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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-19 15:22:25 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-19 15:22:25 +0000
commitf867bed2e7c45126ec6b5013178ca2d631cc3318 (patch)
tree3e12bc01d865fa91d96e130fa4a1e5e8e6038653 /crawl-ref/source/itemprop.h
parent047dbc83010295b9937e88293d627f52792d182f (diff)
downloadcrawl-ref-f867bed2e7c45126ec6b5013178ca2d631cc3318.tar.gz
crawl-ref-f867bed2e7c45126ec6b5013178ca2d631cc3318.zip
Restrict randart names to a maximum length of 30. (I'd really like to
restrict it to about 25, but "The Shining One's" needs 20 letters, so that's out.) Don't automatically regard unID'd jewellery randarts as {tried}, instead use a (very) rough estimate: if you know at least one property, the item will be marked as tried, otherwise (e.g. if the only property is +Dam, or prevents spellcasting) it won't be marked at all. I'm not actually sure this is better than never outputting {tried} for randarts, but we'll see... git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4374 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/itemprop.h')
-rw-r--r--crawl-ref/source/itemprop.h22
1 files changed, 11 insertions, 11 deletions
diff --git a/crawl-ref/source/itemprop.h b/crawl-ref/source/itemprop.h
index 83c4e4ce55..23cc7eeaa3 100644
--- a/crawl-ref/source/itemprop.h
+++ b/crawl-ref/source/itemprop.h
@@ -145,7 +145,7 @@ enum corpse_type
enum hands_reqd_type
{
HANDS_ONE,
- HANDS_HALF,
+ HANDS_HALF,
HANDS_TWO,
HANDS_DOUBLE // not a level, marks double ended weapons (== half)
@@ -168,7 +168,7 @@ enum helmet_desc_type
enum jewellery_type
{
RING_FIRST_RING = 0,
-
+
RING_REGENERATION = RING_FIRST_RING, // 0
RING_PROTECTION,
RING_PROTECTION_FROM_FIRE,
@@ -208,7 +208,7 @@ enum jewellery_type
AMU_CONTROLLED_FLIGHT,
AMU_INACCURACY,
AMU_RESIST_MUTATION,
-
+
NUM_JEWELLERY
};
@@ -286,7 +286,7 @@ enum rune_type
RUNE_DEMONIC = 50,
RUNE_ABYSSAL,
- // Runes 60-63 correspond to the Pandemonium demonlords,
+ // Runes 60-63 correspond to the Pandemonium demonlords,
// and are equal to the corresponding vault.
RUNE_MNOLEG = 60,
RUNE_LOM_LOBON,
@@ -505,8 +505,8 @@ enum weapon_property_type
enum vorpal_damage_type
{
- // Types of damage a weapon can do... currently assuming that anything
- // with BLUDGEON always does "AND" with any other specified types,
+ // Types of damage a weapon can do... currently assuming that anything
+ // with BLUDGEON always does "AND" with any other specified types,
// and and sets not including BLUDGEON are "OR".
DAM_BASH = 0x0000, // non-melee weapon blugeoning
DAM_BLUDGEON = 0x0001, // crushing
@@ -522,7 +522,7 @@ enum vorpal_damage_type
DVORP_CHOPPING = 0x4000, // used for axes
DVORP_SLASHING = 0x5000, // used for whips
DVORP_STABBING = 0x6000, // used for knives/daggers
-
+
DVORP_CLAWING = 0x7000, // claw damage
// These are shortcuts to tie vorpal/damage types for easy setting...
@@ -582,8 +582,8 @@ bool item_is_critical(const item_def &item);
bool item_cursed( const item_def &item );
bool item_known_cursed( const item_def &item );
bool item_known_uncursed( const item_def &item );
-void do_curse_item( item_def &item );
-void do_uncurse_item( item_def &item );
+void do_curse_item( item_def &item );
+void do_uncurse_item( item_def &item );
// stationary:
void set_item_stationary( item_def &item );
@@ -613,7 +613,7 @@ bool is_helmet( const item_def& item );
bool is_hard_helmet( const item_def& item );
// ego items:
-bool set_item_ego_type( item_def &item, int item_type, int ego_type );
+bool set_item_ego_type( item_def &item, int item_type, int ego_type );
int get_weapon_brand( const item_def &item );
special_armour_type get_armour_ego_type( const item_def &item );
int get_ammo_brand( const item_def &item );
@@ -726,7 +726,7 @@ size_type item_size( const item_def &item );
bool is_colourful_item( const item_def &item );
bool is_shield(const item_def &item);
-bool is_shield_incompatible(const item_def &weapon,
+bool is_shield_incompatible(const item_def &weapon,
const item_def *shield = NULL);
// Only works for armour/weapons/missiles