{
char depths[32];
int wid, hgt, row_depth, col_depth;
- byte attr = TERM_SLATE;
+ byte attr = TERM_WHITE;
Term_get_size(&wid, &hgt);
col_depth = wid + COL_DEPTH;
else if (p_ptr->inside_quest && !dungeon_type)
{
#ifdef JP
-strcpy(depths, "ÃϾå");
+ strcpy(depths, "ÃϾå");
#else
strcpy(depths, "Quest");
#endif
-
- }
- else if (depth_in_feet)
- {
-#ifdef JP
-(void)sprintf(depths, "%d ft", dun_level * 50);
-#else
- (void)sprintf(depths, "%d ft", dun_level * 50);
-#endif
-
}
else
{
#ifdef JP
-sprintf(depths, "%d ³¬", dun_level);
+ if (depth_in_feet) (void)sprintf(depths, "%d ft", dun_level * 50);
+ else (void)sprintf(depths, "%d ³¬", dun_level);
#else
- (void)sprintf(depths, "Lev %d", dun_level);
+ if (depth_in_feet) (void)sprintf(depths, "%d ft", dun_level * 50);
+ else (void)sprintf(depths, "Lev %d", dun_level);
#endif
- }
+ attr = TERM_SLATE;
- /* Get color of level based on feeling -JSV- */
- if (dun_level &&
- (turn - old_turn >= (150 - dun_level) * TURNS_PER_TICK || cheat_xtra))
- {
- if (feeling == 1) attr = TERM_L_BLUE; /* Special */
- if (feeling == 2) attr = TERM_VIOLET; /* Horrible visions */
- if (feeling == 3) attr = TERM_RED; /* Very dangerous */
- if (feeling == 4) attr = TERM_L_RED; /* Very bad feeling */
- if (feeling == 5) attr = TERM_ORANGE; /* Bad feeling */
- if (feeling == 6) attr = TERM_YELLOW; /* Nervous */
- if (feeling == 7) attr = TERM_L_UMBER; /* Luck is turning */
- if (feeling == 8) attr = TERM_L_WHITE; /* Don't like */
- if (feeling == 9) attr = TERM_WHITE; /* Reasonably safe */
- if (feeling == 10) attr = TERM_WHITE; /* Boring place */
+ /* Get color of level based on feeling -JSV- */
+ if ((turn - old_turn >= (150 - dun_level) * TURNS_PER_TICK) || cheat_xtra)
+ {
+ switch (feeling)
+ {
+ case 1: attr = TERM_L_BLUE; break; /* Special */
+ case 2: attr = TERM_VIOLET; break; /* Horrible visions */
+ case 3: attr = TERM_RED; break; /* Very dangerous */
+ case 4: attr = TERM_L_RED; break; /* Very bad feeling */
+ case 5: attr = TERM_ORANGE; break; /* Bad feeling */
+ case 6: attr = TERM_YELLOW; break; /* Nervous */
+ case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
+ case 8: attr = TERM_L_WHITE; break; /* Don't like */
+ case 9: attr = TERM_WHITE; break; /* Reasonably safe */
+ case 10: attr = TERM_WHITE; break; /* Boring place */
+ }
+ }
}
/* Right-Adjust the "depth", and clear old values */