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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-16 14:58:51 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-16 14:58:51 +0000
commit42acab0b7d5738062a3d4efc83002d9ad890381f (patch)
treee56f08883a15f1ee79ee5ff234512a25208b433e /crawl-ref/source
parente2e74507bbc5ce16bad61bedc0bd881acdbea280 (diff)
downloadcrawl-ref-42acab0b7d5738062a3d4efc83002d9ad890381f.tar.gz
crawl-ref-42acab0b7d5738062a3d4efc83002d9ad890381f.zip
Don't change beam names for tracers. (Fixes 1994978.)
Clean up the vampire ability screen a bit. Special case naga bardings of running (according to makeitem.cc they can exist) to be called "naga barding of speedy slithering" instead. Yes, it's a hack, and yes, the name is rather unwieldy, but it makes more sense this way. I hope. :p git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5880 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source')
-rw-r--r--crawl-ref/source/beam.cc25
-rw-r--r--crawl-ref/source/describe.cc2
-rw-r--r--crawl-ref/source/effects.cc2
-rw-r--r--crawl-ref/source/itemname.cc20
-rw-r--r--crawl-ref/source/itemprop.cc10
-rw-r--r--crawl-ref/source/makeitem.cc8
-rw-r--r--crawl-ref/source/mutation.cc35
-rw-r--r--crawl-ref/source/player.cc10
8 files changed, 62 insertions, 50 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index 6172e1f1ae..5df920a6e4 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -5098,21 +5098,19 @@ static int _range_used_on_hit(bolt &beam)
return (0);
}
-/*
- Takes a bolt and refines it for use in the explosion function. Called
- from missile() and beam() in beam.cc. Explosions which do not follow from
- beams (eg scrolls of immolation) bypass this function.
- */
+// Takes a bolt and refines it for use in the explosion function. Called
+// from missile() and beam() in beam.cc. Explosions which do not follow from
+// beams (eg scrolls of immolation) bypass this function.
static void _explosion1(bolt &pbolt)
{
int ex_size = 1;
// convenience
int x = pbolt.target_x;
int y = pbolt.target_y;
- const char *seeMsg = NULL;
+ const char *seeMsg = NULL;
const char *hearMsg = NULL;
- // assume that the player can see/hear the explosion, or
+ // Assume that the player can see/hear the explosion, or
// gets burned by it anyway. :)
pbolt.msg_generated = true;
@@ -5190,14 +5188,16 @@ static void _explosion1(bolt &pbolt)
{
seeMsg = "The ball expands into a vile cloud!";
hearMsg = "You hear a gentle \'poof\'.";
- pbolt.name = "stinking cloud";
+ if (!pbolt.is_tracer)
+ pbolt.name = "stinking cloud";
}
if (pbolt.name == "potion")
{
seeMsg = "The potion explodes!";
hearMsg = "You hear an explosion!";
- pbolt.name = "cloud";
+ if (!pbolt.is_tracer)
+ pbolt.name = "cloud";
}
if (seeMsg == NULL)
@@ -5228,12 +5228,11 @@ static void _explosion1(bolt &pbolt)
#define MAX_EXPLOSION_RADIUS 9
-// explosion is considered to emanate from beam->target_x, target_y
+// explosion() is considered to emanate from beam->target_x, target_y
// and has a radius equal to ex_size. The explosion will respect
// boundaries like walls, but go through/around statues/idols/etc.
-
-// for each cell affected by the explosion, affect() is called.
-
+//
+// For each cell affected by the explosion, affect() is called.
void explosion( bolt &beam, bool hole_in_the_middle,
bool explode_in_wall, bool stop_at_statues,
bool stop_at_walls, bool show_more)
diff --git a/crawl-ref/source/describe.cc b/crawl-ref/source/describe.cc
index 4cf3fe0697..a5115e9c9b 100644
--- a/crawl-ref/source/describe.cc
+++ b/crawl-ref/source/describe.cc
@@ -1918,6 +1918,8 @@ void describe_item( item_def &item, bool allow_inscribe )
cgotoxy(1, wherey() + 2);
inscribe_item(item, false);
}
+ else if (getch() == 0)
+ getch();
}
// There are currently two ways to inscribe an item:
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index 21453bd865..9190e4bf3f 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -1002,7 +1002,7 @@ static int _find_acquirement_subtype(object_class_type class_wanted,
type_wanted = (coinflip())? OBJ_RANDOM :
static_cast<int>(_random_nonbody_armour_type());
- // some species specific fitting problems
+ // Some species specific fitting problems.
