{
char depths[32];
int wid, hgt, row_depth, col_depth;
- int attr = TERM_WHITE;
+ byte attr = TERM_SLATE;
Term_get_size(&wid, &hgt);
col_depth = wid + COL_DEPTH;
/* 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_VIOLET;
- if (feeling == 2) attr = TERM_RED;
- if (feeling == 3) attr = TERM_L_RED;
- if (feeling == 4) attr = TERM_ORANGE;
- if (feeling == 5) attr = TERM_ORANGE;
- if (feeling == 6) attr = TERM_YELLOW;
- if (feeling == 7) attr = TERM_YELLOW;
- if (feeling == 8) attr = TERM_WHITE;
- if (feeling == 9) attr = TERM_WHITE;
- if (feeling == 10) attr = TERM_L_WHITE;
+ (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 */
}
/* Right-Adjust the "depth", and clear old values */