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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-10 13:37:17 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-10 13:37:17 +0000
commit8fcf9242d71cf3fa44ad46bc5e37313e8b6b73b9 (patch)
tree4ba2cc2830d7503540677ae6ededc9192dbb076f /crawl-ref/source/spells4.cc
parent22e375d42eabd760283d4e0d8ea42c65e66108af (diff)
downloadcrawl-ref-8fcf9242d71cf3fa44ad46bc5e37313e8b6b73b9.tar.gz
crawl-ref-8fcf9242d71cf3fa44ad46bc5e37313e8b6b73b9.zip
Reorder spells in your_spells() and clean up.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5702 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spells4.cc')
-rw-r--r--crawl-ref/source/spells4.cc108
1 files changed, 59 insertions, 49 deletions
diff --git a/crawl-ref/source/spells4.cc b/crawl-ref/source/spells4.cc
index bd58066c2c..7e7f321c62 100644
--- a/crawl-ref/source/spells4.cc
+++ b/crawl-ref/source/spells4.cc
@@ -74,8 +74,8 @@ static int quadrant_blink(int x, int y, int pow, int garbage);
void do_monster_rot(int mon);
-// just to avoid typing this over and over
-// now returns true if monster died -- bwr
+// Just to avoid typing this over and over.
+// Returns true if monster died. -- bwr
inline bool player_hurt_monster(int monster, int damage)
{
ASSERT( monster != NON_MONSTER );
@@ -97,7 +97,7 @@ inline bool player_hurt_monster(int monster, int damage)
}
return (false);
-} // end player_hurt_monster()
+}
// Here begin the actual spells:
static int shatter_monsters(int x, int y, int pow, int garbage)
@@ -193,7 +193,7 @@ static int shatter_monsters(int x, int y, int pow, int garbage)
damage = 0;
return (damage);
-} // end shatter_monsters()
+}
static int shatter_items(int x, int y, int pow, int garbage)
{
@@ -235,7 +235,7 @@ static int shatter_items(int x, int y, int pow, int garbage)
}
return 0;
-} // end shatter_items()
+}
static int shatter_walls(int x, int y, int pow, int garbage)
{
@@ -300,17 +300,20 @@ static int shatter_walls(int x, int y, int pow, int garbage)
}
return (0);
-} // end shatter_walls()
+}
void cast_shatter(int pow)
{
int damage = 0;
- const bool sil = silenced(you.x_pos, you.y_pos);
-
- noisy(30, you.x_pos, you.y_pos);
+ const bool silence = silenced(you.x_pos, you.y_pos);
- mprf((sil ? MSGCH_PLAIN : MSGCH_SOUND),
- "The dungeon %s!", (sil ? "shakes" : "rumbles"));
+ if (silence)
+ mpr("The dungeon shakes!");
+ else
+ {
+ noisy(30, you.x_pos, you.y_pos);
+ mpr("The dungeon rumbles!", MSGCH_SOUND);
+ }
switch (you.attribute[ATTR_TRANSFORMATION])
{
@@ -350,11 +353,11 @@ void cast_shatter(int pow)
int dest = apply_area_within_radius( shatter_walls, you.x_pos, you.y_pos,
pow, rad, 0 );
- if (dest && !sil)
+ if (dest && !silence)
mpr("Ka-crash!", MSGCH_SOUND);
-} // end cast_shatter()
+}
-// cast_forescry: raises evasion (by 8 currently) via divination
+// Cast_forescry: raises evasion (by 8 currently) via Divinations.
void cast_forescry(int pow)
{
if (!you.duration[DUR_FORESCRY])
@@ -377,7 +380,7 @@ void cast_see_invisible(int pow)
else
mpr("Your vision seems to sharpen.");
- // no message if you already are under the spell
+ // No message if you already are under the spell.
you.duration[DUR_SEE_INVISIBLE] += 10 + random2(2 + (pow / 2));
if (you.duration[DUR_SEE_INVISIBLE] > 100)
@@ -429,9 +432,9 @@ static int sleep_monsters(int x, int y, int pow, int garbage)
if (check_mons_resist_magic( &mon, pow ))
return 0;
- // works on friendlies too, so no check for that
+ // Works on friendlies too, so no check for that.
