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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-28 03:26:11 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-28 03:26:11 +0000
commit2fa9ab27b35aacfaa582bc2eb464530ec2c00b6f (patch)
tree68e699f842313b952340afd8bbfc45050c5d2fec /crawl-ref/source/xom.cc
parent43c3d2e601d8a64fa41d40c5517ed71b2982e33d (diff)
downloadcrawl-ref-2fa9ab27b35aacfaa582bc2eb464530ec2c00b6f.tar.gz
crawl-ref-2fa9ab27b35aacfaa582bc2eb464530ec2c00b6f.zip
Add more minor cosmetic fixes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4725 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/xom.cc')
-rw-r--r--crawl-ref/source/xom.cc53
1 files changed, 28 insertions, 25 deletions
diff --git a/crawl-ref/source/xom.cc b/crawl-ref/source/xom.cc
index db4799e6e0..1398bfbed9 100644
--- a/crawl-ref/source/xom.cc
+++ b/crawl-ref/source/xom.cc
@@ -82,8 +82,7 @@ const char *describe_xom_favour()
bool xom_is_nice()
{
- // If you.gift_timeout was == 0, then Xom was BORED.
- // He HATES that.
+ // If you.gift_timeout was == 0, then Xom was BORED. He HATES that.
return (you.gift_timeout > 0 && you.piety > 100) || coinflip();
}
@@ -263,11 +262,12 @@ static bool xom_annoyance_gift(int power)
if (coinflip() && player_in_a_dangerous_place())
{
const item_def *weapon = you.weapon();
+
// Xom has a sense of humour.
if (coinflip() && weapon && weapon->cursed())
{
- // If you are wielding a cursed item then Xom will give
- // you an item of that same type. Ha ha!
+ // If you are wielding a cursed item then Xom will give you
+ // an item of that same type. Ha ha!
god_speaks(GOD_XOM, _get_xom_speech("cursed gift"));
if (coinflip())
// For added humour, give the same sub-type.
@@ -293,7 +293,7 @@ static bool xom_annoyance_gift(int power)
if (coinflip() && amulet && amulet->cursed())
{
// If you are wearing a cursed amulet, then Xom will give
- // you an amulet. Ha ha!
+ // you an amulet. Ha ha!
god_speaks(GOD_XOM, _get_xom_speech("cursed gift"));
xom_make_item(OBJ_JEWELLERY, get_random_amulet_type(), power * 3);
return (true);
@@ -305,7 +305,7 @@ static bool xom_annoyance_gift(int power)
|| (right_ring && right_ring->cursed())))
{
// If you are wearing a cursed ring, then Xom will give you
- // a ring. Ha ha!
+ // a ring. Ha ha!
god_speaks(GOD_XOM, _get_xom_speech("ring gift"));
xom_make_item(OBJ_JEWELLERY, get_random_ring_type(), power * 3);
return (true);
@@ -313,8 +313,8 @@ static bool xom_annoyance_gift(int power)
if (one_chance_in(5) && weapon)
{
- // Xom will give you a wielded item of a type different
- // from what you are currently wielding.
+ // Xom will give you a wielded item of a type different from
+ // what you are currently wielding.
god_speaks(GOD_XOM, _get_xom_speech("weapon gift"));
const object_class_type objtype =
@@ -340,7 +340,7 @@ bool xom_gives_item(int power)
if (coinflip() && cloak && cloak->cursed())
{
// If you are wearing a cursed cloak, then Xom will give you a
- // cloak or body armour. Ha ha!
+ // cloak or body armour. Ha ha!
god_speaks(GOD_XOM, _get_xom_speech("xom armour gift"));
xom_make_item(OBJ_ARMOUR,
random2(10)?
@@ -352,14 +352,14 @@ bool xom_gives_item(int power)
god_speaks(GOD_XOM, _get_xom_speech("general gift"));
- // There are two kinds of Xom gifts: acquirement and random
- // object. The result from acquirement is very good (usually as
- // good or better than random object), and it is sometimes tuned
- // to the player's skills and nature. Being tuned to the player's
- // skills and nature is not very Xomlike...
+ // There are two kinds of Xom gifts: acquirement and random object.
+ // The result from acquirement is very good (usually as good or
+ // better than random object), and it is sometimes tuned to the
+ // player's skills and nature. Being tuned to the player's skills
+ // and nature is not very Xomlike...
if (power > random2(256))
{
- // random-type acquirement
+ // Random-type acquirement.
const int r = random2(7);
const object_class_type objtype = (r == 0) ? OBJ_WEAPONS :
(r == 1) ? OBJ_ARMOUR :
@@ -375,7 +375,7 @@ bool xom_gives_item(int power)
}
else
{
- // random-type random object
+ // Random-type random object.
xom_make_item(OBJ_RANDOM, OBJ_RANDOM, power * 3);
}
more();
@@ -392,12 +392,13 @@ bool there_are_monsters_nearby()
if (xend >= GXM) xend = GXM;
if (yend >= GYM) yend = GYM;
- // monster check
+ // Monster check.
for ( int y = ystart; y < yend; ++y )
{
for ( int x = xstart; x < xend; ++x )
{
- // if you can see an unfriendly monster then you feel unsafe
+ // If you can see an unfriendly monster, then you feel
+ // unsafe.
if ( see_grid(x,y) )
{
const int targ_monst = mgrd[x][y];
@@ -455,14 +456,14 @@ static monster_type xom_random_punishment_demon(int sever)
return (demon);
}
-// The nicer stuff (note: these things are not necessarily nice)
+// The nicer stuff (note: these things are not necessarily nice).
static bool xom_is_good(int sever)
{
bool done = false;
god_acting gdact(GOD_XOM);
- // This series of random calls produces a poisson-looking distribution:
- // initial hump, plus a long-ish tail.
+ // This series of random calls produces a poisson-looking
+ // distribution: initial hump, plus a long-ish tail.
if (random2(sever) <= 1)
{
@@ -470,13 +471,13 @@ static bool xom_is_good(int sever)
POT_HEALING, POT_HEAL_WOUNDS, POT_SPEED, POT_MIGHT,
POT_INVISIBILITY, POT_BERSERK_RAGE, POT_EXPERIENCE, -1);
- // downplay this one a bit
+ // Downplay this one a bit.
if (type == POT_EXPERIENCE && !one_chance_in(6))
type = POT_BERSERK_RAGE;
if (type == POT_BERSERK_RAGE)
{
- if (!you.can_go_berserk(false)) // no message
+ if (!you.can_go_berserk(false)) // No message.
goto try_again;
you.berserk_penalty = NO_BERSERK_PENALTY;
@@ -569,7 +570,9 @@ static bool xom_is_good(int sever)
else if (random2(sever) <= 4)
{
const int radius = random2avg(sever/2, 3) + 1;
- if (!vitrify_area(radius)) // can fail with radius 1 or in open areas
+
+ // This can fail with radius 1, or in open areas.
+ if (!vitrify_area(radius))
goto try_again;
god_speaks(GOD_XOM, _get_xom_speech("vitrification"));
@@ -854,7 +857,7 @@ static bool xom_is_bad(int sever)
bool success = false;
if (one_chance_in(4))
- success = dancing_weapon(100, true); // nasty, but fun
+ success = dancing_weapon(100, true); // Nasty, but fun.
else
{
const int numdemons =