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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-10 06:51:55 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-10 06:51:55 +0000
commitf10f392d6a401690069553209228f203f9c77975 (patch)
tree764bb99a4d9d2ff6e2103bdadf60cfa21be7014f /crawl-ref/source/items.cc
parent63cf0d1babfb27c7d78151d6442ee1070fb7e713 (diff)
downloadcrawl-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.cc14
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.