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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-15 20:15:48 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-15 20:15:48 +0000 |
commit | 51e06c054764971800694444b6cb35369a5ce336 (patch) | |
tree | 80b9b9d51c04b749fbfc93660b58b10fcc34dd52 /crawl-ref/source/misc.cc | |
parent | f5824a2c7390e30a801ac8b1eaa9cea7a6d3afae (diff) | |
download | crawl-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.cc | 14 |
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) |