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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const int ev_bonus = std::min(9, std::max(2, ev / 4));
// ... 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. -- bwr
if (!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;
}