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#include "AppHdr.h"
#include "colour.h"
#include <cmath>
#include <memory>
#include <utility>
#include <unordered_map>
#include "areas.h"
#include "branch.h"
#include "cloud.h"
#include "dgn-height.h"
#include "options.h"
#include "stringutil.h"
#include "tag-version.h"
#include "tiles-build-specific.h"
#include "libutil.h" // map_find
static FixedVector<unique_ptr<base_colour_calc>, NUM_COLOURS> element_colours;
// Values point into element_colours.
static unordered_map<string, base_colour_calc*> element_colours_str;
typedef vector< pair<int, int> > random_colour_map;
typedef int (*randomized_element_colour_calculator)(int, const coord_def&,
random_colour_map);
struct random_element_colour_calc : public base_colour_calc
{
random_element_colour_calc(element_type _type, string _name,
vector< pair<int, int> > _rand_vals)
: base_colour_calc(_type, _name), rand_vals(_rand_vals)
{
rand_max = 0;
for (const auto &pair : rand_vals)
rand_max += pair.first;
};
virtual int get(const coord_def& loc = coord_def(),
bool non_random = false) const override;
int get_nth(int n) const override;
protected:
random_colour_map rand_vals;
};
int base_colour_calc::rand(bool non_random, coord_def pos) const
{
if (non_random)
return 0;
uint32_t data[] = { (uint32_t)you.birth_time, (uint32_t)pos.x,
(uint32_t)pos.y, (uint32_t)you.frame_no,
(uint32_t)type, (uint32_t)you.depth };
return hash32(data, sizeof(data)) % rand_max;
}
int element_colour_calc::get(const coord_def& loc, bool non_random) const
{
return (*calc)(rand(non_random, loc), loc);
}
int element_colour_calc::get_nth(int /*n*/) const
{
return get(you.pos()); // arbitrary - hopefully unused
}
int random_element_colour_calc::get(const coord_def& loc, bool non_random) const
{
const auto max_val = rand(non_random, loc);
int accum = 0;
for (const auto &entry : rand_vals)
if ((accum += entry.first) > max_val)
return entry.second;
return BLACK;
}
int random_element_colour_calc::get_nth(int n) const
{
return rand_vals[n % rand_vals.size()].second;
}
colour_t random_colour()
{
return 1 + random2(15);
}
colour_t random_uncommon_colour()
{
colour_t result;
do
{
result = random_colour();
}
while (result == LIGHTCYAN || result == CYAN || result == BROWN);
return result;
}
bool is_low_colour(colour_t colour)
{
return colour <= 7;
}
bool is_high_colour(colour_t colour)
{
return colour >= 8 && colour <= 15;
}
colour_t make_low_colour(colour_t colour)
{
if (is_high_colour(colour))
return colour - 8;
return colour;
}
colour_t make_high_colour(colour_t colour)
{
if (is_low_colour(colour))
return colour + 8;
return colour;
}
// returns if a colour is one of the special element colours (ie not regular)
static bool _is_element_colour(int col)
{
// stripping any COLFLAGS (just in case)
col = col & 0x007f;
ASSERT(col < NUM_COLOURS);
return col >= ETC_FIRE;
}
static int _etc_floor(int, const coord_def& loc)
{
return element_colour(env.floor_colour, loc, false);
}
static int _etc_rock(int, const coord_def& loc)
{
return element_colour(env.rock_colour, loc, false);
}
static int _etc_elven_brick(int, const coord_def& loc)
{
if ((loc.x + loc.y) % 2)
return WHITE;
else
{
if ((loc.x / 2 + loc.y / 2) % 2)
return LIGHTGREEN;
else
return LIGHTBLUE;
}
}
static int _etc_waves(int, const coord_def& loc)
{
// Shouldn't have this outside of Shoals, but it can happen.
