summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/player.cc
diff options
context:
space:
mode:
authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-02-06 20:52:21 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-02-06 20:52:21 +0000
commit97b8a19372bbebe15d83c65cac520b68bca723a7 (patch)
tree447b57f917eab6579196c06c1a654aba5b431cc6 /crawl-ref/source/player.cc
parent3c78c0667c9fbb13c84930ac93ff3f47dd04c01e (diff)
downloadcrawl-ref-97b8a19372bbebe15d83c65cac520b68bca723a7.tar.gz
crawl-ref-97b8a19372bbebe15d83c65cac520b68bca723a7.zip
Add more minor cosmetic fixes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8938 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/player.cc')
-rw-r--r--crawl-ref/source/player.cc41
1 files changed, 21 insertions, 20 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index 0aa08a9e64..61bc1c832a 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -87,8 +87,8 @@ std::string pronoun_you(description_level_type desc)
}
}
-/* Contains functions which return various player state vars,
- and other stuff related to the player. */
+// Contains functions which return various player state vars, and other
+// stuff related to the player.
static void _attribute_increase();
@@ -784,7 +784,7 @@ bool player_weapon_wielded()
if (!check_weapon_wieldable_size( you.inv[wpn], player_size() ))
return (false);
- */
+ */
return (true);
}
@@ -1296,14 +1296,14 @@ int player_res_fire(bool calc_unid, bool temp, bool items)
if (items)
{
- /* rings of fire resistance/fire */
+ // rings of fire resistance/fire
rf += player_equip( EQ_RINGS, RING_PROTECTION_FROM_FIRE, calc_unid );
rf += player_equip( EQ_RINGS, RING_FIRE, calc_unid );
- /* rings of ice */
+ // rings of ice
rf -= player_equip( EQ_RINGS, RING_ICE, calc_unid );
- /* Staves */
+ // Staves
rf += player_equip( EQ_STAFF, STAFF_FIRE, calc_unid );
// body armour:
@@ -1656,7 +1656,7 @@ int player_spec_death()
{
int sd = 0;
- /* Staves */
+ // Staves
sd += player_equip( EQ_STAFF, STAFF_DEATH );
// body armour:
@@ -1719,7 +1719,7 @@ int player_spec_earth()
{
int se = 0;
- /* Staves */
+ // Staves
se += player_equip( EQ_STAFF, STAFF_EARTH );
if (you.attribute[ATTR_TRANSFORMATION] == TRAN_AIR)
@@ -1732,7 +1732,7 @@ int player_spec_air()
{
int sa = 0;
- /* Staves */
+ // Staves
sa += player_equip( EQ_STAFF, STAFF_AIR );
//jmf: this was too good
@@ -1745,7 +1745,7 @@ int player_spec_conj()
{
int sc = 0;
- /* Staves */
+ // Staves
sc += player_equip( EQ_STAFF, STAFF_CONJURATION );
// armour of the Archmagi
@@ -1759,7 +1759,7 @@ int player_spec_ench()
{
int se = 0;
- /* Staves */
+ // Staves
se += player_equip( EQ_STAFF, STAFF_ENCHANTMENT );
// armour of the Archmagi
@@ -1773,7 +1773,7 @@ int player_spec_summ()
{
int ss = 0;
- /* Staves */
+ // Staves
ss += player_equip( EQ_STAFF, STAFF_SUMMONING );
// armour of the Archmagi
@@ -1787,7 +1787,7 @@ int player_spec_poison()
{
int sp = 0;
- /* Staves */
+ // Staves
sp += player_equip( EQ_STAFF, STAFF_POISON );
if (you.weapon()
@@ -1952,7 +1952,7 @@ int player_movement_speed(void)
if (you.duration[DUR_SWIFTNESS] > 0 && !player_in_water())
mv -= (you.flight_mode() == FL_FLY ? 4 : 2);
- /* Mutations: -2, -3, -4, unless innate and shapechanged */
+ // Mutations: -2, -3, -4, unless innate and shapechanged.
if (player_mutation_level(MUT_FAST) > 0
&& (!you.demon_pow[MUT_FAST] || !player_is_shapechanged()) )
{
@@ -2583,10 +2583,10 @@ int player_mag_abil(bool is_weighted)
ma += 3 * player_equip( EQ_RINGS, RING_WIZARDRY );
- /* Staves */
+ // Staves
ma += 4 * player_equip( EQ_STAFF, STAFF_WIZARDRY );
- /* armour of the Archmagi (checks body armour only) */
+ // armour of the Archmagi (checks body armour only)
ma += 2 * player_equip_ego_type( EQ_BODY_ARMOUR, SPARM_ARCHMAGI );
return ((is_weighted) ? ((ma * you.intel) / 10) : ma);
@@ -2640,7 +2640,7 @@ int player_see_invis(bool calc_unid)
si += player_equip( EQ_RINGS, RING_SEE_INVISIBLE, calc_unid );
- /* armour: (checks head armour only) */
+ // armour: (checks head armour only)
si += player_equip_ego_type( EQ_HELMET, SPARM_SEE_INVISIBLE );
if (player_mutation_level(MUT_ACUTE_VISION) > 0)
@@ -2650,7 +2650,7 @@ int player_see_invis(bool calc_unid)
if (you.duration[DUR_SEE_INVISIBLE] > 0)
si++;
- /* randart wpns */
+ // randart wpns
int artefacts = scan_randarts(RAP_EYESIGHT, calc_unid);
if (artefacts > 0)
@@ -4628,8 +4628,9 @@ bool items_give_ability(const int slot, randart_prop_type abil)
return (false);
} // end items_give_ability()
-/* Checks each equip slot for a randart, and adds up all of those with
- a given property. Slow if any randarts are worn, so avoid where possible. */
+// Checks each equip slot for a randart, and adds up all of those with
+// a given property. Slow if any randarts are worn, so avoid where
+// possible.
int scan_randarts(randart_prop_type which_property, bool calc_unid)
{
int retval = 0;