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Making water look more like water
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@ -126,8 +126,7 @@ const mapsize = maprows*mapcols
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const WALL_TILE = '#'
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const FLOOR_TILE = '.'
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const TORCH1_TILE = '*'
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const TORCH2_TILE = 'X'
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const TORCH_TILE = '*'
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const PIT_TILE = ' '
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const DOOR_TILE = '+'
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const LOCKED_TILE = '%'
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@ -260,7 +259,7 @@ export def lighttorches#0
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rowmap = map + (ymap << rowshift)
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for xmap = 1 to mapcols - 2
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imap = rowmap + xmap
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if ^imap & MAP_TILE == TORCH1_TILE // or ^imap & MAP_TILE == TORCH2_TILE
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if ^imap & MAP_TILE == TORCH_TILE
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for yt = ymap - 1 to ymap + 1
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imap = map + (yt << rowshift)
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for xt = xmap - 1 to xmap + 1
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@ -283,11 +282,8 @@ end
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export def animate(tile)
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if animseq
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when tile & MAP_TILE
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is TORCH1_TILE
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tile = TORCH2_TILE
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break
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is TORCH2_TILE
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tile = TORCH1_TILE
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is TORCH_TILE
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tile = 'X'
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break
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is WATER1_TILE
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tile = '('
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@ -12,8 +12,7 @@ import roguemap
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const FLOOR_TILE = '.'
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const WALL_TILE = '#'
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const TORCH1_TILE = '*'
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const TORCH2_TILE = 'X'
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const TORCH_TILE = '*'
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const PIT_TILE = ' '
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const DOOR_TILE = '+'
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const LOCKED_TILE = '%'
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@ -251,8 +250,7 @@ def moveplayer(dir)#0
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break
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fin
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is FLOOR_TILE
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is TORCH1_TILE
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is TORCH2_TILE
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is TORCH_TILE
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is KEY_TILE
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is RAFT_TILE
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is GOLD_TILE
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@ -427,8 +425,7 @@ def moveentities(playerisvis)#0
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fin
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when getmaptile(xmove, ymove) & MAP_TILE
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is FLOOR_TILE
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is TORCH1_TILE
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is TORCH2_TILE
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is TORCH_TILE
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is KEY_TILE
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is GOLD_TILE
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is FOOD_TILE
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@ -579,8 +576,7 @@ def play
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updtmaptile(player.xpos, player.ypos, FLOOR_TILE)
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gotit
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break
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is TORCH1_TILE
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is TORCH2_TILE
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is TORCH_TILE
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if player.oil < 1000
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player:oil = player:oil + TORCH_OIL
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if player:oil > 1000
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