current range, which if set to a value > 0 will cause viewwindow to colour all grids not in los or not in range to be coloured grey. Has the side effect to also work for Tiles. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9735 c06c8d41-db1a-0410-9941-cceddc491573
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if (appear.empty())
case 0:qualifier = PDQ_GLUGGY;break;case 1:qualifier = PDQ_LUMPY;break;case 2:qualifier = PDQ_SEDIMENTED;break;case 3:qualifier = PDQ_VISCOUS;break;
switch (random2(4)){case 0:qualifier = PDQ_GLUGGY;break;case 1:qualifier = PDQ_LUMPY;break;case 2:qualifier = PDQ_SEDIMENTED;break;case 3:qualifier = PDQ_VISCOUS;break;}potion_description_colour_type colour = (coinflip() ? PDC_RED: PDC_BROWN);int desc = PDESCQ(qualifier, colour);if (you.item_description[IDESC_POTIONS][POT_BLOOD] != desc)return desc;
potion_description_colour_type colour = (coinflip() ? PDC_RED : PDC_BROWN);return PDESCQ(qualifier, colour);
static int _get_random_blood_desc(){return PDESCQ(coinflip() ? PDQ_NONE :coinflip() ? PDQ_VISCOUS: PDQ_SEDIMENTED, PDC_RED);
= PDESCQ(PDQ_GLUGGY, PDC_WHITE);you.item_description[IDESC_POTIONS][POT_WATER] = PDESCS(PDC_CLEAR);you.item_description[IDESC_POTIONS][POT_BLOOD] = PDESCS(PDC_RED);
= _get_random_porridge_desc();you.item_description[IDESC_POTIONS][POT_BLOOD]= _get_random_blood_desc();
// Save and replace grid colours. -1 means unchanged.orig_colours.init(-1);orig_item_colours.init(-1);const coord_def offset(ENV_SHOW_OFFSET, ENV_SHOW_OFFSET);for (radius_iterator ri(you.pos(), LOS_RADIUS); ri; ++ri){if (grid_distance(you.pos(), *ri) > range){const coord_def showpos = *ri - you.pos() + offset;orig_colours(showpos) = env.grid_colours(*ri);env.grid_colours(*ri) = DARKGREY;if (igrd(*ri) != NON_ITEM){orig_item_colours(showpos) = mitm[igrd(*ri)].colour;mitm[igrd(*ri)].colour = DARKGREY;}}}// Save and replace monster colours.for (int i = 0; i < MAX_MONSTERS; ++i){if (menv[i].alive()&& grid_distance(menv[i].pos(), you.pos()) > range&& you.can_see(&menv[i])){orig_mon_colours[i] = menv[i].colour;menv[i].colour = DARKGREY;}elseorig_mon_colours[i] = -1;}
Options.target_range = range;
// Restore grid colours.coord_def c;const coord_def offset(ENV_SHOW_OFFSET, ENV_SHOW_OFFSET);for (c.x = 0; c.x < ENV_SHOW_DIAMETER; ++c.x)for (c.y = 0; c.y < ENV_SHOW_DIAMETER; ++c.y){const coord_def pos = you.pos() + c - offset;int old_colour = orig_colours(c);if (old_colour != -1)env.grid_colours(pos) = old_colour;
old_colour = orig_item_colours(c);if (old_colour != -1 && igrd(pos) != NON_ITEM)mitm[igrd(pos)].colour = old_colour;}// Restore monster colours.for (int i = 0; i < MAX_MONSTERS; ++i)if (orig_mon_colours[i] != -1)menv[i].colour = orig_mon_colours[i];
Options.target_range = 0;