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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-05-10 06:51:55 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-05-10 06:51:55 +0000 |
commit | f10f392d6a401690069553209228f203f9c77975 (patch) | |
tree | 764bb99a4d9d2ff6e2103bdadf60cfa21be7014f /crawl-ref/source/items.cc | |
parent | 63cf0d1babfb27c7d78151d6442ee1070fb7e713 (diff) | |
download | crawl-ref-f10f392d6a401690069553209228f203f9c77975.tar.gz crawl-ref-f10f392d6a401690069553209228f203f9c77975.zip |
Experimentally switch back to glyph colours light red, yellow, and
red, respectively, for orcs, orc warriors, and Urug. I don't play
ASCII, so this is solely based on player complaints. (But I figure
yellow works as a "lighter" version of orange = light red, possibly
better than the standard pair brown/yellow.)
Also, add gila monsters to the new colour scheme: they're always
magenta now.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4989 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/items.cc')
-rw-r--r-- | crawl-ref/source/items.cc | 14 |
1 files changed, 6 insertions, 8 deletions
diff --git a/crawl-ref/source/items.cc b/crawl-ref/source/items.cc index 1664396532..7e213f7a0d 100644 --- a/crawl-ref/source/items.cc +++ b/crawl-ref/source/items.cc @@ -95,7 +95,6 @@ void fix_item_coordinates(void) { // nails all items to the ground (i.e. sets x,y) for (int x = 0; x < GXM; x++) - { for (int y = 0; y < GYM; y++) { int i = igrd[x][y]; @@ -107,7 +106,6 @@ void fix_item_coordinates(void) i = mitm[i].link; } } - } } // This function uses the items coordinates to relink all the igrd lists. @@ -430,7 +428,8 @@ void unlink_item( int dest ) } // Okay, item is buried, find item that's on top of it: - for (c = igrd[ mitm[dest].x ][ mitm[dest].y ]; c != NON_ITEM; c = mitm[c].link) + for (c = igrd[ mitm[dest].x ][ mitm[dest].y ]; c != NON_ITEM; + c = mitm[c].link) { // find item linking to dest item if (is_valid_item( mitm[c] ) && mitm[c].link == dest) @@ -448,14 +447,15 @@ void unlink_item( int dest ) #if DEBUG // Okay, the sane ways are gone... let's warn the player: - mpr( "BUG WARNING: Problems unlinking item!!!", MSGCH_DANGER ); + mprf( MSGCH_DANGER, "BUG WARNING: Problems unlinking item '%s', (%d, %d)!!!", + mitm[dest].name(DESC_PLAIN).c_str(), mitm[dest].x, mitm[dest].y ); // Okay, first we scan all items to see if we have something // linked to this item. We're not going to return if we find // such a case... instead, since things are already out of // alignment, let's assume there might be multiple links as well. - bool linked = false; - int old_link = mitm[dest].link; // used to try linking the first + bool linked = false; + int old_link = mitm[dest].link; // used to try linking the first // clean the relevant parts of the object: mitm[dest].base_type = OBJ_UNASSIGNED; @@ -483,7 +483,6 @@ void unlink_item( int dest ) // Now check the grids to see if it's linked as a list top. for (c = 2; c < (GXM - 1); c++) - { for (cy = 2; cy < (GYM - 1); cy++) { if (igrd[c][cy] == dest) @@ -497,7 +496,6 @@ void unlink_item( int dest ) } } } - } // Okay, finally warn player if we didn't do anything. |