemonium runes:
case RUNE_MNOLEG: return TILE_RUNE_MNOLEG;
case RUNE_LOM_LOBON: return TILE_RUNE_LOM_LOBON;
case RUNE_CEREBOV: return TILE_RUNE_CEREBOV;
case RUNE_GLOORX_VLOQ: return TILE_RUNE_GLOORX_VLOQ;
case RUNE_DEMONIC: return TILE_RUNE_DEMONIC
+ ((uint32_t)item.rnd) % tile_main_count(TILE_RUNE_DEMONIC);
case RUNE_ABYSSAL: return TILE_RUNE_ABYSS;
case RUNE_SNAKE: return TILE_RUNE_SNAKE;
case RUNE_SPIDER: return TILE_RUNE_SPIDER;
case RUNE_SLIME: return TILE_RUNE_SLIME;
case RUNE_VAULTS: return TILE_RUNE_VAULTS;
case RUNE_TOMB: return TILE_RUNE_TOMB;
case RUNE_SWAMP: return TILE_RUNE_SWAMP;
case RUNE_SHOALS: return TILE_RUNE_SHOALS;
case RUNE_ELF: return TILE_RUNE_ELVEN;
case RUNE_FOREST:
default: return TILE_MISC_RUNE_OF_ZOT;
}
}
static tileidx_t _tileidx_talisman(const item_def &item)
{
switch (item.sub_type)
{
case TALISMAN_INKWELL: return TILE_TALISMAN_INKWELL;
case TALISMAN_QUILL: return TILE_TALISMAN_QUILL;
case TALISMAN_PROTEAN: return TILE_TALISMAN_PROTEAN;
case TALISMAN_RIMEHORN: return TILE_TALISMAN_RIMEHORN;
case TALISMAN_SCARAB: return TILE_TALISMAN_SCARAB;
case TALISMAN_MEDUSA: return TILE_TALISMAN_MEDUSA;
case TALISMAN_SPIDER: return TILE_TALISMAN_SPIDER;
case TALISMAN_AQUA: return TILE_TALISMAN_AQUA;
case TALISMAN_SERPENT: return TILE_TALISMAN_SNAKE;
case TALISMAN_SPORE: return TILE_TALISMAN_SPORE;
case TALISMAN_MAW: return TILE_TALISMAN_MAW;
case TALISMAN_EEL: return TILE_TALISMAN_EEL;
case TALISMAN_BLADE: return TILE_TALISMAN_BLADE;
case TALISMAN_WEREWOLF: return TILE_TALISMAN_WEREWOLF;
case TALISMAN_FORTRESS: return TILE_TALISMAN_FORTRESS;
case TALISMAN_STATUE: return TILE_TALISMAN_STATUE;
case TALISMAN_HIVE: return TILE_TALISMAN_HIVE;
case TALISMAN_DRAGON: return TILE_TALISMAN_DRAGON;
case TALISMAN_SPHINX: return TILE_TALISMAN_SPHINX;
case TALISMAN_VAMPIRE: return TILE_TALISMAN_VAMPIRE;
case TALISMAN_STORM: return TILE_TALISMAN_STORM;
case TALISMAN_DEATH: return TILE_TALISMAN_DEATH;
default: return TILE_ERROR;
}
}
static tileidx_t _tileidx_misc(const item_def &item)
{
switch (item.sub_type)
{
#if TAG_MAJOR_VERSION == 34
case MISC_BOTTLED_EFREET:
return TILE_MISC_BOTTLED_EFREET;
case MISC_FAN_OF_GALES:
return TILE_MISC_FAN_OF_GALES_INERT;
case MISC_LAMP_OF_FIRE:
return TILE_MISC_LAMP_OF_FIRE_INERT;
case MISC_STONE_OF_TREMORS:
return TILE_MISC_STONE_OF_TREMORS_INERT;
#endif
case MISC_PHIAL_OF_FLOODS:
return evoker_charges(item.sub_type) ? TILE_MISC_PHIAL_OF_FLOODS
: TILE_MISC_PHIAL_OF_FLOODS_INERT;
case MISC_TIN_OF_TREMORSTONES:
return evoker_charges(item.sub_type) ? TILE_MISC_TIN_OF_TREMORSTONES
: TILE_MISC_TIN_OF_TREMORSTONES_INERT;
case MISC_CONDENSER_VANE:
return evoker_charges(item.sub_type) ? TILE_MISC_CONDENSER_VANE
: TILE_MISC_CONDENSER_VANE_INERT;
#if TAG_MAJOR_VERSION == 34
case MISC_BUGGY_LANTERN_OF_SHADOWS:
return TILE_MISC_LANTERN_OF_SHADOWS;
#endif
case MISC_HORN_OF_GERYON:
return TILE_MISC_HORN_OF_GERYON;
case MISC_BOX_OF_BEASTS:
return evoker_charges(item.sub_type) ? TILE_MISC_BOX_OF_BEASTS
: TILE_MISC_BOX_OF_BEASTS_INERT;
#if TAG_MAJOR_VERSION == 34
case MISC_CRYSTAL_BALL_OF_ENERGY:
return TILE_MISC_CRYSTAL_BALL_OF_ENERGY;
#endif
case MISC_LIGHTNING_ROD:
return evoker_charges(item.sub_type) ? TILE_MISC_LIGHTNING_ROD
: TILE_MISC_LIGHTNING_ROD_INERT;
case MISC_SACK_OF_SPIDERS:
return evoker_charges(item.sub_type) ? TILE_MISC_SACK_OF_SPIDERS
: TILE_MISC_SACK_OF_SPIDERS_INERT;
case MISC_GRAVITAMBOURINE:
return evoker_charges(item.sub_type) ? TILE_MISC_TAMBOURINE
: TILE_MISC_TAMBOURINE_INERT;
// Default for summary menus
case NUM_MISCELLANY:
case MISC_PHANTOM_MIRROR:
return TILE_MISC_PHANTOM_MIRROR;
case MISC_ZIGGURAT:
return TILE_MISC_ZIGGURAT;
case MISC_QUAD_DAMAGE:
return TILE_MISC_QUAD_DAMAGE;
case MISC_SHOP_VOUCHER:
return TILE_MISC_SHOP_VOUCHER;
}
return TILE_ERROR;
}
static tileidx_t _tileidx_gold(const item_def &item)
{
if (item.quantity >= 1 && item.quantity <= 10)
return TILE_GOLD01 + item.quantity - 1;
if (item.quantity < 20)
return TILE_GOLD16;
if (item.quantity < 30)
return TILE_GOLD19;
if (item.quantity < 100)
return TILE_GOLD23;
return TILE_GOLD25;
}
tileidx_t tileidx_item(const item_def &item)
{
const int clas = item.base_type;
const int type = item.sub_type;
const int subtype_rnd = item.subtype_rnd;
const int rnd = item.rnd;
if (item.props.exists(ITEM_TILE_KEY)
&& clas != OBJ_WEAPONS && clas != OBJ_ARMOUR)
{
return item.props[ITEM_TILE_KEY].get_short();
}
switch (clas)
{
case OBJ_WEAPONS:
if (is_unrandom_artefact(item, UNRAND_WYRMBANE))
return _tileidx_wyrmbane(item.plus);
else
return _tileidx_weapon(item);
case OBJ_MISSILES:
return _tileidx_missile(item);
case OBJ_ARMOUR:
return _tileidx_armour(item);
case OBJ_WANDS:
if (item.is_identified())
return TILE_WAND_ID_FIRST + type;
else
return TILE_WAND_OFFSET + subtype_rnd % NDSC_WAND_PRI;
case OBJ_SCROLLS:
if (item.is_identified())
return TILE_SCR_ID_FIRST + type;
return TILE_SCROLL;
case OBJ_GOLD:
return _tileidx_gold(item);
case OBJ_JEWELLERY:
if (is_unrandom_artefact(item))
return _tileidx_unrand_artefact(find_unrandart_index(item));
// rings
if (!jewellery_is_amulet(item))
{
if (is_artefact(item))
{
const int offset = item.rnd
% tile_main_count(TILE_RING_RANDART_OFFSET);
return TILE_RING_RANDART_OFFSET + offset;
}
if (item.is_identified())
{
return TILE_RING_ID_FIRST + type - RING_FIRST_RING
#if TAG_MAJOR_VERSION == 34
+ 1 // we have a save-compat ring tile before FIRST_RING
#endif
;
}
return TILE_RING_NORMAL_OFFSET + subtype_rnd % NDSC_JEWEL_PRI;
}
// amulets
if (is_artefact(item))
{
const int offset = item.rnd
% tile_main_count(TILE_AMU_RANDART_OFFSET);
return TILE_AMU_RANDART_OFFSET + offset;
}
if (item.is_identified())
return TILE_AMU_ID_FIRST + type - AMU_FIRST_AMULET;
return TILE_AMU_NORMAL_OFFSET + subtype_rnd % NDSC_JEWEL_PRI;
case OBJ_POTIONS:
if (item.is_identified())
return TILE_POT_ID_FIRST + type;
else
return TILE_POTION_OFFSET + item.subtype_rnd % NDSC_POT_PRI;
case OBJ_BOOKS:
{
tileidx_t tile = TILE_BOOK;
if (item.sub_type == BOOK_MANUAL)
tile = TILE_BOOK_MANUAL;
else if (item.sub_type == BOOK_PARCHMENT)
{
const int lvl = spell_difficulty(static_cast<spell_type>(item.plus));
if (lvl >= 8)
return TILE_PARCHMENT_HIGH;
else if (lvl >= 5)
return TILE_PARCHMENT_MID;
else
return TILE_PARCHMENT_LOW;
}
return tileidx_enchant_equ(item, tile);
}
case OBJ_STAVES:
if (is_artefact(item))
{
const int off = rnd % tile_main_count(TILE_STAFF_RANDART_OFFSET);
return TILE_STAFF_RANDART_OFFSET + off;
}
if (item.is_identified())
return TILE_STAFF_ID_FIRST + type;
return TILE_STAFF_OFFSET
+ (subtype_rnd / NDSC_STAVE_PRI) % NDSC_STAVE_SEC;
#if TAG_MAJOR_VERSION == 34
case OBJ_RODS:
return TILE_ROD + item.rnd % tile_main_count(TILE_ROD);
#endif
case OBJ_CORPSES:
if (!Options.show_blood || item.sub_type == CORPSE_SKELETON)
return _tileidx_bone(item);
else
return _tileidx_corpse(item);
case OBJ_ORBS:
if (item.quantity <= 0)
return TILE_UNCOLLECTED_ORB;
return TILE_ORB + (you.frame_no % tile_main_count(TILE_ORB));
case OBJ_MISCELLANY:
return _tileidx_misc(item);
case OBJ_TALISMANS:
return _tileidx_talisman(item);
case OBJ_RUNES:
if (item.quantity <= 0)
return _tileidx_uncollected_rune(item);
return _tileidx_rune(item);
case OBJ_GEMS:
return _tileidx_gem(item);
case OBJ_GIZMOS:
return TILE_GIZMO + item.rnd % tile_main_count(TILE_GIZMO);
case OBJ_BAUBLES:
return TILE_BAUBLE_FLUX;
case OBJ_DETECTED:
return TILE_UNSEEN_ITEM;
default:
return TILE_ERROR;
}
}
#ifdef USE_TILE
// Determine Octant of missile direction
// .---> X+
// |
// | 701
// Y 6O2
// + 543
//
// The octant boundary slope tan(pi/8)=sqrt(2)-1 = 0.414 is approximated by 2/5.
