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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-11 11:30:01 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-11 11:30:01 +0000
commit4d2b55d169177a29e95c90747667578420823078 (patch)
tree5cac1082a2ed6a610fb68a8b0ef97e668792b515 /crawl-ref/source/item_use.cc
parent7896dbd29bda379c2fb31feeb3b16bda57039c00 (diff)
downloadcrawl-ref-4d2b55d169177a29e95c90747667578420823078.tar.gz
crawl-ref-4d2b55d169177a29e95c90747667578420823078.zip
A number of whitespace changes. Linux makes this soooo easy. :P
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4196 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/item_use.cc')
-rw-r--r--crawl-ref/source/item_use.cc154
1 files changed, 77 insertions, 77 deletions
diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc
index 80a7f25787..6ac82b95d4 100644
--- a/crawl-ref/source/item_use.cc
+++ b/crawl-ref/source/item_use.cc
@@ -94,7 +94,7 @@ static bool _fire_validate_item(int selected, std::string& err);
bool can_wield(const item_def *weapon, bool say_reason,
bool ignore_temporary_disability)
{
-#define SAY(x) if (say_reason) { x; } else
+#define SAY(x) if (say_reason) { x; } else
if (!ignore_temporary_disability && you.duration[DUR_BERSERKER])
{
@@ -170,7 +170,7 @@ bool can_wield(const item_def *weapon, bool say_reason,
int weap_brand = get_weapon_brand( *weapon );
if ((you.is_undead || you.species == SP_DEMONSPAWN)
&& (!is_fixed_artefact( *weapon )
- && (weap_brand == SPWPN_HOLY_WRATH
+ && (weap_brand == SPWPN_HOLY_WRATH
|| (weapon->base_type == OBJ_WEAPONS
&& weapon->sub_type == WPN_BLESSED_BLADE))))
{
@@ -305,10 +305,10 @@ bool wield_weapon(bool auto_wield, int slot, bool show_weff_messages)
if (!yesno(prompt.c_str(), false, 'n'))
return (false);
}
-
+
if (!unwield_item(show_weff_messages))
return (false);
-
+
canned_msg( MSG_EMPTY_HANDED );
you.turn_is_over = true;
@@ -377,7 +377,7 @@ static void warn_rod_shield_interference(const item_def &)
// Any way to avoid the double entendre? :-)
if (leak_degree)
- mprf(MSGCH_WARN,
+ mprf(MSGCH_WARN,
"Your %s %sreduces the effectiveness of your rod.",
shield_base_name(player_shield()),
leak_degree);
@@ -385,19 +385,19 @@ static void warn_rod_shield_interference(const item_def &)
static void warn_launcher_shield_slowdown(const item_def &launcher)
{
- const int slowspeed =
+ const int slowspeed =
launcher_final_speed(launcher, player_shield()) * player_speed() / 100;
- const int normspeed =
+ const int normspeed =
launcher_final_speed(launcher, NULL) * player_speed() / 100;
// Don't warn the player unless the slowdown is real.
if (slowspeed > normspeed)
{
- const char *slow_degree =
+ const char *slow_degree =
shield_impact_degree(slowspeed * 100 / normspeed);
if (slow_degree)
- mprf(MSGCH_WARN,
- "Your %s %sslows your rate of fire.",
+ mprf(MSGCH_WARN,
+ "Your %s %sslows your rate of fire.",
shield_base_name(player_shield()),
slow_degree);
}
@@ -430,18 +430,18 @@ int item_special_wield_effect(const item_def &item)
{
if (item.base_type != OBJ_WEAPONS || !is_artefact(item))
return (SPWLD_NONE);
-
+
int i_eff = SPWPN_NORMAL;
if (is_random_artefact( item ))
i_eff = randart_wpn_property(item, RAP_BRAND);
- else
+ else
i_eff = item.special;
switch (i_eff)
{
case SPWPN_SINGING_SWORD:
return (SPWLD_SING);
-
+
case SPWPN_WRATH_OF_TROG:
return (SPWLD_TROG);
@@ -491,7 +491,7 @@ void wield_effects(int item_wield_2, bool showMsgs)
{
if (showMsgs)
mpr("The area is filled with flickering shadows.");
-
+
you.current_vision -= 2;
setLOSRadius(you.current_vision);
you.special_wield = SPWLD_SHADOW;
@@ -528,7 +528,7 @@ void wield_effects(int item_wield_2, bool showMsgs)
// only used for Singing Sword introduction
const bool was_known = item_type_known(you.inv[item_wield_2]);
const char *old_desc = you.inv[item_wield_2].name(DESC_CAP_THE).c_str();
-
+
set_ident_flags( you.inv[item_wield_2], ISFLAG_EQ_WEAPON_MASK );
if (is_random_artefact( you.inv[item_wield_2] ))
@@ -536,7 +536,7 @@ void wield_effects(int item_wield_2, bool showMsgs)
i_dam = randart_wpn_property(you.inv[item_wield_2], RAP_BRAND);
use_randart(item_wield_2);
}
- else
+ else
{
i_dam = you.inv[item_wield_2].special;
}
@@ -581,7 +581,7 @@ void wield_effects(int item_wield_2, bool showMsgs)
? "You feel a sudden desire to commit suicide."
