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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-12-01 00:34:40 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-12-01 00:34:40 +0000 |
commit | 97fb0d78f692cb36873006a79446d011b4a3fb6b (patch) | |
tree | acf34c7a52d8a7795a76f72f4fab9674c14ebbfa /crawl-ref/source/spells1.cc | |
parent | 845cc22c3950d9e3e1e8b27a11e4557b3bb0fddb (diff) | |
download | crawl-ref-97fb0d78f692cb36873006a79446d011b4a3fb6b.tar.gz crawl-ref-97fb0d78f692cb36873006a79446d011b4a3fb6b.zip |
* Rename beheld -> mesmerised.
* Fix forget_map routine for Tiles.
There are two problems remaining:
a) Calling forget_map every ~20 turns is fine for ASCII since it
mostly happens outside vision range anyway but looks really odd
and spurious when watched in the minimap.
Potential solution: Call the function more often.
b) The minimap currently does not recenter but of course it should
from time to time. The problem with this is that this is likely
to look wobbly.
Potential solution: Disable the minimap entirely while in
labyrinths.
I don't like the solutions I came up with, so if anyone has a better
idea please speak up.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7698 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spells1.cc')
-rw-r--r-- | crawl-ref/source/spells1.cc | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/crawl-ref/source/spells1.cc b/crawl-ref/source/spells1.cc index 7d850ba0b5..1c17ae78d8 100644 --- a/crawl-ref/source/spells1.cc +++ b/crawl-ref/source/spells1.cc @@ -111,12 +111,12 @@ int blink(int pow, bool high_level_controlled_blink, bool wizard_blink) return (-1); // early return {dlb} } - if (!wizard_blink && you.duration[DUR_BEHELD]) + if (!wizard_blink && you.duration[DUR_MESMERISED]) { bool blocked_movement = false; - for (unsigned int i = 0; i < you.beheld_by.size(); i++) + for (unsigned int i = 0; i < you.mesmerised_by.size(); i++) { - monsters& mon = menv[you.beheld_by[i]]; + monsters& mon = menv[you.mesmerised_by[i]]; const int olddist = grid_distance(you.pos(), mon.pos()); const int newdist = grid_distance(beam.target, mon.pos()); |