*const c_silver, *const c_blue, *const c_purple,
*const c_white;
} c_color_names;
-#define Black c_color_names.c_black
-#define amber c_color_names.c_amber
-#define golden c_color_names.c_golden
-#define light_blue c_color_names.c_light_blue
-#define red c_color_names.c_red
-#define green c_color_names.c_green
-#define silver c_color_names.c_silver
-#define blue c_color_names.c_blue
-#define purple c_color_names.c_purple
-#define White c_color_names.c_white
+#define NH_BLACK c_color_names.c_black
+#define NH_AMBER c_color_names.c_amber
+#define NH_GOLDEN c_color_names.c_golden
+#define NH_LIGHT_BLUE c_color_names.c_light_blue
+#define NH_RED c_color_names.c_red
+#define NH_GREEN c_color_names.c_green
+#define NH_SILVER c_color_names.c_silver
+#define NH_BLUE c_color_names.c_blue
+#define NH_PURPLE c_color_names.c_purple
+#define NH_WHITE c_color_names.c_white
/* The names of the colors used for gems, etc. */
E const char *c_obj_colors[];
if (vis) {
if(otmp->oartifact == ART_STORMBRINGER)
pline_The("%s blade draws the life from %s!",
- hcolor(Black),
+ hcolor(NH_BLACK),
mon_nam(mdef));
else
pline("%s draws the life from %s!",
"unholy blade" : "object");
else if (otmp->oartifact == ART_STORMBRINGER)
pline_The("%s blade drains your life!",
- hcolor(Black));
+ hcolor(NH_BLACK));
else
pline("%s drains your life!",
The(distant_name(otmp, xname)));
if ((obj->blessed || obj->cursed) && obj->oclass != COIN_CLASS) {
There("is %s flash as %s %s the altar.",
- an(hcolor(obj->blessed ? amber : Black)),
+ an(hcolor(obj->blessed ? NH_AMBER : NH_BLACK)),
doname(obj), otense(obj, "hit"));
if (!Hallucination) obj->bknown = 1;
} else {
break;
case RIN_PROTECTION:
pline_The("sink glows %s for a moment.",
- hcolor((obj->spe<0) ? Black : silver));
+ hcolor((obj->spe<0) ? NH_BLACK : NH_SILVER));
break;
case RIN_WARNING:
- pline_The("sink glows %s for a moment.", hcolor(White));
+ pline_The("sink glows %s for a moment.", hcolor(NH_WHITE));
break;
case RIN_TELEPORTATION:
pline_The("sink momentarily vanishes.");
pline("%s for a moment.", Tobjnam(uarmh, "vibrate"));
else
pline("%s %s for a moment.",
- Tobjnam(uarmh, "glow"), hcolor(Black));
+ Tobjnam(uarmh, "glow"), hcolor(NH_BLACK));
curse(uarmh);
}
flags.botl = 1; /* reveal new alignment or INT & WIS */
You_hear("a gushing sound.");
else
pline("A %s ooze gushes up from the drain!",
- hcolor(Black));
+ hcolor(NH_BLACK));
(void) makemon(&mons[PM_BLACK_PUDDING],
x, y, NO_MM_FLAGS);
exercise(A_DEX, TRUE);
} else {
if (tin.tin->cursed)
pline("It contains some decaying%s%s substance.",
- Blind ? "" : " ", Blind ? "" : hcolor(green));
+ Blind ? "" : " ", Blind ? "" : hcolor(NH_GREEN));
else
pline("It contains spinach.");
if(!Blind && uwep &&
(warnlevel > lastwarnlev || moves > lastwarntime + warnDelay)) {
Your("%s %s!", aobjnam(uwep, "glow"),
- hcolor(light_blue));
+ hcolor(NH_LIGHT_BLUE));
lastwarnlev = warnlevel;
lastwarntime = moves;
}
pline("%s %s %s.",
Your_buf,
aobjnam(obj, "softly glow"),
- hcolor(amber));
+ hcolor(NH_AMBER));
uncurse(obj);
obj->bknown=1;
poof:
return(1);
} else if(!obj->blessed) {
if (useeit) {
- tmp = hcolor(light_blue);
+ tmp = hcolor(NH_LIGHT_BLUE);
pline("%s %s with a%s %s aura.",
Your_buf,
aobjnam(obj, "softly glow"),
goto poof;
} else if(!obj->cursed) {
if (useeit) {
- tmp = hcolor(Black);
+ tmp = hcolor(NH_BLACK);
pline("%s %s with a%s %s aura.",
Your_buf,
aobjnam(obj, "glow"),
Your("%s %s.",
what ? what :
(const char *)aobjnam(otmp, "softly glow"),
- hcolor(amber));
+ hcolor(NH_AMBER));
update_inventory();
break;
case TROUBLE_POISONED:
if (!Disint_resistance)
fry_by_god(resp_god);
else {
- You("bask in its %s glow for a minute...", Black);
