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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-01 20:42:35 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-01 20:42:35 +0000
commitca398a84ec096c87596397c75e4eb923d3410611 (patch)
treea3571193bd8818f9232e298b7989177c46866722 /crawl-ref/source/misc.cc
parent25c9c865c5b38e10cb8212d8ce35cce6d3f648b1 (diff)
downloadcrawl-ref-ca398a84ec096c87596397c75e4eb923d3410611.tar.gz
crawl-ref-ca398a84ec096c87596397c75e4eb923d3410611.zip
Add more minor cosmetic fixes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8087 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/misc.cc')
-rw-r--r--crawl-ref/source/misc.cc72
1 files changed, 32 insertions, 40 deletions
diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc
index b28934a945..f9f415e7c4 100644
--- a/crawl-ref/source/misc.cc
+++ b/crawl-ref/source/misc.cc
@@ -80,21 +80,20 @@
#include "view.h"
#include "xom.h"
-static void create_monster_hide(int mons_class)
+static void _create_monster_hide(int mons_class)
{
int o = get_item_slot();
if (o == NON_ITEM)
return;
- mitm[o].quantity = 1;
-
// These values are common to all: {dlb}
mitm[o].base_type = OBJ_ARMOUR;
+ mitm[o].quantity = 1;
mitm[o].plus = 0;
mitm[o].plus2 = 0;
mitm[o].special = 0;
mitm[o].flags = 0;
- mitm[o].colour = mons_class_colour( mons_class );
+ mitm[o].colour = mons_class_colour(mons_class);
// These values cannot be set by a reasonable formula: {dlb}
switch (mons_class)
@@ -130,61 +129,54 @@ static void create_monster_hide(int mons_class)
break;
}
- move_item_to_grid( &o, you.pos() );
+ move_item_to_grid(&o, you.pos());
}
// Vampire draining corpses currently leaves them a time of 90, while the
// default time is 200. I'm not sure whether this is for balancing reasons
// or just an arbitrary difference. (jpeg)
-void turn_corpse_into_skeleton(item_def &corpse, int time)
+void turn_corpse_into_skeleton(item_def &item, int time)
{
- ASSERT(corpse.base_type == OBJ_CORPSES && corpse.sub_type == CORPSE_BODY);
+ ASSERT(item.base_type == OBJ_CORPSES && item.sub_type == CORPSE_BODY);
// Some monsters' corpses lack the structure to leave skeletons behind.
- if (!mons_skeleton(corpse.plus))
+ if (!mons_skeleton(item.plus))
return;
// While it is possible to distinguish draconian corpses by colour, their
// skeletons are indistinguishable.
- if (mons_genus(corpse.plus) == MONS_DRACONIAN
- && corpse.plus != MONS_DRACONIAN)
- {
- corpse.plus = MONS_DRACONIAN;
- }
+ if (mons_genus(item.plus) == MONS_DRACONIAN && item.plus != MONS_DRACONIAN)
+ item.plus = MONS_DRACONIAN;
// The same goes for rat corpses.
- else if (mons_genus(corpse.plus) == MONS_RAT
- && corpse.plus != MONS_RAT)
- {
- corpse.plus = MONS_RAT;
- }
+ else if (mons_genus(item.plus) == MONS_RAT && item.plus != MONS_RAT)
+ item.plus = MONS_RAT;
- corpse.sub_type = CORPSE_SKELETON;
- corpse.special = time;
- corpse.colour = LIGHTGREY;
+ item.sub_type = CORPSE_SKELETON;
+ item.special = time;
+ item.colour = LIGHTGREY;
}
-void turn_corpse_into_chunks( item_def &item )
+void turn_corpse_into_chunks(item_def &item)
{
- ASSERT( item.base_type == OBJ_CORPSES );
+ ASSERT(item.base_type == OBJ_CORPSES);
- const int mons_class = item.plus;
- const int max_chunks = mons_weight( mons_class ) / 150;
+ const int max_chunks = mons_weight(item.plus) / 150;
// Only fresh corpses bleed enough to colour the ground.
if (!food_is_rotten(item))
- bleed_onto_floor(you.pos(), mons_class, max_chunks, true);
+ bleed_onto_floor(you.pos(), item.plus, max_chunks, true);
item.base_type = OBJ_FOOD;
item.sub_type = FOOD_CHUNK;
- item.quantity = 1 + random2( max_chunks );
- item.quantity = stepdown_value( item.quantity, 4, 4, 12, 12 );
+ item.quantity = 1 + random2(max_chunks);
+ item.quantity = stepdown_value(item.quantity, 4, 4, 12, 12);
if (you.species != SP_VAMPIRE)
item.flags &= ~(ISFLAG_THROWN | ISFLAG_DROPPED);
// Happens after the corpse has been butchered.
- if (monster_descriptor(mons_class, MDSC_LEAVES_HIDE) && !one_chance_in(3))
- create_monster_hide(mons_class);
+ if (monster_descriptor(item.plus, MDSC_LEAVES_HIDE) && !one_chance_in(3))
+ _create_monster_hide(item.plus);
}
// Initialize blood potions with a vector of timers.
@@ -364,7 +356,7 @@ void maybe_coagulate_blood_potions_floor(int obj)
}
// Else, create a new stack of potions.
- int o = get_item_slot( 20 );
+ int o = get_item_slot(20);
if (o == NON_ITEM)
return;
@@ -393,7 +385,7 @@ void maybe_coagulate_blood_potions_floor(int obj)
ASSERT(timer_new.size() == coag_count);
props_new.assert_validity();
- move_item_to_grid( &o, blood.pos );
+ move_item_to_grid(&o, blood.pos);
dec_mitm_item_quantity(obj, rot_count + coag_count);
ASSERT(timer.size() == blood.quantity);
@@ -722,7 +714,7 @@ bool maybe_coagulate_blood_potions_inv(item_def &blood)
ASSERT(timer_new.size() == coag_count);
props_new.assert_validity();
- move_item_to_grid( &o, you.pos() );
+ move_item_to_grid(&o, you.pos());
blood.quantity -= rot_count + coag_count;
if (blood.quantity < 1)
@@ -960,7 +952,7 @@ void turn_corpse_into_blood_potions( item_def &item )
// Happens after the blood has been bottled.
if (monster_descriptor(mons_class, MDSC_LEAVES_HIDE) && !one_chance_in(3))
- create_monster_hide(mons_class);
+ _create_monster_hide(mons_class);
}
// A variation of the mummy curse:
@@ -1008,7 +1000,6 @@ void split_potions_into_decay( int obj, int amount, bool need_msg )
you.inv[obj].quantity -= amount;
you.inv[m].quantity += amount;
-
return;
}
}
@@ -1047,7 +1038,7 @@ void split_potions_into_decay( int obj, int amount, bool need_msg )
// Okay, inventory is full.
// Check whether we can merge with an existing stack on the floor.
- for ( stack_iterator si(you.pos()); si; ++si )
+ for (stack_iterator si(you.pos()); si; ++si)
{
if (si->base_type == OBJ_POTIONS && si->sub_type == POT_DECAY)
{
@@ -1072,10 +1063,11 @@ void split_potions_into_decay( int obj, int amount, bool need_msg )
potion2.flags = 0;
potion2.special = 0;
- copy_item_to_grid( potion2, you.pos() );
- }
- // Is decreased even if the decay stack goes splat.
- dec_inv_item_quantity(obj, amount);
+ copy_item_to_grid(potion2, you.pos());
+ }
+
+ // Is decreased even if the decay stack goes splat.
+ dec_inv_item_quantity(obj, amount);
}
// Checks whether the player or a monster is capable of bleeding.