static int _tile_bolt_dir(int dx, int dy)
{
int ax = abs(dx);
int ay = abs(dy);
if (5*ay < 2*ax)
return (dx > 0) ? 2 : 6;
else if (5*ax < 2*ay)
return (dy > 0) ? 4 : 0;
else if (dx > 0)
return (dy > 0) ? 3 : 1;
else
return (dy > 0) ? 5: 7;
}
tileidx_t tileidx_item_projectile(const item_def &item)
{
if (item.base_type == OBJ_MISSILES)
{
switch (item.sub_type)
{
case MI_DART: return TILE_MI_DART0;
case MI_JAVELIN: return TILE_MI_JAVELIN0;
case MI_THROWING_NET: return TILE_MI_THROWING_NET0;
case MI_STONE: return TILE_MI_STONE0;
case MI_LARGE_ROCK: return TILE_MI_LARGE_ROCK0;
case MI_BOOMERANG: return TILE_MI_BOOMERANG0;
}
}
else if (is_range_weapon(item))
{
switch (item.sub_type)
{
case WPN_SLING:
return TILE_MI_SLING_BULLET0;
case WPN_SHORTBOW:
case WPN_ORCBOW:
case WPN_LONGBOW:
return TILE_MI_ARROW0;
case WPN_ARBALEST:
case WPN_TRIPLE_CROSSBOW:
return TILE_MI_BOLT0;
case WPN_HAND_CANNON:
return TILE_MI_SLUG0;
}
}
// Arbitary fallback
return TILE_MI_ARROW0;
}
#endif // USE_TILE
// For items with randomized descriptions, only the overlay label is
// placed in the tile page. This function looks up what the base item
// is based on the randomized description. It returns 0 if there is none.
tileidx_t tileidx_known_base_item(tileidx_t label)
{
if (label >= TILE_POT_ID_FIRST && label <= TILE_POT_ID_LAST)
{
int type = label - TILE_POT_ID_FIRST;
int desc = you.item_description[IDESC_POTIONS][type] % NDSC_POT_PRI;
if (!type_is_identified(OBJ_POTIONS, type))
return TILE_UNSEEN_POTION;
else
return TILE_POTION_OFFSET + desc;
}
if (label >= TILE_RING_ID_FIRST && label <= TILE_RING_ID_LAST)
{
int type = label - TILE_RING_ID_FIRST + RING_FIRST_RING
#if TAG_MAJOR_VERSION == 34
- 1 // we have a save-compat ring tile before FIRST_RING
#endif
;
int desc = you.item_description[IDESC_RINGS][type] % NDSC_JEWEL_PRI;
if (!type_is_identified(OBJ_JEWELLERY, type))
return TILE_UNSEEN_RING;
else
return TILE_RING_NORMAL_OFFSET + desc;
}
if (label >= TILE_AMU_ID_FIRST && label <= TILE_AMU_ID_LAST)
{
int type = label - TILE_AMU_ID_FIRST + AMU_FIRST_AMULET;
int desc = you.item_description[IDESC_RINGS][type] % NDSC_JEWEL_PRI;
if (!type_is_identified(OBJ_JEWELLERY, type))
return TILE_UNSEEN_AMULET;
else
return TILE_AMU_NORMAL_OFFSET + desc;
}
if (label >= TILE_SCR_ID_FIRST && label <= TILE_SCR_ID_LAST)
return TILE_SCROLL;
if (label >= TILE_WAND_ID_FIRST && label <= TILE_WAND_ID_LAST)
{
int type = label - TILE_WAND_ID_FIRST;
int desc = you.item_description[IDESC_WANDS][type] % NDSC_WAND_PRI;
if (!type_is_identified(OBJ_WANDS, type))
return TILE_UNSEEN_WAND;
else
return TILE_WAND_OFFSET + desc;
}
if (label >= TILE_STAFF_ID_FIRST && label <= TILE_STAFF_ID_LAST)
{
int type = label - TILE_STAFF_ID_FIRST;
int desc = you.item_description[IDESC_STAVES][type];
desc = (desc / NDSC_STAVE_PRI) % NDSC_STAVE_SEC;
if (!type_is_identified(OBJ_STAVES, type))
return TILE_UNSEEN_STAFF;
else
return TILE_STAFF_OFFSET + desc;
}
return 0;
}
tileidx_t tileidx_cloud(const cloud_info &cl)
{
const cloud_type type = cl.type;
const int colour = cl.colour;
const unsigned int variety = cl.variety;
tileidx_t ch = cl.tile;
if (ch == 0)
{
const cloud_tile_info &tile_info = cloud_type_tile_info(type);
switch (tile_info.variation)
{
case CTVARY_NONE:
ch = tile_info.base;
break;
case CTVARY_DUR:
ch = tile_info.base + min(variety,
tile_main_count(tile_info.base) - 1);
break;
case CTVARY_RANDOM:
ch = tile_info.base + hash_with_seed(
tile_main_count(tile_info.base),
cl.pos.y * GXM + cl.pos.x, you.frame_no);
break;
case CTVARY_MUTAGENIC:
ch = (variety == 0 ? TILE_CLOUD_MUTAGENIC_0 :
variety == 1 ? TILE_CLOUD_MUTAGENIC_1
: TILE_CLOUD_MUTAGENIC_2);
ch += ui_random(tile_main_count(ch));
break;
case CTVARY_VORTEX:
ch = variety ? TILE_CLOUD_FREEZING_WINDS_0
: TILE_CLOUD_FREEZING_WINDS_1;
break;
}
if (!ch || ch == TILE_ERROR)
ch = TILE_CLOUD_GREY_SMOKE;
}
if (colour != -1)
ch = tile_main_coloured(ch, colour);
return ch;
}
#ifdef USE_TILE
tileidx_t vary_bolt_tile(tileidx_t tile, const coord_def& origin,
const coord_def& target, const coord_def& pos)
{
const coord_def diff = target - origin;
const int dir = _tile_bolt_dir(diff.x, diff.y);
const int dist = (pos - origin).rdist();
return vary_bolt_tile(tile, dir, dist);
}
tileidx_t vary_bolt_tile(tileidx_t tile, int dir, int dist)
{
switch (tile)
{
case TILE_BOLT_STONE_ARROW:
case TILE_BOLT_CRYSTAL_SPEAR:
case TILE_BOLT_ICICLE:
case TILE_BOLT_ICICLE_SALVO:
case TILE_BOLT_LIGHT:
case TILE_BOLT_IRON_SHOT:
case TILE_BOLT_BLOOD_ARROW:
case TILE_BOLT_SPLINTERSPRAY:
case TILE_BOLT_PIE:
case TILE_BOLT_POISON_ARROW:
case TILE_BOLT_SHADOW_SHOT:
case TILE_BOLT_FORCE_LANCE:
case TILE_BOLT_HARPOON_SHOT:
case TILE_BOLT_METAL_SPLINTERS:
case TILE_BOLT_FROSTFIRE:
case TILE_MI_DART0:
case TILE_MI_JAVELIN0:
case TILE_MI_THROWING_NET0:
case TILE_MI_ARROW0:
case TILE_MI_BOLT0:
case TILE_MI_SLUG0:
return tile + dir;
case TILE_BOLT_ZAP:
case TILE_BOLT_SHADOW_BEAM:
return tile + dir % tile_main_count(tile);
case TILE_BOLT_FROST:
case TILE_BOLT_MAGIC_DART:
case TILE_BOLT_SANDBLAST:
case TILE_BOLT_STING:
case TILE_BOLT_MEPHITIC_FLASK:
return tile + (dist - 1) % tile_main_count(tile);
case TILE_BOLT_FLAME:
case TILE_BOLT_IGNITE_POISON_TARGET:
case TILE_BOLT_IGNITE_POISON_TERRAIN:
case TILE_BOLT_MAGMA:
case TILE_BOLT_ICEBLAST:
case TILE_BOLT_ALEMBIC_POTION:
case TILE_BOLT_WEAK_AIR:
case TILE_BOLT_MEDIUM_AIR:
case TILE_BOLT_STRONG_AIR:
case TILE_BOLT_IRRADIATE:
case TILE_BOLT_POTION_PETITION:
case TILE_BOLT_SHADOW_BLAST:
case TILE_BOLT_HAEMOCLASM:
case TILE_BOLT_GHOSTLY_FIREBALL:
case TILE_BOLT_BOMBLET_LAUNCH:
case TILE_BOLT_BOMBLET_BLAST:
case TILE_BOLT_MANIFOLD_ASSAULT:
case TILE_BOLT_PARAGON_TEMPEST:
case TILE_BOLT_FLESH:
case TILE_BOLT_CHAOS:
case TILE_BOLT_CHAOS_BUFF:
case TILE_BOLT_GLOOM:
case TILE_BOLT_SUNDERING:
return tile + ui_random(tile_main_count(tile));
case TILE_MI_BOOMERANG0:
return tile + ui_random(4);
default:
return tile;
}
}
tileidx_t tileidx_zap(int colour, coord_def pos)
{
switch (colour)
{
case ETC_HOLY:
colour = YELLOW;
break;
default:
colour = element_colour(colour, pos);
break;
}
if (colour < 1)
colour = 7;
else if (colour > 8)
colour -= 8;
return TILE_SYM_BOLT_OFS - 1 + colour;
}
#endif // USE_TILE
tileidx_t tileidx_spell(spell_type spell)
{
if (spell == NUM_SPELLS)
return TILEG_MEMORISE; // XXX: Hack!
