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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-31 23:33:49 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-31 23:33:49 +0000
commitb2a0f789b94558ed467b25ac5355eaf8b6558077 (patch)
tree8ffec1f322123a7ab8b725dcc4c23cbfa40e95f5 /crawl-ref/source/view.cc
parent3344142e8b26c115585389049ca3a7f535fcab75 (diff)
downloadcrawl-ref-b2a0f789b94558ed467b25ac5355eaf8b6558077.tar.gz
crawl-ref-b2a0f789b94558ed467b25ac5355eaf8b6558077.zip
Fix 1962147: Move the comments on the food you eat at the end of DELAY_EAT.
Fix 1971216: Kills by confused undead use LIVING_KILLED_BY_SERVANT instead because the message ("collateral kill") fits better and, though it's basically a hack, the distinction does fit somehow. Fix 1914948: Tweak message when you resist a spell cast by an invisible monster. Fix 1946608: Print "Nothing appears to happen." if reading ?EWI when unarmed. I guess that's it, plus probably some more cleanup. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5378 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/view.cc')
-rw-r--r--crawl-ref/source/view.cc361
1 files changed, 182 insertions, 179 deletions
diff --git a/crawl-ref/source/view.cc b/crawl-ref/source/view.cc
index 674b576ec8..0ccaa3aa98 100644
--- a/crawl-ref/source/view.cc
+++ b/crawl-ref/source/view.cc
@@ -269,7 +269,7 @@ bool is_terrain_changed( int x, int y )
return (env.map[x][y].flags & MAP_CHANGED_FLAG);
}
-// used to mark dug out areas, unset when terrain is seen or mapped again.
+// Used to mark dug out areas, unset when terrain is seen or mapped again.
void set_terrain_changed( int x, int y )
{
env.map[x][y].flags |= MAP_CHANGED_FLAG;
@@ -3474,13 +3474,14 @@ void show_map( coord_def &spec_place, bool travel_mode )
bool magic_mapping(int map_radius, int proportion, bool suppress_msg,
bool force)
{
- if (!force &&
- (testbits(env.level_flags, LFLAG_NO_MAGIC_MAP)
- || testbits(get_branch_flags(), BFLAG_NO_MAGIC_MAP)))
+ if (!force
+ && (testbits(env.level_flags, LFLAG_NO_MAGIC_MAP)
+ || testbits(get_branch_flags(), BFLAG_NO_MAGIC_MAP)))
{
if (!suppress_msg)
mpr("You feel momentarily disoriented.");
- return false;
+
+ return (false);
}
if (!suppress_msg)
@@ -3521,10 +3522,9 @@ bool magic_mapping(int map_radius, int proportion, bool suppress_msg,
#ifdef USE_TILE
if (!wizard_map && is_terrain_known(i,j))
{
- // can't use set_envmap_obj because that
- // will overwrite the gmap.
- env.tile_bk_bg[i][j] =
- tile_idx_unseen_terrain(i, j, grd[i][j]);
+ // Can't use set_envmap_obj because that would
+ // overwrite the gmap.
