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authorDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-23 20:13:25 -0500
committerDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-23 20:14:59 -0500
commit3478f40f493ef1791341004d46b415f53f7409de (patch)
tree93102bfea39849ee357082f3456c9dc24c4d6fc5 /crawl-ref/source/makeitem.cc
parent9b2e83786065a1426b2e98c7ee207f9b90dbd7da (diff)
downloadcrawl-ref-3478f40f493ef1791341004d46b415f53f7409de.tar.gz
crawl-ref-3478f40f493ef1791341004d46b415f53f7409de.zip
Add minor cosmetic fixes.
Diffstat (limited to 'crawl-ref/source/makeitem.cc')
-rw-r--r--crawl-ref/source/makeitem.cc62
1 files changed, 31 insertions, 31 deletions
diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc
index f1260fb600..0165aa8984 100644
--- a/crawl-ref/source/makeitem.cc
+++ b/crawl-ref/source/makeitem.cc
@@ -347,12 +347,12 @@ void item_colour(item_def &item)
if (is_unrandom_artefact(item))
break; // unrandarts already coloured
- if (is_demonic( item ))
+ if (is_demonic(item))
item.colour = random_uncommon_colour();
else
item.colour = _weapon_colour(item);
- if (is_random_artefact( item ) && one_chance_in(5)
+ if (is_random_artefact(item) && one_chance_in(5)
&& Options.classic_item_colours)
{
item.colour = random_colour();
@@ -364,42 +364,42 @@ void item_colour(item_def &item)
break;
case OBJ_ARMOUR:
- if (is_unrandom_artefact( item ))
- break; /* unrandarts have already been coloured */
+ if (is_unrandom_artefact(item))
+ break; // unrandarts have already been coloured
switch (item.sub_type)
{
case ARM_DRAGON_HIDE:
case ARM_DRAGON_ARMOUR:
- item.colour = mons_class_colour( MONS_DRAGON );
+ item.colour = mons_class_colour(MONS_DRAGON);
break;
case ARM_TROLL_HIDE:
case ARM_TROLL_LEATHER_ARMOUR:
- item.colour = mons_class_colour( MONS_TROLL );
+ item.colour = mons_class_colour(MONS_TROLL);
break;
case ARM_ICE_DRAGON_HIDE:
case ARM_ICE_DRAGON_ARMOUR:
- item.colour = mons_class_colour( MONS_ICE_DRAGON );
+ item.colour = mons_class_colour(MONS_ICE_DRAGON);
break;
case ARM_STEAM_DRAGON_HIDE:
case ARM_STEAM_DRAGON_ARMOUR:
- item.colour = mons_class_colour( MONS_STEAM_DRAGON );
+ item.colour = mons_class_colour(MONS_STEAM_DRAGON);
break;
case ARM_MOTTLED_DRAGON_HIDE:
case ARM_MOTTLED_DRAGON_ARMOUR:
- item.colour = mons_class_colour( MONS_MOTTLED_DRAGON );
+ item.colour = mons_class_colour(MONS_MOTTLED_DRAGON);
break;
case ARM_STORM_DRAGON_HIDE:
case ARM_STORM_DRAGON_ARMOUR:
- item.colour = mons_class_colour( MONS_STORM_DRAGON );
+ item.colour = mons_class_colour(MONS_STORM_DRAGON);
break;
case ARM_GOLD_DRAGON_HIDE:
case ARM_GOLD_DRAGON_ARMOUR:
- item.colour = mons_class_colour( MONS_GOLDEN_DRAGON );
+ item.colour = mons_class_colour(MONS_GOLDEN_DRAGON);
break;
case ARM_SWAMP_DRAGON_HIDE:
case ARM_SWAMP_DRAGON_ARMOUR:
- item.colour = mons_class_colour( MONS_SWAMP_DRAGON );
+ item.colour = mons_class_colour(MONS_SWAMP_DRAGON);
break;
default:
item.colour = _armour_colour(item);
@@ -407,7 +407,7 @@ void item_colour(item_def &item)
}
// I don't think this is ever done -- see start of case {dlb}:
- if (is_random_artefact( item ) && one_chance_in(5))
+ if (is_random_artefact(item) && one_chance_in(5))
item.colour = random_colour();
break;
@@ -537,7 +537,7 @@ void item_colour(item_def &item)
break;
case FOOD_CHUNK:
// Set the appropriate colour of the meat:
- temp_value = mons_class_colour( item.plus );
+ temp_value = mons_class_colour(item.plus);
item.colour = (temp_value == BLACK) ? LIGHTRED : temp_value;
break;
default:
@@ -547,9 +547,9 @@ void item_colour(item_def &item)
case OBJ_JEWELLERY:
// unrandarts have already been coloured
- if (is_unrandom_artefact( item ))
+ if (is_unrandom_artefact(item))
break;
- else if (is_random_artefact( item ))
+ else if (is_random_artefact(item))
{
item.colour = random_colour();
break;
@@ -598,36 +598,36 @@ void item_colour(item_def &item)
{
switch (switchnum)
{
- case 0: //"zirconium amulet"
- case 9: //"ivory amulet"
- case 11: //"platinum amulet"
+ case 0: // "zirconium amulet"
+ case 9: // "ivory amulet"
+ case 11: // "platinum amulet"
item.colour = WHITE;
break;
- case 1: //"sapphire amulet"
+ case 1: // "sapphire amulet"
item.colour = LIGHTBLUE;
break;
- case 2: //"golden amulet"
- case 6: //"brass amulet"
+ case 2: // "golden amulet"
+ case 6: // "brass amulet"
item.colour = YELLOW;
break;
- case 3: //"emerald amulet"
+ case 3: // "emerald amulet"
item.colour = GREEN;
break;
- case 4: //"garnet amulet"
- case 8: //"ruby amulet"
+ case 4: // "garnet amulet"
+ case 8: // "ruby amulet"
item.colour = RED;
break;
- case 5: //"bronze amulet"
- case 7: //"copper amulet"
+ case 5: // "bronze amulet"
+ case 7: // "copper amulet"
item.colour = BROWN;
break;
- case 10: //"bone amulet"
+ case 10: // "bone amulet"
item.colour = LIGHTGREY;
break;
- case 12: //"jade amulet"
+ case 12: // "jade amulet"
item.colour = GREEN;
break;
- case 13: //"fluorescent amulet"
+ case 13: // "fluorescent amulet"
item.colour = random_colour();
}
}
@@ -793,7 +793,7 @@ void item_colour(item_def &item)
case OBJ_CORPSES:
// Set the appropriate colour of the body:
- temp_value = mons_class_colour( item.plus );
+ temp_value = mons_class_colour(item.plus);
item.colour = (temp_value == BLACK) ? LIGHTRED : temp_value;
break;