return get_spell_tile(spell);
}
/**
* Get the appropriate tile for the given skill @ the given training level.
*
* @param skill The skill in question; e.g. SK_FIGHTING.
* @param train The training_status to render at; e.g. TRAINING_DISABLED.
* @return An appropriate tile; e.g. TILEG_FIGHTING_OFF>
*/
tileidx_t tileidx_skill(skill_type skill, int train)
{
tileidx_t ch;
switch (skill)
{
case SK_FIGHTING: ch = TILEG_FIGHTING_ON; break;
case SK_SHORT_BLADES: ch = TILEG_SHORT_BLADES_ON; break;
case SK_LONG_BLADES: ch = TILEG_LONG_BLADES_ON; break;
case SK_AXES: ch = TILEG_AXES_ON; break;
case SK_MACES_FLAILS: ch = TILEG_MACES_FLAILS_ON; break;
case SK_POLEARMS: ch = TILEG_POLEARMS_ON; break;
case SK_STAVES: ch = TILEG_STAVES_ON; break;
case SK_RANGED_WEAPONS: ch = TILEG_RANGED_WEAPONS_ON; break;
case SK_THROWING: ch = TILEG_THROWING_ON; break;
case SK_ARMOUR: ch = TILEG_ARMOUR_ON; break;
case SK_DODGING: ch = TILEG_DODGING_ON; break;
case SK_STEALTH: ch = TILEG_STEALTH_ON; break;
case SK_SHIELDS: ch = TILEG_SHIELDS_ON; break;
case SK_UNARMED_COMBAT:
{
const string hand = you.hand_name(false);
if (hand == "hand")
ch = TILEG_UNARMED_COMBAT_ON;
else if (hand == "paw")
ch = TILEG_UNARMED_COMBAT_PAW_ON;
else if (hand == "tentacle")
ch = TILEG_UNARMED_COMBAT_TENTACLE_ON;
else
ch = TILEG_UNARMED_COMBAT_CLAW_ON;
}
break;
case SK_SPELLCASTING: ch = TILEG_SPELLCASTING_ON; break;
case SK_CONJURATIONS: ch = TILEG_CONJURATIONS_ON; break;
case SK_HEXES: ch = TILEG_HEXES_ON; break;
case SK_SUMMONINGS: ch = TILEG_SUMMONINGS_ON; break;
case SK_FORGECRAFT: ch = TILEG_FORGECRAFT_ON; break;
case SK_NECROMANCY:
ch = you.religion == GOD_KIKUBAAQUDGHA ? TILEG_NECROMANCY_K_ON
: TILEG_NECROMANCY_ON; break;
case SK_TRANSLOCATIONS: ch = TILEG_TRANSLOCATIONS_ON; break;
case SK_FIRE_MAGIC: ch = TILEG_FIRE_MAGIC_ON; break;
case SK_ICE_MAGIC: ch = TILEG_ICE_MAGIC_ON; break;
case SK_AIR_MAGIC: ch = TILEG_AIR_MAGIC_ON; break;
case SK_EARTH_MAGIC: ch = TILEG_EARTH_MAGIC_ON; break;
case SK_ALCHEMY: ch = TILEG_TRANSMUTATIONS_ON; break;
case SK_EVOCATIONS: ch = TILEG_EVOCATIONS_ON; break;
case SK_SHAPESHIFTING: ch = TILEG_SHAPESHIFTING_ON; break;
case SK_INVOCATIONS:
{
switch (you.religion)
{
// Gods who use invo get a unique tile.
case GOD_SHINING_ONE:
ch = TILEG_INVOCATIONS_1_ON; break;
case GOD_BEOGH:
ch = TILEG_INVOCATIONS_B_ON; break;
case GOD_CHEIBRIADOS:
ch = TILEG_INVOCATIONS_C_ON; break;
case GOD_DITHMENOS:
ch = TILEG_INVOCATIONS_D_ON; break;
case GOD_ELYVILON:
ch = TILEG_INVOCATIONS_E_ON; break;
case GOD_FEDHAS:
ch = TILEG_INVOCATIONS_F_ON; break;
case GOD_HEPLIAKLQANA:
ch = TILEG_INVOCATIONS_H_ON; break;
case GOD_LUGONU:
ch = TILEG_INVOCATIONS_L_ON; break;
case GOD_MAKHLEB:
ch = TILEG_INVOCATIONS_M_ON; break;
case GOD_NEMELEX_XOBEH:
ch = TILEG_INVOCATIONS_N_ON; break;
case GOD_OKAWARU:
ch = TILEG_INVOCATIONS_O_ON; break;
case GOD_QAZLAL:
ch = TILEG_INVOCATIONS_Q_ON; break;
case GOD_SIF_MUNA:
ch = TILEG_INVOCATIONS_S_ON; break;
case GOD_USKAYAW:
ch = TILEG_INVOCATIONS_U_ON; break;
case GOD_YREDELEMNUL:
ch = TILEG_INVOCATIONS_Y_ON; break;
case GOD_ZIN:
ch = TILEG_INVOCATIONS_Z_ON; break;
default:
ch = TILEG_INVOCATIONS_ON;
}
}
break;
default: return TILEG_TODO;
}
switch (train)
{
case TRAINING_DISABLED:
return ch + TILEG_FIGHTING_OFF - TILEG_FIGHTING_ON;
case TRAINING_INACTIVE:
return ch + TILEG_FIGHTING_INACTIVE - TILEG_FIGHTING_ON;
case TRAINING_ENABLED:
return ch;
case TRAINING_FOCUSED:
return ch + TILEG_FIGHTING_FOCUS - TILEG_FIGHTING_ON;
case TRAINING_MASTERED:
return ch + TILEG_FIGHTING_MAX - TILEG_FIGHTING_ON;
default:
die("invalid skill tile type");
}
}
tileidx_t tileidx_command(const command_type cmd)
{
switch (cmd)
{
case CMD_REST:
return TILEG_CMD_REST;
case CMD_EXPLORE:
return TILEG_CMD_EXPLORE;
case CMD_INTERLEVEL_TRAVEL:
return TILEG_CMD_INTERLEVEL_TRAVEL;
case CMD_AUTOFIGHT:
return TILEG_CMD_AUTOFIGHT;
case CMD_WAIT:
return TILEG_CMD_WAIT;
case CMD_USE_ABILITY:
return TILEG_CMD_USE_ABILITY;
case CMD_SEARCH_STASHES:
return TILEG_CMD_SEARCH_STASHES;
case CMD_REPLAY_MESSAGES:
return TILEG_CMD_REPLAY_MESSAGES;
case CMD_RESISTS_SCREEN:
return TILEG_CMD_RESISTS_SCREEN;
case CMD_DISPLAY_OVERMAP:
return TILEG_CMD_DISPLAY_OVERMAP;
case CMD_DISPLAY_RELIGION:
return TILEG_CMD_DISPLAY_RELIGION;
case CMD_DISPLAY_MUTATIONS:
return TILEG_CMD_DISPLAY_MUTATIONS;
case CMD_MACRO_ADD: // this tile is a fairly generic + despite the name
case CMD_MACRO_MENU:
case CMD_DISPLAY_SKILLS:
return TILEG_CMD_DISPLAY_SKILLS;
case CMD_SHOW_CHARACTER_DUMP:
case CMD_DISPLAY_CHARACTER_STATUS:
