From ce8b57822e05def892bca46e7e724bc6625d73ba Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Sun, 29 Mar 2009 19:42:25 +0000 Subject: * Merfolk may wear heavy armour while swimming, though their armour penalty is doubled in deep water. * Change "zombified ally" -> "mindless thrall" (and only count friendly monsters). * Call trackers_init_new_level() earlier, in load(), so that TileNewLevel() can use the correct travel information when drawing exclusions on the minimap. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9566 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/fight.cc | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) (limited to 'crawl-ref/source/fight.cc') diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc index f19d487dbb..ac73a80723 100644 --- a/crawl-ref/source/fight.cc +++ b/crawl-ref/source/fight.cc @@ -221,8 +221,15 @@ int calc_heavy_armour_penalty( bool random_factor ) // Heavy armour modifiers for PARM_EVASION. if (player_wearing_slot(EQ_BODY_ARMOUR)) { - const int ev_pen = property( you.inv[you.equip[EQ_BODY_ARMOUR]], - PARM_EVASION ); + int ev_pen = property( you.inv[you.equip[EQ_BODY_ARMOUR]], + PARM_EVASION ); + + // Wearing heavy armour in water is particularly cumbersome. + if (you.species == SP_MERFOLK && grd(you.pos()) == DNGN_DEEP_WATER + && player_is_swimming()) + { + ev_pen *= 2; + } if (ev_pen < 0 && maybe_random2(you.skills[SK_ARMOUR], random_factor) < abs(ev_pen)) -- cgit v1.2.3-54-g00ecf