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authorDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-09-28 09:27:02 -0500
committerDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-09-28 09:27:02 -0500
commit74e2f3fdac21f60de2ae454d0c3f7034599b3a14 (patch)
treedfd3a2a8d1a533ce8144abb1788ac36609460b89 /crawl-ref/source/player.cc
parentf0d371b01c7bb2385faf63d97dddd5f39eb1190b (diff)
downloadcrawl-ref-74e2f3fdac21f60de2ae454d0c3f7034599b3a14.tar.gz
crawl-ref-74e2f3fdac21f60de2ae454d0c3f7034599b3a14.zip
Add yet more minor cosmetic fixes.
Diffstat (limited to 'crawl-ref/source/player.cc')
-rw-r--r--crawl-ref/source/player.cc35
1 files changed, 17 insertions, 18 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index 6461ec836c..b44093e7a4 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -378,24 +378,9 @@ bool move_player_to_grid( const coord_def& p, bool stepped, bool allow_shift,
return (true);
}
-// Given an adjacent monster, returns true if the player can hit it (the
-// monster should either not be submerged or submerged in shallow water,
-// if the player has a polearm).
-bool player_can_hit_monster(const monsters *mon)
-{
- if (!mons_is_submerged(mon))
- return (true);
-
- if (grd(mon->pos()) != DNGN_SHALLOW_WATER)
- return (false);
-
- const item_def *weapon = you.weapon();
- return (weapon && weapon_skill(*weapon) == SK_POLEARMS);
-}
-
bool player_can_swim()
{
- return you.can_swim();
+ return (you.can_swim());
}
bool is_grid_dangerous(int grid)
@@ -1090,15 +1075,29 @@ bool player_equip_unrand(int unrand_index)
return (false);
}
+int player_damage_brand(void)
+{
+ return (you.damage_brand());
+}
int player_damage_type(void)
{
return (you.damage_type());
}
-int player_damage_brand(void)
+// Given an adjacent monster, returns true if the player can hit it (the
+// monster should not be submerged, or be submerged in shallow water if
+// the player has a polearm).
+bool player_can_hit_monster(const monsters *mon)
{
- return (you.damage_brand());
+ if (!mons_is_submerged(mon))
+ return (true);
+
+ if (grd(mon->pos()) != DNGN_SHALLOW_WATER)
+ return (false);
+
+ const item_def *weapon = you.weapon();
+ return (weapon && weapon_skill(*weapon) == SK_POLEARMS);
}
int player_teleport(bool calc_unid)