OSDN Git Service

地上やクエストで "地上" の表示が灰色になっていたバグを修正. ついでに,
authornothere <nothere@0568b783-4c39-0410-ac80-bf13821ea2a2>
Thu, 18 Sep 2003 14:50:53 +0000 (14:50 +0000)
committernothere <nothere@0568b783-4c39-0410-ac80-bf13821ea2a2>
Thu, 18 Sep 2003 14:50:53 +0000 (14:50 +0000)
if文をswitch文で整理.

src/xtra1.c

index eefb6fc..3ae0c7a 100644 (file)
@@ -930,7 +930,7 @@ static void prt_depth(void)
 {
        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;
@@ -947,45 +947,40 @@ static void prt_depth(void)
        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 */