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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-14 16:44:22 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-14 16:44:22 +0000
commit366c06789dcef1a3ae32f37fb9adcb1ca1a08ee4 (patch)
treee315d6b2270ce07d750b5ad3e372487c187809db /crawl-ref
parentbbbd701b88b0274d7f14d0957828ad4342648135 (diff)
downloadcrawl-ref-366c06789dcef1a3ae32f37fb9adcb1ca1a08ee4.tar.gz
crawl-ref-366c06789dcef1a3ae32f37fb9adcb1ca1a08ee4.zip
Fix compile (oops) and numerous whitespace changes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4229 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref')
-rw-r--r--crawl-ref/source/beam.cc193
-rw-r--r--crawl-ref/source/debug.cc182
-rw-r--r--crawl-ref/source/decks.cc65
-rw-r--r--crawl-ref/source/item_use.cc26
-rw-r--r--crawl-ref/source/items.cc147
-rw-r--r--crawl-ref/source/makeitem.cc111
-rw-r--r--crawl-ref/source/player.cc2
-rw-r--r--crawl-ref/source/spells4.cc128
8 files changed, 430 insertions, 424 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index 3966e0afa2..d074f6b29c 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -109,10 +109,10 @@ static std::set<std::string> beam_message_cache;
static bool _beam_is_blockable( bolt &pbolt )
{
- // BEAM_ELECTRICITY is added here because chain lighting is not
+ // BEAM_ELECTRICITY is added here because chain lighting is not
// a true beam (stops at the first target it gets to and redirects
// from there)... but we don't want it shield blockable.
- return (!pbolt.is_beam && !pbolt.is_explosion
+ return (!pbolt.is_beam && !pbolt.is_explosion
&& pbolt.flavour != BEAM_ELECTRICITY);
}
@@ -214,7 +214,7 @@ void zapping(zap_type ztype, int power, bolt &pbolt)
{
#if DEBUG_DIAGNOSTICS
- mprf(MSGCH_DIAGNOSTICS, "zapping: power=%d", power );
+ mprf(MSGCH_DIAGNOSTICS, "zapping: power=%d", power );
#endif
// GDL: note that rangeMax is set to 0, which means that max range is
@@ -266,7 +266,7 @@ dice_def calc_dice( int num_dice, int max_damage )
}
else
{
- // Divied the damage among the dice, and add one
+ // Divide the damage among the dice, and add one
// occasionally to make up for the fractions. -- bwr
ret.size = max_damage / num_dice;
ret.size += (random2( num_dice ) < max_damage % num_dice);
@@ -282,15 +282,15 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
int temp_rand = 0; // probability determination {dlb}
// Note: The incoming power is not linear in the case of spellcasting.
- // The power curve currently allows for the character to reasonably
+ // The power curve currently allows for the character to reasonably
// get up to a power level of about a 100, but more than that will
// be very hard (and the maximum is 200). The low level power caps
// provide the useful feature in that they allow for low level spells
- // to have quick advancement, but don't cause them to obsolete the
+ // to have quick advancement, but don't cause them to obsolete the
// higher level spells. -- bwr
//
- // I've added some example characters below to show how little
- // people should be concerned about the power caps.
+ // I've added some example characters below to show how little
+ // people should be concerned about the power caps.
//
// The example characters are simplified to three stats:
//
@@ -299,19 +299,19 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
// - Skills: This represents the character having Spellcasting
// and the average of the component skills at this level.
// Although, Spellcasting probably isn't quite as high as
- // other spell skills for a lot of characters, note that it
+ // other spell skills for a lot of characters, note that it
// contributes much less to the total power (about 20%).
//
// - Enhancers: These are equipment that the player can use to
// apply additional magnifiers (x1.5) to power. There are
// also inhibitors that reduce power (/2.0), but we're not
- // concerned about those here. Anyways, the character can
+ // concerned about those here. Anyways, the character can
// currently have up to 3 levels (for x1.5, x2.25, x3.375).
// The lists below should help to point out the difficulty
// and cost of getting more than one level of enhancement.
//
// Here's a list of current magnifiers:
- //
+ //
// - rings of fire/cold
// - staff of fire/cold/air/earth/poison/death/conjure/enchant/summon
// - staff of Olgreb (poison)
@@ -323,7 +323,7 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
// The maximum enhancement, by school (but capped at 3):
//
// - Necromancy: 4 (Mummies), 3 (others)
- // - Fire: 4
+ // - Fire: 4
// - Cold: 3
// - Conjuration: 2
// - Enchantment: 2
@@ -336,9 +336,9 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
switch (z_type)
{
// level 1
- //
- // This cap is to keep these easy and very cheap spells from
- // becoming too powerful.
+ //
+ // This cap is to keep these easy and very cheap spells from
+ // becoming too powerful.
//
// Example characters with about 25 power:
//
@@ -387,7 +387,7 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
// that a high level character can easily have 75 power.
//
// Example characters with about 75 power:
- //
+ //
// - int 10, skills 27, 1 enhancer
// - int 15, skills 27, 0 enhancers
// - int 15, skills 16, 1 enhancer
@@ -397,9 +397,9 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
// level 4
//
- // The following examples should make it clear that this is the
- // effective maximum power. Its not easy to get to 100 power,
- // but 20-20-1 or 25-16-1 is certainly attainable by a high level
+ // The following examples should make it clear that this is the
+ // effective maximum power. Its not easy to get to 100 power,
+ // but 20-20-1 or 25-16-1 is certainly attainable by a high level
// spellcaster. As you can see from the examples at 150 and 200,
// getting much power beyond this is very difficult.
//
@@ -423,9 +423,9 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
// levels 5-7
//
// These spells used to be capped, but its very hard to raise
- // power over 100, and these examples should show that.
+ // power over 100, and these examples should show that.
// Only the twinkiest of characters are expected to get to 150.
- //
+ //
// Example characters with about 150 power:
//
// - int 15, skills 27, 3 enhancers (actually, only 146)
@@ -455,7 +455,7 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
// levels 8-9
//
// These spells are capped at 200 (which is the cap in calc_spell_power).
- // As an example of how little of a cap that is, consider the fact
+ // As an example of how little of a cap that is, consider the fact
// that a 70-27-3 character has an uncapped power of 251. Characters
// are never expected to get to this cap.
//
@@ -543,7 +543,7 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
pbolt.range = 8 + random2(5);
pbolt.damage = dice_def( 1, 5 ); // dam: 5
pbolt.hit = 8 + power / 10; // 25: 10
- pbolt.type = dchar_glyph(DCHAR_SPACE);
+ pbolt.type = dchar_glyph(DCHAR_SPACE);
pbolt.flavour = BEAM_MMISSILE; // unresistable
pbolt.obvious_effect = true;
break;
@@ -588,7 +588,7 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
pbolt.name = "0";
pbolt.flavour = BEAM_DISINTEGRATION;
pbolt.range = 7 + random2(8);
- pbolt.damage = dice_def( 1, 4 + power / 5 ); // 25: 1d9
+ pbolt.damage = dice_def( 1, 4 + power / 5 ); // 25: 1d9
pbolt.ench_power *= 3;
break;
@@ -722,8 +722,8 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
pbolt.name = "orb of energy";
pbolt.colour = LIGHTMAGENTA;
pbolt.range = 8 + random2(5);
- pbolt.damage = calc_dice( 2, 15 + (power * 2) / 5 );
- pbolt.hit = 10 + power / 7; // 50: 17 100: 24
+ pbolt.damage = calc_dice( 2, 15 + (power * 2) / 5 );
+ pbolt.hit = 10 + power / 7; // 50: 17 100: 24
pbolt.type = dchar_glyph(DCHAR_FIRED_ZAP);
pbolt.flavour = BEAM_MMISSILE; // unresistable
@@ -806,7 +806,7 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
pbolt.name = "bolt of negative energy";
pbolt.colour = DARKGREY;
pbolt.range = 7 + random2(10);
- pbolt.damage = calc_dice( 4, 15 + (power * 3) / 5 );
+ pbolt.damage = calc_dice( 4, 15 + (power * 3) / 5 );
pbolt.hit = 8 + power / 20; // 50: 10 100: 13
pbolt.type = dchar_glyph(DCHAR_FIRED_ZAP);
pbolt.flavour = BEAM_NEG; // drains levels
@@ -1328,13 +1328,13 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
{
mprf( MSGCH_DIAGNOSTICS,
"%s%s%s (%d,%d) to (%d,%d): ty=%d col=%d flav=%d hit=%d dam=%dd%d range=%d",
- (pbolt.is_beam) ? "beam" : "missile",
- (pbolt.is_explosion) ? "*" :
- (pbolt.is_big_cloud) ? "+" : "",
+ (pbolt.is_beam) ? "beam" : "missile",
+ (pbolt.is_explosion) ? "*" :
+ (pbolt.is_big_cloud) ? "+" : "",
(pbolt.is_tracer) ? " tracer" : "",
- pbolt.source_x, pbolt.source_y,
- pbolt.target_x, pbolt.target_y,
- pbolt.type, pbolt.colour, pbolt.flavour,
+ pbolt.source_x, pbolt.source_y,
+ pbolt.target_x, pbolt.target_y,
+ pbolt.type, pbolt.colour, pbolt.flavour,
pbolt.hit, pbolt.damage.num, pbolt.damage.size,
pbolt.range);
}
@@ -1419,7 +1419,7 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
ray.regress();
}
while (grid_is_solid(grd(ray.pos())));
-
+
tx = ray.x();
ty = ray.y();
break; // breaks from line tracing
@@ -1435,7 +1435,7 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
ray.regress();
}
while (grid_is_solid(grd(ray.pos())));
-
+
ray.advance_and_bounce();
--rangeRemaining;
}
@@ -1453,7 +1453,7 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
// couldn't find any path: bouncy, fuzzy, or not - so break.
if (grid_is_solid(grd[tx][ty]))
break;
-
+
// check for "target termination"
// occurs when beam can be targetted at empty
// cell (e.g. a mage wants an explosion to happen
@@ -1557,9 +1557,8 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
// leave an object, if applicable
if (drop_item && item)
- {
beam_drop_object( pbolt, item, tx, ty );
- }
+
ASSERT(!drop_item || item);
// check for explosion. NOTE that for tracers, we have to make a copy
@@ -1625,7 +1624,7 @@ int mons_adjust_flavoured( monsters *monster, bolt &pbolt,
(pbolt.flavour == BEAM_FIRE) ? monster->res_fire()
: monster->res_steam(),
hurted, true);
-
+
if (!hurted)
{
if (doFlavouredEffects)
@@ -1843,7 +1842,7 @@ int mons_adjust_flavoured( monsters *monster, bolt &pbolt,
case BEAM_LAVA:
hurted = resist_adjust_damage(monster, pbolt.flavour,
monster->res_fire(), hurted, true);
-
+
if (hurted < original)
{
if (doFlavouredEffects)
@@ -1985,15 +1984,15 @@ bool mass_enchantment( enchant_type wh_enchant, int pow, int origin,
if (m_attempted)
++*m_attempted;
-
+
if (_monster_resists_mass_enchantment(monster, wh_enchant, pow))
- continue;
+ continue;
if (monster->add_ench(mon_enchant(wh_enchant, 0, kc)))
{
if (m_succumbed)
++*m_succumbed;
-
+
if (player_monster_visible( monster ))
{
// turn message on
@@ -2120,7 +2119,7 @@ int mons_ench_f2(monsters *monster, bolt &pbolt)
case BEAM_CONFUSION: /* 4 = confusion */
if (!mons_class_is_confusable(monster->type))
return (MON_UNAFFECTED);
-
+
if (monster->add_ench(
mon_enchant(ENCH_CONFUSION, 0, _whose_kill(pbolt))))
{
@@ -2134,7 +2133,7 @@ int mons_ench_f2(monsters *monster, bolt &pbolt)
{
// Store the monster name before it becomes an "it" -- bwr
const std::string monster_name = monster->name(DESC_CAP_THE);
-
+
if (!monster->has_ench(ENCH_INVIS)
&& monster->add_ench(ENCH_INVIS))
{
@@ -2259,8 +2258,8 @@ bool poison_monster( monsters *monster,
// note: order important here
if (verbose && new_pois.degree > old_pois.degree)
{
- simple_monster_message( monster,
- !old_pois.degree? " is poisoned."
+ simple_monster_message( monster,
+ !old_pois.degree? " is poisoned."
