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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-10 15:29:56 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-10 15:29:56 +0000 |
commit | f6b8a1eea325bf2a8e9e81bf8d57c84d22787e6c (patch) | |
tree | d460601ff4a8306957df99184cf69d31df171f23 /crawl-ref/source/decks.cc | |
parent | 8fcf9242d71cf3fa44ad46bc5e37313e8b6b73b9 (diff) | |
download | crawl-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.cc | 132 |
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", |