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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-09 16:17:48 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-09 16:17:48 +0000
commit7b7a36d0531a016ba81520bec2a4a4177e2ca8ed (patch)
tree2054ca1b5243de711a38a2751edc06f39d92b001 /crawl-ref/source/acr.cc
parent5443a68f96b0ba24b0de77573ad36a5633b39cd7 (diff)
downloadcrawl-ref-7b7a36d0531a016ba81520bec2a4a4177e2ca8ed.tar.gz
crawl-ref-7b7a36d0531a016ba81520bec2a4a4177e2ca8ed.zip
Yikes, so many files! And all I did was add more item evaluation
functions for menu colouring and pickup... Added: emergency_item, good_item, dangerous_item, bad_item, and useless_item, all taking into account player species and mutations, so e.g. =see invisible is useless for Naga, and !poison is always bad but only useless if you don't know Evaporate. Never autopickup useless, dangerous (e.g. ?immolation) or inedible items, and simplify the item colour/pickup options accordingly. I'll have to see if pickup.lua is still even needed after this. Removed the menu_colour_prefix_id option as I can't see any reason to turn it off. Oh, and fixed a bug where Kenku were unable to stop levitating if they gained level 15 while levitating. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5658 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/acr.cc')
-rw-r--r--crawl-ref/source/acr.cc4
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/acr.cc b/crawl-ref/source/acr.cc
index 96ee704198..6c10e2c99d 100644
--- a/crawl-ref/source/acr.cc
+++ b/crawl-ref/source/acr.cc
@@ -2831,7 +2831,7 @@ static void _decrement_durations()
}
- if (!you.permanent_levitation())
+ if (!you.permanent_levitation() && !you.permanent_flight())
{
if ( _decrement_a_duration(DUR_LEVITATION,
"You float gracefully downwards.",
@@ -2841,7 +2841,7 @@ static void _decrement_durations()
burden_change();
// Landing kills controlled flight.
you.duration[DUR_CONTROLLED_FLIGHT] = 0;
- // re-enter the terrain:
+ // Re-enter the terrain.
move_player_to_grid( you.x_pos, you.y_pos, false, true, true );
}
}