From b50eafe8de72cbcc4431813934695c22642cdd46 Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Mon, 2 Jun 2008 12:31:12 +0000 Subject: I'm not sure I actually coded anything worthwhile, though I experimented a fair bit and as usually ended up doing lots of clean-up. Oh wait, I modified eat_from_floor prompts to only force a more if there was actually a message before trying the inventory (whoops), and also modified the corpses in pack hint to take into account that a saccing player won't be interested in butchering rotten corpses. Also implemented a modified FR 1981119: when Detect Creatures only detects plants already seen before, print a different message ("You detect no further creatures."). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5435 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/spells2.cc | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'crawl-ref/source/spells2.cc') diff --git a/crawl-ref/source/spells2.cc b/crawl-ref/source/spells2.cc index 9242f42436..363ab5cd58 100644 --- a/crawl-ref/source/spells2.cc +++ b/crawl-ref/source/spells2.cc @@ -199,18 +199,18 @@ static bool mark_detected_creature(int gridx, int gridy, const monsters *mon, int detect_creatures( int pow, bool telepathic ) { int fuzz_radius = 0, fuzz_chance = 0; - if ( !telepathic ) + if (!telepathic) fuzz_detect_creatures(pow, &fuzz_radius, &fuzz_chance); if (pow > 50) pow = 50; - int creatures_found = 0; + int creatures_found = 0; const int map_radius = 8 + random2(8) + pow; // Clear the map so detect creatures is more useful and the detection // fuzz is harder to analyse by averaging. - if ( !telepathic ) + if (!telepathic) clear_map(false); for (int i = you.x_pos - map_radius; i < you.x_pos + map_radius; i++) @@ -241,7 +241,7 @@ int detect_creatures( int pow, bool telepathic ) } return (creatures_found); -} // end detect_creatures() +} int corpse_rot(int power) { -- cgit v1.2.3-54-g00ecf