// See !lg lakren crash 8 .
if (!env.heightmap)
return CYAN;
short height = dgn_height_at(loc);
int cycle_point = you.num_turns % 20;
int min_height = -90 + 5 * cycle_point,
max_height = -80 + 5 * cycle_point;
if (height > min_height && height < max_height)
return LIGHTCYAN;
else
return CYAN;
}
static int _etc_elemental(int rand, const coord_def& loc)
{
int cycle = (you.elapsed_time / 200) % 4;
switch (cycle)
{
default:
case 0:
return element_colour(ETC_EARTH, loc, false);
case 1:
return element_colour(rand % 2 ? ETC_AIR : ETC_ELECTRICITY,
loc, false);
case 2:
// Not ETC_FIRE, which is Makhleb; instead do magma-y colours.
switch (rand % 4)
{
case 0:
return BROWN;
case 1:
return LIGHTRED;
}
return RED;
case 3:
return element_colour(ETC_ICE, loc, false);
}
}
int get_disjunct_phase(const coord_def& loc)
{
static int turns = you.num_turns;
static coord_def centre = find_centre_for(loc,
area_centre_type::disjunction);
if (turns != you.num_turns || (centre-loc).abs() > 15)
{
centre = find_centre_for(loc, area_centre_type::disjunction);
turns = you.num_turns;
}
if (centre.origin())
return 2;
int x = loc.x - centre.x;
int y = loc.y - centre.y;
double dist = sqrt(x*x + y*y);
int parity = ((int) (dist / PI) + you.frame_no / 11) % 2 ? 1 : -1;
double dir = sin(atan2(x, y)*PI + parity * you.frame_no / 3) + 1;
return 1 + (int) floor(dir * 2);
}
static int _etc_disjunction(int, const coord_def& loc)
{
switch (get_disjunct_phase(loc))
{
case 1:
return LIGHTBLUE;
case 2:
return BLUE;
case 3:
return MAGENTA;
default:
return LIGHTMAGENTA;
}
}
static int _etc_liquefied(int, const coord_def& loc)
{
static int turns = you.num_turns;
static coord_def centre = find_centre_for(loc, area_centre_type::liquid);
if (turns != you.num_turns || (centre-loc).abs() > 15)
{
centre = find_centre_for(loc, area_centre_type::liquid);
turns = you.num_turns;
}
if (centre.origin())
return BROWN;
int x = loc.x - centre.x;
int y = loc.y - centre.y;
double dir = atan2(x, y)/PI;
double dist = sqrt(x*x + y*y);
bool phase = ((int)floor(dir*0.3 + dist*0.5 + (you.frame_no % 54)/2.7))&1;
if (branches[you.where_are_you].floor_colour == BROWN)
return phase ? LIGHTRED : RED;
else
return phase ? YELLOW : BROWN;
}
static int _etc_tree(int, const coord_def& loc)
{
uint32_t h = loc.x;
h+=h<<10; h^=h>>6;
h += loc.y;
h+=h<<10; h^=h>>6;
h+=h<<3; h^=h>>11; h+=h<<15;
return (h>>30) ? GREEN : LIGHTGREEN;
}
static int _etc_mangrove(int, const coord_def& loc)
{
const int col = _etc_tree(0, loc);
return col == LIGHTGREEN ? BROWN : col;
}
static int _etc_vortex(int rand, const coord_def& loc)
{
const cloud_info* cloud = env.map_knowledge(loc).cloudinfo();
const bool phase = cloud ? (bool)cloud->variety : true;
switch (env.map_knowledge(loc).feat())
{
case DNGN_LAVA:
return phase ? LIGHTRED : !(rand % 3) ? MAGENTA : RED;
case DNGN_SHALLOW_WATER: // XX color overlap between this and land, how annoying is it?