+ env.tile_bk_bg[i][j] = tile_idx_unseen_terrain(i, j, grd[i][j]);
}
#endif
@@ -3798,15 +3798,15 @@ void init_feature_table( void )
{
for (int i = 0; i < NUM_FEATURES; i++)
{
- Feature[i].dchar = NUM_DCHAR_TYPES;
- Feature[i].symbol = 0;
- Feature[i].colour = BLACK; // means must be set some other way
- Feature[i].flags = FFT_NONE;
- Feature[i].magic_symbol = 0; // made equal to symbol if untouched
- Feature[i].map_colour = DARKGREY;
- Feature[i].seen_colour = BLACK; // marks no special seen map handling
+ Feature[i].dchar = NUM_DCHAR_TYPES;
+ Feature[i].symbol = 0;
+ Feature[i].colour = BLACK; // means must be set some other way
+ Feature[i].flags = FFT_NONE;
+ Feature[i].magic_symbol = 0; // set to symbol if unchanged
+ Feature[i].map_colour = DARKGREY;
+ Feature[i].seen_colour = BLACK; // -> no special seen map handling
Feature[i].seen_em_colour = BLACK;
- Feature[i].em_colour = BLACK;
+ Feature[i].em_colour = BLACK;
switch (i)
{
@@ -3816,150 +3816,150 @@ void init_feature_table( void )
case DNGN_ROCK_WALL:
case DNGN_PERMAROCK_WALL:
- Feature[i].dchar = DCHAR_WALL;
- Feature[i].colour = EC_ROCK;
+ Feature[i].dchar = DCHAR_WALL;
+ Feature[i].colour = EC_ROCK;
Feature[i].magic_symbol = Options.char_table[ DCHAR_WALL_MAGIC ];
break;
case DNGN_STONE_WALL:
- Feature[i].dchar = DCHAR_WALL;
- Feature[i].colour = EC_STONE;
+ Feature[i].dchar = DCHAR_WALL;
+ Feature[i].colour = EC_STONE;
Feature[i].magic_symbol = Options.char_table[ DCHAR_WALL_MAGIC ];
break;
case DNGN_CLEAR_ROCK_WALL:
case DNGN_CLEAR_STONE_WALL:
case DNGN_CLEAR_PERMAROCK_WALL:
- Feature[i].dchar = DCHAR_WALL;
+ Feature[i].dchar = DCHAR_WALL;
Feature[i].magic_symbol = Options.char_table[ DCHAR_WALL_MAGIC ];
- Feature[i].colour = LIGHTCYAN;
+ Feature[i].colour = LIGHTCYAN;
break;
case DNGN_OPEN_DOOR:
- Feature[i].dchar = DCHAR_DOOR_OPEN;
+ Feature[i].dchar = DCHAR_DOOR_OPEN;
Feature[i].colour = LIGHTGREY;
break;
case DNGN_CLOSED_DOOR:
- Feature[i].dchar = DCHAR_DOOR_CLOSED;
+ Feature[i].dchar = DCHAR_DOOR_CLOSED;
Feature[i].colour = LIGHTGREY;
break;
case DNGN_METAL_WALL:
- Feature[i].dchar = DCHAR_WALL;
- Feature[i].colour = CYAN;
+ Feature[i].dchar = DCHAR_WALL;
+ Feature[i].colour = CYAN;
Feature[i].magic_symbol = Options.char_table[ DCHAR_WALL_MAGIC ];
break;
case DNGN_SECRET_DOOR:
- // Note: get_secret_door_appearance means this probably isn't used
- Feature[i].dchar = DCHAR_WALL;
- Feature[i].colour = EC_ROCK;
+ // Note: get_secret_door_appearance means this probably isn't used.
+ Feature[i].dchar = DCHAR_WALL;
+ Feature[i].colour = EC_ROCK;
Feature[i].magic_symbol = Options.char_table[ DCHAR_WALL_MAGIC ];
break;
case DNGN_GREEN_CRYSTAL_WALL:
- Feature[i].dchar = DCHAR_WALL;
- Feature[i].colour = GREEN;
+ Feature[i].dchar = DCHAR_WALL;
+ Feature[i].colour = GREEN;
Feature[i].magic_symbol = Options.char_table[ DCHAR_WALL_MAGIC ];
break;
case DNGN_ORCISH_IDOL:
- Feature[i].dchar = DCHAR_STATUE;
- Feature[i].colour = RED; // plain Orc colour
+ Feature[i].dchar = DCHAR_STATUE;
+ Feature[i].colour = LIGHTRED; // plain orc colour
break;
case DNGN_WAX_WALL:
- Feature[i].dchar = DCHAR_WALL;
- Feature[i].colour = YELLOW;
+ Feature[i].dchar = DCHAR_WALL;
+ Feature[i].colour = YELLOW;
Feature[i].magic_symbol = Options.char_table[ DCHAR_WALL_MAGIC ];
break; // wax wall
case DNGN_GRANITE_STATUE:
- Feature[i].dchar = DCHAR_STATUE;
+ Feature[i].dchar = DCHAR_STATUE;
Feature[i].colour = DARKGREY;
break;
case DNGN_LAVA:
- Feature[i].dchar = DCHAR_WAVY;
+ Feature[i].dchar = DCHAR_WAVY;
Feature[i].colour = RED;
break;
case DNGN_DEEP_WATER:
- Feature[i].dchar = DCHAR_WAVY;