return TILEG_CMD_DISPLAY_CHARACTER_STATUS;
case CMD_DISPLAY_KNOWN_OBJECTS:
return TILEG_CMD_KNOWN_ITEMS;
case CMD_SAVE_GAME_NOW:
case CMD_SAVE_GAME:
return TILEG_CMD_SAVE_GAME_NOW;
#ifdef USE_TILE
case CMD_EDIT_PLAYER_TILE:
return TILEG_CMD_EDIT_PLAYER_TILE;
#endif
case CMD_DISPLAY_COMMANDS:
return TILEG_CMD_DISPLAY_COMMANDS;
case CMD_LOOKUP_HELP:
return TILEG_CMD_LOOKUP_HELP;
case CMD_CHARACTER_DUMP:
return TILEG_CMD_CHARACTER_DUMP;
case CMD_DISPLAY_INVENTORY:
return TILEG_CMD_DISPLAY_INVENTORY;
case CMD_CAST_SPELL:
return TILEG_CMD_CAST_SPELL;
case CMD_MEMORISE_SPELL:
return TILEG_CMD_MEMORISE_SPELL;
case CMD_DROP:
return TILEG_CMD_DROP;
case CMD_DISPLAY_MAP:
return TILEG_CMD_DISPLAY_MAP;
case CMD_MAP_EXIT_MAP:
return TILEG_CMD_MAP_EXIT_MAP;
case CMD_MAP_GOTO_TARGET:
return TILEG_CMD_MAP_GOTO_TARGET;
case CMD_MAP_NEXT_LEVEL:
return TILEG_CMD_MAP_NEXT_LEVEL;
case CMD_MAP_PREV_LEVEL:
return TILEG_CMD_MAP_PREV_LEVEL;
case CMD_MAP_GOTO_LEVEL:
return TILEG_CMD_MAP_GOTO_LEVEL;
case CMD_MAP_EXCLUDE_AREA:
return TILEG_CMD_MAP_EXCLUDE_AREA;
case CMD_MAP_FIND_EXCLUDED:
return TILEG_CMD_MAP_FIND_EXCLUDED;
case CMD_MAP_CLEAR_EXCLUDES:
return TILEG_CMD_MAP_CLEAR_EXCLUDES;
case CMD_MAP_ADD_WAYPOINT:
return TILEG_CMD_MAP_ADD_WAYPOINT;
case CMD_MAP_FIND_WAYPOINT:
return TILEG_CMD_MAP_FIND_WAYPOINT;
case CMD_MAP_FIND_UPSTAIR:
return TILEG_CMD_MAP_FIND_UPSTAIR;
case CMD_MAP_FIND_DOWNSTAIR:
return TILEG_CMD_MAP_FIND_DOWNSTAIR;
case CMD_MAP_FIND_YOU:
return TILEG_CMD_MAP_FIND_YOU;
case CMD_MAP_FIND_PORTAL:
return TILEG_CMD_MAP_FIND_PORTAL;
case CMD_MAP_FIND_TRAP:
return TILEG_CMD_MAP_FIND_TRAP;
case CMD_MAP_FIND_ALTAR:
return TILEG_CMD_MAP_FIND_ALTAR;
case CMD_MAP_FIND_STASH:
return TILEG_CMD_MAP_FIND_STASH;
case CMD_QUIT:
return TILEG_SYMBOL_OF_TORMENT;
case CMD_GAME_MENU:
return TILEG_CMD_GAME_MENU;
#ifdef __ANDROID__
case CMD_TOGGLE_KEYBOARD:
return TILEG_CMD_KEYBOARD;
#endif
default:
return TILEG_TODO;
}
}
#ifdef USE_TILE_LOCAL
tileidx_t tileidx_gametype(const game_type gtype)
{
switch (gtype)
{
case GAME_TYPE_NORMAL:
case GAME_TYPE_CUSTOM_SEED:
return TILEG_STARTUP_STONESOUP;
case GAME_TYPE_DESCENT:
return TILEG_STARTUP_IRONSOUP;
case GAME_TYPE_TUTORIAL:
return TILEG_STARTUP_TUTORIAL;
case GAME_TYPE_HINTS:
return TILEG_STARTUP_HINTS;
case GAME_TYPE_SPRINT:
return TILEG_STARTUP_SPRINT;
case GAME_TYPE_INSTRUCTIONS:
return TILEG_STARTUP_INSTRUCTIONS;
case GAME_TYPE_ARENA:
return TILEG_STARTUP_ARENA;
case GAME_TYPE_HIGH_SCORES:
return TILEG_STARTUP_HIGH_SCORES;
default:
return TILEG_ERROR;
}
}
#endif
tileidx_t tileidx_ability(const ability_type ability)
{
switch (ability)
{
// Innate abilities and (Demonspaw) mutations.
case ABIL_SPIT_POISON:
return TILEG_ABILITY_SPIT_POISON;
case ABIL_GOLDEN_BREATH:
return TILEG_ABILITY_GOLDEN_BREATH;
case ABIL_COMBUSTION_BREATH:
return TILEG_ABILITY_BREATHE_FIRE;
case ABIL_GLACIAL_BREATH:
return TILEG_ABILITY_BREATHE_FROST;
case ABIL_BREATHE_POISON:
return TILEG_ABILITY_BREATHE_POISON;
case ABIL_GALVANIC_BREATH:
return TILEG_ABILITY_BREATHE_LIGHTNING;
case ABIL_NULLIFYING_BREATH:
return TILEG_ABILITY_BREATHE_ENERGY;
case ABIL_STEAM_BREATH:
return TILEG_ABILITY_BREATHE_STEAM;
case ABIL_NOXIOUS_BREATH:
return TILEG_ABILITY_BREATHE_MEPHITIC;
case ABIL_CAUSTIC_BREATH:
return TILEG_ABILITY_BREATHE_ACID;
case ABIL_MUD_BREATH:
return TILEG_ABILITY_BREATHE_MUD;
case ABIL_HOP:
return TILEG_ABILITY_HOP;
case ABIL_SPIDER_JUMP:
return TILEG_ABILITY_JUMP;
case ABIL_BLINKBOLT:
return TILEG_ABILITY_BLINKBOLT;
case ABIL_SIPHON_ESSENCE:
return TILEG_ABILITY_SIPHON_ESSENCE;
case ABIL_INVENT_GIZMO:
return TILEG_ABILITY_INVENT_GIZMO;
case ABIL_IMBUE_SERVITOR:
return TILEG_ABILITY_IMBUE_SERVITOR;
case ABIL_IMPRINT_WEAPON:
return TILEG_ABILITY_IMPRINT_WEAPON;
case ABIL_CACOPHONY:
return TILEG_ABILITY_CACOPHONY;
case ABIL_BAT_SWARM:
return TILEG_ABILITY_BAT_SWARM;
case ABIL_ENKINDLE:
return TILEG_ABILITY_ENKINDLE;
case ABIL_WATERY_GRAVE:
return TILEG_ABILITY_WATERY_GRAVE;
case ABIL_BESTIAL_TAKEDOWN:
return TILEG_ABILITY_BESTIAL_TAKEDOWN;
case ABIL_BREATHE_RUST:
return TILEG_ABILITY_BREATHE_RUST;
// Others
case ABIL_END_TRANSFORMATION:
return TILEG_ABILITY_END_TRANSFORMATION;
// Species-specific abilities.
// Demonspawn-only
case ABIL_DAMNATION:
return TILEG_ABILITY_HURL_DAMNATION;
case ABIL_WORD_OF_CHAOS:
return TILEG_ABILITY_WORD_OF_CHAOS;
#if TAG_MAJOR_VERSION == 34
// Deep Dwarves
case ABIL_HEAL_WOUNDS:
return TILEG_ABILITY_HEAL_WOUNDS;
#endif
// Formicids
case ABIL_DIG:
return TILEG_ABILITY_DIG;
case ABIL_SHAFT_SELF:
return TILEG_ABILITY_SHAFT_SELF;
// Evoking items.
