From 13abff271666dcc566102311c3b9d237ea04f933 Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Wed, 22 Apr 2009 15:58:36 +0000 Subject: * Tweak Xom's ideas about what makes a funny or boring death. * Add another option (*sigh*) covering whether W=T and P=R. (Defaults to false.) * Various spacing and comment fixes. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9675 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/fight.cc | 21 +++++++-------------- 1 file changed, 7 insertions(+), 14 deletions(-) (limited to 'crawl-ref/source/fight.cc') diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc index a6c7a07e14..d25c02c28a 100644 --- a/crawl-ref/source/fight.cc +++ b/crawl-ref/source/fight.cc @@ -1941,7 +1941,7 @@ bool melee_attack::player_monattk_hit_effects(bool mondied) // the hydra some more. // // Also returns true if the hydra's last head was cut off, in which - // case nothing more should be done to the last hydra. + // case nothing more should be done to the hydra. if (decapitate_hydra(damage_done)) return (!defender->alive()); @@ -2274,7 +2274,7 @@ enum chaos_type }; // XXX: We might want to vary the probabilities for the various effects -// based on whether the source is weapon of chaos or a monster with +// based on whether the source is a weapon of chaos or a monster with // AF_CHAOS. void melee_attack::chaos_affects_defender() { @@ -2298,7 +2298,7 @@ void melee_attack::chaos_affects_defender() if (is_shifter) shifter_chance = 0; - // A chaos self-attack increased the chance of certain effects, + // A chaos self-attack increases the chance of certain effects, // due to a short-circuit/feedback/resonance/whatever. if (attacker == defender) { @@ -2695,10 +2695,8 @@ static void _find_remains(monsters* mon, int &corpse_class, int &corpse_index, { // Last item which we're sure belonged to the monster. for (unsigned int i = 0; i < items.size(); i++) - { if (items[i] == si.link()) last_item = si.link(); - } } } } @@ -2922,8 +2920,7 @@ int melee_attack::random_chaos_brand() susceptible = false; break; case SPWPN_VAMPIRICISM: - if (defender->atype() != ACT_PLAYER - && defender_as_monster()->is_summoned()) + if (defender->is_summoned()) { susceptible = false; break; @@ -2969,8 +2966,8 @@ int melee_attack::random_chaos_brand() case SPWPN_VAMPIRICISM: brand_name += "vampiricism"; break; case SPWPN_VORPAL: brand_name += "vorpal"; break; // ranged weapon brands - case SPWPN_FLAME: brand_name += "(flame)"; break; - case SPWPN_FROST: brand_name += "(frost)"; break; + case SPWPN_FLAME: brand_name += "flame"; break; + case SPWPN_FROST: brand_name += "frost"; break; // both ranged and non-ranged case SPWPN_CHAOS: brand_name += "chaos"; break; @@ -4753,10 +4750,6 @@ void melee_attack::mons_apply_attack_flavour(const mon_attack_def &attk) if (defender->atype() != ACT_PLAYER) break; - // Only use this attack sometimes. - if (!one_chance_in(3)) - break; - if (expose_player_to_element(BEAM_STEAL_FOOD, 10) && needs_message) { mprf("%s steals some of your food!", @@ -5283,7 +5276,7 @@ static inline int player_weapon_str_weight() { const item_def* weapon = you.weapon(); - // unarmed, weighted slightly towards dex -- would have been more, + // Unarmed, weighted slightly towards dex -- would have been more, // but then we'd be punishing Trolls and Ghouls who are strong and // get special unarmed bonuses. if (!weapon) -- cgit v1.2.3-54-g00ecf