+ Feature[i].dchar = DCHAR_WAVY;
Feature[i].colour = BLUE;
break;
case DNGN_SHALLOW_WATER:
- Feature[i].dchar = DCHAR_WAVY;
+ Feature[i].dchar = DCHAR_WAVY;
Feature[i].colour = CYAN;
break;
case DNGN_FLOOR:
- Feature[i].dchar = DCHAR_FLOOR;
- Feature[i].colour = EC_FLOOR;
+ Feature[i].dchar = DCHAR_FLOOR;
+ Feature[i].colour = EC_FLOOR;
Feature[i].magic_symbol = Options.char_table[ DCHAR_FLOOR_MAGIC ];
break;
case DNGN_FLOOR_SPECIAL:
- Feature[i].dchar = DCHAR_FLOOR;
- Feature[i].colour = YELLOW;
+ Feature[i].dchar = DCHAR_FLOOR;
+ Feature[i].colour = YELLOW;
Feature[i].magic_symbol = Options.char_table[ DCHAR_FLOOR_MAGIC ];
break;
case DNGN_EXIT_HELL:
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].colour = LIGHTRED;
- Feature[i].map_colour = LIGHTGREY;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].colour = LIGHTRED;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = LIGHTRED;
break;
case DNGN_ENTER_HELL:
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].colour = RED;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = LIGHTGREY;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].colour = RED;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = RED;
break;
case DNGN_TRAP_MECHANICAL:
- Feature[i].colour = LIGHTCYAN;
- Feature[i].dchar = DCHAR_TRAP;
+ Feature[i].colour = LIGHTCYAN;
+ Feature[i].dchar = DCHAR_TRAP;
Feature[i].map_colour = LIGHTCYAN;
break;
case DNGN_TRAP_MAGICAL:
- Feature[i].colour = MAGENTA;
- Feature[i].dchar = DCHAR_TRAP;
+ Feature[i].colour = MAGENTA;
+ Feature[i].dchar = DCHAR_TRAP;
Feature[i].map_colour = MAGENTA;
break;
case DNGN_TRAP_NATURAL:
- Feature[i].colour = BROWN;
- Feature[i].dchar = DCHAR_TRAP;
+ Feature[i].colour = BROWN;
+ Feature[i].dchar = DCHAR_TRAP;
Feature[i].map_colour = BROWN;
break;
case DNGN_UNDISCOVERED_TRAP:
- Feature[i].dchar = DCHAR_FLOOR;
- Feature[i].colour = EC_FLOOR;
+ Feature[i].dchar = DCHAR_FLOOR;
+ Feature[i].colour = EC_FLOOR;
Feature[i].magic_symbol = Options.char_table[ DCHAR_FLOOR_MAGIC ];
break;
case DNGN_ENTER_SHOP:
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].colour = YELLOW;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = LIGHTGREY;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].colour = YELLOW;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = YELLOW;
break;
case DNGN_ENTER_LABYRINTH:
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].colour = CYAN;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = LIGHTGREY;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].colour = CYAN;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = CYAN;
break;
@@ -3975,8 +3975,8 @@ void init_feature_table( void )
break;
case DNGN_ESCAPE_HATCH_DOWN:
- Feature[i].dchar = DCHAR_STAIRS_DOWN;
- Feature[i].colour = BROWN;
+ Feature[i].dchar = DCHAR_STAIRS_DOWN;
+ Feature[i].colour = BROWN;
Feature[i].map_colour = BROWN;
break;
@@ -3991,93 +3991,93 @@ void init_feature_table( void )
break;
case DNGN_ESCAPE_HATCH_UP:
- Feature[i].dchar = DCHAR_STAIRS_UP;
- Feature[i].colour = BROWN;
+ Feature[i].dchar = DCHAR_STAIRS_UP;
+ Feature[i].colour = BROWN;
Feature[i].map_colour = BROWN;
break;
case DNGN_STONE_STAIRS_UP_I:
case DNGN_STONE_STAIRS_UP_II:
case DNGN_STONE_STAIRS_UP_III:
- Feature[i].dchar = DCHAR_STAIRS_UP;
- Feature[i].colour = LIGHTGREY;
- Feature[i].map_colour = GREEN;
+ Feature[i].dchar = DCHAR_STAIRS_UP;
+ Feature[i].colour = LIGHTGREY;
+ Feature[i].map_colour = GREEN;
Feature[i].em_colour = WHITE;
Feature[i].seen_em_colour = WHITE;
break;
case DNGN_ENTER_DIS:
- Feature[i].colour = CYAN;
