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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-10 15:29:56 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-10 15:29:56 +0000
commitf6b8a1eea325bf2a8e9e81bf8d57c84d22787e6c (patch)
treed460601ff4a8306957df99184cf69d31df171f23 /crawl-ref/source/decks.cc
parent8fcf9242d71cf3fa44ad46bc5e37313e8b6b73b9 (diff)
downloadcrawl-ref-f6b8a1eea325bf2a8e9e81bf8d57c84d22787e6c.tar.gz
crawl-ref-f6b8a1eea325bf2a8e9e81bf8d57c84d22787e6c.zip
Clean-up (renaming static methods and comments) in a number of files.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5703 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/decks.cc')
-rw-r--r--crawl-ref/source/decks.cc132
1 files changed, 65 insertions, 67 deletions
diff --git a/crawl-ref/source/decks.cc b/crawl-ref/source/decks.cc
index 7ec0a1bd07..b3cb6a3e39 100644
--- a/crawl-ref/source/decks.cc
+++ b/crawl-ref/source/decks.cc
@@ -1344,10 +1344,9 @@ static void _warp_card(int power, deck_rarity_type rarity)
static void _swap_monster_card(int power, deck_rarity_type rarity)
{
// Swap between you and another monster.
- // Don't choose yourself unless there are no other monsters
- // nearby.
+ // Don't choose yourself unless there are no monsters nearby.
monsters *mon_to_swap = choose_random_nearby_monster(0);
- if ( !mon_to_swap )
+ if (!mon_to_swap)
{
mpr("You spin around.");
}
@@ -1356,7 +1355,7 @@ static void _swap_monster_card(int power, deck_rarity_type rarity)
monsters& mon(*mon_to_swap);
const coord_def newpos = mon.pos();
- // pick the monster up
+ // Pick the monster up.
mgrd(newpos) = NON_MONSTER;
mon.x = you.x_pos;
@@ -1373,7 +1372,7 @@ static void _swap_monster_card(int power, deck_rarity_type rarity)
static void _velocity_card(int power, deck_rarity_type rarity)
{
const int power_level = get_power_level(power, rarity);
- if ( power_level >= 2 )
+ if (power_level >= 2)
potion_effect( POT_SPEED, random2(power / 4) );
else if ( power_level == 1 )
{
@@ -1683,15 +1682,17 @@ static void _battle_lust_card(int power, deck_rarity_type rarity)
potion_effect(POT_MIGHT, random2(power/4));
}
-// doesn't allow transformation into bat
+// Doesn't allow transformation into bat.
+// The sudden stat drain of Str-5 would be fatal to some characters!
+// XXX: Maybe we could allow it if it would be non-fatal, at least.
static void _metamorphosis_card(int power, deck_rarity_type rarity)
{
const int power_level = get_power_level(power, rarity);
transformation_type trans;
- if ( power_level >= 2 )
+ if (power_level >= 2)
trans = coinflip() ? TRAN_DRAGON : TRAN_LICH;
- else if ( power_level == 1 )
+ else if (power_level == 1)
trans = coinflip() ? TRAN_STATUE : TRAN_BLADE_HANDS;
else
trans = coinflip() ? TRAN_SPIDER : TRAN_ICE_BEAST;
@@ -1773,11 +1774,11 @@ static void _blade_card(int power, deck_rarity_type rarity)
wield_weapon(false);
const int power_level = get_power_level(power, rarity);
- if ( power_level >= 2 )
+ if (power_level >= 2)
{
cast_tukimas_dance( random2(power/4) );
}
- else if ( power_level == 1 )
+ else if (power_level == 1)
{
cast_sure_blade( random2(power/4) );
}
@@ -1788,18 +1789,12 @@ static void _blade_card(int power, deck_rarity_type rarity)
SPWPN_VORPAL, SPWPN_DISTORTION, SPWPN_PAIN, SPWPN_DUMMY_CRUSHING
};
- if ( !brand_weapon(RANDOM_ELEMENT(brands), random2(power/4)) )
+ if (!brand_weapon(RANDOM_ELEMENT(brands), random2(power/4)))
{
- if ( you.equip[EQ_WEAPON] == -1 )
- {
- msg::stream << "Your " << your_hand(true) << " twitch."