switch (you.species)
{
case SP_OGRE:
diff --git a/crawl-ref/source/itemname.cc b/crawl-ref/source/itemname.cc
index d557138d8e..9fa9e05cc6 100644
--- a/crawl-ref/source/itemname.cc
+++ b/crawl-ref/source/itemname.cc
@@ -214,11 +214,11 @@ std::string item_def::name(description_level_type descrip,
equipped = true;
}
else if (this->link == you.equip[EQ_CLOAK]
- || this->link == you.equip[EQ_HELMET]
- || this->link == you.equip[EQ_GLOVES]
- || this->link == you.equip[EQ_BOOTS]
- || this->link == you.equip[EQ_SHIELD]
- || this->link == you.equip[EQ_BODY_ARMOUR])
+ || this->link == you.equip[EQ_HELMET]
+ || this->link == you.equip[EQ_GLOVES]
+ || this->link == you.equip[EQ_BOOTS]
+ || this->link == you.equip[EQ_SHIELD]
+ || this->link == you.equip[EQ_BODY_ARMOUR])
{
buff << " (worn)";
equipped = true;
@@ -1245,9 +1245,15 @@ std::string item_def::name_aux( description_level_type desc,
if (sparm != SPARM_NORMAL)
{
- if ( !terse )
+ if (!terse)
buff << " of ";
- buff << armour_ego_name(sparm, terse);
+
+ // "naga barding of running" doesn't make any sense, and yes,
+ // they are possible.
+ if (sub_type == ARM_NAGA_BARDING && sparm == SPARM_RUNNING)
+ buff << (terse ? "speed" : "speedy slithering");
+ else
+ buff << armour_ego_name(sparm, terse);
}
}
diff --git a/crawl-ref/source/itemprop.cc b/crawl-ref/source/itemprop.cc
index 34307c39ea..4cfe2fd891 100644
--- a/crawl-ref/source/itemprop.cc
+++ b/crawl-ref/source/itemprop.cc
@@ -1295,7 +1295,7 @@ bool check_armour_shape( const item_def &item, bool quiet )
}
else
{
- // Note: some transformation include all of the above as well
+ // Note: Some transformations include all of the above as well.
if (item.sub_type == ARM_NAGA_BARDING
|| item.sub_type == ARM_CENTAUR_BARDING)
{
@@ -1573,7 +1573,7 @@ hands_reqd_type hands_reqd( const item_def &item, size_type size )
ret = HANDS_TWO;
break;
- case OBJ_ARMOUR: // barding and body armours are unwieldy
+ case OBJ_ARMOUR: // Bardings and body armours are unwieldy.
if (item.sub_type == ARM_NAGA_BARDING
|| item.sub_type == ARM_CENTAUR_BARDING
|| get_armour_slot( item ) == EQ_BODY_ARMOUR)
@@ -2582,7 +2582,7 @@ size_type item_size( const item_def &item )
size = SIZE_SMALL;
break;
- default: // body armours and bardings
+ default: // Body armours and bardings.
size = SIZE_MEDIUM;
break;
}
@@ -2641,8 +2641,8 @@ bool is_colourful_item( const item_def &item )
bool is_shield(const item_def &item)
{
- return item.base_type == OBJ_ARMOUR
- && get_armour_slot(item) == EQ_SHIELD;
+ return (item.base_type == OBJ_ARMOUR
+ && get_armour_slot(item) == EQ_SHIELD);
}
// Returns true if the given item cannot be wielded with the given shield.
diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc
index e45f4686de..df03895983 100644
--- a/crawl-ref/source/makeitem.cc
+++ b/crawl-ref/source/makeitem.cc
@@ -4013,7 +4013,7 @@ void give_armour(monsters *mon, int level)
force_colour = WHITE; //mv: always white
break;
- // centaurs sometimes wear barding
+ // Centaurs sometimes wear barding.