: " looks even sicker." );
}
@@ -2343,7 +2342,7 @@ bool check_line_of_sight( int sx, int sy, int tx, int ty )
// currently we limit the range to 8
if (dist > MONSTER_LOS_RANGE)
return (false);
-
+
// Note that we are guaranteed to be within the player LOS range,
// so fallback is unnecessary.
ray_def ray;
@@ -2366,13 +2365,13 @@ void mimic_alert(monsters *mimic)
{
if (should_id)
mimic->flags |= MF_KNOWN_MIMIC;
-
+
return;
}
-
+
const bool instant_tele = !one_chance_in(3);
monster_teleport( mimic, instant_tele );
-
+
// at least for this short while, we know it's a mimic
if (!instant_tele && should_id)
mimic->flags |= MF_KNOWN_MIMIC;
@@ -2540,11 +2539,11 @@ void beam_drop_object( bolt &beam, item_def *item, int x, int y )
if (beam.is_tracer || beam.flavour != BEAM_MISSILE)
return;
- if ((YOU_KILL(beam.thrower) &&
- !thrown_object_destroyed(item, x, y, false)) ||
- (MON_KILL(beam.thrower) &&
- !mons_thrown_object_destroyed(item, x, y, false,
- beam.beam_source)))
+ if (YOU_KILL(beam.thrower)
+ && !thrown_object_destroyed(item, x, y, false)
+ || MON_KILL(beam.thrower)
+ && !mons_thrown_object_destroyed(item, x, y, false,
+ beam.beam_source))
{
if (item->sub_type == MI_THROWING_NET)
{
@@ -2634,7 +2633,7 @@ int affect(bolt &beam, int x, int y)
{
rangeUsed += _affect_player( beam );
}
-
+
if (_beam_term_on_target(beam, x, y))
return (BEAM_STOP);
}
@@ -2658,7 +2657,7 @@ int affect(bolt &beam, int x, int y)
{
rangeUsed += _affect_monster( beam, &menv[mid] );
}
-
+
if (_beam_term_on_target(beam, x, y))
return (BEAM_STOP);
}
@@ -2690,7 +2689,7 @@ static bool _affects_wall(const bolt &beam, int wall)
if (beam.flavour == BEAM_DIGGING)
return (true);
- // Isn't this much nicer than the hack to remove ice bolts, disrupt,
+ // Isn't this much nicer than the hack to remove ice bolts, disrupt,
// and needles (just because they were also coloured "white") -- bwr
if (beam.flavour == BEAM_DISINTEGRATION && beam.damage.num >= 3)
return (true);
@@ -2726,7 +2725,7 @@ static int _affect_wall(bolt &beam, int x, int y)
if (grd[x][y] == DNGN_ROCK_WALL || grd[x][y] == DNGN_CLEAR_ROCK_WALL)
{
grd[x][y] = DNGN_FLOOR;
-
+
// blood does not transfer onto floor
if (is_bloodcovered(x,y))
env.map[x][y].property = FPROP_NONE;
@@ -2746,7 +2745,7 @@ static int _affect_wall(bolt &beam, int x, int y)
return (rangeUsed);
}
// END DIGGING EFFECT
-
+
// FIRE effect
if (_is_fiery(beam))
{
@@ -2798,8 +2797,8 @@ static int _affect_wall(bolt &beam, int x, int y)
}
}
- if (targ_grid == DNGN_ORCISH_IDOL
- || targ_grid == DNGN_GRANITE_STATUE)
+ if (targ_grid == DNGN_ORCISH_IDOL
+ || targ_grid == DNGN_GRANITE_STATUE)
{
grd[x][y] = DNGN_FLOOR;
@@ -2917,7 +2916,7 @@ static int _affect_place_clouds(bolt &beam, int x, int y)
// following two functions used with explosions:
static void _affect_place_explosion_clouds(bolt &beam, int x, int y)
{
- cloud_type cl_type;
+ cloud_type cl_type;
int duration;
// first check: FIRE/COLD over water/lava
@@ -2969,7 +2968,7 @@ static void _affect_place_explosion_clouds(bolt &beam, int x, int y)
break;
case BEAM_POTION_RANDOM:
- switch (random2(10))
+ switch (random2(10))
{
case 0: cl_type = CLOUD_FIRE; break;
case 1: cl_type = CLOUD_STINK; break;
@@ -3084,12 +3083,12 @@ static void _beam_ouch( int dam, bolt &beam )
if (beam.flavour == BEAM_SPORE)
ouch( dam, beam.beam_source, KILLED_BY_SPORE );
else
- ouch( dam, beam.beam_source, KILLED_BY_BEAM,
+ ouch( dam, beam.beam_source, KILLED_BY_BEAM,
beam.aux_source.c_str() );
}
else // KILL_MISC || (YOU_KILL && aux_source)
{
- ouch( dam, beam.beam_source, KILLED_BY_WILD_MAGIC,
+ ouch( dam, beam.beam_source, KILLED_BY_WILD_MAGIC,
beam.aux_source.c_str() );
}
}
@@ -3099,7 +3098,7 @@ static void _beam_ouch( int dam, bolt &beam )
static bool _fuzz_invis_tracer(bolt &beem)
{
// Did the monster have a rough idea of where you are?
- int dist = grid_distance(beem.target_x, beem.target_y,
+ int dist = grid_distance(beem.target_x, beem.target_y,
you.x_pos, you.y_pos);
// No, ditch this.
@@ -3109,7 +3108,7 @@ static bool _fuzz_invis_tracer(bolt &beem)
const int beam_src = _beam_source(beem);
if (beam_src != MHITNOT && beam_src != MHITYOU)
{
- // Monsters that can sense invisible
+ // Monsters that can sense invisible
const monsters *mon = &menv[beam_src];
if (mons_sense_invis(mon))
return (!dist);
@@ -3166,7 +3165,7 @@ static int _affect_player( bolt &beam )
// check for tracer
if (beam.is_tracer)
{
- // check can see player
+ // check can see player
if (beam.can_see_invis || !you.invisible()
|| _fuzz_invis_tracer(beam))
{
@@ -3199,7 +3198,7 @@ static int _affect_player( bolt &beam )
if (you.invisible() && !beam.can_see_invis)
beamHit /= 2;
- if (beam.name[0] != '0')
+ if (beam.name[0] != '0')
{
if (!beam.is_explosion && !beam.aimed_at_feet)
{
@@ -3230,7 +3229,7 @@ static int _affect_player( bolt &beam )
else if (_beam_is_blockable(beam))
{
// non-beams can be blocked or dodged
- if (you.equip[EQ_SHIELD] != -1
+ if (you.equip[EQ_SHIELD] != -1
&& !beam.aimed_at_feet
&& player_shield_class() > 0)
{
@@ -3281,7 +3280,7 @@ static int _affect_player( bolt &beam )
bool nasty = true, nice = false;
// BEGIN enchantment beam
- if (beam.flavour != BEAM_HASTE
+ if (beam.flavour != BEAM_HASTE
&& beam.flavour != BEAM_INVISIBILITY
&& beam.flavour != BEAM_HEALING
&& beam.flavour != BEAM_POLYMORPH
@@ -3308,7 +3307,7 @@ static int _affect_player( bolt &beam )
case BEAM_SLEEP:
you.put_to_sleep(beam.ench_power);
break;
-
+
case BEAM_BACKLIGHT:
if (!you.duration[DUR_INVIS])
{
@@ -3316,7 +3315,7 @@ static int _affect_player( bolt &beam )
mpr("You glow brighter.");
else
mpr("You are outlined in light.");
-
+
you.duration[DUR_BACKLIGHT] += random_range(15, 35);
if (you.duration[DUR_BACKLIGHT] > 250)
you.duration[DUR_BACKLIGHT] = 250;
@@ -3331,7 +3330,7 @@ static int _affect_player( bolt &beam )
beam.obvious_effect = true;
}
break;
-
+
case BEAM_POLYMORPH:
if (MON_KILL(beam.thrower))
{
@@ -3507,7 +3506,7 @@ static int _affect_player( bolt &beam )
// THE BEAM IS NOW GUARANTEED TO BE A NON-ENCHANTMENT WHICH HIT
const bool engulfs = (beam.is_explosion || beam.is_big_cloud);
- mprf( "The %s %s you!",
+ mprf( "The %s %s you!",
beam.name.c_str(), (engulfs) ? "engulfs" : "hits" );
int hurted = 0;
@@ -3515,7 +3514,7 @@ static int _affect_player( bolt &beam )
(beam.is_beam) ? 3 : 2;
// Roll the damage
- hurted += roll_dice( beam.damage );
+ hurted += roll_dice( beam.damage );
#if DEBUG_DIAGNOSTICS
int roll = hurted;
@@ -3561,7 +3560,7 @@ static int _affect_player( bolt &beam )
int blood = hurted/2; // assumes DVORP_PIERCING, factor: 0.5
if (blood > you.hp)
blood = you.hp;
-
+
bleed_onto_floor(you.x_pos, you.y_pos, -1, blood, true);
}
@@ -3595,7 +3594,7 @@ static int _affect_player( bolt &beam )
was_affected = true;
}
}
-
+
if (beam.name.find("throwing net") != std::string::npos)
{
player_caught_in_net();
@@ -3727,7 +3726,7 @@ static int _affect_monster(bolt &beam, monsters *mon)
{
const int tid = mgrd[mon->x][mon->y];
const int mons_type = menv[tid].type;
- const int thrower = YOU_KILL(beam.thrower)? KILL_YOU_MISSILE
+ const int thrower = YOU_KILL(beam.thrower)? KILL_YOU_MISSILE
: KILL_MON_MISSILE;
const bool submerged = mon->submerged();
@@ -3935,7 +3934,7 @@ static int _affect_monster(bolt &beam, monsters *mon)
if (!beam.is_tracer)
{
mprf(MSGCH_DIAGNOSTICS,
- "Monster: %s; Damage: pre-AC: %d; post-AC: %d; post-resist: %d",
+ "Monster: %s; Damage: pre-AC: %d; post-AC: %d; post-resist: %d",
mon->name(DESC_PLAIN).c_str(), hurt, raw_damage, hurt_final);
}
#endif
@@ -4009,7 +4008,7 @@ static int _affect_monster(bolt &beam, monsters *mon)
{
hit_woke_orc = true;
}
-
+
// Don't annoy friendlies if the player's beam did no damage.
// Hostiles will still take umbrage.
if (hurt_final > 0 || !mons_friendly(mon) || !YOU_KILL(beam.thrower))
@@ -4051,7 +4050,7 @@ static int _affect_monster(bolt &beam, monsters *mon)
mprf("%s blocks the %s.",
mon->name(DESC_CAP_THE).c_str(),
beam.name.c_str());
-
+
mon->shield_block_succeeded();
return (BEAM_STOP);
}
@@ -4061,7 +4060,7 @@ static int _affect_monster(bolt &beam, monsters *mon)
_update_hurt_or_helped(beam, mon);
conduct.enabled = true;
-
+
// the beam hit.
if (mons_near(mon))
{
@@ -4105,7 +4104,7 @@ static int _affect_monster(bolt &beam, monsters *mon)
// now hurt monster
hurt_monster( mon, hurt_final );
-
+
if (mon->hit_points < 1)
{
_monster_die(mon, beam);
@@ -4363,7 +4362,7 @@ static int _affect_monster_enchantment(bolt &beam, monsters *mon)
//
if (!death_check
&& check_mons_resist_magic( mon, beam.ench_power )
- && beam.flavour != BEAM_HASTE
+ && beam.flavour != BEAM_HASTE
&& beam.flavour != BEAM_HEALING
&& beam.flavour != BEAM_INVISIBILITY)
{
@@ -4409,9 +4408,9 @@ static int _affect_monster_enchantment(bolt &beam, monsters *mon)
if (beam.flavour == BEAM_SLEEP)
{
if (mon->has_ench(ENCH_SLEEP_WARY)) // slept recently
- return (MON_RESIST);
+ return (MON_RESIST);
- if (mons_holiness(mon) != MH_NATURAL) // no unnatural
+ if (mons_holiness(mon) != MH_NATURAL) // no unnatural
return (MON_UNAFFECTED);
// Cold res monsters resist hibernation (for consistency
@@ -4552,7 +4551,7 @@ static void _explosion1(bolt &pbolt)
pbolt.flavour = BEAM_HOLY;
ex_size = 2;
}
-
+
if (pbolt.name == "fireball")
{
seeMsg = "The fireball explodes!";
@@ -4672,7 +4671,7 @@ void explosion( bolt &beam, bool hole_in_the_middle,
if (ray.x() == beam.source_x && ray.y() == beam.source_y)
{
max_dist--;
- ray.advance(true);
+ ray.advance(true);
}
int dist = 0;
@@ -4743,8 +4742,8 @@ void explosion( bolt &beam, bool hole_in_the_middle,
#if DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS,
"explosion at (%d, %d) : t=%d c=%d f=%d hit=%d dam=%dd%d",
- beam.target_x, beam.target_y,
- beam.type, beam.colour, beam.flavour,
+ beam.target_x, beam.target_y,
+ beam.type, beam.colour, beam.flavour,
beam.hit, beam.damage.num, beam.damage.size );
#endif
@@ -4786,7 +4785,7 @@ void explosion( bolt &beam, bool hole_in_the_middle,
// do center -- but only if its affected
if (!hole_in_the_middle)
_explosion_cell(beam, 0, 0, drawing);
-
+
// do the rest of it
for (int rad = 1; rad <= r; rad ++)
{
@@ -5009,7 +5008,7 @@ bool nice_beam( monsters *mon, bolt &beam )
// A constructor for bolt to help guarantee that we start clean (this has
// caused way too many bugs). Putting it here since there's no good place to
// put it, and it doesn't do anything other than initialize it's members.