return phase ? LIGHTCYAN : CYAN;
case DNGN_DEEP_WATER:
return phase ? BLUE : rand % 2 ? LIGHTBLUE : DARKGREY;
default:
return phase ? WHITE : !(rand % 3) ? LIGHTCYAN : LIGHTGREY;
}
}
bool get_orb_phase(const coord_def& loc)
{
int dist = (loc - env.orb_pos).abs();
return (you.frame_no - dist*2/3)&4;
}
static int _etc_orb_glow(int, const coord_def& loc)
{
return get_orb_phase(loc) ? LIGHTMAGENTA : MAGENTA;
}
int dam_colour(const monster_info& mi)
{
switch (mi.dam)
{
case MDAM_OKAY: return Options.enemy_hp_colour[0];
case MDAM_LIGHTLY_DAMAGED: return Options.enemy_hp_colour[1];
case MDAM_MODERATELY_DAMAGED: return Options.enemy_hp_colour[2];
case MDAM_HEAVILY_DAMAGED: return Options.enemy_hp_colour[3];
case MDAM_SEVERELY_DAMAGED: return Options.enemy_hp_colour[4];
case MDAM_ALMOST_DEAD: return Options.enemy_hp_colour[5];
case MDAM_DEAD: return BLACK; // this should never happen
default: return CYAN; // this should really never happen
}
}
colour_t rune_colour(int type)
{
switch (type)
{
case RUNE_SWAMP: return GREEN;
case RUNE_SNAKE: return GREEN;
case RUNE_SHOALS: return LIGHTBLUE;
case RUNE_SLIME: return LIGHTGREEN;
case RUNE_VAULTS: return WHITE;
case RUNE_TOMB: return YELLOW;
case RUNE_DIS: return CYAN;
case RUNE_GEHENNA: return RED;
case RUNE_COCYTUS: return LIGHTCYAN;
case RUNE_TARTARUS: return LIGHTMAGENTA;
case RUNE_ABYSSAL: return MAGENTA;
case RUNE_DEMONIC: return MAGENTA;
case RUNE_MNOLEG: return LIGHTGREEN;
case RUNE_LOM_LOBON: return BLUE;
case RUNE_CEREBOV: return RED;
case RUNE_GLOORX_VLOQ: return DARKGRAY;
case RUNE_SPIDER: return BROWN;
default: return GREEN;
}
}
static int _etc_random(int rand, const coord_def& /*loc*/)
{
return 1 + rand % 15;
}
void add_element_colour(base_colour_calc *colour)
{
// or else lookups won't work: we strip high bits (because of colflags)
ASSERT(colour->type < 128);
COMPILE_CHECK(NUM_COLOURS <= 128);
if (colour->type >= ETC_FIRST_LUA)
{
ASSERT(element_colours[colour->type].get()
== element_colours_str[colour->name]);
}
else
{
ASSERT(!element_colours[colour->type]);
ASSERT(!element_colours_str.count(colour->name));
}
element_colours[colour->type].reset(colour);
element_colours_str[colour->name] = colour;
}
void init_element_colours()
{
add_element_colour(new random_element_colour_calc(
ETC_FIRE, "fire",
{ {40, RED},
{40, YELLOW},
{40, LIGHTRED},
}));
add_element_colour(new random_element_colour_calc(
ETC_ICE, "ice",
{ {40, LIGHTBLUE},
{40, BLUE},
{40, WHITE},
}));
add_element_colour(new random_element_colour_calc(
ETC_EARTH, "earth",
{ {70, BROWN},
{50, GREEN},
}));
add_element_colour(new random_element_colour_calc(
ETC_ELECTRICITY, "electricity",
{ {40, LIGHTCYAN},
{40, LIGHTBLUE},
{40, CYAN},
}));
add_element_colour(new random_element_colour_calc(
ETC_AIR, "air",
{ {60, LIGHTGREY},
{60, WHITE},
}));
add_element_colour(new random_element_colour_calc(
ETC_POISON, "poison",
{ {60, LIGHTGREEN},
{60, GREEN},
}));
add_element_colour(new random_element_colour_calc(
ETC_WATER, "water",
{ {60, BLUE},
{60, CYAN},
}));
add_element_colour(new random_element_colour_calc(
ETC_MAGIC, "magic",
{ {30, LIGHTMAGENTA},
{30, LIGHTBLUE},
{30, MAGENTA},
{30, BLUE},
}));
add_element_colour(new random_element_colour_calc(
ETC_MUTAGENIC, "mutagenic",
{ {60, LIGHTMAGENTA},
{60, MAGENTA},
}));
add_element_colour(new random_element_colour_calc(
ETC_WARP, "warp",
{ {60, LIGHTMAGENTA},
{60, MAGENTA},
}));
add_element_colour(new random_element_colour_calc(
ETC_ENCHANT, "enchant",
{ {60, LIGHTBLUE},
{60, BLUE},
}));
