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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-10 17:42:55 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-10 17:42:55 +0000 |
commit | 9d879dbda0fd96b079aac0905d83f7c289e97a36 (patch) | |
tree | 7736bf0e5f422e21be5f47a5b253769c10bb49b9 /crawl-ref/source/effects.cc | |
parent | 1beb0abbfd7972efabd7817a0359b2c57cd91524 (diff) | |
download | crawl-ref-9d879dbda0fd96b079aac0905d83f7c289e97a36.tar.gz crawl-ref-9d879dbda0fd96b079aac0905d83f7c289e97a36.zip |
Some whitespace changes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4179 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/effects.cc')
-rw-r--r-- | crawl-ref/source/effects.cc | 108 |
1 files changed, 54 insertions, 54 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc index 31f93b6854..e050246104 100644 --- a/crawl-ref/source/effects.cc +++ b/crawl-ref/source/effects.cc @@ -299,7 +299,7 @@ void banished(dungeon_feature_type gate_type, const std::string &who) case DNGN_ENTER_DIS: case DNGN_ENTER_GEHENNA: case DNGN_ENTER_COCYTUS: - case DNGN_ENTER_TARTARUS: + case DNGN_ENTER_TARTARUS: if (player_in_hell() || player_in_branch(BRANCH_VESTIBULE_OF_HELL)) { mpr("You feel dizzy for a moment."); @@ -450,7 +450,7 @@ bool lose_stat(unsigned char which_stat, unsigned char stat_loss, bool force, // Actually, that code was somewhat flawed. Several race-class combos // can start with a stat lower than three, and this block (which // used to say '!=' would actually cause stat gain with the '< 3' - // check that used to be above. Crawl has stat-death code and I + // check that used to be above. Crawl has stat-death code and I // don't see why we shouldn't be using it here. -- bwr if (newValue < *ptr_stat) { @@ -754,7 +754,7 @@ void random_uselessness(unsigned char ru, unsigned char sc_read_2) static armour_type random_nonbody_armour_type() { const armour_type at = - static_cast<armour_type>( + static_cast<armour_type>( random_choose(ARM_SHIELD, ARM_CLOAK, ARM_HELMET, ARM_GLOVES, ARM_BOOTS, -1)); return (at); @@ -764,7 +764,7 @@ static int find_acquirement_subtype(object_class_type class_wanted, int &quantity) { ASSERT(class_wanted != OBJ_RANDOM); - + int type_wanted = OBJ_RANDOM; int iteration = 0; @@ -807,7 +807,7 @@ static int find_acquirement_subtype(object_class_type class_wanted, type_wanted = POT_BLOOD; quantity = 2 + random2(4); } - else + else { // Meat is better than bread (except for herbivores), and // by choosing it as the default we don't have to worry @@ -815,12 +815,12 @@ static int find_acquirement_subtype(object_class_type class_wanted, type_wanted = FOOD_MEAT_RATION; if (you.mutation[MUT_HERBIVOROUS]) - type_wanted = FOOD_BREAD_RATION; + type_wanted = FOOD_BREAD_RATION; // If we have some regular rations, then we're probably more - // interested in faster foods (especially royal jelly)... + // interested in faster foods (especially royal jelly)... // otherwise the regular rations should be a good enough offer. - if (already_has[FOOD_MEAT_RATION] + if (already_has[FOOD_MEAT_RATION] + already_has[FOOD_BREAD_RATION] >= 2 || coinflip()) { type_wanted = one_chance_in(5) ? FOOD_HONEYCOMB @@ -868,7 +868,7 @@ static int find_acquirement_subtype(object_class_type class_wanted, item_considered.sub_type = i; const int acqweight = property(item_considered, PWPN_ACQ_WEIGHT); - + if (!acqweight) continue; @@ -907,7 +907,7 @@ static int find_acquirement_subtype(object_class_type class_wanted, case SK_CROSSBOWS: type_wanted = MI_DART; - for (int i = 0; i < ENDOFPACK; i++) + for (int i = 0; i < ENDOFPACK; i++) { // Assuming that crossbow in inventory means that they // want bolts for it (not darts for a hand crossbow)... @@ -925,7 +925,7 @@ static int find_acquirement_subtype(object_class_type class_wanted, case SK_DARTS: type_wanted = MI_DART; - for (int i = 0; i < ENDOFPACK; i++) + for (int i = 0; i < ENDOFPACK; i++) { if (is_valid_item( you.inv[i] ) && you.inv[i].base_type == OBJ_WEAPONS @@ -944,7 +944,7 @@ static int find_acquirement_subtype(object_class_type class_wanted, default: