penalty is doubled in deep water.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9566 c06c8d41-db1a-0410-9941-cceddc491573
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// ... though a bit less so if swimming in heavy armour.int factor = 4;int min_bonus = 2;if (grd(you.pos()) == DNGN_DEEP_WATER && !player_light_armour()){factor = 6;min_bonus = 1;}const int ev_bonus = std::min(9, std::max(min_bonus, ev / factor));
// Perhaps a bit to easy for the player, but we allow merfolk// to slide out of heavy body armour freely when entering water,// rather than handling emcumbered swimming. -- bwrif (!player_light_armour())remove_one_equip(EQ_BODY_ARMOUR, false);
return (false);}// Cannot swim in heavy armour.if (!ignore_temporary&& player_is_swimming()&& slot == EQ_BODY_ARMOUR&& !is_light_armour( item )){if (verbose)mpr("You can't swim in that!");
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;}