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authorharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2009-02-01 13:26:15 +0000
committerharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2009-02-01 13:26:15 +0000
commit93812c92d8560dc3cdd8e4c5e8e1d17a4b7e46ba (patch)
treee7339f52f58ab8985f357e271c5320d0abc3a598 /crawl-ref/source/view.cc
parent3277cad8b229ada132bae8e12261e5cd7e986f21 (diff)
downloadcrawl-ref-93812c92d8560dc3cdd8e4c5e8e1d17a4b7e46ba.tar.gz
crawl-ref-93812c92d8560dc3cdd8e4c5e8e1d17a4b7e46ba.zip
Typos and other minor issues.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8874 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/view.cc')
-rw-r--r--crawl-ref/source/view.cc60
1 files changed, 21 insertions, 39 deletions
diff --git a/crawl-ref/source/view.cc b/crawl-ref/source/view.cc
index 6bd9e82b11..3f99e2fbfb 100644
--- a/crawl-ref/source/view.cc
+++ b/crawl-ref/source/view.cc
@@ -1225,8 +1225,8 @@ inline static bool _update_monster_grid(const monsters *monster)
&& env.cgrid(monster->pos()) == EMPTY_CLOUD)
{
_set_show_backup(e.x, e.y);
- env.show[e.x][e.y] = DNGN_INVIS_EXPOSED;
- env.show_col[e.x][e.y] = BLUE;
+ env.show(e) = DNGN_INVIS_EXPOSED;
+ env.show_col(e) = BLUE;
}
return (false);
}
@@ -1235,8 +1235,8 @@ inline static bool _update_monster_grid(const monsters *monster)
if (!mons_is_mimic( monster->type ))
_set_show_backup(e.x, e.y);
- env.show[e.x][e.y] = monster->type + DNGN_START_OF_MONSTERS;
- env.show_col[e.x][e.y] = get_mons_colour( monster );
+ env.show(e) = monster->type + DNGN_START_OF_MONSTERS;
+ env.show_col(e) = get_mons_colour( monster );
return (true);
}
@@ -1339,16 +1339,12 @@ void update_monsters_in_view()
&& you.attribute[ATTR_ABYSS_ENTOURAGE] < num_hostile)
{
you.attribute[ATTR_ABYSS_ENTOURAGE] = num_hostile;
-
xom_is_stimulated(16 * num_hostile);
}
}
bool check_awaken(monsters* monster)
{
- int mons_perc = 0;
- const mon_holy_type mon_holy = mons_holiness(monster);
-
// Monsters put to sleep by ensorcelled hibernation will sleep
// at least one turn.
if (monster->has_ench(ENCH_SLEEPY))
@@ -1366,8 +1362,8 @@ bool check_awaken(monsters* monster)
return (true);
// I assume that creatures who can sense invisible are very perceptive.
- mons_perc = 10 + (mons_intel(monster) * 4) + monster->hit_dice
- + mons_sense_invis(monster) * 5;
+ int mons_perc = 10 + (mons_intel(monster) * 4) + monster->hit_dice
+ + mons_sense_invis(monster) * 5;
bool unnatural_stealthy = false; // "stealthy" only because of invisibility?
@@ -1386,7 +1382,7 @@ bool check_awaken(monsters* monster)
if (mons_is_sleeping(monster))
{
- if (mon_holy == MH_NATURAL)
+ if (mons_holiness(monster) == MH_NATURAL)
{
// Monster is "hibernating"... reduce chance of waking.
if (monster->has_ench(ENCH_SLEEP_WARY))
@@ -1440,36 +1436,22 @@ static int _get_item_dngn_code(const item_def &item)
{
switch (item.base_type)
{
- case OBJ_ORBS:
- return (DNGN_ITEM_ORB);
- case OBJ_WEAPONS:
- return (DNGN_ITEM_WEAPON);
- case OBJ_MISSILES:
- return (DNGN_ITEM_MISSILE);
- case OBJ_ARMOUR:
- return (DNGN_ITEM_ARMOUR);
- case OBJ_WANDS:
- return (DNGN_ITEM_WAND);
- case OBJ_FOOD:
- return (DNGN_ITEM_FOOD);
- case OBJ_SCROLLS:
- return (DNGN_ITEM_SCROLL);
+ case OBJ_ORBS: return (DNGN_ITEM_ORB);
+ case OBJ_WEAPONS: return (DNGN_ITEM_WEAPON);
+ case OBJ_MISSILES: return (DNGN_ITEM_MISSILE);
+ case OBJ_ARMOUR: return (DNGN_ITEM_ARMOUR);
+ case OBJ_WANDS: return (DNGN_ITEM_WAND);
+ case OBJ_FOOD: return (DNGN_ITEM_FOOD);
+ case OBJ_SCROLLS: return (DNGN_ITEM_SCROLL);
case OBJ_JEWELLERY:
return (jewellery_is_amulet(item)? DNGN_ITEM_AMULET : DNGN_ITEM_RING);
- case OBJ_POTIONS:
- return (DNGN_ITEM_POTION);
- case OBJ_BOOKS:
- return (DNGN_ITEM_BOOK);
- case OBJ_STAVES:
- return (DNGN_ITEM_STAVE);
- case OBJ_MISCELLANY:
- return (DNGN_ITEM_MISCELLANY);
- case OBJ_CORPSES:
- return (DNGN_ITEM_CORPSE);
- case OBJ_GOLD:
- return (DNGN_ITEM_GOLD);
- default:
- return (DNGN_ITEM_ORB); // bad item character
+ case OBJ_POTIONS: return (DNGN_ITEM_POTION);
+ case OBJ_BOOKS: return (DNGN_ITEM_BOOK);
+ case OBJ_STAVES: return (DNGN_ITEM_STAVE);
+ case OBJ_MISCELLANY: return (DNGN_ITEM_MISCELLANY);
+ case OBJ_CORPSES: return (DNGN_ITEM_CORPSE);
+ case OBJ_GOLD: return (DNGN_ITEM_GOLD);
+ default: return (DNGN_ITEM_ORB); // bad item character
}
}