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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-26 10:39:39 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-26 10:39:39 +0000 |
commit | 61cae4a761c2f72cda44ae269c7007b37a0c14a7 (patch) | |
tree | fec8ec71ca7ca6eebd9d48881bc5ee3fe27d04c1 /crawl-ref/source/itemprop.cc | |
parent | d4acdf4a6a4b73607d58714a66efd372674adb56 (diff) | |
download | crawl-ref-61cae4a761c2f72cda44ae269c7007b37a0c14a7.tar.gz crawl-ref-61cae4a761c2f72cda44ae269c7007b37a0c14a7.zip |
Misc. minor cleanups. (Yes, a huge amount of them but still...)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6146 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/itemprop.cc')
-rw-r--r-- | crawl-ref/source/itemprop.cc | 290 |
1 files changed, 145 insertions, 145 deletions
diff --git a/crawl-ref/source/itemprop.cc b/crawl-ref/source/itemprop.cc index 912153f1c7..dd26e6bd3e 100644 --- a/crawl-ref/source/itemprop.cc +++ b/crawl-ref/source/itemprop.cc @@ -2160,7 +2160,7 @@ bool food_is_veg( const item_def &item ) bool is_blood_potion( const item_def &item) { if (item.base_type != OBJ_POTIONS) - return false; + return (false); return (item.sub_type == POT_BLOOD || item.sub_type == POT_BLOOD_COAGULATED); @@ -2264,183 +2264,183 @@ int property( const item_def &item, int prop_type ) return (0); } +// Returns true if item is evokable. bool gives_ability( const item_def &item ) { if (!item_type_known(item)) - return false; + return (false); switch (item.base_type) { - case OBJ_WEAPONS: - { - // unwielded weapon - item_def *weap = you.slot_item(EQ_WEAPON); - if (!weap || (*weap).slot != item.slot) - return false; - break; - } - case OBJ_JEWELLERY: - { - if ( !jewellery_is_amulet(item)) - { - // unworn ring - item_def *lring = you.slot_item(EQ_LEFT_RING); - item_def *rring = you.slot_item(EQ_RIGHT_RING); - if ((!lring || (*lring).slot != item.slot) - && (!rring || (*rring).slot != item.slot)) - { - return false; - } - - if (item.sub_type == RING_TELEPORTATION - || item.sub_type == RING_LEVITATION - || item.sub_type == RING_INVISIBILITY) - { - return true; - } - } - else - { - // unworn amulet - item_def *amul = you.slot_item(EQ_AMULET); - if (!amul || (*amul).slot != item.slot) - return false; - - if (item.sub_type == AMU_RAGE) - return true; - } - break; - } - case OBJ_ARMOUR: - { - const equipment_type eq = get_armour_slot(item); - if (eq == EQ_NONE) - return false; - - // unworn armour - item_def *arm = you.slot_item(eq); - if (!arm || (*arm).slot != item.slot) - return false; - break; - } - default: - return false; + case OBJ_WEAPONS: + { + // unwielded weapon + item_def *weap = you.slot_item(EQ_WEAPON); + if (!weap || (*weap).slot != item.slot) + return (false); + break; + } + case OBJ_JEWELLERY: + { + if (!jewellery_is_amulet(item)) + { + // unworn ring + item_def *lring = you.slot_item(EQ_LEFT_RING); + item_def *rring = you.slot_item(EQ_RIGHT_RING); + if ((!lring || (*lring).slot != item.slot) + && (!rring || (*rring).slot != item.slot)) + { + return (false); + } + + if (item.sub_type == RING_TELEPORTATION + || item.sub_type == RING_LEVITATION + || item.sub_type == RING_INVISIBILITY) + { + return (true); + } + } + else + { + // unworn amulet + item_def *amul = you.slot_item(EQ_AMULET); + if (!amul || (*amul).slot != item.slot) + return (false); + + if (item.sub_type == AMU_RAGE) + return (true); + } + break; + } + case OBJ_ARMOUR: + { + const equipment_type eq = get_armour_slot(item); + if (eq == EQ_NONE) + return (false); + + // unworn armour + item_def *arm = you.slot_item(eq); + if (!arm || (*arm).slot != item.slot) + return (false); + break; + } + default: + return (false); } if (!is_random_artefact(item)) - return false; + return (false); - // check for evokable randart properties + // Check for evokable randart properties. for (int rap = RAP_INVISIBLE; rap <= RAP_MAPPING; rap++) - { if (randart_wpn_property( item, static_cast<randart_prop_type>(rap) )) - return true; - } + return (true); - return false; + return (false); } +// Returns true if the item confers an intrinsic that is shown on the % screen.