case ABIL_EVOKE_BLINK:
return TILEG_ABILITY_BLINK;
case ABIL_EVOKE_DISPATER:
return TILEG_ABILITY_EVOKE_DISPATER;
case ABIL_EVOKE_OLGREB:
return TILEG_ABILITY_EVOKE_OLGREB;
case ABIL_EVOKE_TURN_INVISIBLE:
return TILEG_ABILITY_EVOKE_INVISIBILITY;
// Divine abilities
// Zin
case ABIL_ZIN_RECITE:
return TILEG_ABILITY_ZIN_RECITE;
case ABIL_ZIN_VITALISATION:
return TILEG_ABILITY_ZIN_VITALISATION;
case ABIL_ZIN_IMPRISON:
return TILEG_ABILITY_ZIN_IMPRISON;
case ABIL_ZIN_SANCTUARY:
return TILEG_ABILITY_ZIN_SANCTUARY;
case ABIL_ZIN_DONATE_GOLD:
return TILEG_ABILITY_ZIN_DONATE_GOLD;
// TSO
case ABIL_TSO_DIVINE_SHIELD:
return TILEG_ABILITY_TSO_DIVINE_SHIELD;
case ABIL_TSO_CLEANSING_FLAME:
return TILEG_ABILITY_TSO_CLEANSING_FLAME;
case ABIL_TSO_SUMMON_DIVINE_WARRIOR:
return TILEG_ABILITY_TSO_DIVINE_WARRIOR;
case ABIL_TSO_BLESS_WEAPON:
return TILEG_ABILITY_TSO_BLESS_WEAPON;
// Kiku
case ABIL_KIKU_UNEARTH_WRETCHES:
return TILEG_ABILITY_KIKU_UNEARTH_WRETCHES;
case ABIL_KIKU_SIGN_OF_RUIN:
return TILEG_ABILITY_KIKU_SIGN_OF_RUIN;
case ABIL_KIKU_BLESS_WEAPON:
return TILEG_ABILITY_KIKU_BLESS_WEAPON;
case ABIL_KIKU_GIFT_CAPSTONE_SPELLS:
return TILEG_ABILITY_KIKU_NECRONOMICON;
// Yredelemnul
case ABIL_YRED_LIGHT_THE_TORCH:
return TILEG_ABILITY_YRED_LIGHT_THE_TORCH;
case ABIL_YRED_RECALL_UNDEAD_HARVEST:
return TILEG_ABILITY_YRED_RECALL;
case ABIL_YRED_HURL_TORCHLIGHT:
return TILEG_ABILITY_YRED_HURL_TORCHLIGHT;
case ABIL_YRED_BIND_SOUL:
return TILEG_ABILITY_YRED_BIND_SOUL;
case ABIL_YRED_FATHOMLESS_SHACKLES:
return TILEG_ABILITY_YRED_FATHOMLESS_SHACKLES;
// Xom, Vehumet = 90
// Okawaru
case ABIL_OKAWARU_HEROISM:
return TILEG_ABILITY_OKAWARU_HEROISM;
case ABIL_OKAWARU_FINESSE:
return TILEG_ABILITY_OKAWARU_FINESSE;
case ABIL_OKAWARU_DUEL:
return TILEG_ABILITY_OKAWARU_DUEL;
case ABIL_OKAWARU_GIFT_WEAPON:
return TILEG_ABILITY_OKAWARU_GIFT_WEAPON;
case ABIL_OKAWARU_GIFT_ARMOUR:
return TILEG_ABILITY_OKAWARU_GIFT_ARMOUR;
// Makhleb
case ABIL_MAKHLEB_DESTRUCTION:
if (you.has_mutation(MUT_MAKHLEB_DESTRUCTION_COC))
return TILEG_ABILITY_MAKHLEB_MAJOR_DESTRUCTION_COC;
else if (you.has_mutation(MUT_MAKHLEB_DESTRUCTION_DIS))
return TILEG_ABILITY_MAKHLEB_MAJOR_DESTRUCTION_DIS;
else if (you.has_mutation(MUT_MAKHLEB_DESTRUCTION_GEH))
return TILEG_ABILITY_MAKHLEB_MAJOR_DESTRUCTION_GEH;
else if (you.has_mutation(MUT_MAKHLEB_DESTRUCTION_TAR))
return TILEG_ABILITY_MAKHLEB_MAJOR_DESTRUCTION_TAR;
else
return TILEG_ABILITY_MAKHLEB_MINOR_DESTRUCTION;
case ABIL_MAKHLEB_ANNIHILATION:
return TILEG_ABILITY_MAKHLEB_GLOBE_OF_ANNIHILATION;
case ABIL_MAKHLEB_INFERNAL_SERVANT:
return TILEG_ABILITY_MAKHLEB_LESSER_SERVANT;
case ABIL_MAKHLEB_INFERNAL_LEGION:
return TILEG_ABILITY_MAKHLEB_LESSER_SERVANT;
case ABIL_MAKHLEB_VESSEL_OF_SLAUGHTER:
return TILEG_ABILITY_MAKHLEB_VESSEL_OF_SLAUGHTER;
case ABIL_MAKHLEB_BRAND_SELF_1:
case ABIL_MAKHLEB_BRAND_SELF_2:
case ABIL_MAKHLEB_BRAND_SELF_3:
{
switch (makhleb_ability_to_mutation(ability))
{
case MUT_MAKHLEB_MARK_HAEMOCLASM:
return TILEG_ABILITY_MAKHLEB_MARK_OF_HAEMOCLASM;
case MUT_MAKHLEB_MARK_LEGION:
return TILEG_ABILITY_MAKHLEB_MARK_OF_THE_LEGION;
case MUT_MAKHLEB_MARK_CARNAGE:
return TILEG_ABILITY_MAKHLEB_MARK_OF_CARNAGE;
case MUT_MAKHLEB_MARK_ANNIHILATION:
return TILEG_ABILITY_MAKHLEB_MARK_OF_ANNIHILATION;
case MUT_MAKHLEB_MARK_TYRANT:
return TILEG_ABILITY_MAKHLEB_MARK_OF_THE_TYRANT;
case MUT_MAKHLEB_MARK_CELEBRANT:
return TILEG_ABILITY_MAKHLEB_MARK_OF_THE_CELEBRANT;
case MUT_MAKHLEB_MARK_EXECUTION:
return TILEG_ABILITY_MAKHLEB_MARK_OF_EXECUTION;
case MUT_MAKHLEB_MARK_ATROCITY:
return TILEG_ABILITY_MAKHLEB_MARK_OF_ATROCITY;
case MUT_MAKHLEB_MARK_FANATIC:
return TILEG_ABILITY_MAKHLEB_MARK_OF_THE_FANATIC;
default:
return TILEG_ERROR;
}
}
// Sif Muna
case ABIL_SIF_MUNA_CHANNEL_ENERGY:
return TILEG_ABILITY_SIF_MUNA_CHANNEL;
case ABIL_SIF_MUNA_FORGET_SPELL:
return TILEG_ABILITY_SIF_MUNA_AMNESIA;
case ABIL_SIF_MUNA_DIVINE_EXEGESIS:
return TILEG_ABILITY_SIF_MUNA_EXEGESIS;
// Trog
case ABIL_TROG_BERSERK:
return TILEG_ABILITY_TROG_BERSERK;
case ABIL_TROG_HAND:
return TILEG_ABILITY_TROG_HAND;
case ABIL_TROG_BROTHERS_IN_ARMS:
return TILEG_ABILITY_TROG_BROTHERS_IN_ARMS;
// Elyvilon
case ABIL_ELYVILON_PURIFICATION:
return TILEG_ABILITY_ELYVILON_PURIFICATION;
case ABIL_ELYVILON_HEAL_SELF:
return TILEG_ABILITY_ELYVILON_HEAL_SELF;
case ABIL_ELYVILON_HEAL_OTHER:
return TILEG_ABILITY_ELYVILON_HEAL_OTHER;
case ABIL_ELYVILON_DIVINE_VIGOUR:
return TILEG_ABILITY_ELYVILON_DIVINE_VIGOUR;
// Lugonu
case ABIL_LUGONU_ABYSS_EXIT:
return TILEG_ABILITY_LUGONU_EXIT_ABYSS;
case ABIL_LUGONU_BANISH:
return TILEG_ABILITY_LUGONU_BANISH;
case ABIL_LUGONU_CORRUPT:
return TILEG_ABILITY_LUGONU_CORRUPT;
case ABIL_LUGONU_ABYSS_ENTER:
return TILEG_ABILITY_LUGONU_ENTER_ABYSS;
case ABIL_LUGONU_BLESS_WEAPON:
return TILEG_ABILITY_LUGONU_BLESS_WEAPON;
// Nemelex
case ABIL_NEMELEX_TRIPLE_DRAW:
return TILEG_ABILITY_NEMELEX_TRIPLE_DRAW;
case ABIL_NEMELEX_DEAL_FOUR:
return TILEG_ABILITY_NEMELEX_DEAL_FOUR;
case ABIL_NEMELEX_STACK_FIVE:
return TILEG_ABILITY_NEMELEX_STACK_FIVE;
case ABIL_NEMELEX_DRAW_ESCAPE:
return TILEG_ABILITY_NEMELEX_DRAW_ESCAPE;
case ABIL_NEMELEX_DRAW_DESTRUCTION:
return TILEG_ABILITY_NEMELEX_DRAW_DESTRUCTION;
case ABIL_NEMELEX_DRAW_SUMMONING:
return TILEG_ABILITY_NEMELEX_DRAW_SUMMONING;
case ABIL_NEMELEX_DRAW_STACK:
return TILEG_ABILITY_NEMELEX_DRAW_STACK;