-//
+//
// TODO: Eventually it'd be nice to have a proper factory for these things
// (extended from setup_mons_cast() and zapping() which act as limited ones).
bolt::bolt() : range(0), rangeMax(0), type('*'),
@@ -5034,7 +5033,7 @@ killer_type bolt::killer() const
{
if (flavour == BEAM_BANISH)
return (KILL_RESET);
-
+
switch (thrower)
{
case KILL_YOU:
@@ -5076,5 +5075,5 @@ void bolt::setup_retrace()
std::swap(source_x, target_x);
std::swap(source_y, target_y);
affects_nothing = true;
- aimed_at_spot = true;
+ aimed_at_spot = true;
}
diff --git a/crawl-ref/source/debug.cc b/crawl-ref/source/debug.cc
index 0f0509b730..bd1d677599 100644
--- a/crawl-ref/source/debug.cc
+++ b/crawl-ref/source/debug.cc
@@ -200,7 +200,7 @@ static int debug_prompt_for_skill( const char *prompt )
mpr( prompt, MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
-
+
if (specs[0] == '\0')
return (-1);
@@ -239,14 +239,14 @@ static int debug_prompt_for_skill( const char *prompt )
//
//---------------------------------------------------------------
#ifdef WIZARD
-void debug_change_species( void )
+void debug_change_species( void )
{
char specs[80];
int i;
mpr( "What species would you like to be now? " , MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
-
+
if (specs[0] == '\0')
return;
strlwr(specs);
@@ -283,18 +283,18 @@ void debug_change_species( void )
you.skill_points[i] /= species_skills( i, you.species );
}
- you.species = sp;
+ you.species = sp;
you.is_undead = ((you.species == SP_MUMMY) ? US_UNDEAD :
(you.species == SP_GHOUL
|| you.species == SP_VAMPIRE) ? US_HUNGRY_DEAD
: US_ALIVE);
redraw_screen();
}
-}
-#endif
+}
+#endif
//---------------------------------------------------------------
//
-// debug_prompt_for_int
+// debug_prompt_for_int
//
// If nonneg, then it returns a non-negative number or -1 on fail
// If !nonneg, then it returns an integer, and 0 on fail
@@ -392,11 +392,11 @@ void cast_spec_spell_name(void)
void create_spec_monster(void)
{
int mon = debug_prompt_for_int( "Create which monster by number? ", true );
-
+
if (mon == -1)
canned_msg( MSG_OK );
else
- create_monster( mon, 0, BEH_SLEEP,
+ create_monster( mon, 0, BEH_SLEEP,
you.x_pos, you.y_pos, MHITNOT, MONS_PROGRAM_BUG,
true );
} // end create_spec_monster()
@@ -421,13 +421,13 @@ void create_spec_monster_name(int x, int y)
mons_list mlist;
std::string err = mlist.add_mons(specs);
-
+
if (!err.empty())
{
mpr(err.c_str());
return;
}
-
+
const bool force_place = (x != -1 && y != -1);
if (x == -1)
x = you.x_pos;
@@ -449,7 +449,7 @@ void create_spec_monster_name(int x, int y)
// were already created.
if (mons_is_unique(mspec.mid) && you.unique_creatures[mspec.mid])
you.unique_creatures[mspec.mid] = false;
-
+
if (!dgn_place_monster(mspec, you.your_level, x, y, false))
{
mpr("Unable to place monster");
@@ -464,9 +464,11 @@ void create_spec_monster_name(int x, int y)
if (mid >= MAX_MONSTERS || menv[mid].type != MONS_PLAYER_GHOST)
{
for (mid = 0; mid < MAX_MONSTERS; mid++)
- if (menv[mid].type == MONS_PLAYER_GHOST
+ if (menv[mid].type == MONS_PLAYER_GHOST
&& menv[mid].alive())
+ {
break;
+ }
}
if (mid >= MAX_MONSTERS)
@@ -495,7 +497,7 @@ void create_spec_monster_name(int x, int y)
sp_id = SP_HUMAN;
}
ghost.species = static_cast<species_type>(sp_id);
-
+
mpr( "Make player ghost which class? ", MSGCH_PROMPT );
get_input_line( input_str, sizeof( input_str ) );
@@ -686,7 +688,7 @@ void wizard_interlevel_travel()
{
const level_pos pos =
prompt_translevel_target(TPF_ALLOW_UPDOWN | TPF_SHOW_ALL_BRANCHES).p;
-
+
if (pos.id.depth < 1 || pos.id.depth > branches[pos.id.branch].depth)
{
canned_msg(MSG_OK);
@@ -758,7 +760,7 @@ static void rune_from_specs(const char* _specs, item_def &item)
int keyin = tolower( get_ch() );
- if (keyin == ESCAPE || keyin == ' '
+ if (keyin == ESCAPE || keyin == ' '
|| keyin == '\r' || keyin == '\n')
{
canned_msg( MSG_OK );
@@ -844,7 +846,7 @@ static void deck_from_specs(const char* _specs, item_def &item)
// Remove "plain " from front
std::string name = item.name(DESC_PLAIN).substr(6);
item.props.clear();
-
+
if (name.find(type_str) != std::string::npos)
break;
}
@@ -864,7 +866,7 @@ static void deck_from_specs(const char* _specs, item_def &item)
int keyin = tolower( get_ch() );
- if (keyin == ESCAPE || keyin == ' '
+ if (keyin == ESCAPE || keyin == ' '
|| keyin == '\r' || keyin == '\n')
{
canned_msg( MSG_OK );
@@ -905,7 +907,7 @@ static void deck_from_specs(const char* _specs, item_def &item)
int keyin = tolower( get_ch() );
- if (keyin == ESCAPE || keyin == ' '
+ if (keyin == ESCAPE || keyin == ' '
|| keyin == '\r' || keyin == '\n')
{
canned_msg( MSG_OK );
@@ -942,7 +944,7 @@ static void deck_from_specs(const char* _specs, item_def &item)
return;
}
- item.plus = num;
+ item.plus = num;
init_deck(item);
}
@@ -962,7 +964,7 @@ static void rune_or_deck_from_specs(const char* specs, item_def &item)
//---------------------------------------------------------------
void create_spec_object()
{
- static int max_subtype[] =
+ static int max_subtype[] =
{
NUM_WEAPONS,
NUM_MISSILES,
@@ -998,13 +1000,13 @@ void create_spec_object()
int thing_created;
- while (class_wanted == OBJ_UNASSIGNED)
+ while (class_wanted == OBJ_UNASSIGNED)
{
mpr(") - weapons ( - missiles [ - armour / - wands ? - scrolls",
MSGCH_PROMPT);
mpr("= - jewellery ! - potions : - books | - staves 0 - The Orb",
MSGCH_PROMPT);
- mpr("} - miscellany X - corpses % - food $ - gold ESC - exit",
+ mpr("} - miscellany X - corpses % - food $ - gold ESC - exit",
MSGCH_PROMPT);
mpr("What class of item? ", MSGCH_PROMPT);
@@ -1039,7 +1041,7 @@ void create_spec_object()
class_wanted = OBJ_FOOD;
else if (keyin == '$')
class_wanted = OBJ_GOLD;
- else if (keyin == ESCAPE || keyin == ' '
+ else if (keyin == ESCAPE || keyin == ' '
|| keyin == '\r' || keyin == '\n')
{
canned_msg( MSG_OK );
@@ -1110,8 +1112,8 @@ void create_spec_object()
return;
}
- // In order to get the sub-type, we'll fill out the base type...
- // then we're going to iterate over all possible subtype values
+ // In order to get the sub-type, we'll fill out the base type...
+ // then we're going to iterate over all possible subtype values
// and see if we get a winner. -- bwr
mitm[thing_created].base_type = class_wanted;
mitm[thing_created].sub_type = 0;
@@ -1152,7 +1154,7 @@ void create_spec_object()
if (ptr - obj_name < best_index)
{
mpr( obj_name );
- type_wanted = i;
+ type_wanted = i;
best_index = ptr - obj_name;
}
}
@@ -1173,10 +1175,10 @@ void create_spec_object()
}
type_wanted--;
}
-
+
mitm[thing_created].sub_type = type_wanted;
}
-
+
switch (mitm[thing_created].base_type)
{
case OBJ_MISSILES:
@@ -1186,7 +1188,7 @@ void create_spec_object()
case OBJ_ARMOUR:
mpr( "What ego type? ", MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
-
+
if (specs[0] != '\0')
{
special_wanted = 0;
@@ -1205,7 +1207,7 @@ void create_spec_object()
if (ptr - obj_name < best_index)
{
mpr( obj_name );
- special_wanted = i;
+ special_wanted = i;
best_index = ptr - obj_name;
}
}
@@ -1225,7 +1227,7 @@ void create_spec_object()
mpr( "Sorry, no books on that skill today." );
}
break;
-
+
case OBJ_WANDS:
mitm[thing_created].plus = 24;
break;
@@ -1322,7 +1324,7 @@ void tweak_object(void)
field_ptr = &(you.inv[item].quantity);
else if (keyin == 'e')
field_ptr = &(you.inv[item].flags);
- else if (keyin == ESCAPE || keyin == ' '
+ else if (keyin == ESCAPE || keyin == ' '
|| keyin == '\r' || keyin == '\n')
{
canned_msg( MSG_OK );
@@ -1338,7 +1340,7 @@ void tweak_object(void)
const short *const ptr = static_cast< short * >( field_ptr );
mprf("Old value: %d (0x%04x)", *ptr, *ptr );
}
- else
+ else
{
const long *const ptr = static_cast< long * >( field_ptr );
mprf("Old value: %ld (0x%08lx)", *ptr, *ptr );
@@ -1346,7 +1348,7 @@ void tweak_object(void)
mpr( "New value? ", MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
-
+
if (specs[0] == '\0')
return;
@@ -1408,7 +1410,7 @@ void stethoscope(int mwh)
if (env.cgrid[steth_x][steth_y] != EMPTY_CLOUD)
{
- mprf(MSGCH_DIAGNOSTICS, "cloud type: %d delay: %d",
+ mprf(MSGCH_DIAGNOSTICS, "cloud type: %d delay: %d",
env.cloud[ env.cgrid[steth_x][steth_y] ].type,
env.cloud[ env.cgrid[steth_x][steth_y] ].decay );
}
@@ -1428,7 +1430,7 @@ void stethoscope(int mwh)
i, menv[i].type, menv[i].x, menv[i].y,
((menv[i].attitude == ATT_FRIENDLY) ? "friendly" :
(menv[i].attitude == ATT_HOSTILE) ? "hostile" :
- (menv[i].attitude == ATT_NEUTRAL) ? "neutral"
+ (menv[i].attitude == ATT_NEUTRAL) ? "neutral"
: "unknown alignment") );
// print stats and other info
@@ -1437,7 +1439,7 @@ void stethoscope(int mwh)
"energy=%d num=%d flags=%04lx",
menv[i].hit_dice,
menv[i].experience,
- menv[i].hit_points, menv[i].max_hit_points,
+ menv[i].hit_points, menv[i].max_hit_points,
menv[i].ac, menv[i].ev,
mons_resist_magic( &menv[i] ),
menv[i].speed, menv[i].speed_increment,
@@ -1480,7 +1482,7 @@ void stethoscope(int mwh)
mprf(MSGCH_DIAGNOSTICS, "ench: %s",
menv[i].describe_enchantments().c_str());
- if (menv[i].type == MONS_PLAYER_GHOST
+ if (menv[i].type == MONS_PLAYER_GHOST
|| menv[i].type == MONS_PANDEMONIUM_DEMON)
{
ASSERT(menv[i].ghost.get());
@@ -1583,7 +1585,7 @@ void debug_item_scan( void )
{
mpr( "Unlinked item:", MSGCH_WARN );
dump_item( name, i, mitm[i] );
-
+
mprf("igrd(%d,%d) = %d",
mitm[i].x, mitm[i].y, igrd[ mitm[i].x ][ mitm[i].y ] );
@@ -1594,7 +1596,7 @@ void debug_item_scan( void )
{
if (menv[j].inv[k] == i)
{
- mprf("Held by monster #%d: %s at (%d,%d)",
+ mprf("Held by monster #%d: %s at (%d,%d)",
j, menv[j].name(DESC_CAP_A, true).c_str(),
menv[j].x, menv[j].y );
}
@@ -1622,20 +1624,20 @@ void debug_item_scan( void )
mpr( "Bad item:", MSGCH_WARN );
dump_item( name, i, mitm[i] );
}
- else if ((mitm[i].base_type == OBJ_WEAPONS
- && (abs(mitm[i].plus) > 30
+ else if ((mitm[i].base_type == OBJ_WEAPONS
+ && (abs(mitm[i].plus) > 30
|| abs(mitm[i].plus2) > 30
|| (!is_random_artefact( mitm[i] )
- && (mitm[i].special >= 30
+ && (mitm[i].special >= 30
&& mitm[i].special < 181))))
- || (mitm[i].base_type == OBJ_MISSILES
- && (abs(mitm[i].plus) > 25
- || (!is_random_artefact( mitm[i] )
+ || (mitm[i].base_type == OBJ_MISSILES
+ && (abs(mitm[i].plus) > 25
+ || (!is_random_artefact( mitm[i] )
&& mitm[i].special >= 30)))
|| (mitm[i].base_type == OBJ_ARMOUR
- && (abs(mitm[i].plus) > 25
+ && (abs(mitm[i].plus) > 25
|| (!is_random_artefact( mitm[i] )
&& mitm[i].special >= 30))))
{
@@ -1659,7 +1661,7 @@ void debug_item_scan( void )
mprf( MSGCH_WARN,
"Buggy monster detected: monster #%d; position (%d,%d)",
i, monster.x, monster.y );
- }
+ }
}
}
#endif
@@ -1738,7 +1740,7 @@ static void debug_acquirement_stats(FILE *ostat)
int item_index = NON_ITEM;
if (!acquirement(type, AQ_WIZMODE, true, &item_index)
- || item_index == NON_ITEM
+ || item_index == NON_ITEM
|| !is_valid_item(mitm[item_index]))
{
mpr("Acquirement failed, stopping early.");
@@ -1881,7 +1883,7 @@ static void debug_rap_stats(FILE *ostat)
-1, //RAP_CURSED
0, //RAP_STEALTH
0 //RAP_MAGICAL_POWER
- };
+ };
// No bounds checking to speed things up a bit.
