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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-14 16:44:22 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-14 16:44:22 +0000 |
commit | 366c06789dcef1a3ae32f37fb9adcb1ca1a08ee4 (patch) | |
tree | e315d6b2270ce07d750b5ad3e372487c187809db /crawl-ref/source/makeitem.cc | |
parent | bbbd701b88b0274d7f14d0957828ad4342648135 (diff) | |
download | crawl-ref-366c06789dcef1a3ae32f37fb9adcb1ca1a08ee4.tar.gz crawl-ref-366c06789dcef1a3ae32f37fb9adcb1ca1a08ee4.zip |
Fix compile (oops) and numerous whitespace changes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4229 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/makeitem.cc')
-rw-r--r-- | crawl-ref/source/makeitem.cc | 111 |
1 files changed, 56 insertions, 55 deletions
diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc index efb4afbe4f..e16eab55cf 100644 --- a/crawl-ref/source/makeitem.cc +++ b/crawl-ref/source/makeitem.cc @@ -61,7 +61,7 @@ static int newwave_weapon_colour(const item_def &item) std::string itname = item.name(DESC_PLAIN); lowercase(itname); - + const bool item_runed = itname.find(" runed ") != std::string::npos; const bool heav_runed = itname.find(" heavily ") != std::string::npos; @@ -124,7 +124,7 @@ static int newwave_weapon_colour(const item_def &item) static int classic_weapon_colour(const item_def &item) { int item_colour = BLACK; - + if (is_range_weapon( item )) item_colour = BROWN; else @@ -239,7 +239,7 @@ static int newwave_armour_colour(const item_def &item) int item_colour = BLACK; std::string itname = item.name(DESC_PLAIN); lowercase(itname); - + const bool item_runed = itname.find(" runed ") != std::string::npos; const bool heav_runed = itname.find(" heavily ") != std::string::npos; @@ -576,7 +576,7 @@ void item_colour( item_def &item ) item.colour = (coinflip() ? MAGENTA : GREEN); break; case FOOD_CHUNK: - // set the appropriate colour of the meat: + // set the appropriate colour of the meat: temp_value = mons_class_colour( item.plus ); item.colour = (temp_value == BLACK) ? LIGHTRED : temp_value; break; @@ -763,7 +763,7 @@ void item_colour( item_def &item ) case RUNE_SNAKE_PIT: // serpentine item.colour = EC_POISON; break; - + case RUNE_ELVEN_HALLS: // elven item.colour = EC_ELVEN; break; @@ -779,12 +779,12 @@ void item_colour( item_def &item ) case RUNE_SWAMP: // decaying item.colour = EC_DECAY; break; - + case RUNE_SHOALS: // barnacled item.colour = EC_WATER; break; - // This one is hardly unique, but colour isn't used for + // This one is hardly unique, but colour isn't used for // stacking, so we don't have to worry too much about this. -- bwr case RUNE_DEMONIC: // random pandemonium demonlords { @@ -792,7 +792,7 @@ void item_colour( item_def &item ) {EC_EARTH, EC_ELECTRICITY, EC_ENCHANT, EC_HEAL, EC_BLOOD, EC_DEATH, EC_UNHOLY, EC_VEHUMET, EC_BEOGH, EC_CRYSTAL, EC_SMOKE, EC_DWARVEN, EC_ORCISH, EC_GILA}; - + item.colour = RANDOM_ELEMENT(types); break; } @@ -870,7 +870,7 @@ static weapon_type determine_weapon_subtype(int item_level) rc = RANDOM_ELEMENT(rare_subtypes); else { - // pick a weapon based on rarity + // pick a weapon based on rarity while (true) { const int wpntype = random2(NUM_WEAPONS); @@ -1173,7 +1173,7 @@ static brand_type determine_weapon_brand(const item_def& item, int item_level) const bool force_good = (item_level == MAKE_GOOD_ITEM); const int tries = force_good ? 5 : 1; brand_type rc = SPWPN_NORMAL; - + for (int count = 0; count < tries && rc == SPWPN_NORMAL; ++count) { if (!(force_good || is_demonic(item) || random2(300) <= 100+item_level)) @@ -1399,7 +1399,7 @@ static brand_type determine_weapon_brand(const item_def& item, int item_level) if (one_chance_in(6)) rc = SPWPN_VENOM; - + if (one_chance_in(5)) rc = SPWPN_DRAGON_SLAYING; @@ -1556,7 +1556,7 @@ static void generate_weapon_item(item_def& item, bool allow_uniques, item.plus2 += 2 + random2(3); } - const int chance = force_good ? 200 : item_level; + const int chance = force_good ? 