: "You feel a sudden desire to slay dragons!");
break;
-
+
case SPWPN_VENOM:
mpr("It begins to drip with poison!");
break;
@@ -681,7 +681,7 @@ void wield_effects(int item_wield_2, bool showMsgs)
case SPWPN_DISTORTION:
mpr("Space warps around you for a moment!");
-
+
if (!was_known)
xom_is_stimulated(32);
break;
@@ -759,7 +759,7 @@ bool armour_prompt( const std::string & mesg, int *index, operation_types oper)
ASSERT(index != NULL);
bool succeeded = false;
- int slot;
+ int slot;
if (inv_count() < 1)
canned_msg(MSG_NOTHING_CARRIED);
@@ -932,7 +932,7 @@ bool can_wear_armour(const item_def &item, bool verbose, bool ignore_temporary)
return (false);
}
}
-
+
if (!can_equip( slot, ignore_temporary ))
{
if (verbose)
@@ -1005,7 +1005,7 @@ bool do_wear_armour( int item, bool quiet )
if (!can_wear_armour(you.inv[item], !quiet, false))
return (false);
-
+
const item_def &invitem = you.inv[item];
const equipment_type slot = get_armour_slot(invitem);
@@ -1042,7 +1042,7 @@ bool do_wear_armour( int item, bool quiet )
return (false);
}
-
+
bool removedCloak = false;
int cloak = -1;
@@ -1301,7 +1301,7 @@ void fire_target_behaviour::message_ammo_prompt(const std::string* pre_text)
{
const item_def& item_def = you.inv[m_slot];
const launch_retval projected = is_launched(&you, you.weapon(), item_def);
-
+
if (projected == LRET_FUMBLED)
msg << "Awkwardly throwing ";
else if (projected == LRET_LAUNCHED)
@@ -1385,7 +1385,7 @@ command_type fire_target_behaviour::get_command(int key)
need_prompt = true;
return (CMD_NO_CMD);
}
-
+
return targeting_behaviour::get_command(key);
}
@@ -1445,7 +1445,7 @@ static int _fire_prompt_for_item(std::string& err)
{
if (inv_count() < 1)
{
- // canned_msg(MSG_NOTHING_CARRIED); // Hmmm...
+ // canned_msg(MSG_NOTHING_CARRIED); // Hmmm...
err = "You aren't carrying anything.";
return -1;
}
@@ -1517,10 +1517,10 @@ void fire_thing(int item)
{
if (_fire_warn_if_impossible())
{
- flush_input_buffer( FLUSH_ON_FAILURE );
+ flush_input_buffer( FLUSH_ON_FAILURE );
return;
}
-
+
if (Options.tutorial_left)
Options.tut_throw_counter++;
@@ -1565,7 +1565,7 @@ int launcher_shield_slowdown(const item_def &launcher, const item_def *shield)
// Adjust for shields skill.
if (speed_adjust > 100)
- speed_adjust -= ((speed_adjust - 100) * 5 / 10)
+ speed_adjust -= ((speed_adjust - 100) * 5 / 10)
* you.skills[SK_SHIELDS] / 27;
return (speed_adjust);
@@ -1598,7 +1598,7 @@ int launcher_final_speed(const item_def &launcher, const item_def *shield)
speed_base = speed_base * speed_adjust / 100;
speed_min = speed_min * speed_adjust / 100;
}
-
+
// do the same when trying to shoot while held in a net
if (you.attribute[ATTR_HELD]) // only for blowguns
{
@@ -1639,7 +1639,7 @@ bool elemental_missile_beam(int launcher_brand, int ammo_brand)
// XXX This is a bit too generous, as it lets the player determine
// that the bolt of fire he just shot from a flaming bow is actually
// a poison arrow. Hopefully this isn't too abusable.
