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#include "AppHdr.h"
#ifdef USE_TILE
#include "tilepick-p.h"
#include <stdio.h>
#include "artefact.h"
#include "describe.h"
#include "itemname.h"
#include "itemprop.h"
#include "player.h"
#include "tiledef-player.h"
#include "tiledef-unrand.h"
#include "tiledoll.h"
#include "tilepick.h"
#include "transform.h"
static tileidx_t _modrng(int mod, tileidx_t first, tileidx_t last)
{
return (first + mod % (last - first + 1));
}
tileidx_t tilep_equ_weapon(const item_def &item)
{
if (item.base_type == OBJ_STAVES)
{
// Can't just use item.special here as STAFF_POWER abuses
// item.special for storing the MP in case of quick re-wield.
int orig_special = you.item_description[IDESC_STAVES][item.sub_type];
int desc = (orig_special / NDSC_STAVE_PRI) % NDSC_STAVE_SEC;
if (item_is_rod(item))
return TILEP_HAND1_ROD_BROWN + desc;
else
return TILEP_HAND1_STAFF_LARGE + desc;
}
if (item.base_type == OBJ_MISCELLANY)
{
switch (item.sub_type)
{
case MISC_BOTTLED_EFREET: return TILEP_HAND1_BOTTLE;
case MISC_AIR_ELEMENTAL_FAN: return TILEP_HAND1_FAN;
case MISC_STONE_OF_EARTH_ELEMENTALS: return TILEP_HAND1_STONE;
case MISC_DISC_OF_STORMS: return TILEP_HAND1_DISC;
case MISC_CRYSTAL_BALL_OF_SEEING:
case MISC_CRYSTAL_BALL_OF_ENERGY:
case MISC_CRYSTAL_BALL_OF_FIXATION: return TILEP_HAND1_CRYSTAL;
case MISC_LAMP_OF_FIRE: return TILEP_HAND1_LANTERN;
case MISC_LANTERN_OF_SHADOWS: return TILEP_HAND1_BONE_LANTERN;
case MISC_HORN_OF_GERYON: return TILEP_HAND1_HORN;
case MISC_BOX_OF_BEASTS:
case MISC_EMPTY_EBONY_CASKET: return TILEP_HAND1_BOX;
case MISC_DECK_OF_ESCAPE:
case MISC_DECK_OF_DESTRUCTION:
case MISC_DECK_OF_DUNGEONS:
case MISC_DECK_OF_SUMMONING:
case MISC_DECK_OF_WONDERS:
case MISC_DECK_OF_PUNISHMENT:
case MISC_DECK_OF_WAR:
case MISC_DECK_OF_CHANGES:
case MISC_DECK_OF_DEFENCE: return TILEP_HAND1_DECK;
}
}
if (item.base_type != OBJ_WEAPONS)
return 0;
if (is_unrandom_artefact( item ))
{
const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
if (tile)
return tile;
}
switch (item.sub_type)
{
// Blunt
case WPN_CLUB: return TILEP_HAND1_CLUB_SLANT;
case WPN_MACE: return TILEP_HAND1_MACE;
case WPN_GREAT_MACE: return TILEP_HAND1_GREAT_MACE;
case WPN_FLAIL: return TILEP_HAND1_FLAIL;
case WPN_SPIKED_FLAIL: return TILEP_HAND1_SPIKED_FLAIL;
case WPN_DIRE_FLAIL: return TILEP_HAND1_GREAT_FLAIL;
case WPN_MORNINGSTAR: return TILEP_HAND1_MORNINGSTAR;
case WPN_EVENINGSTAR: return TILEP_HAND1_EVENINGSTAR;
case WPN_GIANT_CLUB: return TILEP_HAND1_GIANT_CLUB_PLAIN;
case WPN_GIANT_SPIKED_CLUB: return TILEP_HAND1_GIANT_CLUB_SPIKE_SLANT;
case WPN_ANKUS: return TILEP_HAND1_MACE;
case WPN_WHIP: return TILEP_HAND1_WHIP;
case WPN_DEMON_WHIP: return TILEP_HAND1_BLACK_WHIP;
case WPN_HOLY_SCOURGE: return TILEP_HAND1_HOLY_SCOURGE;
// Edge
case WPN_KNIFE: return TILEP_HAND1_DAGGER_SLANT;
case WPN_DAGGER: return TILEP_HAND1_DAGGER_SLANT;
case WPN_SHORT_SWORD: return TILEP_HAND1_SHORT_SWORD_SLANT;
case WPN_LONG_SWORD: return TILEP_HAND1_LONG_SWORD_SLANT;
case WPN_GREAT_SWORD: return TILEP_HAND1_GREAT_SWORD_SLANT;
case WPN_SCIMITAR: return TILEP_HAND1_SCIMITAR;
case WPN_FALCHION: return TILEP_HAND1_FALCHION;
case WPN_SABRE: return TILEP_HAND1_SABRE;
case WPN_DEMON_BLADE: return TILEP_HAND1_DEMON_BLADE;
case WPN_QUICK_BLADE: return TILEP_HAND1_DAGGER;
case WPN_KATANA: return TILEP_HAND1_KATANA_SLANT;
case WPN_DOUBLE_SWORD: return TILEP_HAND1_DOUBLE_SWORD;
