Improved yaktaur captain icon. Removing unused nethack misc item tiles. Better vampire tiles. Fixed rim logic when composing tiles for tilesheet.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3200 c06c8d41-db1a-0410-9941-cceddc491573
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int ch = TILE_ERROR;
switch(type)
{
case MISC_BOTTLED_EFREET: ch = TILE_MISC_BOTTLED_EFREET; break;
case MISC_CRYSTAL_BALL_OF_SEEING: ch = TILE_MISC_CRYSTAL_BALL_OF_SEEING; break;
case MISC_AIR_ELEMENTAL_FAN: ch = TILE_MISC_AIR_ELEMENTAL_FAN; break;
case MISC_LAMP_OF_FIRE: ch = TILE_MISC_LAMP_OF_FIRE; break;
case MISC_STONE_OF_EARTH_ELEMENTALS: ch = TILE_MISC_STONE_OF_EARTH_ELEMENTALS; break;
case MISC_LANTERN_OF_SHADOWS: ch = TILE_MISC_LANTERN_OF_SHADOWS; break;
case MISC_HORN_OF_GERYON: ch = TILE_MISC_HORN_OF_GERYON; break;
case MISC_BOX_OF_BEASTS: ch = TILE_MISC_BOX_OF_BEASTS; break;
case MISC_CRYSTAL_BALL_OF_ENERGY: ch = TILE_MISC_CRYSTAL_BALL_OF_ENERGY; break;
case MISC_EMPTY_EBONY_CASKET: ch = TILE_MISC_EMPTY_EBONY_CASKET; break;
case MISC_CRYSTAL_BALL_OF_FIXATION: ch = TILE_MISC_CRYSTAL_BALL_OF_FIXATION; break;
case MISC_DISC_OF_STORMS: ch = TILE_MISC_DISC_OF_STORMS; break;
int ch;
switch(item.sub_type)
{
case MISC_BOTTLED_EFREET:
ch = TILE_MISC_BOTTLED_EFREET;
break;
case MISC_CRYSTAL_BALL_OF_SEEING:
ch = TILE_MISC_CRYSTAL_BALL_OF_SEEING;
break;
case MISC_AIR_ELEMENTAL_FAN:
ch = TILE_MISC_AIR_ELEMENTAL_FAN;
break;
case MISC_LAMP_OF_FIRE:
ch = TILE_MISC_LAMP_OF_FIRE;
break;
case MISC_STONE_OF_EARTH_ELEMENTALS:
ch = TILE_MISC_STONE_OF_EARTH_ELEMENTALS;
break;
case MISC_LANTERN_OF_SHADOWS:
ch = TILE_MISC_LANTERN_OF_SHADOWS;
break;
case MISC_HORN_OF_GERYON:
ch = TILE_MISC_HORN_OF_GERYON;
break;
case MISC_BOX_OF_BEASTS:
ch = TILE_MISC_BOX_OF_BEASTS;
break;
case MISC_CRYSTAL_BALL_OF_ENERGY:
ch = TILE_MISC_CRYSTAL_BALL_OF_ENERGY;
break;
case MISC_EMPTY_EBONY_CASKET:
ch = TILE_MISC_EMPTY_EBONY_CASKET;
break;
case MISC_CRYSTAL_BALL_OF_FIXATION:
ch = TILE_MISC_CRYSTAL_BALL_OF_FIXATION;
break;
case MISC_DISC_OF_STORMS:
ch = TILE_MISC_DISC_OF_STORMS;
break;
case MISC_DECK_OF_ESCAPE: ch = TILE_MISC_DECK_OF_WONDERS; break;
case MISC_DECK_OF_DESTRUCTION: ch = TILE_MISC_DECK_OF_WONDERS; break;
case MISC_DECK_OF_DUNGEONS: ch = TILE_MISC_DECK_OF_WONDERS; break;
case MISC_DECK_OF_SUMMONING: ch = TILE_MISC_DECK_OF_SUMMONINGS; break;
case MISC_DECK_OF_WONDERS: ch = TILE_MISC_DECK_OF_WONDERS; break;
case MISC_DECK_OF_PUNISHMENT: ch = TILE_MISC_DECK_OF_WONDERS; break;
case MISC_DECK_OF_WAR: ch = TILE_MISC_DECK_OF_WONDERS; break;
case MISC_DECK_OF_CHANGES: ch = TILE_MISC_DECK_OF_WONDERS; break;
case MISC_DECK_OF_DEFENSE: ch = TILE_MISC_DECK_OF_WONDERS; break;
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_DEFENSE:
switch (item.special)
{
case DECK_RARITY_LEGENDARY:
ch = TILE_MISC_DECK_LEGENDARY;
break;
case DECK_RARITY_RARE:
ch = TILE_MISC_DECK_RARE;
break;
case DECK_RARITY_COMMON:
default:
ch = TILE_MISC_DECK;
break;
}
if (item.flags & ISFLAG_KNOW_TYPE)
{
// NOTE: order of tiles must be identical to order of decks.
