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authorDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-01 20:32:38 -0500
committerDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-01 20:32:38 -0500
commit38a99d5fb299818a3fa0dc79c9ddc5d0379aeb0a (patch)
tree8e4047c34bade786d515ebccac432b81a7d91e4a /crawl-ref/source/monplace.cc
parent2a56957bec723bd5a9b842b503ba3c6e7e0f0ec0 (diff)
downloadcrawl-ref-38a99d5fb299818a3fa0dc79c9ddc5d0379aeb0a.tar.gz
crawl-ref-38a99d5fb299818a3fa0dc79c9ddc5d0379aeb0a.zip
Clean up the Kiku changes a bit.
Diffstat (limited to 'crawl-ref/source/monplace.cc')
-rw-r--r--crawl-ref/source/monplace.cc27
1 files changed, 13 insertions, 14 deletions
diff --git a/crawl-ref/source/monplace.cc b/crawl-ref/source/monplace.cc
index ccb4e943d2..9c77d0c8c7 100644
--- a/crawl-ref/source/monplace.cc
+++ b/crawl-ref/source/monplace.cc
@@ -1292,28 +1292,27 @@ static monster_type _pick_random_zombie()
monster_type pick_local_zombifiable_monster_type(int power)
{
- // Generates a dummy zombie likely to be found
+ // Generates a dummy zombie likely to be found.
// Ripped wholly from _define_zombie().
power = std::min(27, power);
// How OOD this zombie can be.
int relax = 5;
- // Pick an appropriate creature to make a zombie out of,
- // levelwise. The old code was generating absolutely
- // incredible OOD zombies.
+ // Pick an appropriate creature to make a zombie out of, levelwise.
+ // The old code was generating absolutely incredible OOD zombies.
int cls;
while (true)
{
cls = _pick_random_zombie();
bool ignore_rarity = false;
- // On certain branches, zombie creation will fail if we use
- // the mons_rarity() functions, because (for example) there
- // are NO zombifiable "native" abyss creatures. Other branches
- // where this is a problem are hell levels and the crypt.
- // we have to watch for summoned zombies on other levels, too,
- // such as the Temple, HoB, and Slime Pits.
+ // On certain branches, zombie creation will fail if we use the
+ // mons_rarity() functions, because (for example) there are NO
+ // zombifiable "native" abyss creatures. Other branches where
+ // this is a problem are Hell levels and the Crypt. We have to
+ // watch for summoned zombies on other levels, too, such as the
+ // Temple, the Hall of Blades and the Slime Pits.
if (you.level_type != LEVEL_DUNGEON
|| player_in_hell()
|| player_in_branch(BRANCH_HALL_OF_ZOT)
@@ -1333,7 +1332,7 @@ monster_type pick_local_zombifiable_monster_type(int power)
if (!ignore_rarity && mons_rarity(cls) == 0)
continue;
- // Check for rarity.. and OOD - identical to mons_place()
+ // Check for rarity.. and OOD - identical to mons_place().
int level, diff, chance;
level = mons_level(cls) - 4;
@@ -1348,9 +1347,9 @@ monster_type pick_local_zombifiable_monster_type(int power)
break;
}
- // Every so often, we'll relax the OOD restrictions. Avoids
- // infinite loops (if we don't do this, things like creating
- // a large skeleton on level 1 may hang the game!).
+ // Every so often, we'll relax the OOD restrictions. This
+ // avoids infinite loops. If we don't do this, things like
+ // creating a large skeleton on level 1 may hang the game!
if (one_chance_in(5))
relax++;
}