case WPN_TRIPLE_SWORD: return TILEP_HAND1_TRIPLE_SWORD;
case WPN_EUDEMON_BLADE: return TILEP_HAND1_BLESSED_BLADE;
// new blessed weapons
case WPN_BLESSED_LONG_SWORD: return TILEP_HAND1_LONG_SWORD_SLANT;
case WPN_BLESSED_GREAT_SWORD: return TILEP_HAND1_GREAT_SWORD_SLANT;
case WPN_BLESSED_SCIMITAR: return TILEP_HAND1_SCIMITAR;
case WPN_BLESSED_FALCHION: return TILEP_HAND1_FALCHION;
case WPN_BLESSED_KATANA: return TILEP_HAND1_KATANA_SLANT;
case WPN_BLESSED_DOUBLE_SWORD: return TILEP_HAND1_DOUBLE_SWORD;
case WPN_BLESSED_TRIPLE_SWORD: return TILEP_HAND1_TRIPLE_SWORD;
// Axe
case WPN_HAND_AXE: return TILEP_HAND1_HAND_AXE;
case WPN_BATTLEAXE: return TILEP_HAND1_BATTLEAXE;
case WPN_BROAD_AXE: return TILEP_HAND1_BROAD_AXE;
case WPN_WAR_AXE: return TILEP_HAND1_WAR_AXE;
case WPN_EXECUTIONERS_AXE: return TILEP_HAND1_EXECUTIONERS_AXE;
case WPN_BARDICHE: return TILEP_HAND1_GLAIVE3;
// Pole
case WPN_SPEAR: return TILEP_HAND1_SPEAR;
case WPN_HALBERD: return TILEP_HAND1_HALBERD;
case WPN_GLAIVE: return TILEP_HAND1_GLAIVE;
case WPN_QUARTERSTAFF: return TILEP_HAND1_QUARTERSTAFF1;
case WPN_LAJATANG: return TILEP_HAND1_DIRE_LAJATANG;
case WPN_SCYTHE: return TILEP_HAND1_SCYTHE;
case WPN_HAMMER: return TILEP_HAND1_HAMMER;
case WPN_TRIDENT: return TILEP_HAND1_TRIDENT2;
case WPN_DEMON_TRIDENT: return TILEP_HAND1_DEMON_TRIDENT;
case WPN_TRISHULA: return TILEP_HAND1_TRISHULA;
// Ranged
case WPN_SLING: return TILEP_HAND1_SLING;
case WPN_BOW: return TILEP_HAND1_BOW2;
case WPN_CROSSBOW: return TILEP_HAND1_CROSSBOW;
case WPN_BLOWGUN: return TILEP_HAND1_BLOWGUN;
case WPN_LONGBOW: return TILEP_HAND1_BOW3;
default: return 0;
}
}
tileidx_t tilep_equ_shield(const item_def &item)
{
if (you.equip[EQ_SHIELD] == -1)
return 0;
if (item.base_type != OBJ_ARMOUR)
return 0;
if (is_unrandom_artefact( item ))
{
const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
if (tile)
return tile;
}
switch (item.sub_type)
{
case ARM_SHIELD: return TILEP_HAND2_SHIELD_KNIGHT_BLUE;
case ARM_BUCKLER: return TILEP_HAND2_SHIELD_ROUND_SMALL;
case ARM_LARGE_SHIELD: return TILEP_HAND2_SHIELD_LONG_RED;
default: return 0;
}
}
tileidx_t tilep_equ_armour(const item_def &item)
{
if (item.base_type != OBJ_ARMOUR)
return 0;
if (is_unrandom_artefact( item ))
{
const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
if (tile)
return tile;
}
switch (item.sub_type)
{
case ARM_ROBE:
return _modrng(item.rnd, TILEP_BODY_ROBE_FIRST_NORM,
TILEP_BODY_ROBE_LAST_NORM);
case ARM_LEATHER_ARMOUR: return TILEP_BODY_LEATHER_ARMOUR3;
case ARM_RING_MAIL: return TILEP_BODY_RINGMAIL;
case ARM_CHAIN_MAIL: return TILEP_BODY_CHAINMAIL;
case ARM_SCALE_MAIL: return TILEP_BODY_SCALEMAIL;
case ARM_SPLINT_MAIL: return TILEP_BODY_BANDED;
case ARM_BANDED_MAIL: return TILEP_BODY_BANDED;
case ARM_PLATE_MAIL: return TILEP_BODY_PLATE_BLACK;
case ARM_CRYSTAL_PLATE_MAIL: return TILEP_BODY_CRYSTAL_PLATE;
case ARM_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_GREEN;
case ARM_ICE_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_CYAN;
case ARM_STEAM_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_WHITE;
case ARM_MOTTLED_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_MAGENTA;
case ARM_STORM_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_BLUE;
case ARM_GOLD_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_GOLD;
case ARM_SWAMP_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_BROWN;
case ARM_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_GREEN;