int all_props[RAP_NUM_PROPERTIES];
@@ -2112,7 +2114,7 @@ void debug_set_skills(void)
canned_msg( MSG_OK );
else
{
- const int points = (skill_exp_needed( amount + 1 )
+ const int points = (skill_exp_needed( amount + 1 )
* species_skills( skill, you.species )) / 100;
you.skill_points[skill] = points + 1;
@@ -2172,13 +2174,13 @@ void debug_set_all_skills(void)
for (i = SK_FIGHTING; i < NUM_SKILLS; i++)
{
- if (i == SK_UNUSED_1
+ if (i == SK_UNUSED_1
|| (i > SK_UNARMED_COMBAT && i < SK_SPELLCASTING))
{
continue;
}
- const int points = (skill_exp_needed( amount + 1 )
+ const int points = (skill_exp_needed( amount + 1 )
* species_skills( i, you.species )) / 100;
you.skill_points[i] = points + 1;
@@ -2349,7 +2351,7 @@ bool debug_add_mutation(void)
mpr( "Which mutation ('any' for any, 'xom' for xom mutation)? ",
MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
-
+
if (specs[0] == '\0')
return (false);
@@ -2438,7 +2440,7 @@ bool debug_add_mutation(void)
success = true;
}
}
- else
+ else
{
for (int i = 0; i < -levels; i++)
{
@@ -2465,7 +2467,7 @@ void debug_get_religion(void)
mpr( "Which god (by name)? ", MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
-
+
if (specs[0] == '\0')
return;
@@ -2506,8 +2508,8 @@ void error_message_to_player(void)
static int create_fsim_monster(int mtype, int hp)
{
- const int mi =
- create_monster( mtype, 0, BEH_HOSTILE, you.x_pos, you.y_pos,
+ const int mi =
+ create_monster( mtype, 0, BEH_HOSTILE, you.x_pos, you.y_pos,
MHITNOT, MONS_PROGRAM_BUG );
if (mi == -1)
@@ -2538,7 +2540,7 @@ static void fsim_set_ranged_skill(int skill, const item_def *item)
you.skills[SK_THROWING] = skill * 15 / 27;
}
-static void fsim_item(FILE *out,
+static void fsim_item(FILE *out,
bool melee,
const item_def *weap,
const char *wskill,
@@ -2577,9 +2579,9 @@ static void fsim_defence_item(FILE *out, long cum, int hits, int max,
max,
100 / speed);
}
-
-static bool fsim_ranged_combat(FILE *out, int wskill, int mi,
+
+static bool fsim_ranged_combat(FILE *out, int wskill, int mi,
const item_def *item, int missile_slot)
{
monsters &mon = menv[mi];
@@ -2639,7 +2641,7 @@ static bool fsim_mon_melee(FILE *out, int dodge, int armour, int mi)
long hits = 0L;
int maxdam = 0;
no_messages mx;
-
+
for (long i = 0; i < Options.fsim_rounds; ++i)
{
you.hp = you.hp_max = 5000;
@@ -2660,7 +2662,7 @@ static bool fsim_mon_melee(FILE *out, int dodge, int armour, int mi)
return (true);
}
-static bool fsim_melee_combat(FILE *out, int wskill, int mi,
+static bool fsim_melee_combat(FILE *out, int wskill, int mi,
const item_def *item)
{
monsters &mon = menv[mi];
@@ -2720,8 +2722,8 @@ static std::string fsim_wskill(int missile_slot)
const item_def *iweap = fsim_weap_item();
if (!iweap && missile_slot != -1)
return skill_name(range_skill(you.inv[missile_slot]));
-
- return iweap && iweap->base_type == OBJ_WEAPONS
+
+ return iweap && iweap->base_type == OBJ_WEAPONS
&& is_range_weapon(*iweap)?
skill_name( range_skill(*iweap) ) :
iweap? skill_name( fsim_melee_skill(iweap) ) :
@@ -2739,7 +2741,7 @@ static std::string fsim_weapon(int missile_slot)
item_buf = weapon.name(DESC_PLAIN, true);
if (is_range_weapon(weapon))
{
- const int missile =
+ const int missile =
missile_slot == -1? you.m_quiver->get_fire_item() :
missile_slot;
if (missile < ENDOFPACK && missile >= 0)
@@ -2880,7 +2882,7 @@ static bool fsim_mon_hit_you(FILE *ostat, int mindex, int)
mprf("Done defence simulation with %s",
menv[mindex].name(DESC_PLAIN).c_str());
-
+
return (true);
}
@@ -2894,7 +2896,7 @@ static bool fsim_you_hit_mon(FILE *ostat, int mindex, int missile_slot)
fsim_weapon(missile_slot).c_str(), wskill);
if (!debug_fight_simulate(ostat, wskill, mindex, missile_slot))
return (false);
-
+
fflush(ostat);
// Not checking in the combat loop itself; that would be more responsive
// for the user, but slow down the sim with all the calls to kbhit().
@@ -3000,7 +3002,7 @@ int fsim_kit_equip(const std::string &kit)
{
if (!is_valid_item(you.inv[i]))
continue;
-
+
if (you.inv[i].name(DESC_PLAIN).find(missile) != std::string::npos)
{
missile_slot = i;
@@ -3014,7 +3016,7 @@ int fsim_kit_equip(const std::string &kit)
// Writes statistics about a fight to fight.stat in the current directory.
// For fight purposes, a punching bag is summoned and given lots of hp, and the
-// average damage the player does to the p. bag over 10000 hits is noted,
+// average damage the player does to the p. bag over 10000 hits is noted,
// advancing the weapon skill from 0 to 27, and keeping fighting skill to 2/5
// of current weapon skill.
void debug_fight_statistics(bool use_defaults, bool defence)
@@ -3031,7 +3033,7 @@ void debug_fight_statistics(bool use_defaults, bool defence)
}
you.exp_available = 0;
-
+
if (!use_defaults || defence)
debug_fight_sim(mindex, -1,
defence? fsim_mon_hit_you : fsim_you_hit_mon);
@@ -3049,7 +3051,7 @@ void debug_fight_statistics(bool use_defaults, bool defence)
break;
}
}
- monster_die(&menv[mindex], KILL_DISMISSED, 0);
+ monster_die(&menv[mindex], KILL_DISMISSED, 0);
}
static int find_trap_slot()
@@ -3091,7 +3093,7 @@ void debug_make_trap()
std::vector<std::string> match_names;
for (int t = TRAP_DART; t < NUM_TRAPS; ++t)
{
- if (strstr(requested_trap,
+ if (strstr(requested_trap,
trap_name(trap_type(t))))
{
trap = trap_type(t);
@@ -3176,7 +3178,7 @@ void debug_make_shop()
representative = !!strchr(requested_shop, '*');
- place_spec_shop(you.your_level, you.x_pos, you.y_pos,
+ place_spec_shop(you.your_level, you.x_pos, you.y_pos,
new_shop_type, representative);
link_items();
mprf("Done.");
@@ -3277,7 +3279,7 @@ void debug_set_xl()
static void debug_load_map_by_name(std::string name)
{
const bool place_on_us = strip_tag(name, "*", true);
-
+
level_clear_vault_memory();
int map = find_map_by_name(name);
if (map == -1)
@@ -3316,7 +3318,7 @@ static void debug_load_map_by_name(std::string name)
{
where = you.pos();
}
-
+
if (dgn_place_map(map, false, true, false, where))
mprf("Successfully placed %s.", map_by_index(map)->name.c_str());
else
@@ -3401,7 +3403,7 @@ static int debug_time_explore()
start_explore(false);
unwind_var<int> es(Options.explore_stop, 0);
-
+
const long start = you.num_turns;
while (you_are_delayed())
{
@@ -3649,7 +3651,7 @@ void wizard_give_monster_item(monsters *mon)
}
// Shouldn't be be using MONUSE_MAGIC_ITEMS?