-static bool determines_ammo_brand(int bow_brand, int ammo_brand)
+static bool determines_ammo_brand(int bow_brand, int ammo_brand)
{
if (bow_brand == SPWPN_FLAME && ammo_brand == SPMSL_FLAME)
return false;
@@ -1736,7 +1736,7 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
{
if (thr.isCancel)
canned_msg(MSG_OK);
-
+
return (false);
}
}
@@ -1829,7 +1829,7 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
// figure out if we're thrown or launched
const launch_retval projected = is_launched(&you, you.weapon(), item);
-
+
// extract launcher bonuses due to magic
if (projected == LRET_LAUNCHED)
{
@@ -1875,7 +1875,7 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS,
"Base hit == %d; Base damage == %d "
- "(item %d + launcher %d)",
+ "(item %d + launcher %d)",
baseHit, baseDam,
item_base_dam, lnch_base_dam);
#endif
@@ -1886,14 +1886,14 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
// check for matches; dwarven, elven, orcish
if (!get_equip_race(you.inv[you.equip[EQ_WEAPON]]) == 0)
{
- if (get_equip_race( you.inv[you.equip[EQ_WEAPON]] )
+ if (get_equip_race( you.inv[you.equip[EQ_WEAPON]] )
== get_equip_race( item ))
{
baseHit += 1;
baseDam += 1;
// elves with elven bows
- if (get_equip_race(you.inv[you.equip[EQ_WEAPON]])
+ if (get_equip_race(you.inv[you.equip[EQ_WEAPON]])
== ISFLAG_ELVEN
&& player_genus(GENPC_ELVEN))
{
@@ -1901,7 +1901,7 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
}
}
}
-
+
// lower accuracy if held in a net (needs testing)
if (you.attribute[ATTR_HELD])
{
@@ -1916,10 +1916,10 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
// [dshaligram] Throwing now two parts launcher skill, one part
// ranged combat. Removed the old model which is... silly.
-
+
// [jpeg] Throwing now only affects actual throwing weapons,
// i.e. not launched ones. (Sep 10, 2007)
-
+
shoot_skill = you.skills[launcher_skill];
effSkill = shoot_skill;
@@ -1965,7 +1965,7 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
// Sling bullets are designed for slinging and easier to aim.
if (wepType == MI_SLING_BULLET)
baseHit += 4;
-
+
exHitBonus += (effSkill * 3) / 2;
// strength is good if you're using a nice sling.
@@ -2021,7 +2021,7 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
// add in skill for bows.. help you to find those vulnerable spots.