- << std::endl;
- }
+ if (you.equip[EQ_WEAPON] == -1)
+ mprf("Your %s twitch.", your_hand(true).c_str());
else
- {
- msg::stream << "Your weapon vibrates for a moment."
- << std::endl;
- }
+ mpr("Your weapon vibrates for a moment.");
}
}
}
@@ -1810,8 +1805,8 @@ static void _shadow_card(int power, deck_rarity_type rarity)
if ( power_level >= 1 )
{
- mpr( you.duration[DUR_STEALTH] ? "You feel more catlike." :
- "You feel stealthy.");
+ mpr( you.duration[DUR_STEALTH] ? "You feel more catlike."
+ : "You feel stealthy.");
you.duration[DUR_STEALTH] += random2(power/4) + 1;
}
@@ -1841,7 +1836,7 @@ static void _potion_card(int power, deck_rarity_type rarity)
static void _focus_card(int power, deck_rarity_type rarity)
{
- char* max_statp[] = { &you.max_strength, &you.max_intel, &you.max_dex };
+ char* max_statp[] = { &you.max_strength, &you.max_intel, &you.max_dex };
char* base_statp[] = { &you.strength, &you.intel, &you.dex };
int best_stat = 0;
int worst_stat = 0;
@@ -1906,8 +1901,8 @@ static void _focus_card(int power, deck_rarity_type rarity)
static void _shuffle_card(int power, deck_rarity_type rarity)
{
stat_type stats[3] = {STAT_STRENGTH, STAT_DEXTERITY, STAT_INTELLIGENCE};
- int old_base[3] = { you.strength, you.dex, you.intel};
- int old_max[3] = {you.max_strength, you.max_dex, you.max_intel};
+ int old_base[3] = { you.strength, you.dex, you.intel};
+ int old_max[3] = {you.max_strength, you.max_dex, you.max_intel};
int modifiers[3];
int perm[3] = { 0, 1, 2 };
@@ -2149,8 +2144,8 @@ static void _create_pond(const coord_def& center, int radius, bool allow_deep)
{
dungeon_feature_type feat;
- if ( allow_deep )
- feat = coinflip() ? DNGN_SHALLOW_WATER : DNGN_DEEP_WATER;
+ if (allow_deep && coinflip())
+ feat = DNGN_DEEP_WATER;
else
feat = DNGN_SHALLOW_WATER;
@@ -2202,7 +2197,8 @@ static void _water_card(int power, deck_rarity_type rarity)
else
{
mpr("Water floods your area!");
- // Flood all visible squares
+
+ // Flood all visible squares.
radius_iterator ri( you.pos(), LOS_RADIUS, false );
for ( ; ri; ++ri )
{
@@ -2232,20 +2228,20 @@ static void _dowsing_card(int power, deck_rarity_type rarity)
bool things_to_do[3] = { false, false, false };
things_to_do[random2(3)] = true;
- if ( power_level == 1 )
+ if (power_level == 1)
things_to_do[random2(3)] = true;
- if ( power_level >= 2 )
+ if (power_level >= 2)
{
for ( int i = 0; i < 3; ++i )
things_to_do[i] = true;
}
- if ( things_to_do[0] )
+ if (things_to_do[0])
cast_detect_secret_doors( random2(power/4) );
- if ( things_to_do[1] )
+ if (things_to_do[1])
detect_traps( random2(power/4) );
- if ( things_to_do[2] )
+ if (things_to_do[2])
{
mpr("You feel telepathic!");
you.duration[DUR_TELEPATHY] = random2(power/4);
@@ -2254,7 +2250,7 @@ static void _dowsing_card(int power, deck_rarity_type rarity)
static bool _trowel_card(int power, deck_rarity_type rarity)
{
- // Early exit: don't clobber important features
+ // Early exit: don't clobber important features.