case ARM_ICE_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_CYAN;
case ARM_STEAM_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_WHITE;
case ARM_MOTTLED_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_MAGENTA;
case ARM_STORM_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_BLUE;
case ARM_GOLD_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_GOLD;
case ARM_SWAMP_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_BROWN;
case ARM_ANIMAL_SKIN: return TILEP_BODY_ANIMAL_SKIN;
case ARM_TROLL_HIDE:
case ARM_TROLL_LEATHER_ARMOUR: return TILEP_BODY_TROLL_HIDE;
default: return 0;
}
}
tileidx_t tilep_equ_cloak(const item_def &item)
{
if (you.equip[EQ_CLOAK] == -1)
return 0;
if (item.base_type != OBJ_ARMOUR || item.sub_type != ARM_CLOAK)
return 0;
if (is_unrandom_artefact( item ))
{
const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
if (tile)
return tile;
}
return _modrng(item.rnd, TILEP_CLOAK_FIRST_NORM, TILEP_CLOAK_LAST_NORM);
}
tileidx_t tilep_equ_helm(const item_def &item)
{
if (you.equip[EQ_HELMET] == -1)
return 0;
if (item.base_type != OBJ_ARMOUR)
return 0;
if (is_unrandom_artefact(item))
{
const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
if (tile)
return tile;
// Although there shouldn't be any, just in case
// unhandled artefacts fall through to defaults...
}
int etype = enchant_to_int(item);
int helmet_desc = get_helmet_desc(item);
switch (item.sub_type)
{
case ARM_CAP:
return _modrng(item.rnd, TILEP_HELM_CAP_FIRST_NORM,
TILEP_HELM_CAP_LAST_NORM);
case ARM_WIZARD_HAT:
return _modrng(item.rnd, TILEP_HELM_WHAT_FIRST_NORM,
TILEP_HELM_WHAT_LAST_NORM);
case ARM_HELMET:
switch (helmet_desc)
{
case THELM_DESC_PLAIN:
switch (etype)
{
default:
return TILEP_HELM_CHAIN;
case 1:
return TILEP_HELM_HELM_GIMLI;
case 2:
return TILEP_HELM_HELM_IRON;
case 3:
return TILEP_HELM_FHELM_GRAY2;
case 4:
return TILEP_HELM_FHELM_BLACK;
}
case THELM_DESC_WINGED:
return TILEP_HELM_YELLOW_WING;
case THELM_DESC_HORNED:
switch (etype)
{
default:
return TILEP_HELM_FHELM_HORN2;
case 1:
return TILEP_HELM_BLUE_HORN_GOLD;
case 2:
return TILEP_HELM_FHELM_HORN_GRAY;
case 3:
return TILEP_HELM_FHELM_HORN_YELLOW;
case 4:
return TILEP_HELM_FHELM_HORN_BLACK;
}
case THELM_DESC_CRESTED:
return TILEP_HELM_FHELM_ISILDUR;
case THELM_DESC_PLUMED:
return TILEP_HELM_FHELM_PLUME;
case THELM_DESC_SPIKED:
return TILEP_HELM_FHELM_EVIL;
case THELM_DESC_VISORED:
return TILEP_HELM_FHELM_GRAY3;
case THELM_DESC_GOLDEN:
return TILEP_HELM_FULL_GOLD;
}
}
return 0;
}
tileidx_t tilep_equ_gloves(const item_def &item)
{
if (you.equip[EQ_GLOVES] == -1)
return 0;
if (item.base_type != OBJ_ARMOUR || item.sub_type != ARM_GLOVES)
return 0;
if (is_unrandom_artefact(item))
{
const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
if (tile)
return tile;
}
return _modrng(item.rnd, TILEP_ARM_FIRST_NORM, TILEP_ARM_LAST_NORM);
}
tileidx_t tilep_equ_boots(const item_def &item)
{
if (you.equip[EQ_BOOTS] == -1)
return 0;
if (item.base_type != OBJ_ARMOUR)
return 0;
int etype = enchant_to_int(item);
if (item.sub_type == ARM_NAGA_BARDING)
return TILEP_BOOTS_NAGA_BARDING + std::min(etype, 3);
if (item.sub_type == ARM_CENTAUR_BARDING)
return TILEP_BOOTS_CENTAUR_BARDING + std::min(etype, 3);
if (item.sub_type != ARM_BOOTS)
return 0;
if (is_unrandom_artefact(item))
{
const tileidx_t tile = unrandart_to_doll_tile(find_unrandart_index(item));
if (tile)
return tile;
}
return _modrng(item.rnd, TILEP_BOOTS_FIRST_NORM, TILEP_BOOTS_LAST_NORM);
