is not retroactive, it only affects items that are created after the option is set.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1072 c06c8d41-db1a-0410-9941-cceddc491573
D77K7ISUWRLGNSQGYH5P2KEJZCNYQHDZC5AMLSKTXVBIRNG6F5KQC SN7Z6RDZ7SJOAWZCUTWJ63A4XR4EG4SF7L2H4HQVEJY7NEPJF5KAC SIKFXNXSAMU6IYRGDG6SWP3LOX6SEE7PDFA7RVQAGG2SLWQ72D2QC F2BIF3CG3F2THAJQZVE7N63F3NLOMA2PY4SUBA2FJOP2ANKIFYGQC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC SDLKLUNFGVKDS55DDJZCBAVIB7NL3RRYPTACAY65SCUQKV6APFSAC MXSHWV5RWY6U3WF3NUGDTT7IQBPGUSCXM5XAXLLYKOQU24XN2LZQC KZNUAHJQUBM6MEVUSSWG734AXZ3NZYMRJ2XFQLRGXJ3MSTBV7ELQC ADVIPOKG372YZEF5GFW5COZ5AMEJ5IJIBMOQT7DJXB2NMGNV3VRQC EHSY6DVGUMI6C67WKET3GDJVLWJWGYBYQONNDK5JVT7BCTHBEZVAC RVST2QHYJ757ZHK4AUJ5NGPDZ44AD6RVFVXYPKQIBJXZBDNUCHXQC XPCGZBHHSL6MB3ORMUJI64BAERU6AZTIY6RK56BBW7SNB3IK24IAC 2ZFV5PKZU3HDHMLJWVWPPFV43NUNUON6YSAITHB26D7L4XIVWUHQC 7TLJ2HSES5TLOSAVWAWVVCKHGWNDXYDEYRN3AONEZDC2LSY5SBUQC U5IBPFKQSOUYHVCULUKZC3NUAUB5XPAFW2R7SZYTGZZVMRF5DH2AC static int newwave_weapon_colour(const item_def &item){int item_colour = BLACK;if (is_range_weapon( item )){switch (range_skill(item)){case SK_BOWS:item_colour = BLUE;break;case SK_CROSSBOWS:item_colour = RED;break;case SK_DARTS:item_colour = WHITE;break;case SK_SLINGS:item_colour = BROWN;break;default:// huh?item_colour = MAGENTA;break;}}else{switch (weapon_skill(item)){case SK_SHORT_BLADES:item_colour = CYAN;break;case SK_LONG_SWORDS:item_colour = LIGHTCYAN;break;case SK_AXES:item_colour = DARKGREY;break;case SK_MACES_FLAILS:item_colour = LIGHTGREY;break;case SK_POLEARMS:item_colour = LIGHTGREEN;break;case SK_STAVES:item_colour = GREEN;break;default:// huh?item_colour = random_colour();break;}}return (item_colour);}static int classic_weapon_colour(const item_def &item){int item_colour = BLACK;if (is_range_weapon( item ))item_colour = BROWN;else{switch (item.sub_type){case WPN_CLUB:case WPN_GIANT_CLUB:case WPN_GIANT_SPIKED_CLUB:case WPN_ANCUS:case WPN_WHIP:case WPN_QUARTERSTAFF:item_colour = BROWN;break;case WPN_QUICK_BLADE:item_colour = LIGHTBLUE;break;case WPN_EXECUTIONERS_AXE:item_colour = RED;break;default:item_colour = LIGHTCYAN;if (get_equip_race(item) == ISFLAG_DWARVEN)item_colour = CYAN;break;}}return (item_colour);}
static int weapon_colour(const item_def &item){return (Options.classic_item_colours?classic_weapon_colour(item) : newwave_weapon_colour(item));}static int newwave_missile_colour(const item_def &item){int item_colour = BLACK;switch (item.sub_type){case MI_STONE:case MI_LARGE_ROCK:item_colour = BROWN;break;case MI_ARROW:item_colour = BLUE;break;case MI_NEEDLE:item_colour = WHITE;break;case MI_BOLT:item_colour = RED;break;case MI_DART:item_colour = LIGHTRED;break;default:// huh?item_colour = LIGHTCYAN;if (get_equip_race(item) == ISFLAG_DWARVEN)item_colour = CYAN;break;}return (item_colour);}static int classic_missile_colour(const item_def &item){int item_colour = BLACK;switch (item.sub_type){case MI_STONE:case MI_LARGE_ROCK:case MI_ARROW:item_colour = BROWN;break;case MI_NEEDLE:item_colour = WHITE;break;default:item_colour = LIGHTCYAN;if (get_equip_race(item) == ISFLAG_DWARVEN)item_colour = CYAN;break;}return (item_colour);}static int missile_colour(const item_def &item){return (Options.classic_item_colours?classic_missile_colour(item) : newwave_missile_colour(item));}static int newwave_armour_colour(const item_def &item){int item_colour = BLACK;switch (item.sub_type){case ARM_CLOAK:item_colour = WHITE;break;case ARM_NAGA_BARDING:item_colour = LIGHTGREEN;break;case ARM_CENTAUR_BARDING:item_colour = GREEN;break;case ARM_ROBE:case ARM_CAP:item_colour = random_uncommon_colour();break;case ARM_HELMET://caps and wizard's hats are random colouredif (get_helmet_type(item) == THELM_CAP|| get_helmet_type(item) == THELM_WIZARD_HAT){item_colour = random_uncommon_colour();}elseitem_colour = DARKGREY;break;case ARM_BOOTS:item_colour = BLUE;break;case ARM_GLOVES:item_colour = LIGHTBLUE;break;case ARM_LEATHER_ARMOUR:item_colour = BROWN;break;case ARM_CRYSTAL_PLATE_MAIL:item_colour = WHITE;break;case ARM_ANIMAL_SKIN:item_colour = YELLOW;break;default:item_colour = LIGHTCYAN;if (get_equip_race(item) == ISFLAG_DWARVEN)item_colour = CYAN;break;}return (item_colour);}static int classic_armour_colour(const item_def &item){int item_colour = BLACK;switch (item.sub_type){case ARM_CLOAK:case ARM_ROBE:case ARM_NAGA_BARDING:case ARM_CENTAUR_BARDING:case ARM_CAP:item_colour = random_colour();break;case ARM_HELMET:// caps and wizard's hats are random colouredif (get_helmet_type(item) == THELM_CAP|| get_helmet_type(item) == THELM_WIZARD_HAT){item_colour = random_colour();}elseitem_colour = LIGHTCYAN;break;case ARM_BOOTS: // maybe more interesting boot colours?case ARM_GLOVES:case ARM_LEATHER_ARMOUR:item_colour = BROWN;break;case ARM_CRYSTAL_PLATE_MAIL:item_colour = LIGHTGREY;break;case ARM_ANIMAL_SKIN:item_colour = BROWN;break;default:item_colour = LIGHTCYAN;if (get_equip_race(item) == ISFLAG_DWARVEN)item_colour = CYAN;break;}return (item_colour);}static int armour_colour(const item_def &item){return (Options.classic_item_colours?classic_armour_colour(item) : newwave_armour_colour(item));}
else if (is_range_weapon( item )){switch (range_skill(item)){case SK_BOWS:item.colour = BLUE;break;case SK_CROSSBOWS:item.colour = RED;break;case SK_DARTS:item.colour = WHITE;break;case SK_SLINGS:item.colour = BROWN;break;default:// huh?item.colour = MAGENTA;break;}}
{switch (weapon_skill(item)){case SK_SHORT_BLADES:item.colour = CYAN;break;case SK_LONG_SWORDS:item.colour = LIGHTCYAN;break;case SK_AXES:item.colour = DARKGREY;break;case SK_MACES_FLAILS:item.colour = LIGHTGREY;break;case SK_POLEARMS:item.colour = LIGHTGREEN;break;case SK_STAVES:item.colour = GREEN;break;default:// huh?item.colour = random_colour();break;}}
item.colour = weapon_colour(item);
switch (item.sub_type){case MI_STONE:case MI_LARGE_ROCK:item.colour = BROWN;break;case MI_ARROW:item.colour = BLUE;break;case MI_NEEDLE:item.colour = WHITE;break;case MI_BOLT:item.colour = RED;break;case MI_DART:item.colour = LIGHTRED;break;default:// huh?item.colour = LIGHTCYAN;if (get_equip_race(item) == ISFLAG_DWARVEN)item.colour = CYAN;break;}
item.colour = missile_colour(item);
case ARM_CLOAK:item.colour = WHITE;break;case ARM_NAGA_BARDING:item.colour = LIGHTGREEN;break;case ARM_CENTAUR_BARDING:item.colour = GREEN;break;case ARM_ROBE:case ARM_CAP:item.colour = random_uncommon_colour();break;case ARM_HELMET://caps and wizard's hats are random colouredif (get_helmet_type(item) == THELM_CAP|| get_helmet_type(item) == THELM_WIZARD_HAT){item.colour = random_uncommon_colour();}elseitem.colour = DARKGREY;break;case ARM_BOOTS:item.colour = BLUE;break;case ARM_GLOVES:item.colour = LIGHTBLUE;break;case ARM_LEATHER_ARMOUR:item.colour = BROWN;break;
game of that character, it will be restored, otherwise you proceed to choose a raceand class (this can be done in either order). The choice of species affects
game of that character, it will be restored, otherwise you proceed to choose arace and class (this can be done in either order). The choice of species affects