// Beogh
case ABIL_BEOGH_SMITING:
return TILEG_ABILITY_BEOGH_SMITE;
case ABIL_BEOGH_RECALL_APOSTLES:
return TILEG_ABILITY_BEOGH_RECALL;
case ABIL_CONVERT_TO_BEOGH:
return TILEG_ABILITY_CONVERT_TO_BEOGH;
case ABIL_BEOGH_RECRUIT_APOSTLE:
return TILEG_ABILITY_BEOGH_RECRUIT_APOSTLE;
case ABIL_BEOGH_DISMISS_APOSTLE_1:
if (!beogh_apostle_is_alive(1))
return TILEG_ABILITY_BEOGH_DISMISS_APOSTLE_DEAD;
else
return TILEG_ABILITY_BEOGH_DISMISS_APOSTLE;
case ABIL_BEOGH_DISMISS_APOSTLE_2:
if (!beogh_apostle_is_alive(2))
return TILEG_ABILITY_BEOGH_DISMISS_APOSTLE_DEAD;
else
return TILEG_ABILITY_BEOGH_DISMISS_APOSTLE;
case ABIL_BEOGH_DISMISS_APOSTLE_3:
if (!beogh_apostle_is_alive(3))
return TILEG_ABILITY_BEOGH_DISMISS_APOSTLE_DEAD;
else
return TILEG_ABILITY_BEOGH_DISMISS_APOSTLE;
case ABIL_BEOGH_BLOOD_FOR_BLOOD:
return TILEG_ABILITY_BEOGH_BLOOD_FOR_BLOOD;
// Jiyva
case ABIL_JIYVA_OOZEMANCY:
return TILEG_ABILITY_JIYVA_OOZEMANCY;
case ABIL_JIYVA_SLIMIFY:
return TILEG_ABILITY_JIYVA_SLIMIFY;
// Fedhas
case ABIL_FEDHAS_WALL_OF_BRIARS:
return TILEG_ABILITY_FEDHAS_WALL_OF_BRIARS;
case ABIL_FEDHAS_GROW_BALLISTOMYCETE:
return TILEG_ABILITY_FEDHAS_GROW_BALLISTOMYCETE;
case ABIL_FEDHAS_OVERGROW:
return TILEG_ABILITY_FEDHAS_OVERGROW;
case ABIL_FEDHAS_GROW_OKLOB:
return TILEG_ABILITY_FEDHAS_GROW_OKLOB;
// Cheibriados
case ABIL_CHEIBRIADOS_TIME_STEP:
return TILEG_ABILITY_CHEIBRIADOS_TIME_STEP;
case ABIL_CHEIBRIADOS_TIME_BEND:
return TILEG_ABILITY_CHEIBRIADOS_BEND_TIME;
case ABIL_CHEIBRIADOS_SLOUCH:
return TILEG_ABILITY_CHEIBRIADOS_SLOUCH;
case ABIL_CHEIBRIADOS_DISTORTION:
return TILEG_ABILITY_CHEIBRIADOS_TEMPORAL_DISTORTION;
// Ashenzari
case ABIL_ASHENZARI_CURSE:
return TILEG_ABILITY_ASHENZARI_CURSE;
case ABIL_ASHENZARI_UNCURSE:
return TILEG_ABILITY_ASHENZARI_UNCURSE;
// Dithmenos
case ABIL_DITHMENOS_SHADOWSLIP:
return TILEG_ABILITY_DITHMENOS_SHADOWSLIP;
case ABIL_DITHMENOS_APHOTIC_MARIONETTE:
return TILEG_ABILITY_DITHMENOS_PANTOMIME;
case ABIL_DITHMENOS_PRIMORDIAL_NIGHTFALL:
return TILEG_ABILITY_DITHMENOS_NIGHTFALL;
// Gozag
case ABIL_GOZAG_POTION_PETITION:
return TILEG_ABILITY_GOZAG_POTION_PETITION;
case ABIL_GOZAG_CALL_MERCHANT:
return TILEG_ABILITY_GOZAG_CALL_MERCHANT;
case ABIL_GOZAG_BRIBE_BRANCH:
return TILEG_ABILITY_GOZAG_BRIBE_BRANCH;
// Qazlal
case ABIL_QAZLAL_UPHEAVAL:
return TILEG_ABILITY_QAZLAL_UPHEAVAL;
case ABIL_QAZLAL_ELEMENTAL_FORCE:
return TILEG_ABILITY_QAZLAL_ELEMENTAL_FORCE;
case ABIL_QAZLAL_DISASTER_AREA:
return TILEG_ABILITY_QAZLAL_DISASTER_AREA;
// Ru
case ABIL_RU_DRAW_OUT_POWER:
return TILEG_ABILITY_RU_DRAW_OUT_POWER;
case ABIL_RU_POWER_LEAP:
return TILEG_ABILITY_RU_POWER_LEAP;
case ABIL_RU_APOCALYPSE:
return TILEG_ABILITY_RU_APOCALYPSE;
case ABIL_RU_SACRIFICE_PURITY:
return TILEG_ABILITY_RU_SACRIFICE_PURITY;
case ABIL_RU_SACRIFICE_WORDS:
return TILEG_ABILITY_RU_SACRIFICE_WORDS;
case ABIL_RU_SACRIFICE_DRINK:
return TILEG_ABILITY_RU_SACRIFICE_DRINK;
case ABIL_RU_SACRIFICE_ESSENCE:
return TILEG_ABILITY_RU_SACRIFICE_ESSENCE;
case ABIL_RU_SACRIFICE_HEALTH:
return TILEG_ABILITY_RU_SACRIFICE_HEALTH;
case ABIL_RU_SACRIFICE_STEALTH:
return TILEG_ABILITY_RU_SACRIFICE_STEALTH;
case ABIL_RU_SACRIFICE_ARTIFICE:
return TILEG_ABILITY_RU_SACRIFICE_ARTIFICE;
case ABIL_RU_SACRIFICE_LOVE:
return TILEG_ABILITY_RU_SACRIFICE_LOVE;
case ABIL_RU_SACRIFICE_COURAGE:
return TILEG_ABILITY_RU_SACRIFICE_COURAGE;
case ABIL_RU_SACRIFICE_ARCANA:
return TILEG_ABILITY_RU_SACRIFICE_ARCANA;
case ABIL_RU_SACRIFICE_NIMBLENESS:
return TILEG_ABILITY_RU_SACRIFICE_NIMBLENESS;
case ABIL_RU_SACRIFICE_DURABILITY:
return TILEG_ABILITY_RU_SACRIFICE_DURABILITY;
case ABIL_RU_SACRIFICE_HAND:
return TILEG_ABILITY_RU_SACRIFICE_HAND;
case ABIL_RU_SACRIFICE_EXPERIENCE:
return TILEG_ABILITY_RU_SACRIFICE_EXPERIENCE;
case ABIL_RU_SACRIFICE_SKILL:
return TILEG_ABILITY_RU_SACRIFICE_SKILL;
case ABIL_RU_SACRIFICE_EYE:
return TILEG_ABILITY_RU_SACRIFICE_EYE;
case ABIL_RU_SACRIFICE_RESISTANCE:
return TILEG_ABILITY_RU_SACRIFICE_RESISTANCE;
case ABIL_RU_SACRIFICE_FORMS:
return TILEG_ABILITY_RU_SACRIFICE_FORMS;
case ABIL_RU_REJECT_SACRIFICES:
return TILEG_ABILITY_RU_REJECT_SACRIFICES;
// Hepliaklqana
case ABIL_HEPLIAKLQANA_RECALL:
return TILEG_ABILITY_HEP_RECALL;
case ABIL_HEPLIAKLQANA_IDEALISE:
return TILEG_ABILITY_HEP_IDEALISE;
case ABIL_HEPLIAKLQANA_TRANSFERENCE:
return TILEG_ABILITY_HEP_TRANSFERENCE;
case ABIL_HEPLIAKLQANA_IDENTITY:
return TILEG_ABILITY_HEP_IDENTITY;
case ABIL_HEPLIAKLQANA_TYPE_KNIGHT:
return TILEG_ABILITY_HEP_KNIGHT;
case ABIL_HEPLIAKLQANA_TYPE_BATTLEMAGE:
return TILEG_ABILITY_HEP_BATTLEMAGE;
case ABIL_HEPLIAKLQANA_TYPE_HEXER:
return TILEG_ABILITY_HEP_HEXER;
// usk
case ABIL_USKAYAW_STOMP:
return TILEG_ABILITY_USKAYAW_STOMP;
case ABIL_USKAYAW_LINE_PASS:
return TILEG_ABILITY_USKAYAW_LINE_PASS;
case ABIL_USKAYAW_GRAND_FINALE:
return TILEG_ABILITY_USKAYAW_GRAND_FINALE;
// Wu Jian
case ABIL_WU_JIAN_WALLJUMP:
return TILEG_ABILITY_WU_JIAN_WALL_JUMP;
case ABIL_WU_JIAN_SERPENTS_LASH:
return TILEG_ABILITY_WU_JIAN_SERPENTS_LASH;
case ABIL_WU_JIAN_HEAVENLY_STORM:
return TILEG_ABILITY_WU_JIAN_HEAVENLY_STORM;
// Ignis
case ABIL_IGNIS_FIERY_ARMOUR:
return TILEG_ABILITY_IGNIS_FIERY_ARMOUR;
case ABIL_IGNIS_FOXFIRE:
return TILEG_ABILITY_IGNIS_FOXFIRE;
case ABIL_IGNIS_RISING_FLAME:
return TILEG_ABILITY_IGNIS_RISING_FLAME;
// General divine (pseudo) abilities.