# bool gives_resistance( const item_def &item ) { if (!item_type_known(item)) - return false; + return (false); switch (item.base_type) { - case OBJ_WEAPONS: - { - // unwielded weapon - item_def *weap = you.slot_item(EQ_WEAPON); - if (!weap || (*weap).slot != item.slot) - return false; - break; - } - case OBJ_JEWELLERY: - { - if (item.sub_type < NUM_RINGS) - { - // unworn ring - item_def *lring = you.slot_item(EQ_LEFT_RING); - item_def *rring = you.slot_item(EQ_RIGHT_RING); - if ((!lring || (*lring).slot != item.slot) - && (!rring || (*rring).slot != item.slot)) - { - return false; - } - - if (item.sub_type >= RING_PROTECTION_FROM_FIRE - && item.sub_type <= RING_PROTECTION_FROM_COLD - || item.sub_type == RING_SEE_INVISIBLE - || item.sub_type >= RING_LIFE_PROTECTION - && item.sub_type <= RING_TELEPORT_CONTROL - || item.sub_type == RING_SUSTAIN_ABILITIES) - { - return true; - } - } - else - { - // unworn amulet - item_def *amul = you.slot_item(EQ_AMULET); - if (!amul || (*amul).slot != item.slot) - return false; - - if (item.sub_type != AMU_RAGE && item.sub_type != AMU_INACCURACY) - return true; - } - break; - } - case OBJ_ARMOUR: - { - const equipment_type eq = get_armour_slot(item); - if (eq == EQ_NONE) - return false; - - // unworn armour - item_def *arm = you.slot_item(eq); - if (!arm || (*arm).slot != item.slot) - return false; - break; - - const int ego = get_armour_ego_type( item ); - if (ego >= SPARM_FIRE_RESISTANCE && ego <= SPARM_SEE_INVISIBLE - || ego == SPARM_RESISTANCE || ego == SPARM_POSITIVE_ENERGY) - { - return true; - } - } - case OBJ_STAVES: - { - // unwielded weapon - item_def *weap = you.slot_item(EQ_WEAPON); - if (!weap || (*weap).slot != item.slot) - return false; - - if (item.sub_type >= STAFF_FIRE && item.sub_type <= STAFF_POISON - || item.sub_type == STAFF_AIR) - { - return true; - } - return false; - } - default: - return false; + case OBJ_WEAPONS: + { + // unwielded weapon + item_def *weap = you.slot_item(EQ_WEAPON); + if (!weap || (*weap).slot != item.slot) + return (false); + break; + } + case OBJ_JEWELLERY: + { + if (item.sub_type < NUM_RINGS) + { + // unworn ring + item_def *lring = you.slot_item(EQ_LEFT_RING); + item_def *rring = you.slot_item(EQ_RIGHT_RING); + if ((!lring || (*lring).slot != item.slot) + && (!rring || (*rring).slot != item.slot)) + { + return (false); + } + + if (item.sub_type >= RING_PROTECTION_FROM_FIRE + && item.sub_type <= RING_PROTECTION_FROM_COLD + || item.sub_type == RING_SEE_INVISIBLE + || item.sub_type >= RING_LIFE_PROTECTION + && item.sub_type <= RING_TELEPORT_CONTROL + || item.sub_type == RING_SUSTAIN_ABILITIES) + { + return (true); + } + } + else + { + // unworn amulet + item_def *amul = you.slot_item(EQ_AMULET); + if (!amul || (*amul).slot != item.slot) + return (false); + + if (item.sub_type != AMU_RAGE && item.sub_type != AMU_INACCURACY) + return (true); + } + break; + } + case OBJ_ARMOUR: + { + const equipment_type eq = get_armour_slot(item); + if (eq == EQ_NONE) + return (false); + + // unworn armour + item_def *arm = you.slot_item(eq); + if (!arm || (*arm).slot != item.slot) + return (false); + break; + + const int ego = get_armour_ego_type( item ); + if (ego >= SPARM_FIRE_RESISTANCE && ego <= SPARM_SEE_INVISIBLE + || ego == SPARM_RESISTANCE || ego == SPARM_POSITIVE_ENERGY) + { + return (true); + } + } + case OBJ_STAVES: + { + // unwielded staff + item_def *weap = you.slot_item(EQ_WEAPON); + if (!weap || (*weap).slot != item.slot) + return (false); + + if (item.sub_type >= STAFF_FIRE && item.sub_type <= STAFF_POISON + || item.sub_type == STAFF_AIR) + { + return (true); + } + return (false); + } + default: + return (false); } if (!is_random_artefact(item)) - return false; + return (false); - // check for randart resistances + // Check for randart resistances. for (int rap = RAP_FIRE; rap <= RAP_CAN_TELEPORT; rap++) { if (rap == RAP_MAGIC || rap >= RAP_INVISIBLE && rap != RAP_CAN_TELEPORT) continue; if (randart_wpn_property( item, static_cast<randart_prop_type>(rap) )) - return true; + return (true); } - return false; + return (false); } int item_mass( const item_def &item ) |