200 : item_level; // odd-looking, but this is how the algorithm compacts {dlb}: for (int i = 0; i < 4; ++i) @@ -1613,7 +1613,7 @@ static item_status_flag_type determine_missile_race(const item_def& item, rc = ISFLAG_ELVEN; break; - case MAKE_ITEM_DWARVEN: + case MAKE_ITEM_DWARVEN: rc = ISFLAG_DWARVEN; break; @@ -2163,7 +2163,7 @@ static int wand_max_charges(int subtype) { case WAND_HEALING: case WAND_HASTING: case WAND_INVISIBILITY: return 8; - + case WAND_FLAME: case WAND_FROST: case WAND_MAGIC_DARTS: case WAND_RANDOM_EFFECTS: return 28; @@ -2176,7 +2176,7 @@ static int wand_max_charges(int subtype) static void generate_wand_item(item_def& item, int force_type) { // determine sub_type - if (force_type != OBJ_RANDOM) + if (force_type != OBJ_RANDOM) item.sub_type = force_type; else item.sub_type = random_wand_subtype(); @@ -2305,7 +2305,7 @@ static void generate_potion_item(item_def& item, int force_type, int item_level) } while ( stype == POT_POISON && item_level < 1 || stype == POT_STRONG_POISON && item_level < 11 ); - + if ( stype == POT_GAIN_STRENGTH || stype == POT_GAIN_DEXTERITY || stype == POT_GAIN_INTELLIGENCE || stype == POT_EXPERIENCE || stype == POT_MAGIC || stype == POT_RESTORE_ABILITIES ) @@ -2330,7 +2330,7 @@ static void generate_scroll_item(item_def& item, int force_type, // only used in certain cases {dlb} const int depth_mod = random2(1 + item_level); const int temp_rand = random2(935); - + item.sub_type = ((temp_rand > 766) ? SCR_IDENTIFY : // 17.97% (temp_rand > 644) ? SCR_REMOVE_CURSE : // 13.05% @@ -2414,7 +2414,7 @@ static void generate_book_item(item_def& item, int force_type, do { item.sub_type = random2(NUM_BOOKS); - + if (item.sub_type != BOOK_DESTRUCTION && item.sub_type != BOOK_MANUAL && book_rarity(item.sub_type) != 100 && @@ -2422,7 +2422,7 @@ static void generate_book_item(item_def& item, int force_type, { item.sub_type = coinflip() ? BOOK_WIZARDRY : BOOK_POWER; } - + if (!one_chance_in(100) && random2(item_level+1) + 1 < book_rarity(item.sub_type)) { @@ -2465,20 +2465,20 @@ static void generate_staff_item(item_def& item, int force_type) { // assumption: STAFF_SMITING is the first rod item.sub_type = random2(STAFF_SMITING); - + // rods are rare (10% of all staves) if (one_chance_in(10)) item.sub_type = random_rod_subtype(); - + // staves of energy/channeling are 25% less common, wizardry/power // are more common - if ((item.sub_type == STAFF_ENERGY + if ((item.sub_type == STAFF_ENERGY || item.sub_type == STAFF_CHANNELING) && one_chance_in(4)) { - item.sub_type = coinflip() ? STAFF_WIZARDRY : STAFF_POWER; + item.sub_type = coinflip() ? STAFF_WIZARDRY : STAFF_POWER; } } - + if (item_is_rod( item )) init_rod_mp( item ); } @@ -2521,7 +2521,7 @@ static int determine_ring_plus(int subtype) if (one_chance_in(5)) // 20% of such rings are cursed {dlb} { rc = (coinflip() ? -2 : -3); - + if (one_chance_in(3)) rc -= random2(4); } @@ -2694,8 +2694,8 @@ int items( int allow_uniques, // not just true-false, if (item_level > 7 && (20 + item_level) >= random2(3500)) item.base_type = OBJ_MISCELLANY; - if (item_level < 7 - && (item.base_type == OBJ_BOOKS + if (item_level < 7 + && (item.base_type == OBJ_BOOKS || item.base_type == OBJ_STAVES || item.base_type == OBJ_WANDS) && random2(7) >= item_level) @@ -2703,7 +2703,7 @@ int items( int allow_uniques, // not just true-false, item.base_type = coinflip() ? OBJ_POTIONS : OBJ_SCROLLS; } } - + item.quantity = 1; // generally the case // determine sub_type accordingly {dlb}: @@ -2793,7 +2793,7 @@ int items( int allow_uniques, // not just true-false, destroy_item(p); return (NON_ITEM); } - + x_pos = random2(GXM); y_pos = random2(GYM); } @@ -2866,8 +2866,8 @@ static void give_monster_item( destroy_item(thing); return ; } - - if (!force_item || mthing.colour == BLACK) + + if (!force_item || mthing.colour == BLACK) item_colour( mthing ); } @@ -2936,7 +2936,7 @@ static item_make_species_type give_weapon(monsters *mon, int level, { const int bp = get_item_slot(); bool force_item = false; - + if (bp == NON_ITEM) return (MAKE_ITEM_RANDOM_RACE); @@ -3150,7 +3150,7 @@ static item_make_species_type give_weapon(monsters *mon, int level, { if (mons_genus(mon->type) != MONS_DRACONIAN) item_race = MAKE_ITEM_ELVEN; - + item.base_type = OBJ_WEAPONS; const int temp_rand = random2(6); @@ -3224,7 +3224,7 @@ static item_make_species_type give_weapon(monsters *mon, int level, case MONS_URUG: item_race = MAKE_ITEM_ORCISH; // fall through - + case MONS_NORBERT: case MONS_JOZEF: case MONS_VAULT_GUARD: @@ -3430,11 +3430,11 @@ static item_make_species_type give_weapon(monsters *mon, int level, else if (one_chance_in(3)) { const int temp_rand = random2(5); - set_item_ego_type( item, OBJ_WEAPONS, + set_item_ego_type( item, OBJ_WEAPONS, ((temp_rand == 0) ? SPWPN_DRAINING : (temp_rand == 1) ? SPWPN_VORPAL : (temp_rand == 2) ? SPWPN_PAIN : - (temp_rand == 3) ? SPWPN_DISTORTION + (temp_rand == 3) ? SPWPN_DISTORTION : SPWPN_SPEED) ); } @@ -3506,7 +3506,7 @@ static item_make_species_type give_weapon(monsters *mon, int level, make_item_fixed_artefact( item, false, SPWPN_SCEPTRE_OF_ASMODEUS ); break; - case MONS_GERYON: + case MONS_GERYON: //mv: probably should be moved out of this switch, //but it's not worth of it, unless we have more //monsters with misc. items @@ -3540,10 +3540,10 @@ static item_make_species_type give_weapon(monsters *mon, int level, item.colour = RED; // forced by force_item above {dlb} break; } - + default: break; } // end "switch(mon->type)" - + // Nagas don't get racial stuff. if (mons_genus(mon->type) == MONS_NAGA) item_race = MAKE_ITEM_NO_RACE; @@ -3588,12 +3588,12 @@ static item_make_species_type give_weapon(monsters *mon, int level, if (force_item) item_set_appearance(i); - + if (iquan > 1 && !force_item) i.quantity = iquan; - + give_monster_item(mon, thing_created, force_item); - + if (give_aux_melee && (i.base_type != OBJ_WEAPONS || is_range_weapon(i))) give_weapon(mon, level, true, false); @@ -3620,15 +3620,16 @@ static void give_ammo(monsters *mon, int level, // monsters will always have poisoned needles -- otherwise // they are just going to behave badly --GDL if (xitt == MI_NEEDLE) - set_item_ego_type(mitm[thing_created], OBJ_MISSILES, - got_curare_roll(level)? - SPMSL_CURARE - : SPMSL_POISONED); + { + set_item_ego_type(mitm[thing_created], OBJ_MISSILES, + got_curare_roll(level) ? SPMSL_CURARE + : SPMSL_POISONED); + } // Master archers get double ammo - archery is their only attack. if (mon->type == MONS_DEEP_ELF_MASTER_ARCHER) mitm[thing_created].quantity *= 2; - + give_monster_item(mon, thing_created); } // end if needs ammo else @@ -3666,7 +3667,7 @@ static void give_ammo(monsters *mon, int level, { weap_type = random_choose(WPN_HAND_AXE, WPN_SPEAR, -1); - qty = random_range(2, 5); + qty = random_range(2, 5); item_race = MAKE_ITEM_ORCISH; } break; @@ -3712,7 +3713,7 @@ static void give_ammo(monsters *mon, int level, if (weap_type == -1) return ; - + const int thing_created = items( 0, weap_class, weap_type, true, level, item_race ); if (thing_created != NON_ITEM) @@ -3754,7 +3755,7 @@ void give_shield(monsters *mon, int level) make_item_for_monster(mon, OBJ_ARMOUR, ARM_LARGE_SHIELD, level * 2 + 1, MAKE_ITEM_NO_RACE, 1); break; - + case MONS_DEEP_ELF_SOLDIER: case MONS_DEEP_ELF_FIGHTER: if (one_chance_in(6)) @@ -3793,7 +3794,7 @@ void give_shield(monsters *mon, int level) make_item_for_monster(mon, OBJ_ARMOUR, ARM_SHIELD, level * 2 + 1, MAKE_ITEM_RANDOM_RACE, 1); break; - + default: break; } } @@ -4016,7 +4017,7 @@ void give_armour(monsters *mon, int level) { if (random2(100) < 9 + mon->hit_dice) level = MAKE_GOOD_ITEM; - else + else level = level * 2 + 5; } @@ -4028,7 +4029,7 @@ void give_armour(monsters *mon, int level) give_monster_item(mon, thing_created); //mv: all items with force_colour = 0 are colored via items(). - if (force_colour) + if (force_colour) mitm[thing_created].colour = force_colour; } @@ -4039,9 +4040,9 @@ void give_item(int mid, int level_number) //mv: cleanup+minor changes give_scroll(mons, level_number); give_wand(mons, level_number); give_potion(mons, level_number); - + const item_make_species_type item_race = give_weapon(mons, level_number); - + give_ammo(mons, level_number, item_race); give_armour(mons, 1 + level_number / 2); give_shield(mons, 1 + level_number / 2); |