- if (item_use == MONUSE_STARTING_EQUIPMENT
+ if (item_use == MONUSE_STARTING_EQUIPMENT
&& !mons_is_unique( mon->type ))
{
switch(mon_slot)
@@ -3738,7 +3740,7 @@ void mapgen_report_map_build_start()
void mapgen_report_map_veto()
{
mg_vetoes++;
- mapgen_map_builds[level_id::current()].second++;
+ mapgen_map_builds[level_id::current()].second++;
}
static map_mask mg_MapMask;
@@ -3746,7 +3748,7 @@ static map_mask mg_MapMask;
static bool _mg_region_flood(const coord_def &c, int region, bool flag)
{
bool found_exit = false;
-
+
mg_MapMask(c) = region;
if (flag)
@@ -3764,7 +3766,7 @@ static bool _mg_region_flood(const coord_def &c, int region, bool flag)
{
if (!xi && !yi)
continue;
-
+
coord_def ci = c + coord_def(xi, yi);
if (!in_bounds(ci) || mg_MapMask(ci) || !dgn_square_is_passable(ci))
continue;
@@ -3781,7 +3783,7 @@ static bool _mg_is_disconnected_level()
if (you.level_type != LEVEL_DUNGEON
|| (branches[you.where_are_you].branch_flags & BFLAG_ISLANDED))
return (false);
-
+
std::vector<coord_def> region_seeds;
mg_MapMask.init(0);
@@ -3802,7 +3804,7 @@ static bool _mg_is_disconnected_level()
mg_MapMask.init(0);
for (int i = 0, size = region_seeds.size(); i < size; ++i)
_mg_region_flood(region_seeds[i], 1, true);
-
+
return (good_regions < region);
}
@@ -3882,9 +3884,9 @@ static bool mg_do_build_level(int niters)
for (int y = 0; y < GYM; ++y)
for (int x = 0; x < GXM; ++x)
set_envmap_obj(x, y, grd[x][y]);
-
+
dump_map(fp);
-
+
return (false);
}
}
@@ -3898,7 +3900,7 @@ static std::vector<level_id> mg_dungeon_places()
{
if (branches[br].depth == -1)
continue;
-
+
const branch_type branch = static_cast<branch_type>(br);
for (int depth = 1; depth <= branches[br].depth; ++depth)
places.push_back( level_id(branch, depth) );
@@ -3947,7 +3949,7 @@ static void mg_build_levels(int niters)
mapgen_use_count.size(),
mg_build_attempts, mg_vetoes,
mg_build_attempts? mg_vetoes * 100.0 / mg_build_attempts : 0.0);
-
+
you.uniq_map_tags.clear();
you.uniq_map_names.clear();
if (!mg_build_dungeon())
@@ -3977,7 +3979,7 @@ static void mapgen_report_avaiable_random_vaults(FILE *outf)
{
you.uniq_map_tags.clear();
you.uniq_map_names.clear();
-
+
const std::vector<level_id> places = mg_dungeon_places();
fprintf(outf, "\n\nRandom vaults available by dungeon level:\n");
@@ -4080,7 +4082,7 @@ static void write_mapgen_stats()
vetoes, tries, vetoes * 100.0 / tries);
}
}
-
+
if (!unused_maps.empty())
{
fprintf(outf, "\n\nUnused maps:\n\n");
diff --git a/crawl-ref/source/decks.cc b/crawl-ref/source/decks.cc
index 7741a091db..1728208b5a 100644
--- a/crawl-ref/source/decks.cc
+++ b/crawl-ref/source/decks.cc
@@ -370,7 +370,7 @@ static card_type _choose_from_archetype(const deck_archetype* pdeck,
card_type result = NUM_CARDS;
while ( pdeck[i].card != NUM_CARDS )
{
- const card_with_weights& cww = pdeck[i];
+ const card_with_weights& cww = pdeck[i];
totalweight += cww.weight[rarity];
if ( random2(totalweight) < cww.weight[rarity] )
result = cww.card;
@@ -646,7 +646,7 @@ static bool _check_buggy_deck(item_def& deck)
strm << "Oops, counted " << static_cast<int>(num_marked)
<< " marked cards, but num_marked is "
- << (static_cast<int>(props["num_marked"].get_byte()));
+ << (static_cast<int>(props["num_marked"].get_byte()));
#else
strm << "Oops, book-keeping on marked cards is wrong.";
#endif
@@ -654,7 +654,7 @@ static bool _check_buggy_deck(item_def& deck)
props["num_marked"] = static_cast<char>(num_marked);
problems = true;
- }
+ }
if (deck.plus2 >= 0)
{
@@ -708,7 +708,7 @@ static int _choose_inventory_deck( const char* prompt )
MT_INVLIST, OBJ_MISCELLANY,
true, true, true, 0, NULL,
OPER_EVOKE );
-
+
if ( slot == PROMPT_ABORT )
{
canned_msg(MSG_OK);
@@ -759,8 +759,9 @@ static void _deck_lose_card(item_def& deck)
do {
_shuffle_deck(deck);
get_card_and_flags(deck, -1, flags);
- } while ( ((flags & CFLAG_MARKED) && coinflip()) ||
- ((flags & CFLAG_SEEN) && coinflip()) );
+ }
+ while ( (flags & CFLAG_MARKED) && coinflip()
+ || (flags & CFLAG_SEEN) && coinflip() );
_draw_top_card(deck, false, flags);
deck.plus2++;
@@ -973,7 +974,7 @@ bool deck_stack()
mprf("The deck only has %d cards.", num_to_stack);
else if (num_cards == 5)
mpr("The deck has exactly five cards.");
- else
+ else
mprf("You draw the first five cards out of %d and discard the rest.",
num_cards);
more();
@@ -990,7 +991,7 @@ bool deck_stack()
cprintf("Press Enter to accept.");
_redraw_stacked_cards(draws, selected);
-
+
// Hand-hacked implementation, instead of using Menu. Oh well.
while (true)
{
@@ -1006,19 +1007,19 @@ bool deck_stack()
clear_to_end_of_line();
continue;
}
-
+
if ( c >= '1' && c <= '0' + static_cast<int>(draws.size()) )
{
const unsigned int new_selected = c - '1';
if ( selected < draws.size() )
{
std::swap(draws[selected], draws[new_selected]);
- std::swap(flags[selected], flags[new_selected]);
+ std::swap(flags[selected], flags[new_selected]);
selected = draws.size();
}
else
selected = new_selected;
-
+
_redraw_stacked_cards(draws, selected);
}
}
@@ -1031,7 +1032,7 @@ bool deck_stack()
_push_top_card(deck, draws[draws.size() - 1 - i],
flags[flags.size() - 1 - i]);
}
-
+
props["num_marked"] = static_cast<char>(num_to_stack);
you.wield_change = true;
@@ -1391,10 +1392,10 @@ static void _damnation_card(int power, deck_rarity_type rarity)
const int power_level = get_power_level(power, rarity);
int nemelex_bonus = 0;
if ( you.religion == GOD_NEMELEX_XOBEH && !player_under_penance() )
- nemelex_bonus = you.piety / 20;
+ nemelex_bonus = you.piety / 20;
int extra_targets = power_level + random2(you.skills[SK_EVOCATIONS] +
nemelex_bonus) / 12;
-
+
for ( int i = 0; i < 1 + extra_targets; ++i )
{
// pick a random monster nearby to banish (or yourself)
@@ -1460,7 +1461,7 @@ static void _warpwright_card(int power, deck_rarity_type rarity)
static void _flight_card(int power, deck_rarity_type rarity)
{
const int power_level = get_power_level(power, rarity);
-
+
if ( power_level == 0 )
transform(random2(power/4), coinflip() ? TRAN_SPIDER : TRAN_BAT);
if ( power_level >= 1 )
@@ -1500,7 +1501,7 @@ static void _minefield_card(int power, deck_rarity_type rarity)
const int ry = you.y_pos + dy;
if ( !in_bounds(rx, ry) )
continue;
-
+
if ( grd[rx][ry] == DNGN_FLOOR && trap_at_xy(rx,ry) == -1
&& one_chance_in(4 - power_level) )
{
@@ -1676,14 +1677,14 @@ static void _metamorphosis_card(int power, deck_rarity_type rarity)
{
const int power_level = get_power_level(power, rarity);
transformation_type trans;
-
+
if ( power_level >= 2 )
trans = coinflip() ? TRAN_DRAGON : TRAN_LICH;
else if ( power_level == 1 )
trans = coinflip() ? TRAN_STATUE : TRAN_BLADE_HANDS;
else
trans = coinflip() ? TRAN_SPIDER : TRAN_ICE_BEAST;
-
+
transform(random2(power/4), trans);
}
@@ -1728,7 +1729,7 @@ static void _helm_card(int power, deck_rarity_type rarity)
const char* resist_names[4] = {
"poison", "electricity", "fire", "cold"
};
-
+
for ( int i = 0; i < 4 && num_resists; ++i )
{
// if there are n left, of which we need to choose
@@ -1839,7 +1840,7 @@ static void _focus_card(int power, deck_rarity_type rarity)
const int best_diff = *max_statp[i] - *max_statp[best_stat];
if ( best_diff > 0 || (best_diff == 0 && coinflip()) )
best_stat = i;
-
+
const int worst_diff = *max_statp[i] - *max_statp[worst_stat];
if ( worst_diff < 0 || (worst_diff == 0 && coinflip()) )
worst_stat = i;
@@ -1878,7 +1879,7 @@ static void _focus_card(int power, deck_rarity_type rarity)
cause = "the 'helpfullness' of " + god_name(which_god);
}
}
-
+
for ( int i = 0; i < 3; ++i )
if (*max_statp[i] < 1 || *base_statp[i] < 1)
ouch(INSTANT_DEATH, 0, kill_types[i], cause.c_str(), true);
@@ -1904,7 +1905,7 @@ static void _shuffle_card(int power, deck_rarity_type rarity)
modifiers[i] = stat_modifier(stats[i]);
std::random_shuffle( perm, perm + 3 );
-
+
int new_base[3];
int new_max[3];
for ( int i = 0; i < 3; ++i )
@@ -1935,7 +1936,7 @@ static void _shuffle_card(int power, deck_rarity_type rarity)
cause = "the 'helpfulness' of " + god_name(which_god);
}
}
-
+
for ( int i = 0; i < 3; ++i )
if (new_base[i] < 1 || new_max[i] < 1)
ouch(INSTANT_DEATH, 0, kill_types[i], cause.c_str(), true);
@@ -2076,7 +2077,7 @@ static void _helix_card(int power, deck_rarity_type rarity)
delete_mutation(RANDOM_MUTATION);
mutate(RANDOM_MUTATION);
}
- break;
+ break;
}
}
else
@@ -2117,7 +2118,7 @@ static void _sage_card(int power, deck_rarity_type rarity)
c = random2(10) + 1;
else
c = 10;
-
+
// FIXME: yet another reproduction of random_choose_weighted
// Ah for Python:
// skill = random_choice([x*(40-x)*c/10 for x in skill_levels])
@@ -2498,7 +2499,7 @@ static void _summon_demon_card(int power, deck_rarity_type rarity)
dct = DEMON_COMMON;
else
dct = DEMON_LESSER;
-
+
create_monster( summon_any_demon(dct), std::min(power/50,6),
BEH_FRIENDLY, you.x_pos, you.y_pos, MHITYOU,
MONS_PROGRAM_BUG );
@@ -2527,7 +2528,7 @@ static void _summon_any_monster(int power, deck_rarity_type rarity)
dy = random2(3) - 1;
}
while ( dx == 0 && dy == 0 );
-
+
monster_type cur_try;
do
{
@@ -2546,7 +2547,7 @@ static void _summon_any_monster(int power, deck_rarity_type rarity)
if ( mon_chosen == NUM_MONSTERS ) // should never happen
return;
-
+
if ( power_level == 0 && one_chance_in(4) )
create_monster( mon_chosen, 3, BEH_HOSTILE,
chosen_x, chosen_y, MHITYOU, MONS_PROGRAM_BUG );
@@ -2565,7 +2566,7 @@ static void _summon_dancing_weapon(int power, deck_rarity_type rarity)
friendly ? you.pet_target : MHITYOU,
MONS_PROGRAM_BUG, false, false, false,
true );
-
+
// Given the abundance of Nemelex decks, not setting hard reset
// leaves a trail of weapons behind, most of which just get
// offered to Nemelex again, adding an unnecessary source of
@@ -2575,7 +2576,7 @@ static void _summon_dancing_weapon(int power, deck_rarity_type rarity)
// Override the weapon
ASSERT( menv[mon].weapon() != NULL );
item_def& wpn(*menv[mon].weapon());
-
+
// FIXME Mega-hack (breaks encapsulation too)
wpn.flags &= ~ISFLAG_RACIAL_MASK;
@@ -2680,7 +2681,7 @@ bool card_effect(card_type which_card, deck_rarity_type rarity,
{
bool rc = true;
const int power = _card_power(rarity);
-
+
#ifdef DEBUG_DIAGNOSTICS
msg::streams(MSGCH_DIAGNOSTICS) << "Card power: " << power
<< ", rarity: " << static_cast<int>(rarity)
@@ -2805,7 +2806,7 @@ bool card_effect(card_type which_card, deck_rarity_type rarity,
god_speaks(GOD_XOM, "\"How boring, let's spice things up a little.\"");
xom_acts(abs(you.piety - 100));
}
-
+
if (you.religion == GOD_NEMELEX_XOBEH && !rc)
simple_god_message(" seems disappointed in you.");
diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc
index ed787ab125..461f4341de 100644
--- a/crawl-ref/source/item_use.cc
+++ b/crawl-ref/source/item_use.cc
@@ -1288,7 +1288,7 @@ void fire_target_behaviour::message_ammo_prompt(const std::string* pre_text)
{
const int next_item = get_next_fire_item(m_slot, +1);
bool no_other_items = (next_item == -1 || next_item == m_slot);
-
+
mesclr();
if (pre_text)
@@ -1408,7 +1408,7 @@ static bool _fire_choose_item_and_target(int& slot, dist& target)
beh.message_ammo_prompt();
message_current_target(); // XXX: this stuff should be done by direction()
direction( target, DIR_NONE, TARG_ENEMY, -1, false, true, NULL, &beh );
-
+
if (beh.m_slot == -1)
{
canned_msg(MSG_OK);
@@ -1713,15 +1713,15 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
// launcher weapon sub-type
weapon_type lnchType;
- int baseHit = 0, baseDam = 0; // from thrown or ammo
- int ammoHitBonus = 0, ammoDamBonus = 0; // from thrown or ammo
- int lnchHitBonus = 0, lnchDamBonus = 0; // special add from launcher
- int exHitBonus = 0, exDamBonus = 0; // 'extra' bonus from skill/dex/str
- int effSkill = 0; // effective launcher skill
- int dice_mult = 100;
- bool returning = false; // item can return to pack
- bool did_return = false; // returning item actually does return to pack
- int slayDam = 0;
+ int baseHit = 0, baseDam = 0; // from thrown or ammo
+ int ammoHitBonus = 0, ammoDamBonus = 0; // from thrown or ammo
+ int lnchHitBonus = 0, lnchDamBonus = 0; // special add from launcher
+ int exHitBonus = 0, exDamBonus = 0; // 'extra' bonus from skill/dex/str
+ int effSkill = 0; // effective launcher skill
+ int dice_mult = 100;
+ bool returning = false; // item can return to pack
+ bool did_return = false; // returning item actually does return to pack
+ int slayDam = 0;
if (!teleport)
{
@@ -1915,9 +1915,7 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
// lower accuracy if held in a net (needs testing)
if (you.attribute[ATTR_HELD])
- {
baseHit--;
- }
// for all launched weapons, maximum effective specific skill
// is twice throwing skill. This models the fact that no matter
@@ -3689,7 +3687,7 @@ static bool affix_weapon_enchantment()
// is only naughty if you know you're doing it
did_god_conduct(DID_UNHOLY, 10,
- get_ident_type(OBJ_SCROLLS, SCR_ENCHANT_WEAPON_III)==ID_KNOWN_TYPE);
+ get_ident_type(OBJ_SCROLLS, SCR_ENCHANT_WEAPON_III) == ID_KNOWN_TYPE);
break;
diff --git a/crawl-ref/source/items.cc b/crawl-ref/source/items.cc
index 06ccc9d944..54b4ec0bf3 100644
--- a/crawl-ref/source/items.cc
+++ b/crawl-ref/source/items.cc
@@ -141,7 +141,7 @@ static bool _item_ok_to_clean(int item)
return false;
// never clean runes
- if (mitm[item].base_type == OBJ_MISCELLANY
+ if (mitm[item].base_type == OBJ_MISCELLANY
&& mitm[item].sub_type == MISC_RUNE_OF_ZOT)
{
return false;
@@ -156,7 +156,7 @@ static int _cull_items(void)
{
crawl_state.cancel_cmd_repeat();
- // XXX: Not the prettiest of messages, but the player
+ // XXX: Not the prettiest of messages, but the player
// deserves to know whenever this kicks in. -- bwr
mpr( "Too many items on level, removing some.", MSGCH_WARN );
@@ -188,7 +188,7 @@ static int _cull_items(void)
int next;
- // iterate through the grids list of items:
+ // iterate through the grids list of items:
for (int item = igrd[x][y]; item != NON_ITEM; item = next)
{
next = mitm[item].link; // in case we can't get it later.
