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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-05-31 20:26:20 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-05-31 20:26:20 +0000 |
commit | 57ec78ae83592e5f55457fbcff4de929f5a9b7d7 (patch) | |
tree | 7f85295bb2791f405554336cc2e1ebb744571a4c /crawl-ref/source/output.cc | |
parent | 7df3a8aa8296fea631280b085f4c70a93fd23a54 (diff) | |
download | crawl-ref-57ec78ae83592e5f55457fbcff4de929f5a9b7d7.tar.gz crawl-ref-57ec78ae83592e5f55457fbcff4de929f5a9b7d7.zip |
Consolidate all cases where corpses are turned into skeletons, as
suggested by dolorous in BR 1977925, and turn coloured draconian
corpses into plain draconian skeletons. Same when the game attempts
to create coloured draconian skeletons or simulacrums.
Added autoinscription to the single inscription command ('{') - this is
necessary for items with long descriptions that can't autoinscribed
otherwise.
Added a small hack to make death cobs (%) appear correctly in the monster
list.
The rest is cleanup, I believe.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5376 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/output.cc')
-rw-r--r-- | crawl-ref/source/output.cc | 13 |
1 files changed, 9 insertions, 4 deletions
diff --git a/crawl-ref/source/output.cc b/crawl-ref/source/output.cc index 8f2ea5897e..2e9b77c446 100644 --- a/crawl-ref/source/output.cc +++ b/crawl-ref/source/output.cc @@ -1322,14 +1322,18 @@ _print_next_monster_desc(const std::vector<monster_pane_info>& mons, int& start) { int printed = 0; - // one glyph for each monster + // One glyph for each monster. for (unsigned int i_mon=start; i_mon<end; i_mon++) { unsigned int glyph; unsigned short glyph_color; get_mons_glyph(mons[i_mon].m_mon, &glyph, &glyph_color); textcolor(glyph_color); - cprintf( stringize_glyph(glyph).c_str() ); + // XXX: Hack to make the death cob (%) show up correctly. + if (glyph == '%') + cprintf("%%"); + else + cprintf( stringize_glyph(glyph).c_str() ); ++ printed; // Printing too many looks pretty bad, though. if (i_mon > 6) @@ -1349,11 +1353,12 @@ _print_next_monster_desc(const std::vector<monster_pane_info>& mons, int& start) mons_get_damage_level(mon, damage_desc, damage_level); else damage_level = MDAM_OKAY; + int dam_color; switch (damage_level) { - // NOTE: in os x, light versions of foreground colors are OK, - // but not background colors. So stick wth standards. + // NOTE: In os x, light versions of foreground colors are OK, + // but not background colors. So stick wth standards. case MDAM_DEAD: case MDAM_ALMOST_DEAD: case MDAM_SEVERELY_DAMAGED: dam_color = RED; break; |