with 2 or more variants get a random one whenever the buffer is refilled. Right now the following tiles are variable like that:
I also added tiles for the crystal spear (nice) and the ratskin cloak (abysmal). I also tidied up the tiles some more.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10043 c06c8d41-db1a-0410-9941-cceddc491573
22ZPAVDZLX4R66AODFVA56HH4T3XU62UUON6LYZG3GGTXCTD3YVAC U4H2RZWN4ALJBYBARBKQOFXLDNZJEUM3PZFXIITBYB5FLI3INPZAC HPV2KABLOLNNUC3L2E5XQOWDOAOVLIGASQ2Z7SVS33QKON34OT4QC FXBL4U6STDF7SMNC4XROYTY7MI667D4J2RXESMUTTV2M5UVYL3MQC BMF6Y2AW2UKQ4J2KKWZOF4MFRMIU4PJG5DT72D4H6ZUV56MXR7SQC LDBTCT5WIPLJPZWXS2RUQ26QKISCUUTLO77M464WOE6VSYSNPKYAC DCZMEKDHQWSQCQYQD6ZXB3XOMWLVLPSPVSBVVMPXMSZF7GO3BVCAC 25CH7HH4LKXFIZ75YNMXS3TSXO6O27DYSOPLOD45K4OCNFWLS4LQC NHDY5NMP7SGSOFT6PQS2PN6YPLUEFRTD3LXNLYFHHL5G27QY65FQC F7X6HVUKHZXYURABYAZJHRYBV7UZTIPOWJMGCMDK26FQ66WGKFZAC 7IERR3KESLBDHEMGSFRYGA66PZBPGKPUGMFDCSFR3WDX7RXD5OTAC MEVM2U3HOBYD6BF3GWKVARU54HLOC37IZKWG2YOJYY34N6OYLJ7AC PUQVSISR5TQFRV6UKOFREN45ZM4YSCST5QSJ2J5CHIHOSYK62MOQC LP5EK64IEM7AHNYQID4GGKOQJQNZLKY4DCCZN47SIUZ6IXAXH5UAC HBXWZNXAJ7LUX7FYUIHQYBTRMWVJC6CAQQL3NNZHK5ETLIFEZJ7QC OCGSM3TA4KYVM4JXHTHPA2SLY7EF6NPSIU4LJDRSQ2PJ6X7BP6CQC HWYCA6OHOSVFTVIEDSNB2UJG6EQ2Y7FF5DWCKWAUSDUEVKAJADPAC WFG3MHLJUHQEHV65SPAIOI74NIZTGM447T4WKWKF7CMUIUNRUQOAC Q3B3UVMYEVC4YJUPYVSNTR4DJH4E6J4JJDHZNT5LNOCHCPPMEMXAC UPUR43MXCLHJOHYGKGRA4XAGB4GXW4RNCGCDCB2MXJDV3DIEISIAC OELSU5HUOEW6D2AAZJUYB5G25OOGR3YU7UZKNA57EJG5HRMCQ7UAC RG2VANNJZSWPOX2EZZOMANGRV7CK43BTOYMFTUFSDKTAJWEF5ISQC case UNRAND_DOOM_KNIGHT: return TILE_URAND_DOOM_KNIGHT;case UNRAND_EOS: return TILE_URAND_EOS;case UNRAND_BOTONO: return TILE_URAND_BOTONO;case UNRAND_OCTOPUS_KING: return TILE_URAND_OCTOPUS_KING;case UNRAND_ARGA: return TILE_URAND_ARGA;case UNRAND_ELEMENTAL_STAFF: return TILE_URAND_ELEMENTAL;case UNRAND_SNIPER: return TILE_URAND_SNIPER;case UNRAND_PLUTONIUM_SWORD: return TILE_URAND_PLUTONIUM;case UNRAND_UNDEADHUNTER: return TILE_URAND_UNDEADHUNTER;case UNRAND_WYRMBANE: return TILE_URAND_WYRMBANE;case UNRAND_SPRIGGANS_KNIFE: return TILE_URAND_SPRIGGANS_KNIFE;case UNRAND_SERPENT_SCOURGE: return TILE_URAND_SERPENT_SCOURGE;case UNRAND_ACCURACY: return TILE_URAND_KNIFE_OF_ACCURACY;case UNRAND_HELLFIRE: return TILE_URAND_FIERY_DEVIL;case UNRAND_PIERCER: return TILE_URAND_PIERCER;case UNRAND_CRYSTAL_SPEAR: return TILE_URAND_CRYSTAL_SPEAR;// Armourcase UNRAND_IGNORANCE: return TILE_URAND_IGNORANCE;case UNRAND_AUGMENTATION: return TILE_URAND_AUGMENTATION;case UNRAND_THIEF: return TILE_URAND_THIEF;case UNRAND_BULLSEYE: return TILE_URAND_BULLSEYE;case UNRAND_DYROVEPREVA: return TILE_URAND_DYROVEPREVA;case UNRAND_MISFORTUNE: return TILE_URAND_MISFORTUNE;case UNRAND_FLASH: return TILE_URAND_FLASH;
