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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-02 12:31:12 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-02 12:31:12 +0000
commitb50eafe8de72cbcc4431813934695c22642cdd46 (patch)
tree393c748e0cffac935a3ca89114e3444a2795ca7f /crawl-ref/source/dungeon.cc
parentc78ed8ca5a6f1528db2bfe1f846e24bef6695a89 (diff)
downloadcrawl-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/dungeon.cc')
-rw-r--r--crawl-ref/source/dungeon.cc4
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc
index 6863cbf44c..1a86391623 100644
--- a/crawl-ref/source/dungeon.cc
+++ b/crawl-ref/source/dungeon.cc
@@ -5235,7 +5235,7 @@ static dungeon_feature_type _pick_an_altar()
|| player_in_branch( BRANCH_ECUMENICAL_TEMPLE )
|| you.level_type == LEVEL_LABYRINTH)
{
- // No extra altars in temple, none at all in slime pits or labyrinth.
+ // No extra altars in Temple, none at all in Slime Pits or Labyrinth.
altar_type = DNGN_FLOOR;
}
else if (you.level_type == LEVEL_DUNGEON && !one_chance_in(5))
@@ -6397,7 +6397,7 @@ static bool _has_vault_in_radius(const coord_def &pos, int radius,
// * At least 4 squares away from the nearest vault.
// * Floor (well, obviously).
static coord_def _labyrinth_find_entry_point(const dgn_region &reg,
- const coord_def &end)
+ const coord_def &end)
{
const int min_distance = 20 * 20;
// Try many times.