}
tileidx_t tileidx_player()
{
int ch = TILEP_PLAYER;
// Handle shapechange first
switch (you.attribute[ATTR_TRANSFORMATION])
{
// animals
case TRAN_BAT: ch = TILEP_TRAN_BAT; break;
case TRAN_SPIDER: ch = TILEP_TRAN_SPIDER; break;
case TRAN_PIG: ch = TILEP_TRAN_PIG; break;
// non-animals
case TRAN_ICE_BEAST: ch = TILEP_TRAN_ICE_BEAST; break;
case TRAN_STATUE: ch = TILEP_TRAN_STATUE; break;
case TRAN_DRAGON: ch = TILEP_TRAN_DRAGON; break;
case TRAN_LICH: ch = TILEP_TRAN_LICH; break;
}
if (you.airborne())
ch |= TILE_FLAG_FLYING;
if (you.attribute[ATTR_HELD])
ch |= TILE_FLAG_NET;
return ch;
}
bool is_player_tile(tileidx_t tile, tileidx_t base_tile)
{
return (tile >= base_tile
&& tile < base_tile + tile_player_count(base_tile));
}
static int _draconian_colour(int race, int level)
{
if (level < 0) // hack:monster
{
switch (race)
{
case MONS_DRACONIAN: return (0);
case MONS_BLACK_DRACONIAN: return (1);
case MONS_YELLOW_DRACONIAN: return (2);
case MONS_GREEN_DRACONIAN: return (4);
case MONS_MOTTLED_DRACONIAN:return (5);
case MONS_PALE_DRACONIAN: return (6);
case MONS_PURPLE_DRACONIAN: return (7);
case MONS_RED_DRACONIAN: return (8);
case MONS_WHITE_DRACONIAN: return (9);
}
}
switch (race)
{
case SP_BLACK_DRACONIAN: return (1);
case SP_YELLOW_DRACONIAN: return (2);
case SP_GREY_DRACONIAN: return (3);
case SP_GREEN_DRACONIAN: return (4);
case SP_MOTTLED_DRACONIAN: return (5);
case SP_PALE_DRACONIAN: return (6);
case SP_PURPLE_DRACONIAN: return (7);
case SP_RED_DRACONIAN: return (8);
case SP_WHITE_DRACONIAN: return (9);
}
return (0);
}
tileidx_t tilep_species_to_base_tile(int sp, int level)
{
switch (sp)
{
case SP_HUMAN:
return TILEP_BASE_HUMAN;
case SP_HIGH_ELF:
case SP_SLUDGE_ELF:
return TILEP_BASE_ELF;
case SP_DEEP_ELF:
return TILEP_BASE_DEEP_ELF;
case SP_MOUNTAIN_DWARF:
return TILEP_BASE_DWARF;
case SP_HALFLING:
return TILEP_BASE_HALFLING;
case SP_HILL_ORC:
return TILEP_BASE_ORC;
case SP_KOBOLD:
return TILEP_BASE_KOBOLD;
case SP_MUMMY:
return TILEP_BASE_MUMMY;
case SP_NAGA:
return TILEP_BASE_NAGA;
case SP_OGRE:
return TILEP_BASE_OGRE;
case SP_TROLL:
return TILEP_BASE_TROLL;
case SP_BASE_DRACONIAN:
case SP_RED_DRACONIAN:
case SP_WHITE_DRACONIAN:
case SP_GREEN_DRACONIAN:
case SP_YELLOW_DRACONIAN:
case SP_GREY_DRACONIAN:
case SP_BLACK_DRACONIAN:
case SP_PURPLE_DRACONIAN:
case SP_MOTTLED_DRACONIAN:
case SP_PALE_DRACONIAN:
{
const int colour_offset = _draconian_colour(sp, level);
return (TILEP_BASE_DRACONIAN + colour_offset * 2);
}
case SP_CENTAUR:
return TILEP_BASE_CENTAUR;
case SP_DEMIGOD:
return TILEP_BASE_DEMIGOD;
case SP_SPRIGGAN:
return TILEP_BASE_SPRIGGAN;
case SP_MINOTAUR:
return TILEP_BASE_MINOTAUR;
case SP_DEMONSPAWN:
return TILEP_BASE_DEMONSPAWN;
case SP_GHOUL:
return TILEP_BASE_GHOUL;
case SP_KENKU:
return TILEP_BASE_KENKU;
case SP_MERFOLK:
return TILEP_BASE_MERFOLK;
case SP_VAMPIRE:
return TILEP_BASE_VAMPIRE;
case SP_DEEP_DWARF:
return TILEP_BASE_DEEP_DWARF;
default:
return TILEP_BASE_HUMAN;
}
}
void tilep_draconian_init(int sp, int level, tileidx_t *base,
tileidx_t *head, tileidx_t *wing)
{
const int colour_offset = _draconian_colour(sp, level);
*base = TILEP_BASE_DRACONIAN + colour_offset * 2;
*head = tile_player_part_start[TILEP_PART_DRCHEAD] + colour_offset;
if (player_mutation_level(MUT_BIG_WINGS))
*wing = tile_player_part_start[TILEP_PART_DRCWING] + colour_offset;
}
// Set default parts of each race: body + optional beard, hair, etc.