int offset = item.sub_type - MISC_DECK_OF_ESCAPE + 1;
ch += offset;
}
break;
{ // rings
if(is_random_artefact( item ))
return TILE_RING_RANDOM_OFFSET + color - 1;
else
return TILE_RING_NORMAL_OFFSET + special % 13;
} else { // amu
if (is_unrandom_artefact( item ))
return tileidx_unrand_artifact(find_unrandart_index(item));
else
if(is_random_artefact( item ))
return TILE_AMU_RANDOM_OFFSET + color - 1;
else
return TILE_AMU_NORMAL_OFFSET + special % 13;
{
if(is_random_artefact( item ))
return TILE_RING_RANDOM_OFFSET + color - 1;
else
return TILE_RING_NORMAL_OFFSET + special % 13;
} else {
if (is_unrandom_artefact( item ))
return tileidx_unrand_artifact(find_unrandart_index(item));
else if(is_random_artefact( item ))
return TILE_AMU_RANDOM_OFFSET + color - 1;
else
return TILE_AMU_NORMAL_OFFSET + special % 13;
if(type<2) return TILE_BOOK_PAPER_OFFSET + color;
if(type==2) return TILE_BOOK_LEATHER_OFFSET + special/10;
if(type==3) return TILE_BOOK_METAL_OFFSET + special/10;
if(type==4) return TILE_BOOK_PAPYRUS;
break;
if(type<2)
return TILE_BOOK_PAPER_OFFSET + color;
if(type==2)
return TILE_BOOK_LEATHER_OFFSET + special/10;
if(type==3)
return TILE_BOOK_METAL_OFFSET + special/10;
if(type==4)
return TILE_BOOK_PAPYRUS;
misc_deck MISC_DECK_OF_WONDERS
misc_deck MISC_DECK_OF_SUMMONINGS
misc_deck MISC_DECK
%start
%compose misc_deck
%compose i-deck_escape
%finish
%start
%compose misc_deck
%compose i-deck_destruction
%finish
%start
%compose misc_deck
%compose i-deck_summoning
%finish
%start
%compose misc_deck
%compose i-deck_wonders
%finish
%start
%compose misc_deck
%compose i-deck_punishment
%finish
%start
%compose misc_deck
%compose i-deck_war
%finish
%start
%compose misc_deck
%compose i-deck_changes
%finish
%start
%compose misc_deck
%compose i-deck_defense
%finish
misc_deck_rare MISC_DECK_RARE
%start
%compose misc_deck_rare
%compose i-deck_escape
%finish
%start
%compose misc_deck_rare
%compose i-deck_destruction
%finish
%start
%compose misc_deck_rare
%compose i-deck_summoning
%finish
%start
%compose misc_deck_rare
%compose i-deck_wonders
%finish
%start
%compose misc_deck_rare
%compose i-deck_punishment
%finish
%start
%compose misc_deck_rare
%compose i-deck_war
%finish
%start
%compose misc_deck_rare
%compose i-deck_changes
%finish
%start
%compose misc_deck_rare
%compose i-deck_defense
%finish
misc_deck_legendary MISC_DECK_LEGENDARY
%start
%compose misc_deck_legendary
%compose i-deck_escape
%finish
%start
%compose misc_deck_legendary
%compose i-deck_destruction
%finish
%start
%compose misc_deck_legendary
%compose i-deck_summoning
%finish
%start
%compose misc_deck_legendary
%compose i-deck_wonders
%finish
%start
%compose misc_deck_legendary
%compose i-deck_punishment
%finish
%start
%compose misc_deck_legendary
%compose i-deck_war
%finish
%start
%compose misc_deck_legendary
%compose i-deck_changes
%finish
%start
%compose misc_deck_legendary
%compose i-deck_defense
%finish