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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-19 15:22:25 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-19 15:22:25 +0000 |
commit | f867bed2e7c45126ec6b5013178ca2d631cc3318 (patch) | |
tree | 3e12bc01d865fa91d96e130fa4a1e5e8e6038653 /crawl-ref/source/itemprop.h | |
parent | 047dbc83010295b9937e88293d627f52792d182f (diff) | |
download | crawl-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.h | 22 |
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 |