// This function needs to be entirely deterministic.
void tilep_race_default(int sp, int level, dolls_data *doll)
{
tileidx_t *parts = doll->parts;
tileidx_t result = tilep_species_to_base_tile(sp, level);
if (parts[TILEP_PART_BASE] != TILEP_SHOW_EQUIP)
result = parts[TILEP_PART_BASE];
tileidx_t hair = 0;
tileidx_t beard = 0;
tileidx_t wing = 0;
tileidx_t head = 0;
hair = TILEP_HAIR_SHORT_BLACK;
switch (sp)
{
case SP_ELF:
case SP_HIGH_ELF:
case SP_SLUDGE_ELF:
hair = TILEP_HAIR_ELF_YELLOW;
break;
case SP_DEEP_ELF:
hair = TILEP_HAIR_ELF_WHITE;
break;
case SP_HILL_DWARF:
case SP_MOUNTAIN_DWARF:
hair = TILEP_HAIR_LONG_RED;
beard = TILEP_BEARD_LONG_RED;
break;
case SP_HILL_ORC:
hair = 0;
break;
case SP_KOBOLD:
hair = 0;
break;
case SP_MUMMY:
hair = 0;
break;
case SP_TROLL:
hair = 0;
break;
case SP_BASE_DRACONIAN:
case SP_RED_DRACONIAN:
case SP_WHITE_DRACONIAN:
case SP_GREEN_DRACONIAN:
case SP_YELLOW_DRACONIAN:
case SP_GREY_DRACONIAN:
case SP_BLACK_DRACONIAN:
case SP_PURPLE_DRACONIAN:
case SP_MOTTLED_DRACONIAN:
case SP_PALE_DRACONIAN:
{
tilep_draconian_init(sp, level, &result, &head, &wing);
hair = 0;
break;
}
case SP_MINOTAUR:
hair = 0;
break;
case SP_DEMONSPAWN:
hair = 0;
break;
case SP_GHOUL:
hair = 0;
break;
case SP_MERFOLK:
result = you.in_water() ? TILEP_BASE_MERFOLK_WATER
: TILEP_BASE_MERFOLK;
hair = TILEP_HAIR_GREEN;
beard = TILEP_BEARD_SHORT_GREEN;
break;
case SP_VAMPIRE:
hair = TILEP_HAIR_ARWEN;
break;
case SP_DEEP_DWARF:
hair = TILEP_HAIR_SHORT_WHITE;
beard = TILEP_BEARD_LONG_WHITE;
break;
case SP_SPRIGGAN:
hair = 0;
beard = TILEP_BEARD_LONG_GREEN;
break;
default:
// nothing to do
break;
}
parts[TILEP_PART_BASE] = result;
// Don't overwrite doll parts defined elsewhere.
if (parts[TILEP_PART_HAIR] == TILEP_SHOW_EQUIP)
parts[TILEP_PART_HAIR] = hair;
if (parts[TILEP_PART_BEARD] == TILEP_SHOW_EQUIP)
parts[TILEP_PART_BEARD] = beard;
if (parts[TILEP_PART_SHADOW] == TILEP_SHOW_EQUIP)
parts[TILEP_PART_SHADOW] = TILEP_SHADOW_SHADOW;
if (parts[TILEP_PART_DRCHEAD] == TILEP_SHOW_EQUIP)
parts[TILEP_PART_DRCHEAD] = head;
if (parts[TILEP_PART_DRCWING] == TILEP_SHOW_EQUIP)
parts[TILEP_PART_DRCWING] = wing;
}
// This function needs to be entirely deterministic.