type_wanted = MI_DART; break; - } + } } else if (class_wanted == OBJ_ARMOUR) { @@ -1003,7 +1003,7 @@ static int find_acquirement_subtype(object_class_type class_wanted, break; default: - if (type_wanted == ARM_CENTAUR_BARDING + if (type_wanted == ARM_CENTAUR_BARDING || type_wanted == ARM_NAGA_BARDING) { type_wanted = ARM_BOOTS; @@ -1037,9 +1037,9 @@ static int find_acquirement_subtype(object_class_type class_wanted, if (type_wanted == OBJ_RANDOM || type_wanted == ARM_ROBE) { // start with normal base armour - if (type_wanted == ARM_ROBE) + if (type_wanted == ARM_ROBE) type_wanted = coinflip() ? ARM_ROBE : ARM_ANIMAL_SKIN; - else + else { type_wanted = ARM_ROBE + random2(8); @@ -1097,7 +1097,7 @@ static int find_acquirement_subtype(object_class_type class_wanted, iteration = 1; type_wanted = NUM_BOOKS; - best_spell = best_skill( SK_SPELLCASTING, (NUM_SKILLS - 1), + best_spell = best_skill( SK_SPELLCASTING, (NUM_SKILLS - 1), best_spell ); which_book: @@ -1209,7 +1209,7 @@ static int find_acquirement_subtype(object_class_type class_wanted, type_wanted = give_first_conjuration_book(); else if (!you.had_book[BOOK_TEMPESTS]) type_wanted = BOOK_TEMPESTS; - + // now a Vehumet special -- bwr // else if (!you.had_book[BOOK_ANNIHILATIONS]) // type_wanted = BOOK_ANNIHILATIONS; @@ -1308,7 +1308,7 @@ static int find_acquirement_subtype(object_class_type class_wanted, best_spell = best_skill( SK_SPELLCASTING, (NUM_SKILLS-1), 99 ); - // If we're going to give out an enhancer stave, + // If we're going to give out an enhancer stave, // we should at least bias things towards the // best spell skill. -- bwr switch (best_spell) @@ -1400,7 +1400,7 @@ static int find_acquirement_subtype(object_class_type class_wanted, } break; - case OBJ_MISCELLANY: + case OBJ_MISCELLANY: do type_wanted = random2(NUM_MISCELLANY); while (type_wanted == MISC_HORN_OF_GERYON @@ -1968,7 +1968,7 @@ void yell(bool force) bool forget_inventory(bool quiet) { int items_forgotten = 0; - + for (int i = 0; i < ENDOFPACK; i++) { item_def& item(you.inv[i]); @@ -2022,7 +2022,7 @@ bool vitrify_area(int radius) { if (radius < 2) return (false); - + const int radius2 = radius * radius; // this hinges on clear wall types having the same order as non-clear ones const int clear_plus = DNGN_CLEAR_ROCK_WALL - DNGN_ROCK_WALL; @@ -2033,7 +2033,7 @@ bool vitrify_area(int radius) if ( distance(x,y,you.x_pos,you.y_pos) < radius2 ) { dungeon_feature_type grid = grd[x][y]; - + if (grid == DNGN_ROCK_WALL || grid == DNGN_STONE_WALL || grid == DNGN_PERMAROCK_WALL ) @@ -2044,7 +2044,7 @@ bool vitrify_area(int radius) } } } - + return (something_happened); } @@ -2161,7 +2161,7 @@ static void hell_effects() // try to summon at least one and up to five random monsters {dlb} if (one_chance_in(3)) { - create_monster( RANDOM_MONSTER, 0, BEH_HOSTILE, + create_monster( RANDOM_MONSTER, 0, BEH_HOSTILE, you.x_pos, you.y_pos, MHITYOU, MONS_PROGRAM_BUG ); for (int i = 0; i < 4; i++) @@ -2204,7 +2204,7 @@ static bool food_item_needs_time_check(item_def &item) { return false; } - + return true; } @@ -2342,7 +2342,7 @@ static void rot_inventory_food(long time_delta) if (num_blood_coagulates) { ASSERT(affected_potion != -1); - + std::string msg = ""; if (num_total_blood == num_blood_coagulates) @@ -2363,9 +2363,9 @@ static void rot_inventory_food(long time_delta) if (num_blood_coagulates == 1) msg += "s"; msg += "."; - + mpr(msg.c_str(), MSGCH_ROTTEN_MEAT); - + const bool known_blood = item_type_known(you.inv[affected_potion]); you.inv[affected_potion].sub_type = POT_BLOOD_COAGULATED; you.inv[affected_potion].plus @@ -2382,7 +2382,7 @@ static void rot_inventory_food(long time_delta) mpr(you.inv[affected_potion].name(DESC_INVENTORY, false).c_str()); } } - + if (burden_changed_by_rot) { mpr("Your equipment suddenly weighs less.", MSGCH_ROTTEN_MEAT); @@ -2468,7 +2468,7 @@ void handle_time( long time_delta ) // index of 2 does about 0.58 points of contamination per turn. // A randart with a mutagen index of 5 does about 0.7 points of // contamination per turn. - + const int mean_glow = 500 + randart_glow * 40; const int actual_glow = mean_glow / 2 + random2(mean_glow); added_contamination += div_rand_round(actual_glow, 1000); @@ -2603,7 +2603,7 @@ void handle_time( long time_delta ) if (random2(100) < total_skill) { item_def& item = you.inv[you.equip[EQ_WEAPON]]; - + set_ident_type( OBJ_STAVES, item.sub_type, ID_KNOWN_TYPE ); set_ident_flags( item, ISFLAG_IDENT_MASK ); @@ -2683,23 +2683,23 @@ static void catchup_monster_moves(monsters *mon, int turns) // const bool short_time = (range >= 5 + random2(10)); const bool long_time = (range >= (500 + roll_dice( 2, 500 ))); - const bool ranged_attack = (mons_has_ranged_spell( mon ) - || mons_has_ranged_attack( mon )); + const bool ranged_attack = (mons_has_ranged_spell( mon ) + || mons_has_ranged_attack( mon )); #if DEBUG_DIAGNOSTICS // probably too annoying even for DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "mon #%d: range %d; long %d; " - "pos (%d,%d); targ %d(%d,%d); flags %ld", - monster_index(mon), range, long_time, mon->x, mon->y, + "pos (%d,%d); targ %d(%d,%d); flags %ld", + monster_index(mon), range, long_time, mon->x, mon->y, mon->foe, mon->target_x, mon->target_y, mon->flags ); -#endif +#endif if (range <= 0) return; - if (long_time - && (mon->behaviour == BEH_FLEE + if (long_time + && (mon->behaviour == BEH_FLEE || mon->behaviour == BEH_CORNERED || testbits( mon->flags, MF_BATTY ) || ranged_attack @@ -2709,20 +2709,20 @@ static void catchup_monster_moves(monsters *mon, int turns) { mon->behaviour = BEH_WANDER; mon->foe = MHITNOT; - mon->target_x = 10 + random2( GXM - 10 ); - mon->target_y = 10 + random2( GYM - 10 ); + mon->target_x = 10 + random2( GXM - 10 ); + mon->target_y = 10 + random2( GYM - 10 ); } - else + else { // monster will be sleeping after we move it - mon->behaviour = BEH_SLEEP; + mon->behaviour = BEH_SLEEP; } } else if (ranged_attack) { - // if we're doing short time movement and the monster has a + // if we're doing short time movement and the monster has a // ranged attack (missile or spell), then the monster will - // flee to gain distance if its "too close", else it will + // flee to gain distance if its "too close", else it will // just shift its position rather than charge the player. -- bwr if (grid_distance(mon->x, mon->y, mon->target_x, mon->target_y) < 3) { @@ -2794,7 +2794,7 @@ static void catchup_monster_moves(monsters *mon, int turns) #if DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "moved to (%d,%d)", mon->x, mon->y ); -#endif +#endif } //--------------------------------------------------------------- @@ -2815,7 +2815,7 @@ void update_level( double elapsedTime ) #endif update_corpses( elapsedTime ); - + if (env.sanctuary_time) { if (turns >= env.sanctuary_time) @@ -2848,7 +2848,7 @@ void update_level( double elapsedTime ) // This is the monster healing code, moved here from tag.cc: if (monster_descriptor( mon->type, MDSC_REGENERATES ) || mon->type == MONS_PLAYER_GHOST) - { + { heal_monster( mon, turns, false ); } else @@ -2856,13 +2856,13 @@ void update_level( double elapsedTime ) // Set a lower ceiling of 0.1 on the regen rate. const int regen_rate = std::max(mons_natural_regen_rate(mon) * 2, 5); - + heal_monster( mon, div_rand_round(turns * regen_rate, 50), false ); } catchup_monster_moves( mon, turns ); - + if (turns >= 10 && mon->alive()) mon->timeout_enchantments( turns / 10 ); } @@ -2937,10 +2937,10 @@ void update_corpses(double elapsedTime) for (int c = 0; c < MAX_ITEMS; c++) { item_def &it = mitm[c]; - + if (!food_item_needs_time_check(it)) continue; - + if (rot_time >= it.special && !is_being_butchered(it)) { if (it.base_type == OBJ_FOOD || it.base_type == OBJ_POTIONS) @@ -2967,16 +2967,16 @@ void update_corpses(double elapsedTime) // potions of blood have a longer rot time if (it.base_type != OBJ_POTIONS) ASSERT(rot_time < 256); - + it.special -= rot_time; - + if (it.base_type == OBJ_POTIONS && it.sub_type == POT_BLOOD && it.special < 200) { ASSERT(rot_time < 1200); it.sub_type = POT_BLOOD_COAGULATED; - + it.plus = you.item_description[IDESC_POTIONS][POT_BLOOD_COAGULATED]; } |