@@ -223,18 +223,18 @@ static int _cull_items(void)
return (first_cleaned);
}
-// Note: This function is to isolate all the checks to see if
+// Note: This function is to isolate all the checks to see if
// an item is valid (often just checking the quantity).
//
-// It shouldn't be used a a substitute for those cases
-// which actually want to check the quantity (as the
+// It shouldn't be used a a substitute for those cases
+// which actually want to check the quantity (as the
// rules for unused objects might change).
bool is_valid_item( const item_def &item )
{
return (item.base_type != OBJ_UNASSIGNED && item.quantity > 0);
}
-// Reduce quantity of an inventory item, do cleanup if item goes away.
+// Reduce quantity of an inventory item, do cleanup if item goes away.
//
// Returns true if stack of items no longer exists.
bool dec_inv_item_quantity( int obj, int amount )
@@ -248,7 +248,7 @@ bool dec_inv_item_quantity( int obj, int amount )
if (you.inv[obj].quantity <= amount)
{
- for (int i = 0; i < NUM_EQUIP; i++)
+ for (int i = 0; i < NUM_EQUIP; i++)
{
if (you.equip[i] == obj)
{
@@ -283,7 +283,7 @@ bool dec_inv_item_quantity( int obj, int amount )
return (ret);
}
-// Reduce quantity of a monster/grid item, do cleanup if item goes away.
+// Reduce quantity of a monster/grid item, do cleanup if item goes away.
//
// Returns true if stack of items no longer exists.
bool dec_mitm_item_quantity( int obj, int amount )
@@ -337,7 +337,7 @@ void init_item( int item )
}
// Returns an unused mitm slot, or NON_ITEM if none available.
-// The reserve is the number of item slots to not check.
+// The reserve is the number of item slots to not check.
// Items may be culled if a reserve <= 10 is specified.
int get_item_slot( int reserve )
{
@@ -376,7 +376,7 @@ void unlink_item( int dest )
if (dest == NON_ITEM || !is_valid_item( mitm[dest] ))
return;
- if (mitm[dest].x == 0 && mitm[dest].y == 0)
+ if (mitm[dest].x == 0 && mitm[dest].y == 0)
{
// (0,0) is where the monster items are (and they're unlinked by igrd),
// although it also contains items that are not linked in yet.
@@ -410,7 +410,7 @@ void unlink_item( int dest )
// Always return because this item might just be temporary.
return;
}
- else
+ else
{
// Linked item on map:
//
@@ -450,11 +450,11 @@ void unlink_item( int dest )
// Okay, the sane ways are gone... let's warn the player:
mpr( "BUG WARNING: Problems unlinking item!!!", MSGCH_DANGER );
- // Okay, first we scan all items to see if we have something
- // linked to this item. We're not going to return if we find
- // such a case... instead, since things are already out of
+ // Okay, first we scan all items to see if we have something
+ // linked to this item. We're not going to return if we find
+ // such a case... instead, since things are already out of
// alignment, let's assume there might be multiple links as well.
- bool linked = false;
+ bool linked = false;
int old_link = mitm[dest].link; // used to try linking the first
// clean the relevant parts of the object:
@@ -532,7 +532,7 @@ void destroy_item( item_def &item, bool never_created )
void destroy_item( int dest, bool never_created )
{
- // Don't destroy non-items, but this function may be called upon
+ // Don't destroy non-items, but this function may be called upon
// to remove items reduced to zero quantity, so we allow "invalid"
// objects in.
if (dest == NON_ITEM || !is_valid_item( mitm[dest] ))
@@ -547,15 +547,15 @@ static void _handle_gone_item(const item_def &item)
if (you.level_type == LEVEL_ABYSS
&& place_type(item.orig_place) == LEVEL_ABYSS
&& !(item.flags & ISFLAG_BEEN_IN_INV))
- {
+ {
if (item.base_type == OBJ_ORBS)
{
- set_unique_item_status(OBJ_ORBS, item.sub_type,
+ set_unique_item_status(OBJ_ORBS, item.sub_type,
UNIQ_LOST_IN_ABYSS);
}
else if (is_fixed_artefact(item))
{
- set_unique_item_status(OBJ_WEAPONS, item.special,
+ set_unique_item_status(OBJ_WEAPONS, item.special,
UNIQ_LOST_IN_ABYSS);
}
}
@@ -730,7 +730,7 @@ static int item_name_specialness(const item_def& item)
std::string itname = item.name(DESC_PLAIN, false, false, false);
lowercase(itname);
-
+
// FIXME Maybe we should replace this with a test of ISFLAG_COSMETIC_MASK?
const bool item_runed = itname.find("runed ") != std::string::npos;
const bool heav_runed = itname.find("heavily ") != std::string::npos;
@@ -778,7 +778,7 @@ void item_check(bool verbose)
}
bool done_init_line = false;
-
+
if (static_cast<int>(items.size()) >= Options.item_stack_summary_minimum)
{
std::vector<unsigned short int> item_chars;
@@ -786,7 +786,7 @@ void item_check(bool verbose)
{
unsigned glyph_char;
unsigned short glyph_col;
- get_item_glyph( items[i], &glyph_char, &glyph_col );
+ get_item_glyph( items[i], &glyph_char, &glyph_col );
item_chars.push_back( glyph_char * 0x100 +
(10 - item_name_specialness(*(items[i]))) );
}
@@ -827,7 +827,7 @@ void item_check(bool verbose)
}
else if ( !done_init_line )
strm << "There are many items here." << std::endl;
-
+
if ( items.size() > 5 )
learned_something_new(TUT_MULTI_PICKUP);
}
@@ -837,7 +837,7 @@ static void _pickup_menu(int item_link)
std::vector<const item_def*> items;
_item_list_on_square( items, item_link, false );
- std::vector<SelItem> selected =
+ std::vector<SelItem> selected =
select_items( items, "Select items to pick up" );
redraw_screen();
@@ -855,7 +855,7 @@ static void _pickup_menu(int item_link)
int result = move_item_to_player( j, selected[i].quantity );
// If we cleared any flags on the items, but the pickup was
- // partial, reset the flags for the items that remain on the
+ // partial, reset the flags for the items that remain on the
// floor.
if (is_valid_item(mitm[j]))
mitm[j].flags = oldflags;
@@ -1010,7 +1010,7 @@ static void _origin_freeze(item_def &item, int x, int y)
{
if (!item.orig_monnum && x != -1 && y != -1)
origin_set_monstercorpse(item, x, y);
-
+
item.orig_place = get_packed_place();
check_note_item(item);
#ifdef DGL_MILESTONES
@@ -1120,14 +1120,14 @@ std::string origin_desc(const item_def &item)
}
else
desc += "You found " + _article_it(item) + " ";
-
+
desc += _origin_place_desc(item);
return (desc);
}
bool pickup_single_item(int link, int qty)
{
- if (you.attribute[ATTR_TRANSFORMATION] == TRAN_AIR
+ if (you.attribute[ATTR_TRANSFORMATION] == TRAN_AIR
&& you.duration[DUR_TRANSFORMATION] > 0)
{
mpr("You can't pick up anything in this form!");
@@ -1161,7 +1161,7 @@ bool pickup_single_item(int link, int qty)
learned_something_new(TUT_HEAVY_LOAD);
return (false);
}
-
+
return (true);
}
@@ -1169,7 +1169,7 @@ void pickup()
{
int keyin = 'x';
- if (you.attribute[ATTR_TRANSFORMATION] == TRAN_AIR
+ if (you.attribute[ATTR_TRANSFORMATION] == TRAN_AIR
&& you.duration[DUR_TRANSFORMATION] > 0)
{
mpr("You can't pick up anything in this form!");
@@ -1255,7 +1255,7 @@ void pickup()
break;
}
}
-
+
o = next;
}
}
@@ -1272,7 +1272,7 @@ bool is_stackable_item( const item_def &item )
|| item.base_type == OBJ_POTIONS
|| item.base_type == OBJ_UNKNOWN_II
|| item.base_type == OBJ_GOLD
- || (item.base_type == OBJ_MISCELLANY
+ || (item.base_type == OBJ_MISCELLANY
&& item.sub_type == MISC_RUNE_OF_ZOT))
{
return (true);
@@ -1334,7 +1334,7 @@ bool items_stack( const item_def &item1, const item_def &item2,
ISFLAG_DROPPED | ISFLAG_THROWN | \
ISFLAG_NOTED_ID | ISFLAG_NOTED_GET | \
ISFLAG_BEEN_IN_INV)
-
+
if ((item1.flags & NON_IDENT_FLAGS) != (item2.flags & NON_IDENT_FLAGS))
{
return false;
@@ -1392,9 +1392,11 @@ int find_free_slot(const item_def &i)
// See if the item remembers where it's been. Lua code can play with
// this field so be extra careful.
- if ((i.slot >= 'a' && i.slot <= 'z') ||
- (i.slot >= 'A' && i.slot <= 'Z'))
+ if (i.slot >= 'a' && i.slot <= 'z'
+ || i.slot >= 'A' && i.slot <= 'Z')
+ {
slot = letter_to_index(i.slot);
+ }
if (slotisfree(slot))
return slot;
@@ -1408,10 +1410,11 @@ int find_free_slot(const item_def &i)
{
if (is_valid_item(you.inv[slot]))
{
- if (!accept_empty && slot + 1 < ENDOFPACK &&
- !is_valid_item(you.inv[slot + 1]))
+ if (!accept_empty && slot + 1 < ENDOFPACK
+ && !is_valid_item(you.inv[slot + 1]))
+ {
return (slot + 1);
-
+ }
accept_empty = true;
}
else if (accept_empty)
@@ -1453,7 +1456,7 @@ static void _got_item(item_def& item, int quant)
item.flags |= ISFLAG_BEEN_IN_INV;
}
-// Returns quantity of items moved into player's inventory and -1 if
+// Returns quantity of items moved into player's inventory and -1 if
// the player's inventory is full.
int move_item_to_player( int obj, int quant_got, bool quiet )
{
@@ -1486,7 +1489,7 @@ int move_item_to_player( int obj, int quant_got, bool quiet )
const int unit_mass = item_mass( mitm[obj] );
if (quant_got > mitm[obj].quantity || quant_got <= 0)
quant_got = mitm[obj].quantity;
-
+
const int imass = unit_mass * quant_got;
bool partial_pickup = false;
@@ -1505,7 +1508,7 @@ int move_item_to_player( int obj, int quant_got, bool quiet )
retval = part;
}
-
+
if (is_stackable_item( mitm[obj] ))
{
for (int m = 0; m < ENDOFPACK; m++)
@@ -1556,8 +1559,8 @@ int move_item_to_player( int obj, int quant_got, bool quiet )
mpr("You can only carry some of what is here.");
int freeslot = find_free_slot(mitm[obj]);
- if (freeslot < 0 || freeslot >= ENDOFPACK
- || is_valid_item(you.inv[freeslot]))
+ if (freeslot < 0 || freeslot >= ENDOFPACK
+ || is_valid_item(you.inv[freeslot]))
{
// Something is terribly wrong
return (-1);
@@ -1641,8 +1644,8 @@ void mark_items_non_pickup_at(const coord_def &pos)
}
}
-// Moves mitm[obj] to (x,y)... will modify the value of obj to
-// be the index of the final object (possibly different).