if (is_critical_feature(grd[you.x_pos][you.y_pos]))
{
mpr("The dungeon trembles momentarily.");
@@ -2263,11 +2259,11 @@ static bool _trowel_card(int power, deck_rarity_type rarity)
const int power_level = get_power_level(power, rarity);
bool done_stuff = false;
- if ( power_level >= 2 )
+ if (power_level >= 2)
{
- // generate a portal to something
+ // Generate a portal to something.
const int mapidx = random_map_for_tag("trowel_portal", false, false);
- if ( mapidx == -1 )
+ if (mapidx == -1)
{
mpr("A buggy portal flickers into view, then vanishes.");
}
@@ -2379,7 +2375,7 @@ static void _genie_card(int power, deck_rarity_type rarity)
}
}
-// special case for *your* god maybe?
+// Special case for *your* god, maybe?
static void _godly_wrath()
{
divine_retribution(static_cast<god_type>(random2(NUM_GODS - 1) + 1));
@@ -2390,15 +2386,16 @@ static void _curse_card(int power, deck_rarity_type rarity)
const int power_level = get_power_level(power, rarity);
mpr("You feel a malignant aura surround you.");
- if ( power_level >= 2 )
+ if (power_level >= 2)
{
- // curse (almost) everything + decay
+ // Curse (almost) everything + decay.
while ( curse_an_item(true, true) && !one_chance_in(1000) )
;
}
- else if ( power_level == 1 )
+ else if (power_level == 1)
{
- do // curse an average of four items
+ // Curse an average of four items.
+ do
{
curse_an_item(false);
}
@@ -2406,7 +2403,8 @@ static void _curse_card(int power, deck_rarity_type rarity)
}
else
{
- curse_an_item(false); // curse 1.5 items
+ // Curse 1.5 items on average.
+ curse_an_item(false);
if ( coinflip() )
curse_an_item(false);
}
@@ -2470,9 +2468,9 @@ static void _summon_demon_card(int power, deck_rarity_type rarity)
{
const int power_level = get_power_level(power, rarity);
demon_class_type dct;
- if ( power_level >= 2 )
+ if (power_level >= 2)
dct = DEMON_GREATER;
- else if ( power_level == 1 )
+ else if (power_level == 1)
dct = DEMON_COMMON;
else
dct = DEMON_LESSER;
@@ -2490,14 +2488,14 @@ static void _summon_any_monster(int power, deck_rarity_type rarity)
int chosen_x = 0, chosen_y = 0;
int num_tries;
- if ( power_level == 0 )
+ if (power_level == 0)
num_tries = 1;
- else if ( power_level == 1 )
+ else if (power_level == 1)
num_tries = 4;
else
num_tries = 18;
- for ( int i = 0; i < num_tries; ++i )
+ for (int i = 0; i < num_tries; ++i)
{
int dx, dy;
do
@@ -2514,8 +2512,8 @@ static void _summon_any_monster(int power, deck_rarity_type rarity)
}
while ( mons_is_unique(cur_try) );
- if ( mon_chosen == NUM_MONSTERS ||
- mons_power(mon_chosen) < mons_power(cur_try) )
+ if (mon_chosen == NUM_MONSTERS
+ || mons_power(mon_chosen) < mons_power(cur_try))
{
mon_chosen = cur_try;
chosen_x = you.x_pos;
@@ -2523,7 +2521,7 @@ static void _summon_any_monster(int power, deck_rarity_type rarity)
}
}
- if ( mon_chosen == NUM_MONSTERS ) // should never happen
+ if (mon_chosen == NUM_MONSTERS) // Should never happen.