add_element_colour(new random_element_colour_calc(
ETC_HEAL, "heal",
{ {60, LIGHTBLUE},
{60, YELLOW},
}));
add_element_colour(new random_element_colour_calc(
ETC_HOLY, "holy",
{ {60, YELLOW},
{60, WHITE},
}));
add_element_colour(new random_element_colour_calc(
ETC_DARK, "dark",
{ {80, DARKGREY},
{40, LIGHTGREY},
}));
// assassin, necromancer
add_element_colour(new random_element_colour_calc(
ETC_DEATH, "death",
{ {80, DARKGREY},
{40, MAGENTA},
}));
// ie demonology
add_element_colour(new random_element_colour_calc(
ETC_UNHOLY, "unholy",
{ {80, DARKGREY},
{40, RED},
}));
add_element_colour(new random_element_colour_calc(
ETC_VEHUMET, "vehumet",
{ {40, LIGHTRED},
{40, LIGHTMAGENTA},
{40, LIGHTBLUE},
}));
add_element_colour(new random_element_colour_calc(
ETC_BEOGH, "beogh",
{ {60, LIGHTRED}, // plain Orc colour
{60, BROWN}, // Orcish mines wall/idol colour
}));
add_element_colour(new random_element_colour_calc(
ETC_CRYSTAL, "crystal",
{ {40, LIGHTGREY},
{40, GREEN},
{40, LIGHTRED},
}));
add_element_colour(new random_element_colour_calc(
ETC_BLOOD, "blood",
{ {60, RED},
{60, DARKGREY},
}));
add_element_colour(new random_element_colour_calc(
ETC_SMOKE, "smoke",
{ {30, LIGHTGREY},
{30, DARKGREY},
{30, LIGHTBLUE},
{30, MAGENTA},
}));
add_element_colour(new random_element_colour_calc(
ETC_SLIME, "slime",
{ {40, GREEN},
{40, BROWN},
{40, LIGHTGREEN},
}));
add_element_colour(new random_element_colour_calc(
ETC_JEWEL, "jewel",
{ {12, WHITE},
{12, YELLOW},
{12, LIGHTMAGENTA},
{12, LIGHTRED},
{12, LIGHTGREEN},
{12, LIGHTBLUE},
{12, MAGENTA},
{12, RED},
{12, GREEN},
{12, BLUE},
}));
add_element_colour(new random_element_colour_calc(
ETC_ELVEN, "elven",
{ {40, LIGHTGREEN},
{40, GREEN},
{20, LIGHTBLUE},
{20, BLUE},
}));
add_element_colour(new random_element_colour_calc(
ETC_DWARVEN, "dwarven",
{ {40, BROWN},
{40, LIGHTRED},
{20, LIGHTGREY},
{20, CYAN},
}));
add_element_colour(new random_element_colour_calc(
ETC_ORCISH, "orcish",
{ {40, DARKGREY},
{40, RED},
{20, BROWN},
{20, MAGENTA},
}));
add_element_colour(new random_element_colour_calc(
ETC_FLASH, "flash",
{ {30, LIGHTMAGENTA},
{30, MAGENTA},
{30, YELLOW},
{15, LIGHTRED},
{15, RED},
}));
add_element_colour(new element_colour_calc(
ETC_FLOOR, "floor", _etc_floor
));
add_element_colour(new element_colour_calc(
ETC_ROCK, "rock", _etc_rock
));
add_element_colour(new random_element_colour_calc(
ETC_MIST, "mist",
{ {100, CYAN},
{20, BLUE},
}));
add_element_colour(new random_element_colour_calc(
ETC_SHIMMER_BLUE, "shimmer_blue",
{ {90, BLUE},
{20, LIGHTBLUE},
{10, CYAN},
}));
add_element_colour(new random_element_colour_calc(
ETC_DECAY, "decay",
{ {60, BROWN},
{60, GREEN},
}));
add_element_colour(new random_element_colour_calc(
ETC_SILVER, "silver",
{ {90, LIGHTGREY},
{30, WHITE},
}));
add_element_colour(new random_element_colour_calc(
ETC_GOLD, "gold",
{ {60, YELLOW},
{60, BROWN},
}));
add_element_colour(new random_element_colour_calc(
ETC_IRON, "iron",
{ {40, CYAN},
{40, LIGHTGREY},
{40, DARKGREY},
}));
add_element_colour(new random_element_colour_calc(
ETC_STEEL, "steel",
{ {1, CYAN},
{1, LIGHTGREY},
}));
add_element_colour(new random_element_colour_calc(
ETC_BONE, "bone",
{ {90, WHITE},
{30, LIGHTGREY},
}));
add_element_colour(new element_colour_calc(
ETC_ELVEN_BRICK, "elven_brick", _etc_elven_brick
));
add_element_colour(new element_colour_calc(
ETC_WAVES, "waves", _etc_waves
));
add_element_colour(new element_colour_calc(
ETC_TREE, "tree", _etc_tree
));
add_element_colour(new element_colour_calc(