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = LIGHTGREY;
+ Feature[i].colour = CYAN;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = CYAN;
break;
case DNGN_ENTER_GEHENNA:
- Feature[i].colour = RED;
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = LIGHTGREY;
+ Feature[i].colour = RED;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = RED;
break;
case DNGN_ENTER_COCYTUS:
- Feature[i].colour = LIGHTCYAN;
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = LIGHTGREY;
+ Feature[i].colour = LIGHTCYAN;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = LIGHTCYAN;
break;
case DNGN_ENTER_TARTARUS:
- Feature[i].colour = DARKGREY;
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = LIGHTGREY;
+ Feature[i].colour = DARKGREY;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = DARKGREY;
break;
case DNGN_ENTER_ABYSS:
- Feature[i].colour = EC_RANDOM;
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = LIGHTGREY;
+ Feature[i].colour = EC_RANDOM;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = EC_RANDOM;
break;
case DNGN_EXIT_ABYSS:
- Feature[i].colour = EC_RANDOM;
- Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].colour = EC_RANDOM;
+ Feature[i].dchar = DCHAR_ARCH;
Feature[i].map_colour = EC_RANDOM;
break;
case DNGN_STONE_ARCH:
- Feature[i].colour = LIGHTGREY;
- Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].colour = LIGHTGREY;
+ Feature[i].dchar = DCHAR_ARCH;
Feature[i].map_colour = LIGHTGREY;
break;
case DNGN_ENTER_PANDEMONIUM:
- Feature[i].colour = LIGHTBLUE;
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = LIGHTGREY;
+ Feature[i].colour = LIGHTBLUE;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = LIGHTBLUE;
break;
case DNGN_EXIT_PANDEMONIUM:
- // Note: has special handling for colouring with mutation
- Feature[i].colour = LIGHTBLUE;
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].map_colour = LIGHTGREY;
+ // Note: Has special handling for colouring with mutation.
+ Feature[i].colour = LIGHTBLUE;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = LIGHTBLUE;
break;
case DNGN_TRANSIT_PANDEMONIUM:
- Feature[i].colour = LIGHTGREEN;
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].map_colour = LIGHTGREY;
+ Feature[i].colour = LIGHTGREEN;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = LIGHTGREEN;
break;
@@ -4097,18 +4097,18 @@ void init_feature_table( void )
case DNGN_ENTER_RESERVED_2:
case DNGN_ENTER_RESERVED_3:
case DNGN_ENTER_RESERVED_4:
- Feature[i].colour = YELLOW;
- Feature[i].dchar = DCHAR_STAIRS_DOWN;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = RED;
+ Feature[i].colour = YELLOW;
+ Feature[i].dchar = DCHAR_STAIRS_DOWN;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = RED;
Feature[i].seen_colour = YELLOW;
break;
case DNGN_ENTER_ZOT:
- Feature[i].colour = MAGENTA;
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = LIGHTGREY;
+ Feature[i].colour = MAGENTA;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = MAGENTA;
break;
@@ -4128,128 +4128,128 @@ void init_feature_table( void )
case DNGN_RETURN_RESERVED_2:
case DNGN_RETURN_RESERVED_3:
case DNGN_RETURN_RESERVED_4:
- Feature[i].colour = YELLOW;
- Feature[i].dchar = DCHAR_STAIRS_UP;
+ Feature[i].colour = YELLOW;
+ Feature[i].dchar = DCHAR_STAIRS_UP;
Feature[i].map_colour = GREEN;
Feature[i].seen_colour = YELLOW;
break;
case DNGN_RETURN_FROM_ZOT:
- Feature[i].colour = MAGENTA;
- Feature[i].dchar = DCHAR_ARCH;
- Feature[i].map_colour = LIGHTGREY;
+ Feature[i].colour = MAGENTA;
+ Feature[i].dchar = DCHAR_ARCH;
+ Feature[i].map_colour = LIGHTGREY;
Feature[i].seen_colour = MAGENTA;
break;
case DNGN_ALTAR_ZIN:
