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authorDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-30 10:31:30 -0500
committerDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-30 10:31:30 -0500
commit53aa6239b1e1aa7a8e36db10d6887d7fc3ea2dda (patch)
tree557e89987c105091733c103688e04d172179c50c /crawl-ref/source
parent5a65031b5a1d0c144ba3baa9e940676bbf3ab029 (diff)
downloadcrawl-ref-53aa6239b1e1aa7a8e36db10d6887d7fc3ea2dda.tar.gz
crawl-ref-53aa6239b1e1aa7a8e36db10d6887d7fc3ea2dda.zip
Add minor cosmetic fixes.
Diffstat (limited to 'crawl-ref/source')
-rw-r--r--crawl-ref/source/effects.cc14
-rw-r--r--crawl-ref/source/itemprop.cc16
-rw-r--r--crawl-ref/source/makeitem.cc29
3 files changed, 30 insertions, 29 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index 6d53393bbd..cb04f73c17 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -1122,7 +1122,7 @@ static armour_type _acquirement_armour_subtype(bool divine)
// Now we'll randomly pick a body armour up to plate mail (light
// only in the case of robes or animal skins). Unlike before, now
// we're only giving out the finished products here, never the
- // hides. -- bwr
+ // hides. - bwr
if (result == NUM_ARMOURS || result == ARM_ROBE)
{
// Start with normal base armour.
@@ -1131,8 +1131,9 @@ static armour_type _acquirement_armour_subtype(bool divine)
// Animal skins don't get egos, so make them less likely.
result = (one_chance_in(4) ? ARM_ANIMAL_SKIN : ARM_ROBE);
- // Armour-restricted species get a bonus chance at troll/dragon
- // armour. (In total, the chance is almost 10%.)
+ // Armour-restricted species get a bonus chance at
+ // troll/dragon armour. (In total, the chance is almost
+ // 10%.)
if (one_chance_in(20))
{
result = static_cast<armour_type>(
@@ -1171,9 +1172,10 @@ static armour_type _acquirement_armour_subtype(bool divine)
const int num_arms = ARRAYSZ(armours);
// Weight sub types relative to (armour skill + 3).
- // Actually, the AC improvement is not linear, and we might
- // also want to take into account Dodging/Stealth and Strength,
- // but this is definitely better than the random chance above.
+ // Actually, the AC improvement is not linear, and we
+ // might also want to take into account Dodging/Stealth
+ // and Strength, but this is definitely better than the
+ // random chance above.
const int skill = std::min(27, you.skills[SK_ARMOUR] + 3);
int total = 0;
for (int i = 0; i < num_arms; ++i)
diff --git a/crawl-ref/source/itemprop.cc b/crawl-ref/source/itemprop.cc
index 134e9fb544..0047599d6f 100644
--- a/crawl-ref/source/itemprop.cc
+++ b/crawl-ref/source/itemprop.cc
@@ -585,21 +585,23 @@ bool item_is_critical(const item_def &item)
// Is item something that no one would bother enchanting?
bool item_is_mundane(const item_def &item)
{
- bool retval = false;
-
switch (item.base_type)
{
case OBJ_WEAPONS:
- retval = (item.sub_type == WPN_CLUB
- || item.sub_type == WPN_GIANT_CLUB
- || item.sub_type == WPN_GIANT_SPIKED_CLUB
- || item.sub_type == WPN_KNIFE);
+ if (item.sub_type == WPN_CLUB
+ || item.sub_type == WPN_GIANT_CLUB
+ || item.sub_type == WPN_GIANT_SPIKED_CLUB
+ || item.sub_type == WPN_KNIFE)
+ {
+ return (true);
+ }
break;
+
default:
break;
}
- return (retval);
+ return (false);
}
void set_ident_flags( item_def &item, unsigned long flags )
diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc
index 45ae4064c6..4c1dc649e4 100644
--- a/crawl-ref/source/makeitem.cc
+++ b/crawl-ref/source/makeitem.cc
@@ -1548,7 +1548,7 @@ static void _generate_weapon_item(item_def& item, bool allow_uniques,
const bool no_brand = item.special == SPWPN_FORBID_BRAND;
if (no_brand)
- set_item_ego_type( item, OBJ_WEAPONS, SPWPN_NORMAL );
+ set_item_ego_type(item, OBJ_WEAPONS, SPWPN_NORMAL);
// If it's forced to be a good item, upgrade the worst weapons.