+ You("bask in its %s glow for a minute...", NH_BLACK);
godvoice(resp_god, "I believe it not!");
}
if (Is_astralevel(&u.uz) || Is_sanctum(&u.uz)) {
case 5: gods_angry(resp_god);
if (!Blind && !Antimagic)
pline("%s glow surrounds you.",
- An(hcolor(Black)));
+ An(hcolor(NH_BLACK)));
rndcurse();
break;
case 7:
{
char swordbuf[BUFSZ];
- Sprintf(swordbuf, "%s sword", hcolor(Black));
+ Sprintf(swordbuf, "%s sword", hcolor(NH_BLACK));
if (class_gift != STRANGE_OBJECT) {
; /* already got bonus above */
} else if (in_hand) {
uwep->bknown = TRUE;
if (!Blind)
Your("%s %s%s.", aobjnam(uwep, "softly glow"),
- hcolor(amber), repair_buf);
+ hcolor(NH_AMBER), repair_buf);
else You_feel("the power of %s over your %s.",
u_gname(), xname(uwep));
*repair_buf = '\0';
if (!Blind)
Your("%s with %s aura%s.",
aobjnam(uwep, "softly glow"),
- an(hcolor(light_blue)), repair_buf);
+ an(hcolor(NH_LIGHT_BLUE)), repair_buf);
else You_feel("the blessing of %s over your %s.",
u_gname(), xname(uwep));
*repair_buf = '\0';
/* Otherwise, falls into next case */
case 2:
if (!Blind)
- You("are surrounded by %s glow.", an(hcolor(golden)));
+ You("are surrounded by %s glow.", an(hcolor(NH_GOLDEN)));
/* if any levels have been lost (and not yet regained),
treat this effect like blessed full healing */
if (u.ulevel < u.ulevelmax) {
if (Blind)
You_feel("the power of %s.", u_gname());
else You("are surrounded by %s aura.",
- an(hcolor(light_blue)));
+ an(hcolor(NH_LIGHT_BLUE)));
for(otmp=invent; otmp; otmp=otmp->nobj) {
if (otmp->cursed) {
uncurse(otmp);
if (!Blind) {
Your("%s %s.", aobjnam(otmp, "softly glow"),
- hcolor(amber));
+ hcolor(NH_AMBER));
otmp->bknown = TRUE;
++any;
}
((other && changed > 1L) ? "Some of the" :
(other ? "One of the" : "The")),
((other || changed > 1L) ? "s" : ""), (changed > 1L ? "" : "s"),
- (bless_water ? hcolor(light_blue) : hcolor(Black)));
+ (bless_water ? hcolor(NH_LIGHT_BLUE) : hcolor(NH_BLACK)));
}
return((boolean)(changed > 0L));
}
if (altaralign == A_CHAOTIC && u.ualign.type != A_CHAOTIC) {
pline(
"The blood floods the altar, which vanishes in %s cloud!",
- an(hcolor(Black)));
+ an(hcolor(NH_BLACK)));
levl[u.ux][u.uy].typ = ROOM;
levl[u.ux][u.uy].altarmask = 0;
if(Invisible) newsym(u.ux, u.uy);
if (!Blind)
pline_The("altar glows %s.",
hcolor(
- u.ualign.type == A_LAWFUL ? White :
- u.ualign.type ? Black : (const char *)"gray"));
+ u.ualign.type == A_LAWFUL ? NH_WHITE :
+ u.ualign.type ? NH_BLACK : (const char *)"gray"));
if (rnl(u.ulevel) > 6 && u.ualign.record > 0 &&
rnd(u.ualign.record) > (3*ALIGNLIM)/4)
wand_explode(obj);
return;
}
- if (obj->spe >= lim) p_glow2(obj,blue);
+ if (obj->spe >= lim) p_glow2(obj, NH_BLUE);
else p_glow1(obj);
}
else
obj->spe += n;
}
- p_glow2(obj,blue);
+ p_glow2(obj, NH_BLUE);
} else {
n = rn1(5,10); /* 5..15 */
if (obj->spe + n <= 50)
else
obj->spe += n;
}
- p_glow2(obj,White);
+ p_glow2(obj, NH_WHITE);
}
break;
case OIL_LAMP:
} else if (is_blessed) {
obj->spe = 1;
obj->age = 1500;
- p_glow2(obj,blue);
+ p_glow2(obj, NH_BLUE);
} else {
obj->spe = 1;
obj->age += 750;
if (is_cursed) stripspe(obj);
else if (is_blessed) {
obj->spe = 6;
- p_glow2(obj,blue);
+ p_glow2(obj, NH_BLUE);
} else {
if (obj->spe < 5) {
obj->spe++;
obj->spe += rn1(10, 6);
else obj->spe += rn1(5, 6);
if (obj->spe > 50) obj->spe = 50;
- p_glow2(obj,blue);
+ p_glow2(obj, NH_BLUE);
} else {
obj->spe += rnd(5);
if (obj->spe > 50) obj->spe = 50;
} else if (is_blessed) {
obj->spe += d(2,4);
if (obj->spe > 20) obj->spe = 20;
- p_glow2(obj,blue);
+ p_glow2(obj, NH_BLUE);
} else {
obj->spe += rnd(4);
if (obj->spe > 20) obj->spe = 20;
Your("%s %s covered by a %s %s %s!",
