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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-15 18:56:23 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-15 18:56:23 +0000
commit38837c26f06505f1f01a50dd5d859ce223439b6b (patch)
tree7b5158d2c06207a4587b4b1c733b95ee40a7714e /crawl-ref/source/output.cc
parent5a640db5e6912d1e15822780ec799190e18c85f6 (diff)
downloadcrawl-ref-38837c26f06505f1f01a50dd5d859ce223439b6b.tar.gz
crawl-ref-38837c26f06505f1f01a50dd5d859ce223439b6b.zip
In the "%" screen, always display the shield class number. even when no
physical shield is equipped. This is so that, if the only shield available is magical, the player can see the shield class, just as in the HUD. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5857 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/output.cc')
-rw-r--r--crawl-ref/source/output.cc12
1 files changed, 3 insertions, 9 deletions
diff --git a/crawl-ref/source/output.cc b/crawl-ref/source/output.cc
index f190f6aa18..9262eccd40 100644
--- a/crawl-ref/source/output.cc
+++ b/crawl-ref/source/output.cc
@@ -49,7 +49,7 @@
#include "stuff.h"
#include "transfor.h"
#ifdef USE_TILE
- #include "tiles.h"
+#include "tiles.h"
#endif
#include "travel.h"
#include "view.h"
@@ -445,7 +445,7 @@ static void _print_stats_ac(int x, int y)
textcolor( HUD_VALUE_COLOR );
cprintf( "%2d ", player_AC() );
- // Sh: (two lines lower)
+ // SH: (two lines lower)
cgotoxy(x+4, y+2, GOTO_STAT);
if (you.duration[DUR_CONDENSATION_SHIELD] || you.duration[DUR_DIVINE_SHIELD])
textcolor( LIGHTBLUE );
@@ -1732,13 +1732,7 @@ static std::vector<formatted_string> _get_overview_stats()
snprintf(buf, sizeof buf, "EV %2d" , player_evasion());
cols1.add_formatted(1, buf, false);
- if (you.equip[EQ_SHIELD] == -1)
- {
- textcolor( DARKGREY );
- snprintf(buf, sizeof buf, "SH <darkgrey>-</darkgrey>");
- }
- else
- snprintf(buf, sizeof buf, "SH %2d", player_shield_class());
+ snprintf(buf, sizeof buf, "SH %2d", player_shield_class());
cols1.add_formatted(1, buf, false);
if (you.strength == you.max_strength)