ETC_MANGROVE, "mangrove", _etc_mangrove
));
add_element_colour(new element_colour_calc(
ETC_VORTEX, "vortex", _etc_vortex
));
add_element_colour(new element_colour_calc(
ETC_LIQUEFIED, "liquefied", _etc_liquefied
));
add_element_colour(new element_colour_calc(
ETC_ORB_GLOW, "orb_glow", _etc_orb_glow
));
add_element_colour(new element_colour_calc(
ETC_DISJUNCTION, "disjunction", _etc_disjunction
));
add_element_colour(new element_colour_calc(
ETC_RANDOM, "random", _etc_random
));
add_element_colour(new random_element_colour_calc(
ETC_DITHMENOS, "dithmenos",
{ {40, DARKGREY},
{40, MAGENTA},
{40, BLUE},
}));
add_element_colour(new element_colour_calc(
ETC_ELEMENTAL, "elemental", _etc_elemental
));
add_element_colour(new random_element_colour_calc(
ETC_INCARNADINE, "incarnadine",
{ {60, MAGENTA},
{60, RED},
}));
add_element_colour(new random_element_colour_calc(
ETC_FOUL_FLAME, "foul_flame",
{ {60, DARKGREY},
{60, MAGENTA},
{20, WHITE},
{20, LIGHTMAGENTA},
}));
add_element_colour(new random_element_colour_calc(
ETC_MOUNTAIN, "mountain",
{ {40, LIGHTGREEN},
{40, LIGHTMAGENTA},
{40, LIGHTCYAN},
}));
add_element_colour(new random_element_colour_calc(
ETC_AWOKEN_FOREST, "awoken_forest",
{ {40, RED},
{20, LIGHTRED},
}));
add_element_colour(new random_element_colour_calc(
ETC_WU_JIAN, "wu_jian",
{ {40, LIGHTRED},
{40, YELLOW},
{10, WHITE},
}));
add_element_colour(new random_element_colour_calc(
ETC_CANDLES, "candles",
{ {40, RED},
{40, YELLOW},
{40, WHITE},
}));
add_element_colour(new random_element_colour_calc(
ETC_GLITTER, "glitter",
{ {20, LIGHTRED},
{20, YELLOW},
{20, LIGHTBLUE},
{20, LIGHTCYAN},
{20, LIGHTMAGENTA},
{20, LIGHTGREEN},
{100, LIGHTGREY},
}));
// redefined by Lua later
add_element_colour(new element_colour_calc(
ETC_DISCO, "disco", _etc_random
));
}
int element_colour(int element, coord_def loc, bool no_random)
{
// pass regular colours through for safety.
if (!_is_element_colour(element))
return element;
// Strip COLFLAGs just in case.
element &= 0x007f;
ASSERT(element_colours[element]);
int ret = element_colours[element]->get(loc, no_random);
ASSERT(!_is_element_colour(ret));
return (ret == BLACK) ? GREEN : ret;
}
#ifdef USE_TILE
static int _hex(char c)
{
if (c >= '0' && c <= '9')
return c - '0';
if (c >= 'a' && c <= 'f')
return 10 + c - 'a';
if (c >= 'A' && c <= 'F')
return 10 + c - 'A';
return 0;
}
VColour str_to_tile_colour(string colour)
{
if (colour.empty())
return VColour(0, 0, 0);
if (colour[0] == '#' && colour.length() == 7)
{
return VColour((_hex(colour[1]) << 4) + _hex(colour[2]),
(_hex(colour[3]) << 4) + _hex(colour[4]),
(_hex(colour[5]) << 4) + _hex(colour[6]));
}
else
{
lowercase(colour);
if (colour == "darkgray")
colour = "darkgrey";
else if (colour == "gray")
colour = "grey";
else if (colour == "lightgray")
colour = "lightgrey";
if (colour == "black") return VColour( 0, 0, 0);
else if (colour == "darkgrey") return VColour(128, 128, 128);
else if (colour == "grey") return VColour(160, 160, 160);
else if (colour == "lightgrey") return VColour(192, 192, 192);
else if (colour == "white") return VColour(255, 255, 255);
else if (colour == "blue") return VColour( 0, 64, 255);
else if (colour == "lightblue") return VColour(128, 128, 255);
else if (colour == "darkblue") return VColour( 0, 32, 128);
else if (colour == "green") return VColour( 0, 255, 0);
else if (colour == "lightgreen") return VColour(128, 255, 128);
else if (colour == "darkgreen") return VColour( 0, 128, 0);
else if (colour == "cyan") return VColour( 0, 255, 255);