if (force_good
@@ -1565,9 +1565,9 @@ static void _generate_weapon_item(item_def& item, bool allow_uniques,
// If we allow acquirement-type items to be orcish, then there's a
// good chance that we'll just strip them of their ego type at the
- // bottom of this function. -- bwr
- if (force_good && !forced_ego && get_equip_race( item ) == ISFLAG_ORCISH)
- set_equip_race( item, ISFLAG_NO_RACE );
+ // bottom of this function. - bwr
+ if (force_good && !forced_ego && get_equip_race(item) == ISFLAG_ORCISH)
+ set_equip_race(item, ISFLAG_NO_RACE);
_weapon_add_racial_modifiers(item);
@@ -1580,8 +1580,8 @@ static void _generate_weapon_item(item_def& item, bool allow_uniques,
set_item_ego_type(item, OBJ_WEAPONS,
_determine_weapon_brand(item, 2+2*you.your_level));
}
- item.plus -= 1+random2(3);
- item.plus2 -= 1+random2(3);
+ item.plus -= 1 + random2(3);
+ item.plus2 -= 1 + random2(3);
if (item_level == -5)
do_curse_item(item);
@@ -1629,10 +1629,10 @@ static void _generate_weapon_item(item_def& item, bool allow_uniques,
if (one_chance_in(12))
{
// Make a cursed item.
- do_curse_item( item );
+ do_curse_item(item);
item.plus -= random2(4);
item.plus2 -= random2(4);
- set_item_ego_type( item, OBJ_WEAPONS, SPWPN_NORMAL );
+ set_item_ego_type(item, OBJ_WEAPONS, SPWPN_NORMAL);
}
}
@@ -1904,7 +1904,7 @@ static bool _try_make_armour_artefact(item_def& item, int force_type,
&& one_chance_in(12)
&& x_chance_in_y(31 + item_level * 3, 3000))
{
- return _try_make_item_special_unrand(item, force_type, item_level);
+ return (_try_make_item_special_unrand(item, force_type, item_level));
}
return (false);
@@ -2134,7 +2134,6 @@ static void _generate_armour_item(item_def& item, bool allow_uniques,
}
// If we get here the item is not an artefact.
-
if (is_helmet(item) && one_chance_in(3))
set_helmet_random_desc(item);
@@ -2169,7 +2168,7 @@ static void _generate_armour_item(item_def& item, bool allow_uniques,
_determine_armour_ego(item, item.sub_type, 2+2*you.your_level));
}
- item.plus -= 1+random2(3);
+ item.plus -= 1 + random2(3);
if (item_level == -5)
do_curse_item(item);
@@ -2726,7 +2725,7 @@ static void _generate_jewellery_item(item_def& item, bool allow_uniques,
}
}
- // All jewellery base types should now work. -- bwr
+ // All jewellery base types should now work. - bwr
if (allow_uniques && item_level > 2
&& x_chance_in_y(101 + item_level * 3, 4000))
{
@@ -2742,8 +2741,8 @@ static void _generate_jewellery_item(item_def& item, bool allow_uniques,
else if (item.sub_type == RING_HUNGER || item.sub_type == RING_TELEPORTATION
|| one_chance_in(50))
{
- // rings of hunger and teleportation are always cursed {dlb}:
- do_curse_item( item );
+ // Rings of hunger and teleportation are always cursed {dlb}:
+ do_curse_item(item);
}
}
@@ -2754,9 +2753,7 @@ static void _generate_misc_item(item_def& item, int force_type, int item_race)
else
{
do
- {
item.sub_type = random2(NUM_MISCELLANY);
- }
while
// never randomly generated
(item.sub_type == MISC_RUNE_OF_ZOT