case ABIL_RENOUNCE_RELIGION:
return TILEG_ABILITY_RENOUNCE_RELIGION;
#ifdef WIZARD
case ABIL_WIZ_BUILD_TERRAIN:
return TILEG_ABILITY_WIZ_BUILD_TERRAIN;
case ABIL_WIZ_SET_TERRAIN:
return TILEG_ABILITY_WIZ_SET_TERRAIN;
case ABIL_WIZ_CLEAR_TERRAIN:
return TILEG_ABILITY_WIZ_CLEAR_TERRAIN;
#endif
default:
return TILEG_ERROR;
}
}
tileidx_t tileidx_branch(const branch_type br)
{
switch (br)
{
case BRANCH_DUNGEON:
return TILE_DNGN_EXIT_DUNGEON;
case BRANCH_TEMPLE:
return TILE_DNGN_ENTER_TEMPLE;
case BRANCH_ORC:
return TILE_DNGN_ENTER_ORC;
case BRANCH_ELF:
return TILE_DNGN_ENTER_ELF;
case BRANCH_LAIR:
return TILE_DNGN_ENTER_LAIR;
case BRANCH_SWAMP:
return TILE_DNGN_ENTER_SWAMP;
case BRANCH_SHOALS:
return TILE_DNGN_ENTER_SHOALS;
case BRANCH_SNAKE:
return TILE_DNGN_ENTER_SNAKE;
case BRANCH_SPIDER:
return TILE_DNGN_ENTER_SPIDER;
case BRANCH_SLIME:
return TILE_DNGN_ENTER_SLIME;
case BRANCH_VAULTS:
return TILE_DNGN_ENTER_VAULTS;
case BRANCH_CRYPT:
return TILE_DNGN_ENTER_CRYPT;
case BRANCH_TOMB:
return TILE_DNGN_ENTER_TOMB;
case BRANCH_DEPTHS:
return TILE_DNGN_ENTER_DEPTHS;
case BRANCH_VESTIBULE:
return TILE_DNGN_ENTER_HELL;
case BRANCH_DIS:
return TILE_DNGN_ENTER_DIS;
case BRANCH_GEHENNA:
return TILE_DNGN_ENTER_GEHENNA;
case BRANCH_COCYTUS:
return TILE_DNGN_ENTER_COCYTUS;
case BRANCH_TARTARUS:
return TILE_DNGN_ENTER_TARTARUS;
case BRANCH_ZOT:
return TILE_DNGN_ENTER_ZOT_OPEN;
case BRANCH_ABYSS:
return TILE_DNGN_ENTER_ABYSS;
case BRANCH_PANDEMONIUM:
return TILE_DNGN_ENTER_PANDEMONIUM;
case BRANCH_ZIGGURAT:
return TILE_DNGN_PORTAL_ZIGGURAT;
case BRANCH_BAZAAR:
return TILE_DNGN_PORTAL_BAZAAR;
case BRANCH_TROVE:
return TILE_DNGN_PORTAL_TROVE;
case BRANCH_NECROPOLIS:
return TILE_DNGN_PORTAL_NECROPOLIS;
case BRANCH_SEWER:
return TILE_DNGN_PORTAL_SEWER;
case BRANCH_OSSUARY:
return TILE_DNGN_PORTAL_OSSUARY;
case BRANCH_BAILEY:
return TILE_DNGN_PORTAL_BAILEY;
case BRANCH_GAUNTLET:
return TILE_DNGN_PORTAL_GAUNTLET;
case BRANCH_ICE_CAVE:
return TILE_DNGN_PORTAL_ICE_CAVE;
case BRANCH_VOLCANO:
return TILE_DNGN_PORTAL_VOLCANO;
case BRANCH_WIZLAB:
return TILE_DNGN_PORTAL_WIZARD_LAB_7; /* I like this colour */
case BRANCH_DESOLATION:
return TILE_DNGN_PORTAL_DESOLATION;
case BRANCH_ARENA:
return TILE_DNGN_ALTAR_OKAWARU;
case BRANCH_CRUCIBLE:
return TILE_DNGN_ALTAR_MAKHLEB;
default:
return TILEG_ERROR;
}
}
static tileidx_t _tileidx_player_job_base(const job_type job)
{
switch (job)
{
case JOB_FIGHTER:
return TILEG_JOB_FIGHTER;
case JOB_HEDGE_WIZARD:
return TILEG_JOB_HEDGE_WIZARD;
case JOB_GLADIATOR:
return TILEG_JOB_GLADIATOR;
case JOB_NECROMANCER:
return TILEG_JOB_NECROMANCER;
case JOB_BRIGAND:
return TILEG_JOB_BRIGAND;
case JOB_BERSERKER:
return TILEG_JOB_BERSERKER;
case JOB_HUNTER:
return TILEG_JOB_HUNTER;
case JOB_CONJURER:
return TILEG_JOB_CONJURER;
case JOB_ENCHANTER:
return TILEG_JOB_ENCHANTER;
case JOB_FIRE_ELEMENTALIST:
return TILEG_JOB_FIRE_ELEMENTALIST;
case JOB_ICE_ELEMENTALIST:
return TILEG_JOB_ICE_ELEMENTALIST;
case JOB_SUMMONER:
return TILEG_JOB_SUMMONER;
case JOB_FORGEWRIGHT:
return TILEG_JOB_FORGEWRIGHT;
case JOB_AIR_ELEMENTALIST:
return TILEG_JOB_AIR_ELEMENTALIST;
case JOB_EARTH_ELEMENTALIST:
return TILEG_JOB_EARTH_ELEMENTALIST;
case JOB_ALCHEMIST:
return TILEG_JOB_ALCHEMIST;
case JOB_CHAOS_KNIGHT:
return TILEG_JOB_CHAOS_KNIGHT;
case JOB_SHAPESHIFTER:
return TILEG_JOB_SHAPESHIFTER;
case JOB_MONK:
return TILEG_JOB_MONK;
case JOB_WARPER:
return TILEG_JOB_WARPER;
case JOB_WANDERER:
return TILEG_JOB_WANDERER;
case JOB_ARTIFICER:
return TILEG_JOB_ARTIFICER;
case JOB_DELVER:
return TILEG_JOB_DELVER;
case JOB_HEXSLINGER:
return TILEG_JOB_HEXSLINGER;
case JOB_REAVER:
return TILEG_JOB_REAVER;
case JOB_CINDER_ACOLYTE:
return TILEG_JOB_CINDER_ACOLYTE;
default:
return TILEG_ERROR;
}
}
static tileidx_t _tileidx_player_species_base(const species_type species)
{
switch (species)
{
case SP_HUMAN:
#if TAG_MAJOR_VERSION == 34
case SP_DEEP_DWARF:
case SP_HILL_ORC:
case SP_GHOUL:
#endif
return TILEG_SP_HUMAN;
case SP_MOUNTAIN_DWARF:
return TILEG_SP_MOUNTAIN_DWARF;
case SP_DEEP_ELF:
return TILEG_SP_DEEP_ELF;
case SP_KOBOLD:
return TILEG_SP_KOBOLD;
case SP_MUMMY:
return TILEG_SP_MUMMY;
case SP_NAGA:
return TILEG_SP_NAGA;
case SP_ONI:
return TILEG_SP_ONI;
case SP_TROLL:
return TILEG_SP_TROLL;
case SP_BASE_DRACONIAN:
return TILEG_SP_DRACONIAN;
case SP_ARMATAUR:
return TILEG_SP_ARMATAUR;
case SP_DEMIGOD:
return TILEG_SP_DEMIGOD;
case SP_SPRIGGAN:
return TILEG_SP_SPRIGGAN;
case SP_MINOTAUR:
return TILEG_SP_MINOTAUR;
case SP_DEMONSPAWN:
return TILEG_SP_DEMONSPAWN;
case SP_TENGU:
#if TAG_MAJOR_VERSION == 34
case SP_MAYFLYTAUR:
#endif
return TILEG_SP_TENGU;
case SP_MERFOLK:
return TILEG_SP_MERFOLK;
case SP_FELID:
return TILEG_SP_FELID;
case SP_OCTOPODE:
return TILEG_SP_OCTOPODE;
case SP_GARGOYLE:
return TILEG_SP_GARGOYLE;
case SP_FORMICID:
return TILEG_SP_FORMICID;
case SP_VINE_STALKER:
return TILEG_SP_VINE_STALKER;
case SP_BARACHI:
return TILEG_SP_BARACHI;
case SP_GNOLL:
return TILEG_SP_GNOLL;
case SP_DJINNI:
return TILEG_SP_DJINNI;
#if TAG_MAJOR_VERSION == 34
case SP_METEORAN:
return TILEG_SP_METEORAN;
#endif
case SP_COGLIN:
return TILEG_SP_COGLIN;
case SP_POLTERGEIST:
return TILEG_SP_POLTERGEIST;
case SP_REVENANT:
return TILEG_SP_REVENANT;
default:
return TILEP_ERROR;
}
}
tileidx_t tileidx_player_species(const species_type species, bool recommended)
{
tileidx_t off = recommended ? -TILEG_LAST_SPECIES+TILEG_LAST_RECOMMENDED_SPECIES: 0;
return _tileidx_player_species_base(species) + off;
}
tileidx_t tileidx_player_job(const job_type job, bool recommended)
{
tileidx_t off = recommended ? -TILEG_LAST_JOB+TILEG_LAST_RECOMMENDED_JOB: 0;
return _tileidx_player_job_base(job) + off;
}
tileidx_t tileidx_known_brand(const item_def &item)
{
if (!item.is_identified())
return 0;
switch (item.base_type)
{
case OBJ_WEAPONS:
{
const int brand = get_weapon_brand(item);
// XXX HACK: The weapon enums list is a scattered mess of removed
// brands presuming a messy false fixed order, and bleeds into
// missile brands otherwise. Maybe this should just be a full
// switch case fix-up instead.
