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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-05-04 19:20:28 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-05-04 19:20:28 +0000
commitc68ef2df6780db4bd3b16a50de06f7f528a31336 (patch)
tree1afdaad186f5db466de1c7555e8e2b301883e280 /crawl-ref/source/directn.cc
parent6945b9d587b894371ba4d6d99f9ee1b8ee3beb86 (diff)
downloadcrawl-ref-c68ef2df6780db4bd3b16a50de06f7f528a31336.tar.gz
crawl-ref-c68ef2df6780db4bd3b16a50de06f7f528a31336.zip
* Some more tweaks to the spellcasting interface.
* Colour items out of range darkgrey, like we do for floor/monsters. * Fix berserk monsters choosing one of the nearest monsters randomly. (Seriously, I must have been half asleep when I wrote that.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9733 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/directn.cc')
-rw-r--r--crawl-ref/source/directn.cc21
1 files changed, 18 insertions, 3 deletions
diff --git a/crawl-ref/source/directn.cc b/crawl-ref/source/directn.cc
index 6ce2cd4fb0..4a98350a56 100644
--- a/crawl-ref/source/directn.cc
+++ b/crawl-ref/source/directn.cc
@@ -881,13 +881,22 @@ range_view_annotator::range_view_annotator(int range)
{
// Save and replace grid colours. -1 means unchanged.
orig_colours.init(-1);
+ orig_item_colours.init(-1);
const coord_def offset(ENV_SHOW_OFFSET, ENV_SHOW_OFFSET);
for (radius_iterator ri(you.pos(), LOS_RADIUS); ri; ++ri)
{
if (grid_distance(you.pos(), *ri) > range)
{
- orig_colours(*ri - you.pos() + offset) = env.grid_colours(*ri);
+ const coord_def showpos = *ri - you.pos() + offset;
+
+ orig_colours(showpos) = env.grid_colours(*ri);
env.grid_colours(*ri) = DARKGREY;
+
+ if (igrd(*ri) != NON_ITEM)
+ {
+ orig_item_colours(showpos) = mitm[igrd(*ri)].colour;
+ mitm[igrd(*ri)].colour = DARKGREY;
+ }
}
}
@@ -927,9 +936,15 @@ void range_view_annotator::restore_state()
for (c.x = 0; c.x < ENV_SHOW_DIAMETER; ++c.x)
for (c.y = 0; c.y < ENV_SHOW_DIAMETER; ++c.y)
{
- const int old_colour = orig_colours(c);
+ const coord_def pos = you.pos() + c - offset;
+
+ int old_colour = orig_colours(c);
if (old_colour != -1)
- env.grid_colours(you.pos() + c - offset) = old_colour;
+ env.grid_colours(pos) = old_colour;
+
+ old_colour = orig_item_colours(c);
+ if (old_colour != -1 && igrd(pos) != NON_ITEM)
+ mitm[igrd(pos)].colour = old_colour;
}
// Restore monster colours.