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author | haranp <haranp@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-02-01 13:26:15 +0000 |
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committer | haranp <haranp@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-02-01 13:26:15 +0000 |
commit | 93812c92d8560dc3cdd8e4c5e8e1d17a4b7e46ba (patch) | |
tree | e7339f52f58ab8985f357e271c5320d0abc3a598 /crawl-ref/source/view.cc | |
parent | 3277cad8b229ada132bae8e12261e5cd7e986f21 (diff) | |
download | crawl-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.cc | 60 |
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 } } |