summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/traps.cc
diff options
context:
space:
mode:
authorNeil Moore <neil@s-z.org>2013-11-15 17:26:11 -0500
committerNeil Moore <neil@s-z.org>2013-11-15 17:26:11 -0500
commite7b96ffa70ca93a3cea9e2cead6f40085a6a2d68 (patch)
treeec3e4b86d3b4ed96250f735b4e597e83ee886de8 /crawl-ref/source/traps.cc
parentb65bf4d5198c19095e3084a88983680df19ec5ee (diff)
downloadcrawl-ref-e7b96ffa70ca93a3cea9e2cead6f40085a6a2d68.tar.gz
crawl-ref-e7b96ffa70ca93a3cea9e2cead6f40085a6a2d68.zip
More formatting fixes for return (...);
Diffstat (limited to 'crawl-ref/source/traps.cc')
-rw-r--r--crawl-ref/source/traps.cc16
1 files changed, 8 insertions, 8 deletions
diff --git a/crawl-ref/source/traps.cc b/crawl-ref/source/traps.cc
index fa969e6b7e..ffb4ec041e 100644
--- a/crawl-ref/source/traps.cc
+++ b/crawl-ref/source/traps.cc
@@ -195,9 +195,9 @@ bool trap_def::is_known(const actor* act) const
// * Lower intelligence requirement for native monsters.
// * Allied zombies won't fall through shafts. (No herding!)
// * Highly intelligent monsters never fall through shafts.
- return (intel >= I_HIGH
- || intel > I_PLANT && mons_is_native_in_branch(mons)
- || player_knows && mons->wont_attack());
+ return intel >= I_HIGH
+ || intel > I_PLANT && mons_is_native_in_branch(mons)
+ || player_knows && mons->wont_attack();
}
else
{
@@ -213,8 +213,8 @@ bool trap_def::is_known(const actor* act) const
if (crawl_state.game_is_zotdef())
return false;
- return (mons_is_native_in_branch(mons)
- || intel >= I_HIGH && one_chance_in(3));
+ return mons_is_native_in_branch(mons)
+ || intel >= I_HIGH && one_chance_in(3);
}
}
die("invalid actor type");
@@ -1678,7 +1678,7 @@ bool is_valid_shaft_level(const level_id &place)
if (env.turns_on_level == -1 && branch.dangerous_bottom_level)
min_delta = 2;
- return ((brdepth[place.branch] - place.depth) >= min_delta);
+ return (brdepth[place.branch] - place.depth) >= min_delta;
}
// Shafts can be generated visible.
@@ -1689,9 +1689,9 @@ bool is_valid_shaft_level(const level_id &place)
bool shaft_known(int depth, bool randomly_placed)
{
if (randomly_placed)
- return (coinflip() && x_chance_in_y(3, depth));
+ return coinflip() && x_chance_in_y(3, depth);
else
- return (coinflip() || x_chance_in_y(3, depth));
+ return coinflip() || x_chance_in_y(3, depth);
}
static level_id _generic_shaft_dest(level_pos lpos, bool known = false)