- //jmf: now that sleep == hibernation:
+ //jmf: Now that sleep == hibernation:
if (mons_res_cold( &mon ) > 0 && coinflip())
return 0;
if (mon.has_ench(ENCH_SLEEP_WARY))
@@ -443,12 +446,12 @@ static int sleep_monsters(int x, int y, int pow, int garbage)
mon.add_ench(ENCH_SLOW);
return 1;
-} // end sleep_monsters()
+}
void cast_mass_sleep(int pow)
{
apply_area_visible(sleep_monsters, pow);
-} // end cast_mass_sleep()
+}
// This is a hack until we set an is_beast flag in the monster data
// (which we might never do, this is sort of minor.)
@@ -464,10 +467,12 @@ static bool is_domesticated_animal(int type)
MONS_SPINY_FROG, MONS_BLINK_FROG, MONS_WOLF, MONS_WARG,
MONS_BEAR, MONS_GRIZZLY_BEAR, MONS_POLAR_BEAR, MONS_BLACK_BEAR
};
- for ( unsigned int i = 0; i < ARRAYSZ(types); ++i )
- if ( types[i] == type )
- return true;
- return false;
+
+ for (unsigned int i = 0; i < ARRAYSZ(types); ++i)
+ if (types[i] == type)
+ return (true);
+
+ return (false);
}
static int tame_beast_monsters(int x, int y, int pow, int garbage)
@@ -499,12 +504,12 @@ static int tame_beast_monsters(int x, int y, int pow, int garbage)
simple_monster_message(monster, " is tamed!");
if (random2(100) < random2(pow / 10))
- monster->attitude = ATT_FRIENDLY; // permanent
+ monster->attitude = ATT_FRIENDLY; // permanent
else
- monster->add_ench(ENCH_CHARM); // temporary
+ monster->add_ench(ENCH_CHARM); // temporary
return 1;
-} // end tame_beast_monsters()
+}
void cast_tame_beasts(int pow)
{
@@ -550,11 +555,13 @@ static int ignite_poison_objects(int x, int y, int pow, int garbage)
}
if (strength > 0)
+ {
place_cloud(CLOUD_FIRE, x, y, strength + roll_dice(3, strength / 4),
KC_YOU);
+ }
return (strength);
-} // end ignite_poison_objects()
+}
static int ignite_poison_clouds( int x, int y, int pow, int garbage )
{
@@ -585,7 +592,7 @@ static int ignite_poison_clouds( int x, int y, int pow, int garbage )
}
return did_anything;
-} // end ignite_poison_clouds()
+}
static int ignite_poison_monsters(int x, int y, int pow, int garbage)
{
@@ -980,7 +987,7 @@ static int distortion_monsters(int x, int y, int pow, int message)
void cast_bend(int pow)
{
apply_one_neighbouring_square( distortion_monsters, pow );
-} // end cast_bend()
+}
// Really this is just applying the best of Band/Warp weapon/Warp field
// into a spell that gives the "make monsters go away" benefit without
@@ -1028,7 +1035,7 @@ void cast_dispersal(int pow)
if (apply_area_around_square( disperse_monsters,
you.x_pos, you.y_pos, pow ) == 0)
{
- mpr( "There is a brief shimmering in the air around you." );
+ mpr( "The air shimmers briefly around you." );
}
}
@@ -1223,7 +1230,7 @@ static int intoxicate_monsters(int x, int y, int pow, int garbage)
menv[mon].add_ench(mon_enchant(ENCH_CONFUSION, 0, KC_YOU));
return 1;
-} // end intoxicate_monsters()
+}
void cast_intoxicate(int pow)
{
@@ -1237,7 +1244,7 @@ void cast_intoxicate(int pow)
}
apply_area_visible(intoxicate_monsters, pow);
-} // end cast_intoxicate()
+}
bool backlight_monsters(int x, int y, int pow, int garbage)
{
@@ -1636,13 +1643,13 @@ static int rot_undead(int x, int y, int pow, int garbage)
if (check_mons_resist_magic(&menv[mon], pow))
return 0;
- // this does not make sense -- player mummies are
+ // This does not make sense -- player mummies are
// immune to rotting (or have been) -- so what is
// the schema in use here to determine rotting??? {dlb}
- //jmf: up for discussion. it is clearly unfair to
+ //jmf: Up for discussion. it is clearly unfair to
// rot player mummies.