// exDamBonus += effSkill;
-
+
dice_mult = dice_mult * (17 + random2(1 + effSkill)) / 17;
// now kill the launcher damage bonus
@@ -2157,10 +2157,10 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
{
returning = ((get_weapon_brand(item) == SPWPN_RETURNING ||
get_ammo_brand(item) == SPMSL_RETURNING) && !teleport);
-
+
if (returning && !one_chance_in(1 + skill_bump(SK_THROWING)))
did_return = true;
-
+
baseHit = 0;
// missiles only use inv_plus
@@ -2296,16 +2296,16 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
{
baseDam = div_rand_round(baseDam, 2);
}
-
+
// exercise skill
if (coinflip())
exercise(SK_THROWING, 1);
-
+
// ID check
if ( !teleport &&
!item_ident(you.inv[throw_2], ISFLAG_KNOW_PLUSES) &&
random2(100) < you.skills[SK_THROWING] )
- {
+ {
set_ident_flags( item, ISFLAG_KNOW_PLUSES );
set_ident_flags( you.inv[throw_2], ISFLAG_KNOW_PLUSES );
identify_floor_missiles_matching(item, ISFLAG_KNOW_PLUSES);
@@ -2664,7 +2664,7 @@ void jewellery_wear_effects(item_def &item)
ident = ID_KNOWN_TYPE;
}
break;
-
+
case AMU_RAGE:
if (!scan_randarts( RAP_BERSERK ))
{
@@ -2703,7 +2703,7 @@ void jewellery_wear_effects(item_def &item)
if (item_cursed( item ))
{
- mprf("Oops, that %s feels deathly cold.",
+ mprf("Oops, that %s feels deathly cold.",
jewellery_is_amulet(item)? "amulet" : "ring");
learned_something_new(TUT_YOU_CURSED);
@@ -2821,7 +2821,7 @@ bool safe_to_remove_or_wear(const item_def &item, bool remove)
prompt += "ing this item could be fatal. ";
prompt += item.base_type == OBJ_WEAPONS ? "Wield" : "Put on";
prompt += " anyway?";
-
+
if ((-prop_str >= you.strength || -prop_int >= you.intel ||
-prop_dex >= you.dex)
&& !yesno(prompt.c_str(), false, 'n'))
@@ -2851,10 +2851,10 @@ static bool swap_rings(int ring_slot)
if (!remove_ring(unwanted, false))
return (false);
-
+
if (!safe_to_remove_or_wear(you.inv[ring_slot], false))
return (false);
-
+
start_delay(DELAY_JEWELLERY_ON, 1, ring_slot);
return (true);
@@ -2868,7 +2868,7 @@ bool puton_item(int item_slot, bool prompt_finger)
{
// if (Options.easy_unequip)
return (!remove_ring(item_slot));
-
+
// mpr("You've already put that on!");
// return (true);
}
@@ -2913,7 +2913,7 @@ bool puton_item(int item_slot, bool prompt_finger)
if (!safe_to_remove_or_wear(you.inv[item_slot], false))
return (false);
-
+
start_delay(DELAY_JEWELLERY_ON, 1, item_slot);
// Assume it's going to succeed.
@@ -2922,7 +2922,7 @@ bool puton_item(int item_slot, bool prompt_finger)
if (!safe_to_remove_or_wear(you.inv[item_slot], false))
return (false);
-
+
// First ring goes on left hand if we're choosing automatically.
int hand_used = 0;
@@ -2934,8 +2934,8 @@ bool puton_item(int item_slot, bool prompt_finger)
if (is_amulet)
hand_used = 2;
- else if (prompt_finger
- && you.equip[EQ_LEFT_RING] == -1
+ else if (prompt_finger
+ && you.equip[EQ_LEFT_RING] == -1
&& you.equip[EQ_RIGHT_RING] == -1)
{
mpr("Put on which hand (l or r)?", MSGCH_PROMPT);
@@ -3001,7 +3001,7 @@ bool puton_ring(int slot, bool prompt_finger)
void jewellery_remove_effects(item_def &item)
{
// The ring/amulet must already be removed from you.equip at this point.
-
+
// Turn off show_uncursed before getting the item name, because this item
// was just removed, and the player knows it's uncursed.
const bool old_showuncursed = Options.show_uncursed;
@@ -3098,7 +3098,7 @@ bool remove_ring(int slot, bool announce)
return (false);
}
- if (you.equip[EQ_GLOVES] != -1
+ if (you.equip[EQ_GLOVES] != -1
&& item_cursed( you.inv[you.equip[EQ_GLOVES]] )
&& you.equip[EQ_AMULET] == -1)
{
@@ -3126,7 +3126,7 @@ bool remove_ring(int slot, bool announce)
if (hand_used == EQ_NONE)
{
- const int equipn =
+ const int equipn =
(slot == -1)? prompt_invent_item( "Remove which piece of jewellery?",
MT_INVLIST,
OBJ_JEWELLERY, true, true, true,
@@ -3157,7 +3157,7 @@ bool remove_ring(int slot, bool announce)
return (false);
}
}
-
+
if (!check_warning_inscriptions(you.inv[you.equip[hand_used]],
OPER_REMOVE))
{
@@ -3165,7 +3165,7 @@ bool remove_ring(int slot, bool announce)
return (false);
}
- if (you.equip[EQ_GLOVES] != -1
+ if (you.equip[EQ_GLOVES] != -1
&& item_cursed( you.inv[you.equip[EQ_GLOVES]] )
&& (hand_used == EQ_LEFT_RING || hand_used == EQ_RIGHT_RING))
{
@@ -3190,7 +3190,7 @@ bool remove_ring(int slot, bool announce)
set_ident_flags( you.inv[you.equip[hand_used]], ISFLAG_KNOW_CURSE );
return (false);
}
-
+
ring_wear_2 = you.equip[hand_used];
if (!safe_to_remove_or_wear(you.inv[ring_wear_2], true))
@@ -3402,7 +3402,7 @@ void inscribe_item()
else
break;
}
-
+
you.inv[item_slot].inscription = std::string(buf);
you.wield_change = true;
you.quiver_change = true;
@@ -3450,7 +3450,7 @@ void drink( int slot )
canned_msg(MSG_PRESENT_FORM);
return;
}
-
+
if (slot != -1)
item_slot = slot;
else
@@ -3477,18 +3477,18 @@ void drink( int slot )
// potions on monsters.