case UNRAND_MAGE: return TILE_URAND_MAGE;case UNRAND_WYRMBANE: return TILE_URAND_WYRMBANE;case UNRAND_SPRIGGANS_KNIFE: return TILE_URAND_SPRIGGANS_KNIFE;
case UNRAND_BOOTS_ASSASSIN: return TILE_URAND_BOOTS_ASSASSIN;
case UNRAND_RATSKIN_CLOAK: return TILE_URAND_RATSKIN_CLOAK;// Jewellerycase UNRAND_SHADOWS: return TILE_URAND_SHADOWS;case UNRAND_AIR: return TILE_URAND_AIR;case UNRAND_CEKUGOB: return TILE_URAND_CEKUGOB;case UNRAND_FOUR_WINDS: return TILE_URAND_FOUR_WINDS;case UNRAND_BLOODLUST: return TILE_URAND_BLOODLUST;case UNRAND_SHAOLIN: return TILE_URAND_SHAOLIN;case UNRAND_ROBUSTNESS: return TILE_URAND_ROBUSTNESS;case UNRAND_MAGE: return TILE_URAND_MAGE;
case UNRAND_BLOODBANE: return TILEP_HAND1_BLOODBANE;case UNRAND_FLAMING_DEATH: return TILEP_HAND1_FLAMING_DEATH;case UNRAND_BRILLIANCE: return TILEP_HAND1_MACE_OF_BRILLIANCE;case UNRAND_LEECH: return TILEP_HAND1_LEECH;case UNRAND_CHILLY_DEATH: return TILEP_HAND1_CHILLY_DEATH;case UNRAND_MORG: return TILEP_HAND1_MORG;case UNRAND_FINISHER: return TILEP_HAND1_FINISHER;case UNRAND_PUNK: return TILEP_HAND1_PUNK;case UNRAND_KRISHNA: return TILEP_HAND1_KRISHNA;case UNRAND_SKULLCRUSHER: return TILEP_HAND1_GIANT_CLUB_SLANT;case UNRAND_GUARD: return TILEP_HAND1_GLAIVE_OF_THE_GUARD;case UNRAND_JIHAD: return TILEP_HAND1_JIHAD;case UNRAND_HELLFIRE: return TILEP_HAND1_FIERY_DEVIL;case UNRAND_DOOM_KNIGHT: return TILEP_HAND1_DOOM_KNIGHT;case UNRAND_EOS: return TILEP_HAND1_EOS;case UNRAND_BOTONO: return TILEP_HAND1_VOODOO;case UNRAND_OCTOPUS_KING: return TILEP_HAND1_TRIDENT_OCTOPUS_KING;case UNRAND_ARGA: return TILEP_HAND1_ARGA;case UNRAND_ELEMENTAL_STAFF: return TILEP_HAND1_ELEMENTAL_STAFF;case UNRAND_SNIPER: return TILEP_HAND1_SNIPER;case UNRAND_PLUTONIUM_SWORD: return TILEP_HAND1_PLUTONIUM_SWORD;case UNRAND_BLOWGUN_ASSASSIN: return TILEP_HAND1_BLOWGUN_ASSASSIN;case UNRAND_WYRMBANE: return TILEP_HAND1_WYRMBANE;case UNRAND_SPRIGGANS_KNIFE: return TILEP_HAND1_SPRIGGANS_KNIFE;case UNRAND_SERPENT_SCOURGE: return TILEP_HAND1_SERPENT_SCOURGE;case UNRAND_ACCURACY: return TILEP_HAND1_KNIFE_OF_ACCURACY;case UNRAND_PIERCER: return TILEP_HAND1_GREAT_BOW;