void tilep_job_default(int job, dolls_data *doll)
{
tileidx_t *parts = doll->parts;
parts[TILEP_PART_CLOAK] = TILEP_SHOW_EQUIP;
parts[TILEP_PART_BOOTS] = TILEP_SHOW_EQUIP;
parts[TILEP_PART_LEG] = TILEP_SHOW_EQUIP;
parts[TILEP_PART_BODY] = TILEP_SHOW_EQUIP;
parts[TILEP_PART_ARM] = TILEP_SHOW_EQUIP;
parts[TILEP_PART_HAND1] = TILEP_SHOW_EQUIP;
parts[TILEP_PART_HAND2] = TILEP_SHOW_EQUIP;
parts[TILEP_PART_HELM] = TILEP_SHOW_EQUIP;
switch (job)
{
case JOB_FIGHTER:
parts[TILEP_PART_LEG] = TILEP_LEG_METAL_SILVER;
break;
case JOB_CRUSADER:
parts[TILEP_PART_BODY] = TILEP_BODY_SHIRT_WHITE3;
parts[TILEP_PART_LEG] = TILEP_LEG_SKIRT_OFS;
parts[TILEP_PART_HELM] = TILEP_HELM_HELM_IRON;
parts[TILEP_PART_ARM] = TILEP_ARM_GLOVE_GRAY;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_MIDDLE_GRAY;
parts[TILEP_PART_CLOAK] = TILEP_CLOAK_BLUE;
break;
case JOB_PALADIN:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_WHITE;
parts[TILEP_PART_LEG] = TILEP_LEG_PANTS_BROWN;
parts[TILEP_PART_HELM] = TILEP_HELM_HELM_IRON;
parts[TILEP_PART_ARM] = TILEP_ARM_GLOVE_GRAY;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_MIDDLE_GRAY;
parts[TILEP_PART_CLOAK] = TILEP_CLOAK_BLUE;
break;
case JOB_CHAOS_KNIGHT:
parts[TILEP_PART_BODY] = TILEP_BODY_BELT1;
parts[TILEP_PART_LEG] = TILEP_LEG_METAL_GRAY;
parts[TILEP_PART_HELM] = TILEP_HELM_FHELM_PLUME;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
break;
case JOB_BERSERKER:
parts[TILEP_PART_BODY] = TILEP_BODY_ANIMAL_SKIN;
parts[TILEP_PART_LEG] = TILEP_LEG_BELT_REDBROWN;
break;
case JOB_REAVER:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_BLACK_GOLD;
parts[TILEP_PART_LEG] = TILEP_LEG_PANTS_BROWN;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_RED_DIM;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
break;
case JOB_STALKER:
parts[TILEP_PART_HELM] = TILEP_HELM_HOOD_GREEN;
parts[TILEP_PART_BODY] = TILEP_BODY_LEATHER_JACKET;
parts[TILEP_PART_LEG] = TILEP_LEG_PANTS_SHORT_GRAY;
parts[TILEP_PART_HAND1] = TILEP_HAND1_SWORD_THIEF;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_GREEN_DIM;
parts[TILEP_PART_ARM] = TILEP_ARM_GLOVE_WRIST_PURPLE;
parts[TILEP_PART_CLOAK] = TILEP_CLOAK_GREEN;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_MIDDLE_BROWN2;
break;
case JOB_ASSASSIN:
parts[TILEP_PART_HELM] = TILEP_HELM_MASK_NINJA_BLACK;
parts[TILEP_PART_BODY] = TILEP_BODY_SHIRT_BLACK3;
parts[TILEP_PART_LEG] = TILEP_LEG_PANTS_BLACK;
parts[TILEP_PART_HAND1] = TILEP_HAND1_SWORD_THIEF;
parts[TILEP_PART_ARM] = TILEP_ARM_GLOVE_BLACK;
parts[TILEP_PART_CLOAK] = TILEP_CLOAK_BLACK;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN2;
break;
case JOB_WIZARD:
parts[TILEP_PART_BODY] = TILEP_BODY_GANDALF_G;
parts[TILEP_PART_HAND1] = TILEP_HAND1_GANDALF;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_CYAN_DIM;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
parts[TILEP_PART_HELM] = TILEP_HELM_WIZARD_GRAY;
break;
case JOB_PRIEST:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_WHITE;
parts[TILEP_PART_ARM] = TILEP_ARM_GLOVE_WHITE;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
break;
case JOB_HEALER:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_WHITE;
parts[TILEP_PART_ARM] = TILEP_ARM_GLOVE_WHITE;
parts[TILEP_PART_HAND1] = TILEP_HAND1_DAGGER;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
parts[TILEP_PART_HELM] = TILEP_HELM_FHELM_HEALER;
break;
case JOB_NECROMANCER:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_BLACK;
parts[TILEP_PART_HAND1] = TILEP_HAND1_STAFF_SKULL;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_BLACK;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
break;
case JOB_FIRE_ELEMENTALIST:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_RED;
parts[TILEP_PART_HAND1] = TILEP_HAND1_GANDALF;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_RED_DIM;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