- // the `shcema' here is: corporeal non-player undead
+ // the `schema' here is: corporeal non-player undead
// rot, discorporeal undead don't rot. if you wanna
// insist that monsters get the same treatment as
// players, I demand my player mummies get to worship
@@ -1676,14 +1683,14 @@ static int rot_undead(int x, int y, int pow, int garbage)
menv[mon].add_ench( mon_enchant(ENCH_ROT, ench, KC_YOU) );
return 1;
-} // end rot_undead()
+}
static int rot_corpses(int x, int y, int pow, int garbage)
{
UNUSED( garbage );
return make_a_rot_cloud(x, y, pow, CLOUD_MIASMA);
-} // end rot_corpses()
+}
void cast_rotting(int pow)
{
@@ -1691,7 +1698,7 @@ void cast_rotting(int pow)
apply_area_visible(rot_undead, pow);
apply_area_visible(rot_corpses, pow);
return;
-} // end cast_rotting()
+}
void do_monster_rot(int mon)
{
@@ -1705,7 +1712,7 @@ void do_monster_rot(int mon)
player_hurt_monster( mon, damage );
return;
-} // end do_monster_rot()
+}
static int snake_charm_monsters(int x, int y, int pow, int message)
{
@@ -1713,11 +1720,14 @@ static int snake_charm_monsters(int x, int y, int pow, int message)
int mon = mgrd[x][y];
- if (mon == NON_MONSTER) return 0;
- if (mons_friendly(&menv[mon])) return 0;
- if (one_chance_in(4)) return 0;
- if (mons_char(menv[mon].type) != 'S') return 0;
- if (check_mons_resist_magic(&menv[mon], pow)) return 0;
+ if (mon == NON_MONSTER
+ || one_chance_in(4)
+ || mons_friendly(&menv[mon])
+ || mons_char(menv[mon].type) != 'S'
+ || check_mons_resist_magic(&menv[mon], pow))
+ {
+ return 0;
+ }
menv[mon].attitude = ATT_FRIENDLY;
mprf("%s sways back and forth.", menv[mon].name(DESC_CAP_THE).c_str());
@@ -1753,16 +1763,16 @@ void cast_fragmentation(int pow) // jmf: ripped idea from airstrike
//FIXME: if (player typed '>' to attack floor) goto do_terrain;
blast.beam_source = MHITYOU;
blast.thrower = KILL_YOU;
- blast.aux_source.clear();
blast.ex_size = 1; // default
blast.type = '#';
blast.colour = 0;
- blast.set_target(beam);
blast.source_x = you.x_pos;
blast.source_y = you.y_pos;
- blast.is_tracer = false;
blast.flavour = BEAM_FRAG;
blast.hit = AUTOMATIC_HIT;
+ blast.is_tracer = false;
+ blast.set_target(beam);
+ blast.aux_source.clear();
// Number of dice vary... 3 is easy/common, but it can get as high as 6.
blast.damage = dice_def( 0, 5 + pow / 10 );
@@ -2078,7 +2088,7 @@ void cast_fragmentation(int pow) // jmf: ripped idea from airstrike
}
else if (blast.damage.num == 0)
{
- // if damage dice are zero we assume that nothing happened at all.
+ // If damage dice are zero we assume that nothing happened at all.
canned_msg(MSG_SPELL_FIZZLES);
}
} // end cast_fragmentation()
@@ -2099,7 +2109,7 @@ void cast_twist(int pow)
const int mons = mgrd[ targ.tx ][ targ.ty ];
- // anything there?
+ // Anything there?
if (mons == NON_MONSTER || targ.isMe)
{
mpr("There is no monster there!");