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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-15 20:15:48 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-15 20:15:48 +0000
commit51e06c054764971800694444b6cb35369a5ce336 (patch)
tree80b9b9d51c04b749fbfc93660b58b10fcc34dd52 /crawl-ref/source/misc.cc
parentf5824a2c7390e30a801ac8b1eaa9cea7a6d3afae (diff)
downloadcrawl-ref-51e06c054764971800694444b6cb35369a5ce336.tar.gz
crawl-ref-51e06c054764971800694444b6cb35369a5ce336.zip
Fix the Vestibule having no upstairs. o_O
Fix fleeing monsters shooting at you. (BR 1994462) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5861 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/misc.cc')
-rw-r--r--crawl-ref/source/misc.cc14
1 files changed, 7 insertions, 7 deletions
diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc
index 59f4ef04d8..f0d5b17aee 100644
--- a/crawl-ref/source/misc.cc
+++ b/crawl-ref/source/misc.cc
@@ -1530,7 +1530,7 @@ void up_stairs(dungeon_feature_type force_stair,
}
if (you.your_level == 0
- && !yesno("Are you sure you want to leave the Dungeon?", false, 'n'))
+ && !yesno("Are you sure you want to leave the Dungeon?", false, 'n'))
{
mpr("Alright, then stay!");
return;
@@ -1594,9 +1594,9 @@ void up_stairs(dungeon_feature_type force_stair,
}
// Did we take a branch stair?
- for ( i = 0; i < NUM_BRANCHES; ++i )
+ for (i = 0; i < NUM_BRANCHES; ++i)
{
- if ( branches[i].exit_stairs == stair_find )
+ if (branches[i].exit_stairs == stair_find)
{
you.where_are_you = branches[i].parent_branch;
@@ -1685,7 +1685,7 @@ void up_stairs(dungeon_feature_type force_stair,
// First we update the old level's stair.
level_pos lp;
- lp.id = new_level_id;
+ lp.id = new_level_id;
lp.pos.x = you.x_pos;
lp.pos.y = you.y_pos;
@@ -1899,9 +1899,9 @@ void down_stairs( int old_level, dungeon_feature_type force_stair,
// Welcome message.
// Try to find a branch stair.
bool entered_branch = false;
- for ( i = 0; i < NUM_BRANCHES; ++i )
+ for (i = 0; i < NUM_BRANCHES; ++i)
{
- if ( branches[i].entry_stairs == stair_find )
+ if (branches[i].entry_stairs == stair_find)
{
entered_branch = true;
you.where_are_you = branches[i].id;
@@ -2317,7 +2317,7 @@ bool go_berserk(bool intentional)
bool mons_is_safe(const struct monsters *mon, bool want_move)
{
- int dist = grid_distance(you.x_pos, you.y_pos, mon->x, mon->y);
+ int dist = grid_distance(you.x_pos, you.y_pos, mon->x, mon->y);
bool is_safe = (mons_wont_attack(mon)
|| mons_class_flag(mon->type, M_NO_EXP_GAIN)