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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-14 15:00:11 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-14 15:00:11 +0000
commitee2afdbd1610f7a204808056bf1a5826085b89c8 (patch)
treedebd3aee3946d707716e13b86e53d3b8539a29a0 /crawl-ref/source/player.cc
parent4d430b2328d6922783a0dd256428de1585691eb9 (diff)
downloadcrawl-ref-ee2afdbd1610f7a204808056bf1a5826085b89c8.tar.gz
crawl-ref-ee2afdbd1610f7a204808056bf1a5826085b89c8.zip
FR 1962016: Make hydra headedness more obvious.
You now get messages like "The seven-headed hydra bites." and "You slice the 12-headed hydra." FR 1963606: Take a note when you pick up a rune (or the Orb!) for the first time. There are a couple of other files I changed, but I can't remember any big stuff, so it was probably just cleanup. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5029 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/player.cc')
-rw-r--r--crawl-ref/source/player.cc43
1 files changed, 22 insertions, 21 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index 1f70d801f2..b131b2a2f8 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -102,9 +102,9 @@ static void _attribute_increase();
// Use this function whenever the player enters (or lands and thus re-enters)
// a grid.
//
-// stepped - normal walking moves
+// stepped - normal walking moves
// allow_shift - allowed to scramble in any direction out of lava/water
-// force - ignore safety checks, move must happen (traps, lava/water).
+// force - ignore safety checks, move must happen (traps, lava/water).
bool move_player_to_grid( int x, int y, bool stepped, bool allow_shift,
bool force )
{
@@ -114,7 +114,7 @@ bool move_player_to_grid( int x, int y, bool stepped, bool allow_shift,
// assuming that entering the same square means coming from above (levitate)
const bool from_above = (you.x_pos == x && you.y_pos == y);
const dungeon_feature_type old_grid = (from_above) ? DNGN_FLOOR
- : grd[you.x_pos][you.y_pos];
+ : grd[you.x_pos][you.y_pos];
const dungeon_feature_type new_grid = grd[x][y];
// really must be clear
@@ -128,7 +128,7 @@ bool move_player_to_grid( int x, int y, bool stepped, bool allow_shift,
if (cloud != EMPTY_CLOUD)
{
const cloud_type ctype = env.cloud[ cloud ].type;
- // don't prompt if already in a cloud of the same type
+ // Don't prompt if already in a cloud of the same type.
if (is_damaging_cloud(ctype, false)
&& (env.cgrid[you.x_pos][you.y_pos] == EMPTY_CLOUD
|| ctype != env.cloud[ env.cgrid[you.x_pos][you.y_pos] ].type))
@@ -146,7 +146,7 @@ bool move_player_to_grid( int x, int y, bool stepped, bool allow_shift,
}
}
- // if we're walking along, give a chance to avoid trap
+ // If we're walking along, give a chance to avoid traps.
if (stepped && !force && !you.confused())
{
if (new_grid == DNGN_UNDISCOVERED_TRAP)
@@ -160,6 +160,7 @@ bool move_player_to_grid( int x, int y, bool stepped, bool allow_shift,
mprf( MSGCH_WARN,
"Wait a moment, %s! Do you really want to step there?",
you.your_name );
+
if (!you.running.is_any_travel())
more();
@@ -173,7 +174,7 @@ bool move_player_to_grid( int x, int y, bool stepped, bool allow_shift,
return (false);
}
- } // unknown trap
+ }
else if (new_grid == DNGN_TRAP_MAGICAL
#ifdef CLUA_BINDINGS
|| new_grid == DNGN_TRAP_MECHANICAL
@@ -297,8 +298,8 @@ bool move_player_to_grid( int x, int y, bool stepped, bool allow_shift,
#ifdef USE_TILE
// We could check for this above, but we need to do this post-move
// to force the merfolk tile to be out of water.
- if ((!grid_is_water(new_grid) && grid_is_water(old_grid) ||
- grid_is_water(new_grid) && !grid_is_water(old_grid))
+ if ((!grid_is_water(new_grid) && grid_is_water(old_grid)
+ || grid_is_water(new_grid) && !grid_is_water(old_grid))
&& you.species == SP_MERFOLK)
{
TilePlayerRefresh();
@@ -335,12 +336,12 @@ bool move_player_to_grid( int x, int y, bool stepped, bool allow_shift,
set_envmap_obj(you.x_pos, you.y_pos, type);
}
- // not easy to blink onto a trap without setting it off:
+ // It's not easy to blink onto a trap without setting it off.
if (!stepped)
trap_known = false;
// mechanical traps and shafts cannot be set off if the
- // player is flying or levitating
+ // player is flying or levitating
if (!player_is_airborne()
|| trap_category( env.trap[id].type ) == DNGN_TRAP_MAGICAL)
{
@@ -2692,7 +2693,7 @@ int player_sust_abil(bool calc_unid)
int carrying_capacity( burden_state_type bs )
{
- int cap = 3500+(you.strength * 100)+(player_is_airborne() ? 1000 : 0);
+ int cap = 3500 + (you.strength * 100) + (player_is_airborne() ? 1000 : 0);
if ( bs == BS_UNENCUMBERED )
return (cap * 5) / 6;
else if ( bs == BS_ENCUMBERED )
@@ -6218,20 +6219,20 @@ flight_type player::flight_mode() const
bool player::permanent_levitation() const
{
- return airborne() &&
- (permanent_flight() ||
- // Boots of levitation keep you with DUR_LEVITATION >= 2 at
- // all times. This is so that you can evoke stop-levitation
- // in order to actually cancel levitation (by setting
- // DUR_LEVITATION to 1.) Note that antimagic() won't do this.
- (player_equip_ego_type( EQ_BOOTS, SPARM_LEVITATION ) &&
- you.duration[DUR_LEVITATION] > 1));
+ // Boots of levitation keep you with DUR_LEVITATION >= 2 at
+ // all times. This is so that you can evoke stop-levitation
+ // in order to actually cancel levitation (by setting
+ // DUR_LEVITATION to 1.) Note that antimagic() won't do this.
+ return (airborne()
+ && (permanent_flight()
+ || player_equip_ego_type( EQ_BOOTS, SPARM_LEVITATION )
+ && you.duration[DUR_LEVITATION] > 1));
}
bool player::permanent_flight() const
{
- return airborne() &&
- (you.species == SP_KENKU && you.experience_level >= 15);
+ return (airborne()
+ && you.species == SP_KENKU && you.experience_level >= 15);
}
bool player::light_flight() const