else if (colour == "lightcyan") return VColour( 64, 255, 255);
else if (colour == "darkcyan") return VColour( 0, 128, 128);
else if (colour == "red") return VColour(255, 0, 0);
else if (colour == "lightred") return VColour(255, 128, 128);
else if (colour == "darkred") return VColour(128, 0, 0);
else if (colour == "magenta") return VColour(192, 0, 255);
else if (colour == "lightmagenta") return VColour(255, 128, 255);
else if (colour == "darkmagenta") return VColour( 96, 0, 128);
else if (colour == "yellow") return VColour(255, 255, 0);
else if (colour == "lightyellow") return VColour(255, 255, 64);
else if (colour == "darkyellow") return VColour(128, 128, 0);
else if (colour == "brown") return VColour(165, 91, 0);
else return VColour(0, 0, 0);
}
}
#endif
static const char* const cols[16] =
{
"black", "blue", "green", "cyan", "red", "magenta", "brown",
"lightgrey", "darkgrey", "lightblue", "lightgreen", "lightcyan",
"lightred", "lightmagenta", "yellow", "white"
};
static const char* const readable_cols[16] =
{
"black", "blue", "green", "cyan", "red", "magenta", "brown",
"light grey", "dark grey", "light blue", "light green", "light cyan",
"light red", "light magenta", "yellow", "white"
};
COMPILE_CHECK(ARRAYSZ(cols) == NUM_TERM_COLOURS);
COMPILE_CHECK(ARRAYSZ(readable_cols) == NUM_TERM_COLOURS);
const string colour_to_str(colour_t colour, bool human_readable)
{
if (colour >= NUM_TERM_COLOURS)
return "lightgrey";
else
return human_readable ? readable_cols[colour] : cols[colour];
}
// Returns default_colour (default -1) if unmatched else returns 0-15.
int str_to_colour(const string &str, int default_colour, bool accept_number,
bool accept_elemental)
{
int ret;
for (ret = 0; ret < NUM_TERM_COLOURS; ++ret)
{
if (str == cols[ret])
break;
}
// Check for alternate spellings.
if (ret == NUM_TERM_COLOURS)
{
if (str == "lightgray")
ret = 7;
else if (str == "darkgray")
ret = 8;
}
if (ret == NUM_TERM_COLOURS && accept_elemental)
{
// Maybe we have an element colour attribute.
if (base_colour_calc **calc = map_find(element_colours_str, str))
{
ASSERT(*calc);
ret = (*calc)->type;
}
}
if (ret == NUM_TERM_COLOURS && accept_number)
{
// Check if we have a direct colour index.
const char *s = str.c_str();
char *es = nullptr;
const int ci = static_cast<int>(strtol(s, &es, 10));
if (s != es && es && ci >= 0 && ci < NUM_TERM_COLOURS)
ret = ci;
}
return (ret == NUM_TERM_COLOURS) ? default_colour : ret;
}
unsigned real_colour(unsigned raw_colour, const coord_def& loc)
{
// This order is important - is_element_colour() doesn't want to see the
// munged colours returned by dos_brand, so it should always be done
// before applying DOS brands.
const int colflags = raw_colour & 0xFF00;
// Evaluate any elemental colours to guarantee vanilla colour is returned
if (_is_element_colour(raw_colour))
raw_colour = colflags | element_colour(raw_colour, loc, false);
return raw_colour;
}
string colourize_str(string base, colour_t col)
{
if (col < NUM_TERM_COLOURS)
{
if (col == BLACK)
col = DARKGRAY;
const string col_name = colour_to_str(col);
return make_stringf("<%s>%s</%s>",
col_name.c_str(), base.c_str(), col_name.c_str());
}
ASSERT(element_colours[col]);
string out;
for (int i = 0; i < (int)base.length(); i++)
{
const colour_t term_col = element_colours[col]->get_nth(i);
const string col_name = colour_to_str(term_col);
out += "<" + col_name + ">" + base[i] + "</" + col_name + ">";
}
return out;
}
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