ASCII even though it works well in tiles.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10673 c06c8d41-db1a-0410-9941-cceddc491573
TGDAYWIV7O6RP2NMCXNDELX44BPC64C6SV7VBOVFL6YXQYWHVT4AC RKLIOXB5GYCKSWV4XVU3XWTK2JVFXCIZY4XCUCGBRZVAJOBPDTLQC GSCSER2ZAH6ACCCMIUNKHN7OVGRVRTWVHBNYWLZGR7AQSOMF2TSQC Q3B3UVMYEVC4YJUPYVSNTR4DJH4E6J4JJDHZNT5LNOCHCPPMEMXAC 2CGBPQAU63DG2C3QT7WUCY4LP6EWYAD2SDG47NILZRLG4WBT33YAC MADTICUXDKQB7EKTXG7J2OIJGUM7A437FRWIBRA3BIVEKXEXHO6AC O57XB4MDBAOSELCNBA2VDXKPGCYNCHKV2MGELL4PK3MRDJAUP72QC A5PQLNX3XFGSNBUEEI6DYWZZ3U2HZVEPZA6GTIT4ZEC4SHKJUENAC 5DVEY4UIOVCMGNKSSNGZBPGPJAVHDLDEVAPZ3EAM6OXPWTMGASGQC 6NLZP2YD57AH7TZ467OPAW67XOT627QA534J4TXRPP5RMRACCT5AC F2X5SIIXWXXEL2FVMYDC4GL2ODZ4O7RA46U66VGJ5K2EZHHAQGUAC U4EZJ7TIJLEYKFYGH6T4MHHDTN3JTO4KGCI3BLZKDNVKV3TVHUUQC HBXWZNXAJ7LUX7FYUIHQYBTRMWVJC6CAQQL3NNZHK5ETLIFEZJ7QC S6ADNAPM545WP3FRHCU6UWKX5VEMY5TPSIZYSZ3XE76VCBTVIN5QC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC 4NNN5LKBZLDXMDN2322PBG7WFHF4TWOEMVODSO7BXXCM3AZKQN4QC OQ76R2BGEXU64TGDEQF46WVKM3LW5JO67CVITYQSIKE36LQZ725AC RW3H34H6MQOI3CW4ILNH3VXRKQY73KIUGZKGDQDXPGGB5D6N4RFAC KNVRLSP7X3PHYDUGATMDZJ6NTL5INFTWDEYN535U3FAO7FUN2HOAC ZC24YRNAWF22TJTLXMSZI7ML5IY3LMK6QSRHPV236OZMBJPI522QC UL7XFKMUX3WIU4O2LZANK4ECJ654UZPDBFGNXUEYZYOLKBYBCG6AC if (can_learn_spell(true) && has_spells_to_memorise()){// FIXME: Add NUM_SPELLS to list of spells as placeholder for// memorisation tile. (Hack!)InventoryTile desc;desc.tile = tileidx_spell(NUM_SPELLS);desc.idx = NUM_SPELLS;inv.push_back(desc);}
// FIXME: Add NUM_SPELLS to list of spells as placeholder for// memorisation tile. (Hack!)InventoryTile desc;desc.tile = tileidx_spell(NUM_SPELLS);desc.idx = NUM_SPELLS;if (!can_learn_spell(true) || !has_spells_to_memorise())desc.flag |= TILEI_FLAG_MELDED;
Options.tile_display = TDSP_MEMORISE;tiles.update_inventory();
if (can_learn_spell() && has_spells_to_memorise(false)){Options.tile_display = TDSP_MEMORISE;tiles.update_inventory();}else{// FIXME: Doesn't work. The message still disappears instantly!you.last_clicked_item = item_idx;tiles.set_need_redraw();}
A short guide to Tiles creation===============================This is a short guide to creating tiles. We assume that you've got some kind ofimage editing software (such as Photoshop or the GIMP) as well as some basicknowledge of how to use it. While the fancier functions can occasionally comein useful, simply drawing and erasing of pixels will usually suffice.You may want to download the latest source or even the trunk version. Thesource/rltiles/ directory contains all tiles used in the game, and some morethat are currently unused. While you can create new tiles without having accessto existing ones, it can be useful to have them around for comparison. Also,you'll probably want to compile them into the game to test your creations.(You don't have to, though.) For compiling the game, see INSTALL.txt.Crawl's tiles are png files in a format of 32x32 pixels. Larger tiles suchas for the pandemonium demons are possible, but require additional coding andshould be used sparingly. The tile background should be transparent, but ifyour image software doesn't support png files with transparent background youcan also submit a png or bmp with the background coloured differently from therest of the tile, so we can easily remove it later.1.) Before setting out to draw a new tile, you may want to check out theUNUSED/ directory in case there's already a tile that could be used forthis purpose.2.) When creating new tiles you often don't need to start from zero. A lot ofthe time existing tiles can be repurposed to other uses. If you tweak themenough no-one will even notice you cheated.For example, the spell tile deaths_door.png is basically a modified versionof the reaper, with the hour glass copied over from the slowing potion'si-slowing.png that was then changed significantly.3.) For items and monsters don't forget to add a shadow. You can use standardblack for this.4.) New randart weapons and armour items need not only a tile for the itemitself but also a smaller variant for the player doll to wield or wear.To define the new artefact tiles, you'll need to modify two files:source/art-data.txt, and rltiles/dc-player.txt, with the details nicelydescribed in art-data.txt.If you have perl installed, run "perl art-data.pl" from source/util. If youmade any mistakes in modifying the two files the script will complain.If an artefact doesn't get a special equipment tile the base type's tilewill be used instead.5.) Otherwise, add the tile to the relevant dc-xxxx.txt file and use the same(uppercase) definition in the matching tileidx_xxxx() function intilepick.cc. Note that the latter is not necessary if you are adding tilesfor the player doll.Tiles are assumed to have been placed within the rltiles/ directorystructure. You can use a relative path for the tile definition, or you canuse the %sdir command to change the current default relative path.Use the %rim property to control whether Crawl needs to draw a blackoutline around your tile or whether it already has one. To change the rimproperty for your tile, use e.g.:%rim 1new_tile NEW_TILE%rim 06.) For humanoid monsters' tiles you may want to add a line inget_weapon_offset() in tilemcache.cc to allow it to be drawn with a wieldedweapon.7.) New monsters may also need a unique corpse tile. In that case you'll alsoneed to modify dc-corpse.txt and add a tile in _tileidx_corpse() oftilepick.cc.When compiling the game you may need to delete or rename the relevant tilesection's png file, i.e. main.png (for items), player.png (for player, dollequipment, and monsters), dngn.png (for dungeon features) or gui.png (forspells), to make the changes take effect. The first step during the compilationwill be to rebuild this file, so you can check right away whether your new tilewas added correctly. Changes in dc-xxxx.txt automatically cause the relevantimage files to be recreated.In case you'd like to draw some tiles but have run out of ideas, here's anincomplete (and possibly outdated) list of suggestions:* tiles of the various runes* zombie/skeleton tiles taking into account the monster type* tiles for abilities* alternative tiles for dungeon features to allow for "animations"* equipment tiles for the player doll* improvement of existing tilesetc.You can also check the SourceForge Feature Requests for tracker itemscontaining the "\o/" emblem in the title. At least one of them will be a callfor more tiles.Please submit your new tiles as a new item on our feature request or patchestracker, or send one of the tiles developers (ennewalker, evktalo, j-p-e-g) anemail containing your tiles.Thanks a lot for your support!