if (brand == SPWPN_ACID)
return TILE_BRAND_ACID;
else if (brand == SPWPN_FOUL_FLAME)
return TILE_BRAND_FOUL_FLAME;
else if (brand != SPWPN_NORMAL)
return TILE_BRAND_WEP_FIRST + get_weapon_brand(item) - 1;
break;
}
case OBJ_ARMOUR:
{
const int brand = get_armour_ego_type(item);
if (brand != SPARM_NORMAL)
return TILE_BRAND_ARM_FIRST + get_armour_ego_type(item) - 1;
break;
}
case OBJ_MISSILES:
switch (get_ammo_brand(item))
{
#if TAG_MAJOR_VERSION == 34
case SPMSL_FLAME:
return TILE_BRAND_FLAME;
case SPMSL_FROST:
return TILE_BRAND_FROST;
#endif
case SPMSL_POISONED:
return TILE_BRAND_POISONED;
case SPMSL_CURARE:
return TILE_BRAND_CURARE;
#if TAG_MAJOR_VERSION == 34
case SPMSL_RETURNING:
return TILE_BRAND_RETURNING;
#endif
case SPMSL_CHAOS:
return TILE_BRAND_CHAOS;
#if TAG_MAJOR_VERSION == 34
case SPMSL_PENETRATION:
return TILE_BRAND_PENETRATION;
#endif
case SPMSL_DISPERSAL:
case SPMSL_DISJUNCTION:
return TILE_BRAND_DISPERSAL;
#if TAG_MAJOR_VERSION == 34
case SPMSL_EXPLODING:
return TILE_BRAND_EXPLOSION;
case SPMSL_CONFUSION:
return TILE_BRAND_CONFUSION;
case SPMSL_PARALYSIS:
return TILE_BRAND_PARALYSIS;
case SPMSL_SLOW:
return TILE_BRAND_SLOWING;
case SPMSL_SICKNESS:
return TILE_BRAND_SICKNESS;
case SPMSL_SLEEP:
return TILE_BRAND_SLEEP;
#endif
case SPMSL_FRENZY:
return TILE_BRAND_FRENZY;
case SPMSL_BLINDING:
return TILE_BRAND_BLINDING;
default:
break;
}
break;
case OBJ_STAVES:
if (is_random_artefact(item)) // normal staff brands handled elsewhere
return TILE_STAFF_ID_FIRST + item.sub_type;
break;
#if TAG_MAJOR_VERSION == 34
case OBJ_RODS:
// Technically not a brand, but still handled here
return TILE_ROD_ID_FIRST + item.sub_type;
#endif
default:
break;
}
return 0;
}
#ifdef USE_TILE
tileidx_t tileidx_unseen_flag(const coord_def &gc)
{
if (!map_bounds(gc))
return TILE_FLAG_UNSEEN;
else if (env.map_knowledge(gc).known()
&& !env.map_knowledge(gc).seen()
|| env.map_knowledge(gc).detected_item()
|| env.map_knowledge(gc).detected_monster()
)
{
return TILE_FLAG_MM_UNSEEN;
}
else
return TILE_FLAG_UNSEEN;
}
# endif
int enchant_to_int(const item_def &item)
{
if (is_random_artefact(item))
return 4;
switch (item.flags & ISFLAG_COSMETIC_MASK)
{
default:
return 0;
case ISFLAG_EMBROIDERED_SHINY:
return 1;
case ISFLAG_RUNED:
return 2;
case ISFLAG_GLOWING:
return 3;
}
}
tileidx_t tileidx_enchant_equ(const item_def &item, tileidx_t tile)
{
const int etype = enchant_to_int(item);
const bool is_player_tile = tile >= TILE_MAIN_MAX;
if (is_unrandom_artefact(item))
{
int unrand_index = find_unrandart_index(item);
if (is_player_tile)
{
const tileidx_t unrand_tile = unrandart_to_doll_tile(unrand_index);
if (unrand_tile)
return unrand_tile;
}
else
{
const tileidx_t unrand_tile = unrandart_to_tile(unrand_index);
return unrand_tile ? unrand_tile : tileidx_t{TILE_TODO};
}
}
if (tile == TILE_THELM_HAT)
{
switch (etype)
{
case 1:
case 2:
case 3:
if (item.rnd % 2 && today_is_serious())
tile = TILE_THELM_HAT_APRIL1;
break;
case 4:
if (item.rnd % 2 && december_holidays())
tile = TILE_THELM_HAT_SANTA;
else if (item.rnd % 2 && today_is_serious())
tile = (item.rnd % 3) ? TILE_THELM_CAP_JESTER : TILE_THELM_HAT_APRIL2;
break;
}
}
else if (tile == TILE_ARM_BOOTS)
{
switch (etype)
{
case 1:
case 2:
case 3:
if (item.rnd % 2 && today_is_serious())
tile = (item.rnd % 3) ? TILE_ARM_BOOTS_APRIL1 : TILE_ARM_BOOTS_APRIL2;
break;
}
}
if (is_player_tile)
{
tile = tile_player_enchanted(tile, etype);
return tile + item.rnd % tile_player_count(tile);
}
tile = tile_main_enchanted(tile, etype);
return tile + item.rnd % tile_main_count(tile);
}
#ifdef USE_TILE
string tile_debug_string(tileidx_t fg, tileidx_t bg, char prefix)
{
tileidx_t fg_idx = fg & TILE_FLAG_MASK;
tileidx_t bg_idx = bg & TILE_FLAG_MASK;
string fg_name;
if (fg_idx < TILE_FLOOR_MAX)
fg_name = tile_floor_name(fg_idx);
else if (fg_idx < TILE_WALL_MAX)
fg_name = tile_wall_name(fg_idx);
else if (fg_idx < TILE_FEAT_MAX)
fg_name = tile_feat_name(fg_idx);
else if (fg_idx < TILE_DNGN_MAX)
fg_name = tile_dngn_name(fg_idx);
else if (fg_idx < TILE_MAIN_MAX)
fg_name = tile_main_name(fg_idx);
else if (fg_idx < TILEP_MCACHE_START)
fg_name = (tile_player_name(fg_idx));
else
{
fg_name = "mc:";
mcache_entry *entry = mcache.get(fg_idx);
if (entry)
{
tile_draw_info dinfo[mcache_entry::MAX_INFO_COUNT];
unsigned int count = entry->info(&dinfo[0]);
for (unsigned int i = 0; i < count; ++i)
{
tileidx_t mc_idx = dinfo[i].idx;
if (mc_idx < TILE_MAIN_MAX)
fg_name += tile_main_name(mc_idx);
else if (mc_idx < TILEP_PLAYER_MAX)
fg_name += tile_player_name(mc_idx);
else
fg_name += "[invalid index]";
if (i < count - 1)
fg_name += ", ";
}
}
else
fg_name += "[not found]";
}
string tile_string = make_stringf(
"%cFG: %4" PRIu64" | 0x%8llu (%s)\n"
"%cBG: %4" PRIu64" | 0x%8llu (%s)\n",
prefix,
fg_idx,
fg & ~TILE_FLAG_MASK,
fg_name.c_str(),
prefix,
bg_idx,
bg & ~TILE_FLAG_MASK,
tile_dngn_name(bg_idx));
return tile_string;
}
#endif // USE_TILE
void bind_item_tile(item_def &item)
{
if (item.props.exists(ITEM_TILE_NAME_KEY))
{
string tile = item.props[ITEM_TILE_NAME_KEY].get_string();
dprf("Binding non-worn item tile: \"%s\".", tile.c_str());
tileidx_t index;
if (!tile_main_index(tile.c_str(), &index))
{
// If invalid tile name, complain and discard the props.
dprf("bad tile name: \"%s\".", tile.c_str());
item.props.erase(ITEM_TILE_NAME_KEY);
item.props.erase(ITEM_TILE_KEY);
}
else
item.props[ITEM_TILE_KEY] = short(index);
}
if (item.props.exists(WORN_TILE_NAME_KEY))
{
string tile = item.props[WORN_TILE_NAME_KEY].get_string();
dprf("Binding worn item tile: \"%s\".", tile.c_str());
tileidx_t index;
if (!tile_player_index(tile.c_str(), &index))
{
// If invalid tile name, complain and discard the props.
dprf("bad tile name: \"%s\".", tile.c_str());
item.props.erase(WORN_TILE_NAME_KEY);
item.props.erase(WORN_TILE_KEY);
}
else
item.props[WORN_TILE_KEY] = short(index);
}
}
void tile_init_props(monster* mon)
{
// Only monsters using mon_mod or mon_cycle need a tile_num.
switch (get_mon_tile_variation(mon->type))
{
case TVARY_MOD:
case TVARY_CYCLE:
break;
default:
return;
}
// Already overridden or set.
if (mon->props.exists(MONSTER_TILE_KEY) || mon->props.exists(TILE_NUM_KEY))
return;
mon->props[TILE_NUM_KEY] = short(random2(256));
}
static tileidx_t _parchment_overlays[NUM_SPELLS][2];
static colour_t _parchment_colours[NUM_SPELLS];
static colour_t _school_to_colour(spschool school)
{
switch (school)
{
case spschool::fire: return LIGHTRED;
case spschool::ice: return LIGHTBLUE;
case spschool::air: return LIGHTCYAN;
case spschool::earth: return BROWN;
case spschool::conjuration: return LIGHTMAGENTA;
case spschool::translocation: return MAGENTA;
case spschool::alchemy: return LIGHTGREEN;
case spschool::necromancy: return GREEN;
case spschool::forgecraft: return YELLOW;
case spschool::summoning: return RED;
case spschool::hexes: return BLUE;
default: return CYAN;
}
}
static int _school_to_index(spschool school)
{
const int max = static_cast<int>(spschool::LAST_SCHOOL);
int val = static_cast<int>(school);
for (int i = 1; 1 << i <= max; ++i)
if (val >> i == 1)
return i;
return 0;
}
// Initialize which tile overlays and console colours are used for parchments of
// each player spell. (ie: colouring them according to their spell schools.)
void init_parchment_overlays()
{
for (int i = 0; i < NUM_SPELLS; ++i)
{
_parchment_overlays[i][0] = 0;
_parchment_overlays[i][1] = 0;
const spell_type spell = static_cast<spell_type>(i);
if (!is_player_book_spell(spell))
continue;
spschool school1 = spschool::none;
spschool school2 = spschool::none;
for (const auto school_flag : spschools_type::range())
{
if (!spell_typematch(spell, school_flag))
continue;
if (school1 == spschool::none)
school1 = school_flag;
else if (school2 == spschool::none)
school2 = school_flag;
// For 3+ school spells, 'randomize' which pair we use.
else if (i % 2 == 1)
school1 = school_flag;
else
school2 = school_flag;
}
if (school1 == school2 || school2 == spschool::none)
_parchment_overlays[i][0] = TILE_PARCHMENT_SINGLE_FIRST + _school_to_index(school1);
else
{
_parchment_overlays[i][0] = TILE_PARCHMENT_LEFT_FIRST + _school_to_index(school1);
_parchment_overlays[i][1] = TILE_PARCHMENT_RIGHT_FIRST + _school_to_index(school2);
}
// Use high level overlays for high level spells.
// XXX: (This depends specifically on tile enum offsets, and will need changing
// if they ever do.)
if (spell_difficulty(spell) >= 8)
{
if (_parchment_overlays[i][0] > 0)
_parchment_overlays[i][0] += 11;
if (_parchment_overlays[i][1] > 0)
_parchment_overlays[i][1] += 11;
}
_parchment_colours[i] = _school_to_colour(school1);
}
}
tileidx_t tileidx_parchment_overlay(int spell, int index)
{
ASSERT(spell < NUM_SPELLS && index < 2);
return _parchment_overlays[spell][index];
}
colour_t parchment_colour(spell_type spell)
{
return _parchment_colours[spell];
}
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