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authorDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-26 11:42:30 -0500
committerDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-26 11:42:30 -0500
commit122b1cada6afe797552fc69b272ad0045762193f (patch)
tree3d2041ad5ebeff3411c312150740be548365e9ab /crawl-ref/source/itemname.cc
parent8c892c6009714a1d4e236074251f233c1cc681d8 (diff)
downloadcrawl-ref-122b1cada6afe797552fc69b272ad0045762193f.tar.gz
crawl-ref-122b1cada6afe797552fc69b272ad0045762193f.zip
Add comment fixes.
Diffstat (limited to 'crawl-ref/source/itemname.cc')
-rw-r--r--crawl-ref/source/itemname.cc35
1 files changed, 18 insertions, 17 deletions
diff --git a/crawl-ref/source/itemname.cc b/crawl-ref/source/itemname.cc
index 8ac9ae18f7..c564bea2f7 100644
--- a/crawl-ref/source/itemname.cc
+++ b/crawl-ref/source/itemname.cc
@@ -2290,7 +2290,8 @@ bool is_interesting_item( const item_def& item )
return (false);
}
-// Returns true if an item is a potential life saver in an emergency situation.
+// Returns true if an item is a potential life saver in an emergency
+// situation.
bool is_emergency_item(const item_def &item)
{
if (!item_type_known(item))
@@ -2394,9 +2395,9 @@ bool is_bad_item(const item_def &item, bool temp)
case SCR_CURSE_WEAPON:
return (true);
case SCR_SUMMONING:
- // Summoning will always produce hostile monsters if you worship
- // a good god. (Use temp to allow autopickup to prevent monsters
- // from reading it.)
+ // Summoning will always produce hostile monsters if you
+ // worship a good god. (Use temp to allow autopickup to
+ // prevent monsters from reading it.)
return (temp && is_good_god(you.religion));
default:
return (false);
@@ -2445,7 +2446,8 @@ bool is_bad_item(const item_def &item, bool temp)
}
}
-// Returns true if using an item is risky but may occasionally be worthwhile.
+// Returns true if using an item is risky but may occasionally be
+// worthwhile.
bool is_dangerous_item(const item_def &item, bool temp)
{
if (!item_type_known(item))
@@ -2511,8 +2513,8 @@ bool is_useless_item(const item_def &item, bool temp)
if (!you.could_wield(item, true)
&& !is_throwable(&you, item))
{
- // Weapon is too large (or small) to be wielded and cannot be
- // thrown either.
+ // Weapon is too large (or small) to be wielded and cannot
+ // be thrown either.
return (true);
}
@@ -2529,8 +2531,8 @@ bool is_useless_item(const item_def &item, bool temp)
return (false);
case OBJ_MISSILES:
- // These are the same checks as in_throwable except we don't take
- // into account launchers.
+ // These are the same checks as in is_throwable(), except that
+ // we don't take launchers into account.
switch (item.sub_type)
{
case MI_LARGE_ROCK:
@@ -2609,8 +2611,8 @@ bool is_useless_item(const item_def &item, bool temp)
case POT_POISON:
case POT_STRONG_POISON:
// If you're poison resistant, poison is only useless.
- // Spriggans could argue, but it's too small gain for possible
- // player confusion.
+ // Spriggans could argue, but it's too small of a gain for
+ // possible player confusion.
return (player_res_poison(false));
case POT_INVISIBILITY:
@@ -2736,14 +2738,13 @@ static const std::string _item_prefix(const item_def &item, bool temp,
{
if (get_ident_type(item) == ID_KNOWN_TYPE)
{
- // Wands are only fully identified if we know the
- // number of charges.
+ // Wands are only fully identified if we know the number of
+ // charges.
if (item.base_type == OBJ_WANDS)
prefixes.push_back("known");
- // Rings are fully identified simply by knowing their
- // type, unless the ring has plusses, like a ring of
- // dexterity.
+ // Rings are fully identified simply by knowing their type,
+ // unless the ring has plusses, like a ring of dexterity.
else if (item.base_type == OBJ_JEWELLERY
&& !jewellery_is_amulet(item))
{
@@ -2753,7 +2754,7 @@ static const std::string _item_prefix(const item_def &item, bool temp,
prefixes.push_back("known");
}
// All other types of magical items are fully identified
- // simply by knowing the type
+ // simply by knowing the type.
else
prefixes.push_back("identified");
}