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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-10 13:37:17 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-10 13:37:17 +0000
commit8fcf9242d71cf3fa44ad46bc5e37313e8b6b73b9 (patch)
tree4ba2cc2830d7503540677ae6ededc9192dbb076f /crawl-ref/source/spells2.cc
parent22e375d42eabd760283d4e0d8ea42c65e66108af (diff)
downloadcrawl-ref-8fcf9242d71cf3fa44ad46bc5e37313e8b6b73b9.tar.gz
crawl-ref-8fcf9242d71cf3fa44ad46bc5e37313e8b6b73b9.zip
Reorder spells in your_spells() and clean up.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5702 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spells2.cc')
-rw-r--r--crawl-ref/source/spells2.cc52
1 files changed, 27 insertions, 25 deletions
diff --git a/crawl-ref/source/spells2.cc b/crawl-ref/source/spells2.cc
index 7d1706aebe..b49ac3f3ce 100644
--- a/crawl-ref/source/spells2.cc
+++ b/crawl-ref/source/spells2.cc
@@ -607,9 +607,9 @@ static std::string describe_monsters(const counted_monster_list &list)
return (out.str());
}
-// poisonous light passes right through invisible players
+// Poisonous light passes right through invisible players
// and monsters, and so, they are unaffected by this spell --
-// assumes only you can cast this spell (or would want to)
+// assumes only you can cast this spell (or would want to).
void cast_toxic_radiance(void)
{
struct monsters *monster;
@@ -621,7 +621,7 @@ void cast_toxic_radiance(void)
more();
mesclr();
- // determine whether the player is hit by the radiance: {dlb}
+ // Determine whether the player is hit by the radiance. {dlb}
if (you.duration[DUR_INVIS])
{
mpr("The light passes straight through your body.");
@@ -866,7 +866,6 @@ bool vampiric_drain(int pow, const dist &vmove)
return (true);
}
-// Note: this function is currently only used for Freeze. -- bwr
char burn_freeze(int pow, beam_type flavour)
{
int mgr = NON_MONSTER;
@@ -895,6 +894,7 @@ char burn_freeze(int pow, beam_type flavour)
mgr = mgrd[you.x_pos + bmove.dx][you.y_pos + bmove.dy];
// Yes, this is strange, but it does maintain the original behaviour.
+ // Possibly to avoid giving information about invisible monsters?
if (mgr == NON_MONSTER)
{
mpr("There isn't anything close enough!");
@@ -1151,9 +1151,7 @@ bool cast_sticks_to_snakes(int pow, bool god_gift)
mon = random2(100) < pow / 3 ? MONS_BROWN_SNAKE : MONS_SNAKE;
}
else
- {
mon = MONS_SMALL_SNAKE;
- }
if (create_monster(
mgen_data(mon, beha, dur,
@@ -1184,6 +1182,7 @@ bool cast_sticks_to_snakes(int pow, bool god_gift)
// ogres, and most importantly ogre magi). Still it's unlikely
// any character is strong enough to bother lugging a few of
// these around. -- bwr
+
if (item_mass(you.inv[wpn]) < 300)
mon = MONS_SNAKE;
else
@@ -1217,7 +1216,9 @@ bool cast_sticks_to_snakes(int pow, bool god_gift)
dec_inv_item_quantity(you.equip[EQ_WEAPON], count);
mprf("You create %s snake%s!",
- count > 1 ? "some" : "a", count > 1 ? "s" : "");
+ count > 1 ? "some" : "a",
+ count > 1 ? "s" : "");
+
return (true);
}
@@ -1254,8 +1255,9 @@ bool cast_summon_scorpions(int pow, bool god_gift)
return (success);
}
-bool cast_summon_swarm(int pow, bool god_gift,
- bool force_hostile)
+// Creates a mixed swarm of typical swarming animals.
+// Number, duration and friendlinesss depend on spell power.
+bool cast_summon_swarm(int pow, bool god_gift, bool force_hostile)
{
bool success = false;
@@ -1271,37 +1273,37 @@ bool cast_summon_swarm(int pow, bool god_gift,
switch (random2(14))
{
case 0:
- case 1: // prototypical swarming creature {dlb}
+ case 1:
+ case 2: // prototypical swarming creature {dlb}
mon = MONS_KILLER_BEE;
break;
- case 2: // comment said "larva", code read scorpion {dlb}
- mon = MONS_SCORPION;
- break; // think: "The Arrival" {dlb}
+ case 3:
+ mon = MONS_SCORPION; // think: "The Arrival" {dlb}
+ break;
- case 3: //jmf: technically not insects but still cool
+ case 4: //jmf: technically not insects but still cool
mon = MONS_WORM;
break; // but worms kinda "swarm" so s'ok {dlb}
- case 4: // comment read "larva", code was for scorpion
+ case 5:
mon = MONS_GIANT_MOSQUITO;
break; // changed into giant mosquito 12jan2000 {dlb}
- case 5: // think: scarabs in "The Mummy" {dlb}
- mon = MONS_GIANT_BEETLE;
+ case 6:
+ mon = MONS_GIANT_BEETLE; // think: scarabs in "The Mummy" {dlb}
break;
- case 6: //jmf: blowfly instead of queen bee
+ case 7: //jmf: blowfly instead of queen bee
mon = MONS_GIANT_BLOWFLY;
break;
- // queen bee added if more than x bees in swarm? {dlb}
- // the above would require code rewrite - worth it? {dlb}
+ // Queen bee added if more than x bees in swarm? {dlb}
+ // The above would require code rewrite - worth it? {dlb}
- case 8: //jmf: changed to red wasp; was wolf spider
- mon = MONS_WOLF_SPIDER; //jmf: spiders aren't insects
- break; // think: "Kingdom of the Spiders" {dlb}
- // not just insects!!! - changed back {dlb}
+ case 8:
+ mon = MONS_WOLF_SPIDER; // think: "Kingdom of the Spiders" {dlb}
+ break;
case 9:
mon = MONS_BUTTERFLY; // comic relief? {dlb}
@@ -1314,7 +1316,7 @@ bool cast_summon_swarm(int pow, bool god_gift,
default: // 3 in 14 chance, 12jan2000 {dlb}
mon = MONS_GIANT_ANT;
break;
- } // end switch
+ }
bool friendly = (force_hostile) ? false : (random2(pow) > 7);