const bool dangerous =
player_in_a_dangerous_place() && (you.experience_level > 1);
-
+
if (potion_effect(static_cast<potion_type>(you.inv[item_slot].sub_type),
40, alreadyknown))
{
set_ident_flags( you.inv[item_slot], ISFLAG_IDENT_MASK );
- set_ident_type( you.inv[item_slot].base_type,
+ set_ident_type( you.inv[item_slot].base_type,
you.inv[item_slot].sub_type, ID_KNOWN_TYPE );
}
else
{
- set_ident_type( you.inv[item_slot].base_type,
+ set_ident_type( you.inv[item_slot].base_type,
you.inv[item_slot].sub_type, ID_TRIED_TYPE );
}
if (!alreadyknown && dangerous)
@@ -3522,14 +3522,14 @@ bool _drink_fountain()
{
if (!yesno("Drink from the fountain?"))
return false;
-
+
mpr("You drink the pure, clear water.");
}
else if ( feat == DNGN_FOUNTAIN_BLOOD )
{
if (!yesno("Drink from the fountain of blood?"))
return false;
-
+
mpr("You drink the blood.");
fountain_effect = POT_BLOOD;
}
@@ -3537,7 +3537,7 @@ bool _drink_fountain()
{
if (!yesno("Drink from the sparkling fountain?"))
return false;
-
+
mpr("You drink the sparkling water.");
const potion_type effects[] =
@@ -3683,7 +3683,7 @@ static bool affix_weapon_enchantment()
mprf("%s twongs alarmingly.", itname.c_str());
// from unwield_item
- miscast_effect( SPTYP_TRANSLOCATION, 9, 90, 100,
+ miscast_effect( SPTYP_TRANSLOCATION, 9, 90, 100,
"distortion affixation" );
success = false;
break;
@@ -3917,7 +3917,7 @@ static void handle_read_book( int item_slot )
skill_manual(item_slot);
return;
}
-
+
while (true)
{
// Spellbook
@@ -3990,7 +3990,7 @@ static bool scroll_modify_item(const scroll_type scroll)
default:
break;
}
-
+
// Oops, wrong item...
canned_msg(MSG_NOTHING_HAPPENS);
return (false);
@@ -4022,9 +4022,9 @@ void read_scroll( int slot )
int item_slot = (slot != -1) ?
slot :
prompt_invent_item(
- "Read which item?",
- MT_INVLIST,
- OBJ_SCROLLS,
+ "Read which item?",
+ MT_INVLIST,
+ OBJ_SCROLLS,
true, true, true, 0, NULL,
OPER_READ );
@@ -4407,7 +4407,7 @@ void read_scroll( int slot )
void examine_object(void)
{
- int item_slot = prompt_invent_item( "Examine which item?",
+ int item_slot = prompt_invent_item( "Examine which item?",
MT_INVLIST, -1,
true, true, true, 0, NULL,
OPER_EXAMINE );
@@ -4534,7 +4534,7 @@ bool wearing_slot(int inv_slot)
for (int i = EQ_CLOAK; i <= EQ_AMULET; ++i)
if ( inv_slot == you.equip[i] )
return true;
-
+
return false;
}