xname(otmp), otense(otmp, "are"),
sobj->cursed ? "mottled" : "shimmering",
- hcolor(sobj->cursed ? Black : golden),
+ hcolor(sobj->cursed ? NH_BLACK : NH_GOLDEN),
sobj->cursed ? "glow" :
(is_shield(otmp) ? "layer" : "shield"));
}
otense(otmp, Blind ? "vibrate" : "glow"),
(!Blind && !same_color) ? " " : nul,
(Blind || same_color) ? nul :
- hcolor(sobj->cursed ? Black : silver),
+ hcolor(sobj->cursed ? NH_BLACK : NH_SILVER),
otense(otmp, "evaporate"));
if(is_cloak(otmp)) (void) Cloak_off();
if(is_boots(otmp)) (void) Boots_off();
s == 0 ? "violently " : nul,
otense(otmp, Blind ? "vibrate" : "glow"),
(!Blind && !same_color) ? " " : nul,
- (Blind || same_color) ? nul : hcolor(sobj->cursed ? Black : silver),
+ (Blind || same_color) ? nul : hcolor(sobj->cursed ? NH_BLACK : NH_SILVER),
(s*s>1) ? "while" : "moment");
otmp->cursed = sobj->cursed;
if (!otmp->blessed || sobj->cursed)
return(1);
}
otmp->oerodeproof = sobj->cursed;
- p_glow2(otmp,purple);
+ p_glow2(otmp, NH_PURPLE);
break;
}
if(!sobj->cursed || !otmp || !otmp->cursed) {
Your("%s begin to %s%s.",
makeplural(body_part(HAND)),
Blind ? "tingle" : "glow ",
- Blind ? nul : hcolor(purple));
+ Blind ? nul : hcolor(NH_PURPLE));
make_confused(HConfusion + rnd(100),FALSE);
} else {
pline("A %s%s surrounds your %s.",
- Blind ? nul : hcolor(red),
+ Blind ? nul : hcolor(NH_RED),
Blind ? "faint buzz" : " glow",
body_part(HEAD));
make_confused(0L,TRUE);
Your("%s%s %s%s.",
makeplural(body_part(HAND)),
Blind ? "" : " begin to glow",
- Blind ? (const char *)"tingle" : hcolor(red),
+ Blind ? (const char *)"tingle" : hcolor(NH_RED),
u.umconf ? " even more" : "");
u.umconf++;
} else {
Your("%s glow a%s brilliant %s.",
makeplural(body_part(HAND)),
u.umconf ? "n even more" : "",
- hcolor(red));
+ hcolor(NH_RED));
/* after a while, repeated uses become less effective */
if (u.umconf >= 40)
u.umconf++;
Your("%s covered by a %s %s %s!",
aobjnam(uwep, "are"),
sobj->cursed ? "mottled" : "shimmering",
- hcolor(sobj->cursed ? purple : golden),
+ hcolor(sobj->cursed ? NH_PURPLE : NH_GOLDEN),
sobj->cursed ? "glow" : "shield");
}
if (uwep->oerodeproof && (uwep->oeroded || uwep->oeroded2)) {
if (gain > 0) {
if (!Blind) {
- const char *hgolden = hcolor(golden);
+ const char *hgolden = hcolor(NH_GOLDEN);
if (u.uspellprot)
pline_The("%s haze around you becomes more dense.",
const char *str = choke_texts[SIZE(choke_texts)-i];
if (index(str, '%'))
- pline(str, hcolor(blue));
+ pline(str, hcolor(NH_BLUE));
else
pline(str);
}
if (index(str, '%')) {
if (i == 4L) { /* "you are turning green" */
if (!Blind) /* [what if you're already green?] */
- pline(str, hcolor(green));
+ pline(str, hcolor(NH_GREEN));
} else
pline(str, an(Hallucination ? rndmonnam() : "green slime"));
} else
u.uspellprot--;
find_ac();
if (!Blind)
- Norep("The %s haze around you %s.", hcolor(golden),
+ Norep("The %s haze around you %s.", hcolor(NH_GOLDEN),
u.uspellprot ? "becomes less dense" : "disappears");
}
}
if (Blind)
Your("%s stop tingling.", hands);
else
- Your("%s stop glowing %s.", hands, hcolor(red));
+ Your("%s stop glowing %s.", hands, hcolor(NH_RED));
} else {
if (Blind)
pline_The("tingling in your %s lessens.", hands);
else
Your("%s no longer glow so brightly %s.", hands,
- hcolor(red));
+ hcolor(NH_RED));
}
u.umconf--;
}
register struct obj *otmp;
register int amount;
{
- const char *color = hcolor((amount < 0) ? Black : blue);
+ const char *color = hcolor((amount < 0) ? NH_BLACK : NH_BLUE);
const char *xtime;
int otyp = STRANGE_OBJECT;
break;
case 2: if (!Blind)
You("notice a %s glow surrounding you.",
- hcolor(Black));
+ hcolor(NH_BLACK));
rndcurse();
break;
case 3: aggravate();