break;
case JOB_ICE_ELEMENTALIST:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_BLUE;
parts[TILEP_PART_HAND1] = TILEP_HAND1_GANDALF;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_BLUE_DIM;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
break;
case JOB_AIR_ELEMENTALIST:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_CYAN;
parts[TILEP_PART_HAND1] = TILEP_HAND1_GANDALF;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_CYAN_DIM;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
break;
case JOB_EARTH_ELEMENTALIST:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_YELLOW;
parts[TILEP_PART_HAND1] = TILEP_HAND1_GANDALF;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_YELLOW_DIM;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
break;
case JOB_VENOM_MAGE:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_GREEN;
parts[TILEP_PART_HAND1] = TILEP_HAND1_GANDALF;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_GREEN_DIM;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
break;
case JOB_TRANSMUTER:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_RAINBOW;
parts[TILEP_PART_HAND1] = TILEP_HAND1_STAFF_RUBY;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_MAGENTA_DIM;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
break;
case JOB_CONJURER:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_MAGENTA;
parts[TILEP_PART_HELM] = TILEP_HELM_WIZARD_GRAY;
parts[TILEP_PART_HAND1] = TILEP_HAND1_STAFF_MAGE2;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_RED_DIM;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
break;
case JOB_ENCHANTER:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_YELLOW;
parts[TILEP_PART_HELM] = TILEP_HELM_WIZARD_GRAY;
parts[TILEP_PART_HAND1] = TILEP_HAND1_STAFF_MAGE;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_BLUE_DIM;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
break;
case JOB_SUMMONER:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_BROWN;
parts[TILEP_PART_HELM] = TILEP_HELM_WIZARD_GRAY;
parts[TILEP_PART_HAND1] = TILEP_HAND1_STAFF_RING_BLUE;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_YELLOW_DIM;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
break;
case JOB_WARPER:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_BROWN;
parts[TILEP_PART_HELM] = TILEP_HELM_WIZARD_GRAY;
parts[TILEP_PART_HAND1] = TILEP_HAND1_SARUMAN;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_WHITE;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
parts[TILEP_PART_CLOAK] = TILEP_CLOAK_RED;
break;
case JOB_ARCANE_MARKSMAN:
parts[TILEP_PART_BODY] = TILEP_BODY_ROBE_BROWN;
parts[TILEP_PART_HELM] = TILEP_HELM_WIZARD_GRAY;
parts[TILEP_PART_HAND1] = TILEP_HAND1_SARUMAN;
parts[TILEP_PART_HAND2] = TILEP_HAND2_BOOK_WHITE;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_SHORT_BROWN;
parts[TILEP_PART_CLOAK] = TILEP_CLOAK_RED;
break;
case JOB_HUNTER:
parts[TILEP_PART_BODY] = TILEP_BODY_LEATHER_ARMOUR2;
parts[TILEP_PART_LEG] = TILEP_LEG_PANTS_BROWN;
parts[TILEP_PART_HAND1] = TILEP_HAND1_BOW;
parts[TILEP_PART_ARM] = TILEP_ARM_GLOVE_BROWN;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_MIDDLE_BROWN;
break;
case JOB_GLADIATOR:
parts[TILEP_PART_HAND2] = TILEP_HAND2_SHIELD_ROUND2;
parts[TILEP_PART_BODY] = TILEP_BODY_BELT1;
parts[TILEP_PART_LEG] = TILEP_LEG_BELT_GRAY;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_MIDDLE_GRAY;
break;
case JOB_MONK:
parts[TILEP_PART_BODY] = TILEP_BODY_MONK_BLACK;
break;
case JOB_WANDERER:
parts[TILEP_PART_BODY] = TILEP_BODY_SHIRT_HAWAII;
parts[TILEP_PART_LEG] = TILEP_LEG_PANTS_SHORT_BROWN;
parts[TILEP_PART_BOOTS] = TILEP_BOOTS_MIDDLE_BROWN3;
break;
case JOB_ARTIFICER:
parts[TILEP_PART_HAND1] = TILEP_HAND1_SCEPTRE;