return;
const bool friendly = (power_level > 0 || !one_chance_in(4));
@@ -2538,7 +2536,7 @@ static void _summon_any_monster(int power, deck_rarity_type rarity)
static void _summon_dancing_weapon(int power, deck_rarity_type rarity)
{
const int power_level = get_power_level(power, rarity);
- const bool friendly = (power_level > 0 || !one_chance_in(4));
+ const bool friendly = (power_level > 0 || !one_chance_in(4));
const int mon =
create_monster(
@@ -2560,15 +2558,15 @@ static void _summon_dancing_weapon(int power, deck_rarity_type rarity)
// FIXME Mega-hack (breaks encapsulation too)
wpn.flags &= ~ISFLAG_RACIAL_MASK;
- if ( power_level == 0 )
+ if (power_level == 0)
{
- // Wimpy, negative-enchantment weapon
+ // Wimpy, negative-enchantment weapon.
wpn.plus = -random2(4);
wpn.plus2 = -random2(4);
wpn.sub_type = (coinflip() ? WPN_DAGGER : WPN_CLUB );
set_item_ego_type(wpn, OBJ_WEAPONS, SPWPN_NORMAL);
}
- else if ( power_level == 1 )
+ else if (power_level == 1)
{
// This is getting good...
wpn.plus = random2(4) - 1;
@@ -2580,9 +2578,9 @@ static void _summon_dancing_weapon(int power, deck_rarity_type rarity)
coinflip() ? SPWPN_FLAMING : SPWPN_FREEZING);
}
}
- else if ( power_level == 2 )
+ else if (power_level == 2)
{
- // Rare and powerful
+ // Rare and powerful.
wpn.plus = random2(4) + 2;
wpn.plus2 = random2(4) + 2;
wpn.sub_type = (coinflip() ? WPN_KATANA : WPN_EXECUTIONERS_AXE);
@@ -2665,11 +2663,11 @@ static int _card_power(deck_rarity_type rarity)
{
int result = 0;
- if ( you.penance[GOD_NEMELEX_XOBEH] )
+ if (you.penance[GOD_NEMELEX_XOBEH])
{
result -= you.penance[GOD_NEMELEX_XOBEH];
}
- else if ( you.religion == GOD_NEMELEX_XOBEH )
+ else if (you.religion == GOD_NEMELEX_XOBEH)
{
result = you.piety;
result *= (you.skills[SK_EVOCATIONS] + 25);
@@ -2944,16 +2942,16 @@ void init_deck(item_def &item)
static void _unmark_deck(item_def& deck)
{
- if ( !is_deck(deck) )
+ if (!is_deck(deck))
return;
CrawlHashTable &props = deck.props;
- if ( !props.exists("card_flags") )
+ if (!props.exists("card_flags"))
return;
CrawlVector &flags = props["card_flags"];
- for ( unsigned int i = 0; i < flags.size(); ++i )
+ for (unsigned int i = 0; i < flags.size(); ++i)
{
flags[i] =
static_cast<char>((static_cast<char>(flags[i]) & ~CFLAG_MARKED));
@@ -2965,7 +2963,7 @@ static void _unmark_deck(item_def& deck)
static void _unmark_and_shuffle_deck(item_def& deck)
{
- if ( is_deck(deck) )
+ if (is_deck(deck))
{
_unmark_deck(deck);
_shuffle_deck(deck);
@@ -2976,10 +2974,10 @@ static bool _shuffle_all_decks_on_level()
{
bool success = false;
- for ( int i = 0; i < MAX_ITEMS; ++i )
+ for (int i = 0; i < MAX_ITEMS; ++i)
{
item_def& item(mitm[i]);
- if ( is_valid_item(item) && is_deck(item) )
+ if (is_valid_item(item) && is_deck(item))
{
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS, "Shuffling: %s on level %d, branch %d",
@@ -3000,10 +2998,10 @@ static bool _shuffle_inventory_decks()
{
bool success = false;
- for ( int i = 0; i < ENDOFPACK; ++i )
+ for (int i = 0; i < ENDOFPACK; ++i)
{
item_def& item(you.inv[i]);
- if ( is_valid_item(item) && is_deck(item) )
+ if (is_valid_item(item) && is_deck(item))
{
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS, "Shuffling in inventory: %s",