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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-12 06:55:11 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-12 06:55:11 +0000
commit7142a710d849f6b0ad566c691278d524578b3a6a (patch)
treecbd29c164eceaccc412d254b5b95dd96d2ab9e78 /crawl-ref/source/terrain.cc
parent3369ae23fda553c05f6fc48c177f517503cb51ea (diff)
downloadcrawl-ref-7142a710d849f6b0ad566c691278d524578b3a6a.tar.gz
crawl-ref-7142a710d849f6b0ad566c691278d524578b3a6a.zip
Improve performance by only checking whether there are lava or deep
water grids nearby if the player recently moved (or restarted a game) and if a non-adjacent monster tries to reach the player. Remove now unneeded lua code (was used for the old pickup.lua) and make monsters switch away from ranged weapons when engaging you in melee. If a monster will still insist on hitting you with a sling it's a sure sign said sling is cursed (doesn't autoID, though). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5755 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/terrain.cc')
-rw-r--r--crawl-ref/source/terrain.cc4
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/terrain.cc b/crawl-ref/source/terrain.cc
index fd4a204617..5a9587f8c4 100644
--- a/crawl-ref/source/terrain.cc
+++ b/crawl-ref/source/terrain.cc
@@ -537,7 +537,7 @@ void dungeon_terrain_changed(const coord_def &pos,
set_terrain_changed(pos.x, pos.y);
}
-// returns true if we manage to scramble free.
+// Returns true if we manage to scramble free.
bool fall_into_a_pool( int entry_x, int entry_y, bool allow_shift,
unsigned char terrain )
{
@@ -646,7 +646,7 @@ bool fall_into_a_pool( int entry_x, int entry_y, bool allow_shift,
ouch( INSTANT_DEATH, 0, KILLED_BY_WATER );
return (false);
-} // end fall_into_a_pool()
+}
typedef std::map<std::string, dungeon_feature_type> feat_desc_map;
static feat_desc_map feat_desc_cache;