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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-08-07 22:05:28 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-08-07 22:05:28 +0000
commit0473b6c1ce5ab39ea900266d84429266769b8b90 (patch)
tree08b87a386e4093f78f82c3435c8af90de3b1f36d /crawl-ref/source/monstuff.cc
parent6f4e8d8799abda4540693769d4c96af328858027 (diff)
downloadcrawl-ref-0473b6c1ce5ab39ea900266d84429266769b8b90.tar.gz
crawl-ref-0473b6c1ce5ab39ea900266d84429266769b8b90.zip
Don't equip pure spellcasters with a knife at game start. Finding any
butchering weapon is easy enough, and even more so if it being cursed or negatively enchanted doesn't even matter. Arguably, Earth Elementalists (occasionally wielding stones) and Summoners (wielding sticks) might start out with a butchering tool, after all. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6793 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/monstuff.cc')
-rw-r--r--crawl-ref/source/monstuff.cc14
1 files changed, 7 insertions, 7 deletions
diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc
index 174bca3f0d..f8330fee69 100644
--- a/crawl-ref/source/monstuff.cc
+++ b/crawl-ref/source/monstuff.cc
@@ -392,9 +392,9 @@ static void _check_kill_milestone(const monsters *mons,
}
#endif // DGL_MILESTONES
-static void _give_monster_experience( monsters *victim,
+static void _give_monster_experience(monsters *victim,
int killer_index, int experience,
- bool victim_was_born_friendly )
+ bool victim_was_born_friendly)
{
if (invalid_monster_index(killer_index))
return;
@@ -930,7 +930,7 @@ void monster_die(monsters *monster, killer_type killer,
bool passive = (killer == KILL_YOU_CONF
&& (killer_index == ANON_FRIENDLY_MONSTER
|| !invalid_monster_index(killer_index)));
-
+
if ( passive )
{
mprf(MSGCH_MONSTER_DAMAGE, MDAM_DEAD, "%s is %s!",
@@ -3474,7 +3474,7 @@ monsters *choose_random_monster_on_level(int weight,
// level.
radius_iterator ri(you.pos(), near_by ? 9 : std::max(GXM,GYM),
true, in_sight);
-
+
for ( ; ri; ++ri )
{
if ( mgrd(*ri) != NON_MONSTER )
@@ -3596,7 +3596,7 @@ static void _maybe_set_patrol_route(monsters *monster)
//
//---------------------------------------------------------------
static void _handle_movement(monsters *monster)
-{
+{
coord_def delta;
_maybe_set_patrol_route(monster);
@@ -7033,7 +7033,7 @@ static bool _monster_move(monsters *monster)
{
const int targ_x = monster->pos().x + count_x - 1;
const int targ_y = monster->pos().y + count_y - 1;
-
+
// Bounds check - don't consider moving out of grid!
if (targ_x < 0 || targ_x >= GXM || targ_y < 0 || targ_y >= GYM)
{
@@ -7044,7 +7044,7 @@ static bool _monster_move(monsters *monster)
if (target_grid == DNGN_DEEP_WATER)
deep_water_available = true;
-
+
const monsters* mons = dynamic_cast<const monsters*>(monster);
good_move[count_x][count_y] =
_mon_can_move_to_pos(mons, coord_def(count_x-1, count_y-1));