+// Moves mitm[obj] to (x,y)... will modify the value of obj to
+// be the index of the final object (possibly different).
//
// Done this way in the hopes that it will be obvious from
// calling code that "obj" is possibly modified.
@@ -1660,11 +1663,11 @@ bool move_item_to_grid( int *const obj, int x, int y )
{
// check if item already linked here -- don't want to unlink it
if (*obj == i)
- return (false);
+ return (false);
if (items_stack( mitm[*obj], mitm[i] ))
{
- // Add quantity to item already here, and dispose
+ // Add quantity to item already here, and dispose
// of obj, while returning the found item. -- bwr
inc_mitm_item_quantity( i, mitm[*obj].quantity );
destroy_item( *obj );
@@ -1691,7 +1694,7 @@ bool move_item_to_grid( int *const obj, int x, int y )
ASSERT( *obj != NON_ITEM );
- // Need to actually move object, so first unlink from old position.
+ // Need to actually move object, so first unlink from old position.
unlink_item( *obj );
// move item to coord:
@@ -1718,7 +1721,7 @@ bool move_item_to_grid( int *const obj, int x, int y )
void move_item_stack_to_grid( int x, int y, int targ_x, int targ_y )
{
- // Tell all items in stack what the new coordinate is.
+ // Tell all items in stack what the new coordinate is.
for (int o = igrd[x][y]; o != NON_ITEM; o = mitm[o].link)
{
mitm[o].x = targ_x;
@@ -1731,7 +1734,7 @@ void move_item_stack_to_grid( int x, int y, int targ_x, int targ_y )
// returns quantity dropped
-bool copy_item_to_grid( const item_def &item, int x_plos, int y_plos,
+bool copy_item_to_grid( const item_def &item, int x_plos, int y_plos,
int quant_drop, bool mark_dropped )
{
if (quant_drop == 0)
@@ -1818,7 +1821,7 @@ bool move_top_item( const coord_def &pos, const coord_def &dest )
dungeon_events.fire_position_event(
dgn_event(DET_ITEM_MOVED, pos, 0, item, -1, dest), pos);
-
+
// Now move the item to its new possition...
move_item_to_grid( &item, dest.x, dest.y );
@@ -1846,7 +1849,7 @@ bool drop_item( int item_dropped, int quant_drop, bool try_offer )
return (false);
}
- if (item_dropped == you.equip[EQ_WEAPON]
+ if (item_dropped == you.equip[EQ_WEAPON]
&& you.inv[item_dropped].base_type == OBJ_WEAPONS
&& item_cursed( you.inv[item_dropped] ))
{
@@ -1862,7 +1865,7 @@ bool drop_item( int item_dropped, int quant_drop, bool try_offer )
{
mpr("You will have to take that off first.");
}
- else
+ else
{
// If we take off the item, cue up the item being dropped
if (takeoff_armour( item_dropped ))
@@ -1873,7 +1876,7 @@ bool drop_item( int item_dropped, int quant_drop, bool try_offer )
}
// Regardless, we want to return here because either we're
- // aborting the drop, or the drop is delayed until after
+ // aborting the drop, or the drop is delayed until after
// the armour is removed. -- bwr
return (false);
}
@@ -1893,7 +1896,7 @@ bool drop_item( int item_dropped, int quant_drop, bool try_offer )
const dungeon_feature_type my_grid = grd[you.x_pos][you.y_pos];
if ( !grid_destroys_items(my_grid)
- && !copy_item_to_grid( you.inv[item_dropped],
+ && !copy_item_to_grid( you.inv[item_dropped],
you.x_pos, you.y_pos, quant_drop, true ))
{
mpr( "Too many items on this level, not dropping the item." );
@@ -1902,7 +1905,7 @@ bool drop_item( int item_dropped, int quant_drop, bool try_offer )
mprf("You drop %s.",
quant_name(you.inv[item_dropped], quant_drop, DESC_NOCAP_A).c_str());
-
+
if ( grid_destroys_items(my_grid) )
{
if( !silenced(you.pos()) )
@@ -2007,8 +2010,8 @@ static std::string drop_selitem_text( const std::vector<MenuEntry*> *s )
break;
}
}
-
- snprintf( buf, sizeof buf, " (%lu%s turn%s)",
+
+ snprintf( buf, sizeof buf, " (%lu%s turn%s)",
(unsigned long) (s->size()),
extraturns? "+" : "",
s->size() > 1? "s" : "" );
@@ -2054,7 +2057,7 @@ void drop(void)
}
std::vector<SelItem> tmp_items;
- tmp_items = prompt_invent_items( "Drop what?", MT_DROP, -1,
+ tmp_items = prompt_invent_items( "Drop what?", MT_DROP, -1,
drop_menu_title, true, true, 0,
&Options.drop_filter, drop_selitem_text,
&items_for_multidrop );
@@ -2171,7 +2174,7 @@ void autoinscribe()
static inline std::string autopickup_item_name(const item_def &item)
{
return userdef_annotate_item(STASH_LUA_SEARCH_ANNOTATE, &item, true)
- + item.name(DESC_PLAIN);
+ + item.name(DESC_PLAIN);
}
static bool is_denied_autopickup(const item_def &item, std::string &iname)
@@ -2202,7 +2205,7 @@ bool item_needs_autopickup(const item_def &item)
{
if (item_is_stationary(item))
return (false);
-
+
if (strstr(item.inscription.c_str(), "=g") != 0)
return (true);
@@ -2218,7 +2221,7 @@ bool item_needs_autopickup(const item_def &item)
&& (Options.pickup_dropped || !(item.flags & ISFLAG_DROPPED))
&& !is_denied_autopickup(item, itemname));
}
-
+
bool can_autopickup()
{
// [ds] Checking for autopickups == 0 is a bad idea because
@@ -2227,9 +2230,11 @@ bool can_autopickup()
if (!Options.autopickup_on)
return (false);
- if (you.attribute[ATTR_TRANSFORMATION] == TRAN_AIR
+ if (you.attribute[ATTR_TRANSFORMATION] == TRAN_AIR
&& you.duration[DUR_TRANSFORMATION] > 0)
+ {
return (false);
+ }
if (you.flight_mode() == FL_LEVITATE)
return (false);
@@ -2247,13 +2252,13 @@ static void do_autopickup()
int n_tried_pickup = 0;
will_autopickup = false;
-
+
if (!can_autopickup())
{
item_check(false);
return;
}
-
+
int o = igrd[you.x_pos][you.y_pos];
std::string pickup_warning;
@@ -2314,7 +2319,7 @@ static void do_autopickup()
you.turn_is_over = true;
item_check(false);
-
+
explore_pickup_event(n_did_pickup, n_tried_pickup);
}
@@ -2341,8 +2346,8 @@ static bool find_subtype_by_name(item_def &item,
object_class_type base_type, int ntypes,
const std::string &name)
{
- // In order to get the sub-type, we'll fill out the base type...
- // then we're going to iterate over all possible subtype values
+ // In order to get the sub-type, we'll fill out the base type...
+ // then we're going to iterate over all possible subtype values
// and see if we get a winner. -- bwr
item.base_type = base_type;
@@ -2386,8 +2391,8 @@ item_def find_item_type(object_class_type base_type, std::string name)
if (base_type == OBJ_RANDOM || base_type == OBJ_UNASSIGNED)
base_type = OBJ_UNASSIGNED;
-
- static int max_subtype[] =
+
+ static int max_subtype[] =
{
NUM_WEAPONS,
NUM_MISSILES,
diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc
index efb4afbe4f..e16eab55cf 100644
--- a/crawl-ref/source/makeitem.cc
+++ b/crawl-ref/source/makeitem.cc
@@ -61,7 +61,7 @@ static int newwave_weapon_colour(const item_def &item)
std::string itname = item.name(DESC_PLAIN);
lowercase(itname);
-
+
const bool item_runed = itname.find(" runed ") != std::string::npos;
const bool heav_runed = itname.find(" heavily ") != std::string::npos;
@@ -124,7 +124,7 @@ static int newwave_weapon_colour(const item_def &item)
static int classic_weapon_colour(const item_def &item)
{
int item_colour = BLACK;
-
+
if (is_range_weapon( item ))
item_colour = BROWN;
else
@@ -239,7 +239,7 @@ static int newwave_armour_colour(const item_def &item)
int item_colour = BLACK;
std::string itname = item.name(DESC_PLAIN);
lowercase(itname);
-
+
const bool item_runed = itname.find(" runed ") != std::string::npos;
const bool heav_runed = itname.find(" heavily ") != std::string::npos;
@@ -576,7 +576,7 @@ void item_colour( item_def &item )
item.colour = (coinflip() ? MAGENTA : GREEN);
break;
case FOOD_CHUNK:
- // set the appropriate colour of the meat:
+ // set the appropriate colour of the meat:
temp_value = mons_class_colour( item.plus );
item.colour = (temp_value == BLACK) ? LIGHTRED : temp_value;
break;
@@ -763,7 +763,7 @@ void item_colour( item_def &item )
case RUNE_SNAKE_PIT: // serpentine
item.colour = EC_POISON;
break;
-
+
case RUNE_ELVEN_HALLS: // elven
item.colour = EC_ELVEN;
break;
@@ -779,12 +779,12 @@ void item_colour( item_def &item )
case RUNE_SWAMP: // decaying
item.colour = EC_DECAY;
break;
-
+
case RUNE_SHOALS: // barnacled
item.colour = EC_WATER;
break;
- // This one is hardly unique, but colour isn't used for
+ // This one is hardly unique, but colour isn't used for
// stacking, so we don't have to worry too much about this. -- bwr
case RUNE_DEMONIC: // random pandemonium demonlords
{
@@ -792,7 +792,7 @@ void item_colour( item_def &item )
{EC_EARTH, EC_ELECTRICITY, EC_ENCHANT, EC_HEAL,
EC_BLOOD, EC_DEATH, EC_UNHOLY, EC_VEHUMET, EC_BEOGH,
EC_CRYSTAL, EC_SMOKE, EC_DWARVEN, EC_ORCISH, EC_GILA};
-
+
item.colour = RANDOM_ELEMENT(types);
break;
}
@@ -870,7 +870,7 @@ static weapon_type determine_weapon_subtype(int item_level)
rc = RANDOM_ELEMENT(rare_subtypes);
else
{
- // pick a weapon based on rarity
+ // pick a weapon based on rarity
while (true)
{
const int wpntype = random2(NUM_WEAPONS);
@@ -1173,7 +1173,7 @@ static brand_type determine_weapon_brand(const item_def& item, int item_level)
const bool force_good = (item_level == MAKE_GOOD_ITEM);
const int tries = force_good ? 5 : 1;
brand_type rc = SPWPN_NORMAL;
-
+
for (int count = 0; count < tries && rc == SPWPN_NORMAL; ++count)
{
if (!(force_good || is_demonic(item) || random2(300) <= 100+item_level))
@@ -1399,7 +1399,7 @@ static brand_type determine_weapon_brand(const item_def& item, int item_level)
if (one_chance_in(6))
rc = SPWPN_VENOM;
-
+
if (one_chance_in(5))
rc = SPWPN_DRAGON_SLAYING;
@@ -1556,7 +1556,7 @@ static void generate_weapon_item(item_def& item, bool allow_uniques,
item.plus2 += 2 + random2(3);
}
- const int chance = force_good ? 200 : item_level;
+ const int chance = force_good ? 200 : item_level;
// odd-looking, but this is how the algorithm compacts {dlb}:
for (int i = 0; i < 4; ++i)
@@ -1613,7 +1613,7 @@ static item_status_flag_type determine_missile_race(const item_def& item,
rc = ISFLAG_ELVEN;
break;
- case MAKE_ITEM_DWARVEN:
