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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-04 14:47:09 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-04 14:47:09 +0000
commitca98a8399e80e0fa440298a6ddf383d706343088 (patch)
treeefb9093515837fa9c2137965baf513cc447d308d /crawl-ref/source/effects.cc
parent7326d539ae67aba12e9a49dd94b2fe419845c759 (diff)
downloadcrawl-ref-ca98a8399e80e0fa440298a6ddf383d706343088.tar.gz
crawl-ref-ca98a8399e80e0fa440298a6ddf383d706343088.zip
Disallow vampires from draining summoned creatures to be consistent with
summoned creatures being incapable of bleeding on the floor. This makes things more difficult for Vampires; on the other hand there was a (more or less) recent change that lets them regain 1 hp *per turn* when draining corpses. We might also increase the duration of blood potions... Apart from that, various clean-ups. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6393 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/effects.cc')
-rw-r--r--crawl-ref/source/effects.cc60
1 files changed, 34 insertions, 26 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index 2f0bb6e661..3b0c21128e 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -816,7 +816,7 @@ static int _find_acquirement_subtype(object_class_type class_wanted,
for (int acqc = 0; acqc < ENDOFPACK; acqc++)
{
if (is_valid_item( you.inv[acqc] )
- && you.inv[acqc].base_type == class_wanted)
+ && you.inv[acqc].base_type == class_wanted)
{
ASSERT( you.inv[acqc].sub_type < max_has_value );
already_has[you.inv[acqc].sub_type] += you.inv[acqc].quantity;
@@ -1127,7 +1127,7 @@ static int _find_acquirement_subtype(object_class_type class_wanted,
break;
case OBJ_BOOKS:
- // remember, put rarer books higher in the list
+ // Remember, put rarer books higher in the list.
iteration = 1;
type_wanted = NUM_BOOKS;
@@ -1290,14 +1290,14 @@ static int _find_acquirement_subtype(object_class_type class_wanted,
*/
if (type_wanted == NUM_BOOKS && iteration == 1)
{
- best_spell = best_skill( SK_SPELLCASTING, (NUM_SKILLS - 1),
+ best_spell = best_skill( SK_SPELLCASTING, NUM_SKILLS - 1,
best_skill(SK_SPELLCASTING,
- (NUM_SKILLS - 1), 99) );
+ NUM_SKILLS - 1, 99) );
iteration++;
goto which_book;
}
- // if we don't have a book, try and get a new one.
+ // If we don't have a book, try and get a new one.
if (type_wanted == NUM_BOOKS)
{
do
@@ -1473,7 +1473,7 @@ bool acquirement(object_class_type class_wanted, int agent,
mpr("What kind of item would you like to acquire? ", MSGCH_PROMPT);
const int keyin = tolower( get_ch() );
- switch ( keyin )
+ switch (keyin)
{
case 'a': class_wanted = OBJ_WEAPONS; break;
case 'b': class_wanted = OBJ_ARMOUR; break;
@@ -1585,7 +1585,7 @@ bool acquirement(object_class_type class_wanted, int agent,
item_def& thing(mitm[thing_created]);
// Give some more gold.
- if ( class_wanted == OBJ_GOLD )
+ if (class_wanted == OBJ_GOLD)
thing.quantity += 150;
else if (quant > 1)
thing.quantity = quant;
@@ -1616,7 +1616,7 @@ bool acquirement(object_class_type class_wanted, int agent,
case RING_INTELLIGENCE:
case RING_DEXTERITY:
case RING_EVASION:
- // make sure plus is >= 1
+ // Make sure plus is >= 1.
thing.plus = abs( thing.plus );
if (thing.plus == 0)
thing.plus = 1;
@@ -1624,7 +1624,7 @@ bool acquirement(object_class_type class_wanted, int agent,
case RING_HUNGER:
case AMU_INACCURACY:
- // these are the only truly bad pieces of jewellery
+ // These are the only truly bad pieces of jewellery.
if (!one_chance_in(9))
make_item_randart( thing );
break;
@@ -1637,7 +1637,7 @@ bool acquirement(object_class_type class_wanted, int agent,
&& !is_fixed_artefact( thing )
&& !is_unrandom_artefact( thing ))
{
- // HACK: make unwieldable weapons wieldable
+ // HACK: Make unwieldable weapons wieldable.
