Fixed level compiler not croaking for bad monster names.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1678 c06c8d41-db1a-0410-9941-cceddc491573
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if (Feature[object].colour != BLACK)*colour = Feature[object].colour | colmask;
if (fdef.colour != BLACK)*colour = fdef.colour | colmask;if (fdef.em_colour != fdef.colour && fdef.em_colour)*colour =view_emphasised_colour(x, y, static_cast<dungeon_feature_type>(object),*colour, fdef.em_colour | colmask);
feature_colour =is_terrain_seen(x, y)? Feature[grid_value].seen_colour: Feature[grid_value].map_colour;
const bool terrain_seen = is_terrain_seen(x, y);const feature_def &fdef = Feature[grid_value];feature_colour = terrain_seen? fdef.seen_colour : fdef.map_colour;if (terrain_seen && feature_colour != fdef.seen_em_colour&& fdef.seen_em_colour){feature_colour =view_emphasised_colour(x, y, grid_value, feature_colour,fdef.seen_em_colour);}
Feature[i].symbol = Options.char_table[ DCHAR_STAIRS_DOWN ];Feature[i].colour = LIGHTGREY;Feature[i].map_colour = RED;
Feature[i].symbol = Options.char_table[ DCHAR_STAIRS_DOWN ];Feature[i].colour = LIGHTGREY;Feature[i].em_colour = WHITE;Feature[i].map_colour = RED;Feature[i].seen_em_colour = WHITE;
if (Feature[i].seen_colour == BLACK)Feature[i].seen_colour = Feature[i].map_colour;
if (f.seen_colour == BLACK)f.seen_colour = f.map_colour;if (f.seen_em_colour == BLACK)f.seen_em_colour = f.seen_colour;if (f.em_colour == BLACK)f.em_colour = f.colour;