- Feature[i].colour = WHITE;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = WHITE;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = WHITE;
break;
case DNGN_ALTAR_SHINING_ONE:
- Feature[i].colour = YELLOW;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = YELLOW;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = YELLOW;
break;
case DNGN_ALTAR_KIKUBAAQUDGHA:
- Feature[i].colour = DARKGREY;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = DARKGREY;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = DARKGREY;
break;
case DNGN_ALTAR_YREDELEMNUL:
- Feature[i].colour = EC_UNHOLY;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = EC_UNHOLY;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = EC_UNHOLY;
break;
case DNGN_ALTAR_XOM:
- Feature[i].colour = EC_RANDOM;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = EC_RANDOM;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = EC_RANDOM;
break;
case DNGN_ALTAR_VEHUMET:
- Feature[i].colour = EC_VEHUMET;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = EC_VEHUMET;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = EC_VEHUMET;
break;
case DNGN_ALTAR_OKAWARU:
- Feature[i].colour = CYAN;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = CYAN;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = CYAN;
break;
case DNGN_ALTAR_MAKHLEB:
- Feature[i].colour = EC_FIRE;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = EC_FIRE;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = EC_FIRE;
break;
case DNGN_ALTAR_SIF_MUNA:
- Feature[i].colour = BLUE;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = BLUE;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = BLUE;
break;
case DNGN_ALTAR_TROG:
- Feature[i].colour = RED;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = RED;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = RED;
break;
case DNGN_ALTAR_NEMELEX_XOBEH:
- Feature[i].colour = LIGHTMAGENTA;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = LIGHTMAGENTA;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = LIGHTMAGENTA;
break;
case DNGN_ALTAR_ELYVILON:
- Feature[i].colour = LIGHTGREY;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = LIGHTGREY;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = LIGHTGREY;
break;
case DNGN_ALTAR_LUGONU:
- Feature[i].colour = GREEN;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = GREEN;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = GREEN;
break;
case DNGN_ALTAR_BEOGH:
- Feature[i].colour = EC_BEOGH;
- Feature[i].dchar = DCHAR_ALTAR;
- Feature[i].flags |= FFT_NOTABLE;
- Feature[i].map_colour = DARKGREY;
+ Feature[i].colour = EC_BEOGH;
+ Feature[i].dchar = DCHAR_ALTAR;
+ Feature[i].flags |= FFT_NOTABLE;
+ Feature[i].map_colour = DARKGREY;
Feature[i].seen_colour = EC_BEOGH;
break;
@@ -4273,7 +4273,7 @@ void init_feature_table( void )
case DNGN_DRY_FOUNTAIN_BLOOD:
case DNGN_PERMADRY_FOUNTAIN:
Feature[i].colour = LIGHTGREY;
- Feature[i].dchar = DCHAR_FOUNTAIN;
+ Feature[i].dchar = DCHAR_FOUNTAIN;
break;
case DNGN_INVIS_EXPOSED:
@@ -4351,7 +4351,9 @@ void init_feature_table( void )
if (i == DNGN_ENTER_ORCISH_MINES || i == DNGN_ENTER_SLIME_PITS
|| i == DNGN_ENTER_LABYRINTH)
+ {
Feature[i].flags |= FFT_EXAMINE_HINT;
+ }
if (Feature[i].dchar != NUM_DCHAR_TYPES)
Feature[i].symbol = Options.char_table[ Feature[i].dchar ];
@@ -4667,6 +4669,7 @@ void viewwindow(bool draw_it, bool do_updates)
const bool map = player_in_mappable_area();
const bool draw =
(!you.running || Options.travel_delay > -1) && !you.asleep();
+
int bufcount = 0;
int flash_colour = you.flash_colour;