parts[TILEP_PART_BODY] = TILEP_BODY_LEATHER_ARMOUR3;
parts[TILEP_PART_LEG] = TILEP_LEG_PANTS_BLACK;
break;
}
}
void tilep_calc_flags(const dolls_data &doll, int flag[])
{
for (unsigned i = 0; i < TILEP_PART_MAX; i++)
flag[i] = TILEP_FLAG_NORMAL;
if (doll.parts[TILEP_PART_HELM] >= TILEP_HELM_HELM_OFS)
flag[TILEP_PART_HAIR] = TILEP_FLAG_HIDE;
if (doll.parts[TILEP_PART_HELM] >= TILEP_HELM_FHELM_OFS)
flag[TILEP_PART_BEARD] = TILEP_FLAG_HIDE;
if (is_player_tile(doll.parts[TILEP_PART_BASE], TILEP_BASE_NAGA))
{
flag[TILEP_PART_BOOTS] = flag[TILEP_PART_LEG] = TILEP_FLAG_HIDE;
flag[TILEP_PART_BODY] = TILEP_FLAG_CUT_NAGA;
}
else if (is_player_tile(doll.parts[TILEP_PART_BASE], TILEP_BASE_CENTAUR))
{
flag[TILEP_PART_BOOTS] = flag[TILEP_PART_LEG] = TILEP_FLAG_HIDE;
flag[TILEP_PART_BODY] = TILEP_FLAG_CUT_CENTAUR;
}
else if (is_player_tile(doll.parts[TILEP_PART_BASE], TILEP_BASE_MERFOLK_WATER))
{
flag[TILEP_PART_BOOTS] = TILEP_FLAG_HIDE;
flag[TILEP_PART_LEG] = TILEP_FLAG_HIDE;
flag[TILEP_PART_SHADOW] = TILEP_FLAG_HIDE;
}
else if (doll.parts[TILEP_PART_BASE] >= TILEP_BASE_DRACONIAN_FIRST
&& doll.parts[TILEP_PART_BASE] <= TILEP_BASE_DRACONIAN_LAST)
{
flag[TILEP_PART_HAIR] = flag[TILEP_PART_HELM] = TILEP_FLAG_HIDE;
}
}
// Parts index to string
void tilep_part_to_str(int number, char *buf)
{
//special
if (number == TILEP_SHOW_EQUIP)
{
buf[0] = buf[1] = buf[2] = '*';
}
else
{
//normal 2 digits
buf[0] = '0' + (number/100) % 10;
buf[1] = '0' + (number/ 10) % 10;
buf[2] = '0' + number % 10;
}
buf[3] = '\0';
}
// Parts string to index
int tilep_str_to_part(char *str)
{
//special
if (str[0] == '*')
return TILEP_SHOW_EQUIP;
//normal 3 digits
return atoi(str);
}
// This order is to preserve dolls.txt integrity over multiple versions.
// Newer entries should be added to the end before the -1 terminator.
const int parts_saved[TILEP_PART_MAX + 1] =
{
TILEP_PART_SHADOW,
TILEP_PART_BASE,
TILEP_PART_CLOAK,
TILEP_PART_BOOTS,
TILEP_PART_LEG,
TILEP_PART_BODY,
TILEP_PART_ARM,
TILEP_PART_HAND1,
TILEP_PART_HAND2,
TILEP_PART_HAIR,
TILEP_PART_BEARD,
TILEP_PART_HELM,
TILEP_PART_HALO,
TILEP_PART_ENCH,
TILEP_PART_DRCWING,
TILEP_PART_DRCHEAD,
-1
};
/*
* scan input line from dolls.txt
*/
void tilep_scan_parts(char *fbuf, dolls_data &doll, int species, int level)
{
char ibuf[8];
int gcount = 0;
int ccount = 0;
for (int i = 0; parts_saved[i] != -1; ++i)
{
ccount = 0;
int p = parts_saved[i];
while (fbuf[gcount] != ':' && fbuf[gcount] != '\n'
&& ccount < 4 && gcount < (i+1)*4)
{
ibuf[ccount++] = fbuf[gcount++];
}
ibuf[ccount] = '\0';
gcount++;
const tileidx_t idx = tilep_str_to_part(ibuf);
if (idx == TILEP_SHOW_EQUIP)
doll.parts[p] = TILEP_SHOW_EQUIP;
else if (p == TILEP_PART_BASE)
{
const tileidx_t base_tile = tilep_species_to_base_tile(species, level);
if (idx >= tile_player_count(base_tile))
doll.parts[p] = base_tile;
else
doll.parts[p] = base_tile + idx;
}
else if (idx == 0)
doll.parts[p] = 0;
else if (idx > tile_player_part_count[p])
doll.parts[p] = tile_player_part_start[p];
else
{
const tileidx_t idx2 = tile_player_part_start[p] + idx - 1;
if (idx2 < TILE_MAIN_MAX || idx2 >= TILEP_PLAYER_MAX)
doll.parts[p] = TILEP_SHOW_EQUIP;
else
doll.parts[p] = idx2;
}
}
}
/*
* format-print parts
*/
void tilep_print_parts(char *fbuf, const dolls_data &doll)
{
char *ptr = fbuf;
for (unsigned i = 0; parts_saved[i] != -1; ++i)
{
const int p = parts_saved[i];
tileidx_t idx = doll.parts[p];
if (idx != TILEP_SHOW_EQUIP)
{
if (p == TILEP_PART_BASE)
{
idx -= tilep_species_to_base_tile(you.species,
you.experience_level);
}
else if (idx != 0)
{
idx = doll.parts[p] - tile_player_part_start[p] + 1;
if (idx < 0 || idx > tile_player_part_count[p])
idx = 0;
}
}
tilep_part_to_str(idx, ptr);
ptr += 3;
*ptr = ':';
ptr++;
}
ptr--; // erase the last ':'
*ptr = 0;
}
#endif
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