// Note: messing with fixed artefacts is probably very bad.
switch (you.species)
{
@@ -1656,7 +1656,7 @@ bool acquirement(object_class_type class_wanted, int agent,
}
else
{
- // keep resetting seed until it's good:
+ // Keep resetting seed until it's good.
for (; brand == SPWPN_HOLY_WRATH;
brand = get_weapon_brand(thing))
{
@@ -1920,13 +1920,18 @@ void yell(bool force)
if (force)
{
if (shout_verb == "__NONE" || you.paralysed())
+ {
mprf("You feel a strong urge to %s, but "
"you are unable to make a sound!",
- shout_verb == "__NONE" ? "scream" : shout_verb.c_str());
+ shout_verb == "__NONE" ? "scream"
+ : shout_verb.c_str());
+ }
else
+ {
mprf("You feel a %s rip itself from your throat, "
"but you make no sound!",
shout_verb.c_str());
+ }
}
else
mpr("You are unable to make a sound!");
@@ -2215,25 +2220,30 @@ static void _hell_effects()
else
which_miscast = SPTYP_EARTH;
break;
+
case BRANCH_GEHENNA:
if (summon_instead)
which_beastie = MONS_FIEND;
else
which_miscast = SPTYP_FIRE;
break;
+
case BRANCH_COCYTUS:
if (summon_instead)
which_beastie = MONS_ICE_FIEND;
else
which_miscast = SPTYP_ICE;
break;
+
case BRANCH_TARTARUS:
if (summon_instead)
which_beastie = MONS_SHADOW_FIEND;
else
which_miscast = SPTYP_NECROMANCY;
break;
- default: // this is to silence gcc compiler warnings {dlb}
+
+ default:
+ // This is to silence gcc compiler warnings. {dlb}
if (summon_instead)
which_beastie = MONS_FIEND;
else
@@ -2254,12 +2264,12 @@ static void _hell_effects()
}
}
- // NB: no "else" - 8 in 27 odds that nothing happens through
- // first chain {dlb}
- // also note that the following is distinct from and in
- // addition to the above chain:
+ // NB: No "else" - 8 in 27 odds that nothing happens through
+ // first chain. {dlb}
+ // Also note that the following is distinct from and in
+ // addition to the above chain.
- // try to summon at least one and up to five random monsters {dlb}
+ // Try to summon at least one and up to five random monsters. {dlb}
if (one_chance_in(3))
{
mgen_data mg;
@@ -2268,10 +2278,8 @@ static void _hell_effects()
create_monster(mg);
for (int i = 0; i < 4; ++i)
- {
if (one_chance_in(3))
create_monster(mg);
- }
}
}
@@ -2305,7 +2313,7 @@ static bool _food_item_needs_time_check(item_def &item)
static void _rot_inventory_food(long time_delta)
{
// Update all of the corpses and food chunks in the player's
- // inventory {should be moved elsewhere - dlb}
+ // inventory. {should be moved elsewhere - dlb}
bool burden_changed_by_rot = false;
std::vector<char> rotten_items;
for (int i = 0; i < ENDOFPACK; i++)
@@ -2876,7 +2884,7 @@ void update_level(double elapsedTime)
continue;
}
- // following monsters don't get movement
+ // Following monsters don't get movement.
if (mon->flags & MF_JUST_SUMMONED)
continue;
@@ -2927,18 +2935,18 @@ static void _maybe_restart_fountain_flow(const int x, const int y,
if (!one_chance_in(100))
continue;
- // make it start flowing again
+ // Make it start flowing again.
grd[x][y] = static_cast<dungeon_feature_type> (grid
- (DNGN_DRY_FOUNTAIN_BLUE - DNGN_FOUNTAIN_BLUE));
- if ( is_terrain_seen(coord_def(x,y)) )
+ if (is_terrain_seen(coord_def(x,y)))
set_envmap_obj(x, y, grd[x][y]);
- // clean bloody floor
+ // Clean bloody floor.
if (is_bloodcovered(x,y))
env.map[x][y].property = FPROP_NONE;
- // chance of cleaning adjacent squares
+ // Chance of cleaning adjacent squares.
for (int i = -1; i <= 1; i++)
for (int j = -1; j <= 1; j++)
{