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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-01 12:27:44 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-01 12:27:44 +0000
commit033b2f5904e3a87e5ce2605b2779be860bf46682 (patch)
tree538907b1b7b6475845ec008d953c188047851ad8 /crawl-ref/source/stuff.cc
parentcd46d3d8df2dfddda422fa80cfc47240de365b13 (diff)
downloadcrawl-ref-033b2f5904e3a87e5ce2605b2779be860bf46682.tar.gz
crawl-ref-033b2f5904e3a87e5ce2605b2779be860bf46682.zip
Fix 1937489: Remove map markers overwritten by lakes or rivers, as was
already done for vaults. Modify monster speech to make the beast only use some selected shouts (i.e. not "You hear an irritating whine") and NEVER do the demon taunts since it cannot speak. Demon lords can use almost the whole array of speaking verbs except for "buzz" and "whine". git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5400 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/stuff.cc')
-rw-r--r--crawl-ref/source/stuff.cc11
1 files changed, 5 insertions, 6 deletions
diff --git a/crawl-ref/source/stuff.cc b/crawl-ref/source/stuff.cc
index c17d4bf1fb..2c30a5d7d9 100644
--- a/crawl-ref/source/stuff.cc
+++ b/crawl-ref/source/stuff.cc
@@ -1417,10 +1417,9 @@ int fuzz_value(int val, int lowfuzz, int highfuzz, int naverage)
return val + random2avg(lfuzz + hfuzz + 1, naverage) - lfuzz;
}
-// returns 0 if the point is not near stairs
-// returns 1 if the point is near unoccupied stairs
-// returns 2 if the point is near player-occupied stairs
-
+// Returns 0 if the point is not near stairs.
+// Returns 1 if the point is near unoccupied stairs.
+// Returns 2 if the point is near player-occupied stairs.
int near_stairs(const coord_def &p, int max_dist,
dungeon_char_type &stair_type,
branch_type &branch)
@@ -1437,13 +1436,13 @@ int near_stairs(const coord_def &p, int max_dist,
const dungeon_feature_type feat = grd(np);
if (is_stair(feat))
{
- // shouldn't happen for escape hatches
+ // Shouldn't happen for escape hatches.
if (grid_is_escape_hatch(feat))
continue;
stair_type = get_feature_dchar(feat);
- // is it a branch stair?
+ // Is it a branch stair?
for (int i = 0; i < NUM_BRANCHES; ++i)
{
if (branches[i].entry_stairs == feat)