Fixed level compiler not croaking for bad monster names.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1678 c06c8d41-db1a-0410-9941-cceddc491573
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static int view_emphasised_colour(int x, int y, dungeon_feature_type feat,
int oldcolour, int newcolour)
{
if (is_travelable_stair(feat) && !travel_cache.know_stair(coord_def(x, y)))
{
if (you.your_level || stair_direction(feat) == CMD_GO_DOWNSTAIRS)
return (newcolour);
}
return (oldcolour);
}
if (Feature[object].colour != BLACK)
*colour = Feature[object].colour | colmask;
if (fdef.colour != BLACK)
*colour = fdef.colour | colmask;
if (fdef.em_colour != fdef.colour && fdef.em_colour)
*colour =
view_emphasised_colour(
x, y, static_cast<dungeon_feature_type>(object),
*colour, fdef.em_colour | colmask);
feature_colour =
is_terrain_seen(x, y)? Feature[grid_value].seen_colour
: Feature[grid_value].map_colour;
const bool terrain_seen = is_terrain_seen(x, y);
const feature_def &fdef = Feature[grid_value];
feature_colour = terrain_seen? fdef.seen_colour : fdef.map_colour;
if (terrain_seen && feature_colour != fdef.seen_em_colour
&& fdef.seen_em_colour)
{
feature_colour =
view_emphasised_colour(x, y, grid_value, feature_colour,
fdef.seen_em_colour);
}
Feature[i].symbol = Options.char_table[ DCHAR_STAIRS_DOWN ];
Feature[i].colour = LIGHTGREY;
Feature[i].map_colour = RED;
Feature[i].symbol = Options.char_table[ DCHAR_STAIRS_DOWN ];
Feature[i].colour = LIGHTGREY;
Feature[i].em_colour = WHITE;
Feature[i].map_colour = RED;
Feature[i].seen_em_colour = WHITE;
if (Feature[i].seen_colour == BLACK)
Feature[i].seen_colour = Feature[i].map_colour;
if (f.seen_colour == BLACK)
f.seen_colour = f.map_colour;
if (f.seen_em_colour == BLACK)
f.seen_em_colour = f.seen_colour;
if (f.em_colour == BLACK)
f.em_colour = f.colour;