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-rw-r--r--crawl-ref/source/dat/descript/features.txt14
-rw-r--r--crawl-ref/source/tilereg.cc10
-rw-r--r--crawl-ref/source/tilesdl.cc5
3 files changed, 17 insertions, 12 deletions
diff --git a/crawl-ref/source/dat/descript/features.txt b/crawl-ref/source/dat/descript/features.txt
index 3595ddfa1d..a8e8e3e304 100644
--- a/crawl-ref/source/dat/descript/features.txt
+++ b/crawl-ref/source/dat/descript/features.txt
@@ -46,6 +46,14 @@ A gate leading out of Pandemonium
%%%%
A gate leading to another region of Pandemonium
%%%%
+A glowing drain
+
+Every settlement brings forth the unpleasant sewers and drains, ignored by
+most but hideaways for others. Old tales speak of dangerous creatures,
+bathing in disgustingly green water, preying on each other without mercy.
+The tales also tell of the valuable items left by daring and unfortunate
+visitors, left to collect dust in the damp caverns.
+%%%%
A one-way gate leading to the halls of Pandemonium
Tales about successful loots of these netherworlds are rare. Even the strongest
@@ -102,9 +110,9 @@ A glowing drain
Every settlement brings forth the unpleasant sewers and drains, ignored by
most but hideaways for others. Old tales speak of dangerous creatures,
-bathing in disgustingly green water, preying on each other without mercy.
-The tales also tell of the valuable items left by daring and unfortunate
-visitors, left to collect dust in the damp caverns.
+bathing in disgustingly smelling green water, preying on each other without mercy.
+The tales also allude to valuable items left by daring and unfortunate
+visitors, left to grow mildew in the damp caverns.
%%%%
A glowing golden altar of the Shining One
%%%%
diff --git a/crawl-ref/source/tilereg.cc b/crawl-ref/source/tilereg.cc
index 1b8dff3240..8e61aa842d 100644
--- a/crawl-ref/source/tilereg.cc
+++ b/crawl-ref/source/tilereg.cc
@@ -1274,14 +1274,12 @@ void InventoryRegion::pack_verts()
add_quad(TEX_DEFAULT, TILE_ITEM_SLOT_EQUIP_CURSED, x, y);
else
add_quad(TEX_DEFAULT, TILE_ITEM_SLOT_EQUIP, x, y);
- }
- else
- {
+
if (item.flag & TILEI_FLAG_MELDED)
- add_quad(TEX_DEFAULT, TILE_ITEM_SLOT_MELDED, x, y);
- if (item.flag & TILEI_FLAG_CURSE)
- add_quad(TEX_DEFAULT, TILE_ITEM_SLOT_CURSED, x, y);
+ add_quad(TEX_DEFAULT, TILE_MESH, x, y);
}
+ else if (item.flag & TILEI_FLAG_CURSE)
+ add_quad(TEX_DEFAULT, TILE_ITEM_SLOT_CURSED, x, y);
// TODO enne - need better graphic here
if (item.flag & TILEI_FLAG_SELECT)
diff --git a/crawl-ref/source/tilesdl.cc b/crawl-ref/source/tilesdl.cc
index e6f07a19a2..f64c857b85 100644
--- a/crawl-ref/source/tilesdl.cc
+++ b/crawl-ref/source/tilesdl.cc
@@ -1117,9 +1117,8 @@ void TilesFramework::update_inventory()
{
if (you.equip[eq] == i)
{
- if (you_tran_can_wear(you.inv[i]))
- desc.flag |= TILEI_FLAG_EQUIP;
- else
+ desc.flag |= TILEI_FLAG_EQUIP;
+ if (!you_tran_can_wear(you.inv[i]))
desc.flag |= TILEI_FLAG_MELDED;
break;
}