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authorDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-11-17 00:53:52 -0600
committerDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-11-17 00:53:52 -0600
commit156bccf542ff28a29a69bc89af69259951f613bf (patch)
tree4e1dc31a7d81a7bf7e1227baa47947d6b83e6d26 /crawl-ref/source/godabil.cc
parent1135ed738aab700ed8831997942fff3468b97c45 (diff)
downloadcrawl-ref-156bccf542ff28a29a69bc89af69259951f613bf.tar.gz
crawl-ref-156bccf542ff28a29a69bc89af69259951f613bf.zip
And do the same for the rest of Fedhas' invocations.
Diffstat (limited to 'crawl-ref/source/godabil.cc')
-rw-r--r--crawl-ref/source/godabil.cc16
1 files changed, 13 insertions, 3 deletions
diff --git a/crawl-ref/source/godabil.cc b/crawl-ref/source/godabil.cc
index 7d15139ff4..27439a3890 100644
--- a/crawl-ref/source/godabil.cc
+++ b/crawl-ref/source/godabil.cc
@@ -862,6 +862,8 @@ bool plant_ring_from_fruit()
int rain(const coord_def &target)
{
int spawned_count = 0;
+ int processed_count = 0;
+
for (radius_iterator rad(target, LOS_RADIUS, true, true, true); rad; ++rad)
{
// Adjust the shape of the rainfall slightly to make it look
@@ -897,6 +899,8 @@ int rain(const coord_def &target)
if (plant != -1)
spawned_count++;
+
+ processed_count++;
}
continue;
@@ -906,6 +910,8 @@ int rain(const coord_def &target)
if (ftype >= DNGN_FLOOR_MIN && ftype <= DNGN_FLOOR_MAX)
{
dungeon_terrain_changed(*rad, DNGN_SHALLOW_WATER);
+
+ processed_count++;
}
// We can also turn shallow water into deep water, but we're
// just going to skip cases where there is something on the
@@ -916,6 +922,8 @@ int rain(const coord_def &target)
&& ftype == DNGN_SHALLOW_WATER)
{
dungeon_terrain_changed(*rad, DNGN_DEEP_WATER);
+
+ processed_count++;
}
if (ftype >= DNGN_MINMOVE)
@@ -931,10 +939,12 @@ int rain(const coord_def &target)
* you.skills[SK_INVOCATIONS], 27);
if (x_chance_in_y(expected, 20))
+ {
place_cloud(CLOUD_RAIN, *rad, 10, KC_YOU);
- }
-
+ processed_count++;
+ }
+ }
}
if (spawned_count > 0)
@@ -944,7 +954,7 @@ int rain(const coord_def &target)
(spawned_count > 1 ? "" : "s"));
}
- return (spawned_count);
+ return (processed_count);
}
// Destroy corpses in the player's LOS (first corpse on a stack only)