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author | David Lawrence Ramsey <dolorous@users.sourceforge.net> | 2009-09-28 09:27:02 -0500 |
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committer | David Lawrence Ramsey <dolorous@users.sourceforge.net> | 2009-09-28 09:27:02 -0500 |
commit | 74e2f3fdac21f60de2ae454d0c3f7034599b3a14 (patch) | |
tree | dfd3a2a8d1a533ce8144abb1788ac36609460b89 /crawl-ref/source/player.cc | |
parent | f0d371b01c7bb2385faf63d97dddd5f39eb1190b (diff) | |
download | crawl-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.cc | 35 |
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) |