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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-02 12:31:12 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-02 12:31:12 +0000 |
commit | b50eafe8de72cbcc4431813934695c22642cdd46 (patch) | |
tree | 393c748e0cffac935a3ca89114e3444a2795ca7f /crawl-ref/source/abl-show.cc | |
parent | c78ed8ca5a6f1528db2bfe1f846e24bef6695a89 (diff) | |
download | crawl-ref-b50eafe8de72cbcc4431813934695c22642cdd46.tar.gz crawl-ref-b50eafe8de72cbcc4431813934695c22642cdd46.zip |
I'm not sure I actually coded anything worthwhile, though I experimented
a fair bit and as usually ended up doing lots of clean-up.
Oh wait, I modified eat_from_floor prompts to only force a more if there
was actually a message before trying the inventory (whoops), and also
modified the corpses in pack hint to take into account that a saccing
player won't be interested in butchering rotten corpses.
Also implemented a modified FR 1981119: when Detect Creatures only
detects plants already seen before, print a different message
("You detect no further creatures.").
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5435 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/abl-show.cc')
-rw-r--r-- | crawl-ref/source/abl-show.cc | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/crawl-ref/source/abl-show.cc b/crawl-ref/source/abl-show.cc index 8a94c634d5..5e6e547816 100644 --- a/crawl-ref/source/abl-show.cc +++ b/crawl-ref/source/abl-show.cc @@ -1082,7 +1082,7 @@ static bool _do_ability(const ability_def& abil) if (abil.ability == ABIL_MAPPING && player_mutation_level(MUT_MAPPING) < 3 && (you.level_type == LEVEL_PANDEMONIUM - || you.level_type == LEVEL_LABYRINTH)) + || !player_in_mappable_area())) { mpr("You feel momentarily disoriented."); return (false); @@ -2168,7 +2168,7 @@ std::vector<talent> your_talents( bool check_confused ) || scan_randarts( RAP_LEVITATE )) { // Has no effect on permanently flying Kenku. - if (!you.permanent_levitation() && you.flight_mode() != FL_FLY) + if (!you.permanent_flight() && you.flight_mode() != FL_FLY) { // Now you can only turn levitation off if you have an // activatable item. Potions and miscast effects will @@ -2186,20 +2186,20 @@ std::vector<talent> your_talents( bool check_confused ) _add_talent(talents, ABIL_EVOKE_TELEPORTATION, check_confused ); } - // find hotkeys for the non-hotkeyed talents + // Find hotkeys for the non-hotkeyed talents. for (unsigned int i = 0; i < talents.size(); ++i) { - // skip preassigned hotkeys + // Skip preassigned hotkeys. if ( talents[i].hotkey != 0 ) continue; - // try to find a free hotkey for i, starting from Z + // Try to find a free hotkey for i, starting from Z. for ( int k = 51; k >= 0; ++k ) { const int kkey = index_to_letter(k); bool good_key = true; - // check that it doesn't conflict with other hotkeys + // Check that it doesn't conflict with other hotkeys. for ( unsigned int j = 0; j < talents.size(); ++j ) { if ( talents[j].hotkey == kkey ) @@ -2209,7 +2209,7 @@ std::vector<talent> your_talents( bool check_confused ) } } - if ( good_key ) + if (good_key) { talents[i].hotkey = k; you.ability_letter_table[k] = talents[i].which; @@ -2217,7 +2217,7 @@ std::vector<talent> your_talents( bool check_confused ) } } // In theory, we could be left with an unreachable ability - // here (if you have 53 or more abilities simultaneously.) + // here (if you have 53 or more abilities simultaneously). } return talents; |