case UNRAND_BLOODBANE: return TILEP_HAND1_BLOODBANE;case UNRAND_FLAMING_DEATH: return TILEP_HAND1_FLAMING_DEATH;case UNRAND_BRILLIANCE: return TILEP_HAND1_MACE_OF_BRILLIANCE;case UNRAND_LEECH: return TILEP_HAND1_LEECH;case UNRAND_CHILLY_DEATH: return TILEP_HAND1_CHILLY_DEATH;case UNRAND_MORG: return TILEP_HAND1_MORG;case UNRAND_FINISHER: return TILEP_HAND1_FINISHER;case UNRAND_PUNK: return TILEP_HAND1_PUNK;case UNRAND_KRISHNA: return TILEP_HAND1_KRISHNA;case UNRAND_SKULLCRUSHER: return TILEP_HAND1_GIANT_CLUB_SLANT;case UNRAND_GUARD: return TILEP_HAND1_GLAIVE_OF_THE_GUARD;case UNRAND_JIHAD: return TILEP_HAND1_JIHAD;case UNRAND_HELLFIRE: return TILEP_HAND1_FIERY_DEVIL;case UNRAND_DOOM_KNIGHT: return TILEP_HAND1_DOOM_KNIGHT;case UNRAND_EOS: return TILEP_HAND1_EOS;case UNRAND_BOTONO: return TILEP_HAND1_BOTONO;case UNRAND_OCTOPUS_KING: return TILEP_HAND1_TRIDENT_OCTOPUS_KING;case UNRAND_ARGA: return TILEP_HAND1_ARGA;case UNRAND_ELEMENTAL_STAFF: return TILEP_HAND1_ELEMENTAL_STAFF;case UNRAND_SNIPER: return TILEP_HAND1_SNIPER;case UNRAND_PLUTONIUM_SWORD: return TILEP_HAND1_PLUTONIUM_SWORD;case UNRAND_BLOWGUN_ASSASSIN: return TILEP_HAND1_BLOWGUN_ASSASSIN;case UNRAND_WYRMBANE: return TILEP_HAND1_WYRMBANE;case UNRAND_SPRIGGANS_KNIFE: return TILEP_HAND1_SPRIGGANS_KNIFE;case UNRAND_SERPENT_SCOURGE: return TILEP_HAND1_SERPENT_SCOURGE;case UNRAND_ACCURACY: return TILEP_HAND1_KNIFE_OF_ACCURACY;case UNRAND_PIERCER: return TILEP_HAND1_GREAT_BOW;case UNRAND_CRYSTAL_SPEAR: return TILEP_HAND1_CRYSTAL_SPEAR;
// robe of Augmentationcase 7: return TILEP_BODY_ROBE_WHITE_BLUE;// robe of Misfortunecase 14: return TILEP_BODY_ROBE_MISFORTUNE;// Lear's chain mailcase 26: return TILEP_BODY_LEARS_CHAIN_MAIL;// skin of Zhorcase 27: return TILEP_BODY_ZHOR; break;// salamander hide armourcase 29: return TILEP_BODY_LEATHER_RED;// robe of Follycase 33: return TILEP_BODY_ROBE_RED2;// Maxwell's patent armourcase 38: return TILEP_BODY_MAXWELL;// robe of Nightcase 46: return TILEP_BODY_ROBE_OF_NIGHT;// armour of the Dragon Kingcase 49: break;
case UNRAND_AUGMENTATION: return TILEP_BODY_ROBE_WHITE_BLUE;case UNRAND_MISFORTUNE: return TILEP_BODY_ROBE_MISFORTUNE;case UNRAND_LEAR: return TILEP_BODY_LEARS_CHAIN_MAIL;case UNRAND_ZHOR: return TILEP_BODY_ZHOR;case UNRAND_SALAMANDER: return TILEP_BODY_LEATHER_RED;case UNRAND_FOLLY: return TILEP_BODY_ROBE_RED2;case UNRAND_MAXWELL: return TILEP_BODY_MAXWELL;case UNRAND_NIGHT: return TILEP_BODY_ROBE_OF_NIGHT;default: break;
// We've got a zillion robes; let's use 'em!case BLACK: return TILEP_BODY_ROBE_BLACK_RED;case BLUE: return TILEP_BODY_ROBE_BLUE;case LIGHTBLUE: return TILEP_BODY_ROBE_BLUE_WHITE;case GREEN: return TILEP_BODY_ROBE_GREEN;case LIGHTGREEN: return TILEP_BODY_ROBE_BLUE_GREEN;case CYAN: return TILEP_BODY_ROBE_WHITE_GREEN;case LIGHTCYAN: return TILEP_BODY_ROBE_CYAN;case RED: return TILEP_BODY_ROBE_RED;case LIGHTRED: return TILEP_BODY_ROBE_RED_GOLD;case MAGENTA: return TILEP_BODY_ROBE_MAGENTA;case LIGHTMAGENTA:return TILEP_BODY_ROBE_RED3;case BROWN: return TILEP_BODY_ROBE_BROWN;case YELLOW: return TILEP_BODY_ROBE_YELLOW;case LIGHTGREY: return TILEP_BODY_ROBE_GRAY2;case DARKGREY: return TILEP_BODY_GANDALF_G;case WHITE: return TILEP_BODY_ROBE_WHITE;default: return 0;
