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Fixed bug that led to endless loop in nearest_enemy_dir().
[plomrogue] / src / draw_wins.c
index 1549d13f7284ea9c110c59ca8375f7122a76e8b4..b589a30ec7a8644ee5679c11395cb3916b737cb0 100644 (file)
@@ -386,13 +386,13 @@ extern void draw_win_inventory(struct Win * win)
         add_line(win, "(none)", 0, 0);
         return;
     }
-    win->center.y = world.inventory_select;
+    win->center.y = world.inventory_sel;
     struct MapObj * owned = player->owns;
     uint8_t y;
     for (y = 0; NULL != owned; y++)
     {
         attr_t attri = 0;
-        if (y == world.inventory_select)
+        if (y == world.inventory_sel)
         {
             attri = A_REVERSE;
         }
@@ -471,10 +471,10 @@ extern void draw_winconf_geometry(struct Win * win)
     char * title = "Window's geometry:\n";
     char * h_d   = "\nHeight to save: ";
     char * h_pos = " (width in cells)";
-    char * h_neg = " (negative diff: cells to maximum width)";
+    char * h_neg = " (negative diff: cells to screen width)";
     char * w_d   = "\n\nWidth to save: ";
     char * w_pos = " (height in cells)";
-    char * w_neg = " (negative diff: cells to maximum height)";
+    char * w_neg = " (negative diff: cells to screen height)";
     char * h_t = h_pos;
     char * w_t = w_pos;
     if      (1 == wcp->height_type)