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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-02 03:15:40 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-02 03:15:40 +0000
commit2d839f1a1a0d4fcab95e0751872f2386565d7333 (patch)
tree7a6f469c039ab12e262cbcb57c8cbb9861bbd1fd /crawl-ref/source/skills.cc
parent26953d285fcf4e720115ed26a24c0c8dee23b675 (diff)
downloadcrawl-ref-2d839f1a1a0d4fcab95e0751872f2386565d7333.tar.gz
crawl-ref-2d839f1a1a0d4fcab95e0751872f2386565d7333.zip
Add more comment fixes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6318 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/skills.cc')
-rw-r--r--crawl-ref/source/skills.cc46
1 files changed, 26 insertions, 20 deletions
diff --git a/crawl-ref/source/skills.cc b/crawl-ref/source/skills.cc
index 89c6128da8..e2ec5ce5a9 100644
--- a/crawl-ref/source/skills.cc
+++ b/crawl-ref/source/skills.cc
@@ -176,7 +176,7 @@ int exercise(int exsk, int deg)
return (ret);
} // end exercise()
-static int _exercise2( int exsk )
+static int _exercise2(int exsk)
{
int deg = 1;
int bonus = 0;
@@ -184,10 +184,10 @@ static int _exercise2( int exsk )
int skill_change = _calc_skill_cost(you.skill_cost_level, you.skills[exsk]);
- // being good at some weapons makes others easier to learn:
+ // Being good at some weapons makes others easier to learn.
if (exsk < SK_ARMOUR)
{
- // Blades to Blades.
+ // Short Blades and Long Blades.
if ((exsk == SK_SHORT_BLADES || exsk == SK_LONG_BLADES)
&& (you.skills[SK_SHORT_BLADES] > you.skills[exsk]
|| you.skills[SK_LONG_BLADES] > you.skills[exsk]))
@@ -228,12 +228,16 @@ static int _exercise2( int exsk )
}
}
- // Quick fix for the fact that stealth can't be gained fast enough to
- // keep up with the monster levels, this should speed its advancement
+ // Quick fix for the fact that stealth can't be gained fast enough
+ // to keep up with the monster levels. This should speed its
+ // advancement.
if (exsk == SK_STEALTH)
- bonus += random2(3);
+ bonus += random2(30);
- // Spellcasting is cheaper early on, and elementals hinder each other.
+ int skill_change = _calc_skill_cost(you.skill_cost_level, you.skills[exsk]);
+
+ // Spellcasting is cheaper early on, and elementals hinder each
+ // other.
if (exsk >= SK_SPELLCASTING)
{
if (you.skill_cost_level < 5)
@@ -244,7 +248,8 @@ static int _exercise2( int exsk )
skill_change /= 20;
}
- // Being good at elemental magic makes other elements harder to learn.
+ // Being good at elemental magic makes other elements harder to
+ // learn.
if (exsk >= SK_FIRE_MAGIC && exsk <= SK_EARTH_MAGIC
&& (you.skills[SK_FIRE_MAGIC] > you.skills[exsk]
|| you.skills[SK_ICE_MAGIC] > you.skills[exsk]
@@ -294,11 +299,11 @@ static int _exercise2( int exsk )
// Handle fractional learning.
if (skill_change > spending_limit)
{
- // This system is a bit hard on missile weapons in the late game
- // since they require expendable ammo in order to practise.
- // Increasing the "deg"ree of exercise would make missile
- // weapons too easy earlier on, so instead we're giving them
- // a special case here.
+ // This system is a bit hard on missile weapons in the late
+ // game, since they require expendable ammo in order to
+ // practise. Increasing the "deg"ree of exercise would make
+ // missile weapons too easy earlier on, so, instead, we're
+ // giving them a special case here.
if (exsk != SK_DARTS && exsk != SK_BOWS && exsk != SK_CROSSBOWS
|| skill_change > you.exp_available)
{
@@ -328,33 +333,34 @@ static int _exercise2( int exsk )
if (skill_change <= 0)
{
- // No free lunch, this is a problem now that we don't
- // have overspending.
+ // No free lunch. This is a problem now that we don't have
+ // overspending.
skill_change = (fraction > 0 || deg > 0 || bonus > 0) ? 1 : 0;
}
- // Can safely return at any stage before this
+ // We can safely return at any stage before this.
int skill_inc = (deg + bonus) * 10 + fraction;
- // Starting to learn skills is easier if the appropriate stat is high
+ // Starting to learn skills is easier if the appropriate stat is
+ // high.
if (you.skills[exsk] == 0)
{
if ((exsk >= SK_FIGHTING && exsk <= SK_STAVES) || exsk == SK_ARMOUR)
{
- // These skills are easier for the strong
+ // These skills are easier for the strong.
skill_inc *= MAX(5, you.strength);
skill_inc /= 10;
}
else if (exsk >= SK_SLINGS && exsk <= SK_UNARMED_COMBAT)
{
- // These skills are easier for the dexterous
+ // These skills are easier for the dexterous.
// Note: Armour is handled above.
skill_inc *= MAX(5, you.dex);
skill_inc /= 10;
}
else if (exsk >= SK_SPELLCASTING && exsk <= SK_POISON_MAGIC)
{
- // These skills are easier for the smart
+ // These skills are easier for the smart.
skill_inc *= MAX(5, you.intel);
skill_inc /= 10;
}