// We've got a zillion robes; let's use 'em!case BLACK: return TILEP_BODY_ROBE_BLACK_RED;case BLUE: return TILEP_BODY_ROBE_BLUE;case LIGHTBLUE: return TILEP_BODY_ROBE_BLUE_WHITE;case GREEN: return TILEP_BODY_ROBE_GREEN;case LIGHTGREEN: return TILEP_BODY_ROBE_BLUE_GREEN;case CYAN: return TILEP_BODY_ROBE_WHITE_GREEN;case LIGHTCYAN: return TILEP_BODY_ROBE_CYAN;case RED: return TILEP_BODY_ROBE_RED;case LIGHTRED: return TILEP_BODY_ROBE_RED_GOLD;case MAGENTA: return TILEP_BODY_ROBE_MAGENTA;case LIGHTMAGENTA:return TILEP_BODY_ROBE_RED3;case BROWN: return TILEP_BODY_ROBE_BROWN;case YELLOW: return TILEP_BODY_ROBE_YELLOW;case LIGHTGREY: return TILEP_BODY_ROBE_GRAY2;case DARKGREY: return TILEP_BODY_GANDALF_G;case WHITE: return TILEP_BODY_ROBE_WHITE;default: return 0;
// shield of Ignorancecase 5: return TILEP_HAND2_SHIELD_OF_IGNORANCE;// Bullseyecase 10: return TILEP_HAND2_BULLSEYE;// shield of Resistancecase 32: return TILEP_HAND2_SHIELD_OF_RESISTANCE;
case UNRAND_IGNORANCE: return TILEP_HAND2_SHIELD_OF_IGNORANCE;case UNRAND_BULLSEYE: return TILEP_HAND2_BULLSEYE;case UNRAND_RESISTANCE: return TILEP_HAND2_SHIELD_OF_RESISTANCE;default: break;
case 11: // crown of Dyroveprevareturn TILEP_HELM_DYROVEPREVA;case 41: // mask of the Dragonreturn TILEP_HELM_ART_DRAGONHELM;case 50: // hat of the Alchemistreturn TILEP_HELM_TURBAN_PURPLE;
case UNRAND_DYROVEPREVA: return TILEP_HELM_DYROVEPREVA;case UNRAND_DRAGONMASK: return TILEP_HELM_ART_DRAGONHELM;case UNRAND_ALCHEMIST: return TILEP_HELM_TURBAN_PURPLE;default: break;
floor/lava0 DNGN_LAVAfloor/lava1floor/lava2floor/lava3dngn_deep_water DNGN_DEEP_WATERdngn_shallow_water DNGN_SHALLOW_WATERdngn_shallow_water_disturbance DNGN_SHALLOW_WATER_DISTURBANCEdngn_deep_water_murky DNGN_DEEP_WATER_MURKYdngn_shallow_water_murky DNGN_SHALLOW_WATER_MURKYdngn_shallow_water_murky_disturbance DNGN_SHALLOW_WATER_MURKY_DISTURBANCE
## from here on multiple tile definitions are CHANGEABLE, i.e. they may## change from turn to turnfloor/lava0 DNGN_LAVAfloor/lava1floor/lava2floor/lava3dngn_deep_water DNGN_DEEP_WATERdngn_shallow_water DNGN_SHALLOW_WATERdngn_shallow_water_disturbance DNGN_SHALLOW_WATER_DISTURBANCEdngn_deep_water_murky DNGN_DEEP_WATER_MURKYdngn_shallow_water_murky DNGN_SHALLOW_WATER_MURKYdngn_shallow_water_murky_disturbance DNGN_SHALLOW_WATER_MURKY_DISTURBANCE