case MONS_CENTAUR:
case MONS_CENTAUR_WARRIOR:
case MONS_YAKTAUR:
@@ -4025,7 +4025,7 @@ void give_armour(monsters *mon, int level)
/* mon->type == MONS_YAKTAUR_CAPTAIN ? */ : 200))
{
mitm[bp].base_type = OBJ_ARMOUR;
- mitm[bp].sub_type = ARM_CENTAUR_BARDING;
+ mitm[bp].sub_type = ARM_CENTAUR_BARDING;
}
break;
@@ -4040,12 +4040,12 @@ void give_armour(monsters *mon, int level)
: 100 ))
{
mitm[bp].base_type = OBJ_ARMOUR;
- mitm[bp].sub_type = ARM_NAGA_BARDING;
+ mitm[bp].sub_type = ARM_NAGA_BARDING;
}
else if (mon->type == MONS_GREATER_NAGA || one_chance_in(3))
{
mitm[bp].base_type = OBJ_ARMOUR;
- mitm[bp].sub_type = ARM_ROBE;
+ mitm[bp].sub_type = ARM_ROBE;
}
break;
diff --git a/crawl-ref/source/mutation.cc b/crawl-ref/source/mutation.cc
index 7b8a24976f..341eff36b7 100644
--- a/crawl-ref/source/mutation.cc
+++ b/crawl-ref/source/mutation.cc
@@ -1444,37 +1444,42 @@ static void _display_vampire_attributes()
std::string result;
- const int lines = 13;
+ const int lines = 14;
std::string column[lines][7] =
{
{" ", "<lightgreen>Alive</lightgreen> ", "<green>Full</green> ",
"Satiated ", "<yellow>Thirsty</yellow> ", "<yellow>Near...</yellow> ",
"<lightred>Bloodless</lightred>"},
- //Alive Full Satiated Thirsty Near... Bloodless
- {"Metabolism ", "very fast ", "fast ", "fast ", "normal ", "slow ", "none "},
+ //Alive Full Satiated Thirsty Near... Bloodless
+ {"Metabolism ", "very fast ", "fast ", "fast ", "normal ", "slow ", "none "},
- {"Regeneration ", "very fast ", "fast ", "normal ", "normal ", "slow ", "none "},
+ {"Regeneration ", "very fast ", "fast ", "normal ", "normal ", "slow ", "none "},
- {"Poison resistance ", " ", " ", " ", " + ", " + ", " + "},
+ {"Stealth boost ", "none ", "none ", "none ", "minor ", "major ", "large "},
- {"Cold resistance ", " ", " ", " ", " + ", " + ", " ++ "},
+ {"Spell hunger ", "full ", "full ", "full ", "halved ", "none ", "none "},
- {"Negative resistance ", " ", " ", " ", " + ", " ++ ", " +++ "},
+ {EOL EOL "<w>Resistances</w>" EOL
+ "Poison resistance ", " ", " ", " ", " + ", " + ", " + "},
- {"Torment resistance ", " ", " ", " ", " ", " ", " + "},
+ {"Cold resistance ", " ", " ", " ", " + ", " + ", " ++ "},
- {"Mutation chance ", "always ", "often ", "sometimes ", "never ", "never ", "never "},
+ {"Negative resistance ", " ", " ", " ", " + ", " ++ ", " +++ "},
- {"Non-physical " EOL
- "mutation effects ", "full ", "capped ", "capped ", "none ", "none ", "none "},
+ {"Torment resistance ", " ", " ", " ", " ", " ", " + "},
+
+ {EOL EOL "<w>Other effects</w>" EOL
+ "Mutation chance ", "always ", "often ", "sometimes ", "never ", "never ", "never "},
- {"Potion effects ", "full ", "full ", "full ", "halved ", "halved ", "halved"},
+ {"Non-physical " EOL
+ "mutation effects ", "full ", "capped ", "capped ", "none ", "none ", "none "},
- {"Bat Form ", "no ", "no ", "yes ", "yes ", "yes ", "yes "},
+ {"Potion effects ", "full ", "full ", "full ", "halved ", "halved ", "halved"},
- {"Stealth boost ", "none ", "none ", "none ", "minor ", "major ", "large "},
+ {"Bat Form ", "no ", "no ", "yes ", "yes ", "yes ", "yes "},
- {"Spell hunger ", "full ", "full ", "full ", "halved ", "none ", "none "}
+ {"Other transformation " EOL
+ "or going berserk ", "yes ", "yes ", "no ", "no ", "no ", "no "}
};
int current = 0;
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index ddf66e78d1..712ecabde6 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -2009,8 +2009,8 @@ int player_AC(void)
AC += item.plus * 100;
- // The deformed don't fit into body armour very well
- // (this includes nagas and centaurs)
+ // The deformed don't fit into body armour very well.
+ // (This includes nagas and centaurs.)
if (i == EQ_BODY_ARMOUR && player_mutation_level(MUT_DEFORMED))
AC -= ac_value / 2;
}
@@ -2281,7 +2281,7 @@ int player_evasion()
if (dodge_bonus > max_bonus)
dodge_bonus = max_bonus;
- // Some lesser armours have small penalties now (shields, barding)
+ // Some lesser armours have small penalties now (shields, barding).
for (int i = EQ_CLOAK; i < EQ_BODY_ARMOUR; i++)
{
if (you.equip[i] == -1)
@@ -2289,7 +2289,7 @@ int player_evasion()
int pen = property( you.inv[ you.equip[i] ], PARM_EVASION );
- // reducing penalty of larger shields for larger characters
+ // Reducing penalty of larger shields for larger characters.
if (i == EQ_SHIELD && torso > SIZE_MEDIUM)
pen += (torso - SIZE_MEDIUM);
@@ -2297,7 +2297,7 @@ int player_evasion()
ev += pen;
}
- // handle main body armour penalty
+ // Handle main body armour penalty.
if (you.equip[EQ_BODY_ARMOUR] != -1)
{
// XXX: magnify arm_penalty for weak characters?