+ case MAKE_ITEM_DWARVEN:
rc = ISFLAG_DWARVEN;
break;
@@ -2163,7 +2163,7 @@ static int wand_max_charges(int subtype)
{
case WAND_HEALING: case WAND_HASTING: case WAND_INVISIBILITY:
return 8;
-
+
case WAND_FLAME: case WAND_FROST: case WAND_MAGIC_DARTS:
case WAND_RANDOM_EFFECTS:
return 28;
@@ -2176,7 +2176,7 @@ static int wand_max_charges(int subtype)
static void generate_wand_item(item_def& item, int force_type)
{
// determine sub_type
- if (force_type != OBJ_RANDOM)
+ if (force_type != OBJ_RANDOM)
item.sub_type = force_type;
else
item.sub_type = random_wand_subtype();
@@ -2305,7 +2305,7 @@ static void generate_potion_item(item_def& item, int force_type, int item_level)
}
while ( stype == POT_POISON && item_level < 1
|| stype == POT_STRONG_POISON && item_level < 11 );
-
+
if ( stype == POT_GAIN_STRENGTH || stype == POT_GAIN_DEXTERITY ||
stype == POT_GAIN_INTELLIGENCE || stype == POT_EXPERIENCE ||
stype == POT_MAGIC || stype == POT_RESTORE_ABILITIES )
@@ -2330,7 +2330,7 @@ static void generate_scroll_item(item_def& item, int force_type,
// only used in certain cases {dlb}
const int depth_mod = random2(1 + item_level);
const int temp_rand = random2(935);
-
+
item.sub_type =
((temp_rand > 766) ? SCR_IDENTIFY : // 17.97%
(temp_rand > 644) ? SCR_REMOVE_CURSE : // 13.05%
@@ -2414,7 +2414,7 @@ static void generate_book_item(item_def& item, int force_type,
do
{
item.sub_type = random2(NUM_BOOKS);
-
+
if (item.sub_type != BOOK_DESTRUCTION &&
item.sub_type != BOOK_MANUAL &&
book_rarity(item.sub_type) != 100 &&
@@ -2422,7 +2422,7 @@ static void generate_book_item(item_def& item, int force_type,
{
item.sub_type = coinflip() ? BOOK_WIZARDRY : BOOK_POWER;
}
-
+
if (!one_chance_in(100) &&
random2(item_level+1) + 1 < book_rarity(item.sub_type))
{
@@ -2465,20 +2465,20 @@ static void generate_staff_item(item_def& item, int force_type)
{
// assumption: STAFF_SMITING is the first rod
item.sub_type = random2(STAFF_SMITING);
-
+
// rods are rare (10% of all staves)
if (one_chance_in(10))
item.sub_type = random_rod_subtype();
-
+
// staves of energy/channeling are 25% less common, wizardry/power
// are more common
- if ((item.sub_type == STAFF_ENERGY
+ if ((item.sub_type == STAFF_ENERGY
|| item.sub_type == STAFF_CHANNELING) && one_chance_in(4))
{
- item.sub_type = coinflip() ? STAFF_WIZARDRY : STAFF_POWER;
+ item.sub_type = coinflip() ? STAFF_WIZARDRY : STAFF_POWER;
}
}
-
+
if (item_is_rod( item ))
init_rod_mp( item );
}
@@ -2521,7 +2521,7 @@ static int determine_ring_plus(int subtype)
if (one_chance_in(5)) // 20% of such rings are cursed {dlb}
{
rc = (coinflip() ? -2 : -3);
-
+
if (one_chance_in(3))
rc -= random2(4);
}
@@ -2694,8 +2694,8 @@ int items( int allow_uniques, // not just true-false,
if (item_level > 7 && (20 + item_level) >= random2(3500))
item.base_type = OBJ_MISCELLANY;
- if (item_level < 7
- && (item.base_type == OBJ_BOOKS
+ if (item_level < 7
+ && (item.base_type == OBJ_BOOKS
|| item.base_type == OBJ_STAVES
|| item.base_type == OBJ_WANDS)
&& random2(7) >= item_level)
@@ -2703,7 +2703,7 @@ int items( int allow_uniques, // not just true-false,
item.base_type = coinflip() ? OBJ_POTIONS : OBJ_SCROLLS;
}
}
-
+
item.quantity = 1; // generally the case
// determine sub_type accordingly {dlb}:
@@ -2793,7 +2793,7 @@ int items( int allow_uniques, // not just true-false,
destroy_item(p);
return (NON_ITEM);
}
-
+
x_pos = random2(GXM);
y_pos = random2(GYM);
}
@@ -2866,8 +2866,8 @@ static void give_monster_item(
destroy_item(thing);
return ;
}
-
- if (!force_item || mthing.colour == BLACK)
+
+ if (!force_item || mthing.colour == BLACK)
item_colour( mthing );
}
@@ -2936,7 +2936,7 @@ static item_make_species_type give_weapon(monsters *mon, int level,
{
const int bp = get_item_slot();
bool force_item = false;
-
+
if (bp == NON_ITEM)
return (MAKE_ITEM_RANDOM_RACE);
@@ -3150,7 +3150,7 @@ static item_make_species_type give_weapon(monsters *mon, int level,
{
if (mons_genus(mon->type) != MONS_DRACONIAN)
item_race = MAKE_ITEM_ELVEN;
-
+
item.base_type = OBJ_WEAPONS;
const int temp_rand = random2(6);
@@ -3224,7 +3224,7 @@ static item_make_species_type give_weapon(monsters *mon, int level,
case MONS_URUG:
item_race = MAKE_ITEM_ORCISH;
// fall through
-
+
case MONS_NORBERT:
case MONS_JOZEF:
case MONS_VAULT_GUARD:
@@ -3430,11 +3430,11 @@ static item_make_species_type give_weapon(monsters *mon, int level,
else if (one_chance_in(3))
{
const int temp_rand = random2(5);
- set_item_ego_type( item, OBJ_WEAPONS,
+ set_item_ego_type( item, OBJ_WEAPONS,
((temp_rand == 0) ? SPWPN_DRAINING :
(temp_rand == 1) ? SPWPN_VORPAL :
(temp_rand == 2) ? SPWPN_PAIN :
- (temp_rand == 3) ? SPWPN_DISTORTION
+ (temp_rand == 3) ? SPWPN_DISTORTION
: SPWPN_SPEED) );
}
@@ -3506,7 +3506,7 @@ static item_make_species_type give_weapon(monsters *mon, int level,
make_item_fixed_artefact( item, false, SPWPN_SCEPTRE_OF_ASMODEUS );
break;
- case MONS_GERYON:
+ case MONS_GERYON:
//mv: probably should be moved out of this switch,
//but it's not worth of it, unless we have more
//monsters with misc. items
@@ -3540,10 +3540,10 @@ static item_make_species_type give_weapon(monsters *mon, int level,
item.colour = RED; // forced by force_item above {dlb}
break;
}
-
+
default: break;
} // end "switch(mon->type)"
-
+
// Nagas don't get racial stuff.
if (mons_genus(mon->type) == MONS_NAGA)
item_race = MAKE_ITEM_NO_RACE;
@@ -3588,12 +3588,12 @@ static item_make_species_type give_weapon(monsters *mon, int level,
if (force_item)
item_set_appearance(i);
-
+
if (iquan > 1 && !force_item)
i.quantity = iquan;
-
+
give_monster_item(mon, thing_created, force_item);
-
+
if (give_aux_melee && (i.base_type != OBJ_WEAPONS || is_range_weapon(i)))
give_weapon(mon, level, true, false);
@@ -3620,15 +3620,16 @@ static void give_ammo(monsters *mon, int level,
// monsters will always have poisoned needles -- otherwise
// they are just going to behave badly --GDL
if (xitt == MI_NEEDLE)
- set_item_ego_type(mitm[thing_created], OBJ_MISSILES,
- got_curare_roll(level)?
- SPMSL_CURARE
- : SPMSL_POISONED);
+ {
+ set_item_ego_type(mitm[thing_created], OBJ_MISSILES,
+ got_curare_roll(level) ? SPMSL_CURARE
+ : SPMSL_POISONED);
+ }
// Master archers get double ammo - archery is their only attack.
if (mon->type == MONS_DEEP_ELF_MASTER_ARCHER)
mitm[thing_created].quantity *= 2;
-
+
give_monster_item(mon, thing_created);
} // end if needs ammo
else
@@ -3666,7 +3667,7 @@ static void give_ammo(monsters *mon, int level,
{
weap_type =
random_choose(WPN_HAND_AXE, WPN_SPEAR, -1);
- qty = random_range(2, 5);
+ qty = random_range(2, 5);
item_race = MAKE_ITEM_ORCISH;
}
break;
@@ -3712,7 +3713,7 @@ static void give_ammo(monsters *mon, int level,
if (weap_type == -1)
return ;
-
+
const int thing_created =
items( 0, weap_class, weap_type, true, level, item_race );
if (thing_created != NON_ITEM)
@@ -3754,7 +3755,7 @@ void give_shield(monsters *mon, int level)
make_item_for_monster(mon, OBJ_ARMOUR, ARM_LARGE_SHIELD,
level * 2 + 1, MAKE_ITEM_NO_RACE, 1);
break;
-
+
case MONS_DEEP_ELF_SOLDIER:
case MONS_DEEP_ELF_FIGHTER:
if (one_chance_in(6))
@@ -3793,7 +3794,7 @@ void give_shield(monsters *mon, int level)
make_item_for_monster(mon, OBJ_ARMOUR, ARM_SHIELD,
level * 2 + 1, MAKE_ITEM_RANDOM_RACE, 1);
break;
-
+
default: break;
}
}
@@ -4016,7 +4017,7 @@ void give_armour(monsters *mon, int level)
{
if (random2(100) < 9 + mon->hit_dice)
level = MAKE_GOOD_ITEM;
- else
+ else
level = level * 2 + 5;
}
@@ -4028,7 +4029,7 @@ void give_armour(monsters *mon, int level)
give_monster_item(mon, thing_created);
//mv: all items with force_colour = 0 are colored via items().
- if (force_colour)
+ if (force_colour)
mitm[thing_created].colour = force_colour;
}
@@ -4039,9 +4040,9 @@ void give_item(int mid, int level_number) //mv: cleanup+minor changes
give_scroll(mons, level_number);
give_wand(mons, level_number);
give_potion(mons, level_number);
-
+
const item_make_species_type item_race = give_weapon(mons, level_number);
-
+
give_ammo(mons, level_number, item_race);
give_armour(mons, 1 + level_number / 2);
give_shield(mons, 1 + level_number / 2);
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index 044e59ee2d..cfcd8087a1 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -1242,7 +1242,7 @@ int player_res_fire(bool calc_unid, bool temp)
rf += scan_randarts(RAP_FIRE, calc_unid);
// species:
- if (you.species == SP_MUMMY
+ if (you.species == SP_MUMMY)
rf--;
// mutations:
diff --git a/crawl-ref/source/spells4.cc b/crawl-ref/source/spells4.cc
index d1e5192f24..248ba9422d 100644
--- a/crawl-ref/source/spells4.cc
+++ b/crawl-ref/source/spells4.cc
@@ -232,7 +232,7 @@ static int shatter_monsters(int x, int y, int pow, int garbage)
if (damage > 0)
player_hurt_monster( monster, damage );
- else
+ else
damage = 0;
return (damage);
@@ -392,7 +392,7 @@ void cast_shatter(int pow)
apply_area_within_radius(shatter_items, you.x_pos, you.y_pos, pow, rad, 0);
apply_area_within_radius(shatter_monsters, you.x_pos, you.y_pos, pow, rad, 0);
- int dest = apply_area_within_radius( shatter_walls, you.x_pos, you.y_pos,
+ int dest = apply_area_within_radius( shatter_walls, you.x_pos, you.y_pos,
pow, rad, 0 );
if (dest && !sil)
@@ -507,7 +507,7 @@ void cast_summon_large_mammal(int pow)
}
}
- create_monster( mon, 3, BEH_FRIENDLY, you.x_pos, you.y_pos,
+ create_monster( mon, 3, BEH_FRIENDLY, you.x_pos, you.y_pos,
you.pet_target, MONS_PROGRAM_BUG,
false, false, false, true );
}
@@ -549,7 +549,7 @@ void cast_sticks_to_snakes(int pow)
mon = MONS_SMALL_SNAKE;
}
- if (create_monster( mon, dur, behaviour, you.x_pos, you.y_pos,
+ if (create_monster( mon, dur, behaviour, you.x_pos, you.y_pos,
MHITYOU, MONS_PROGRAM_BUG,
false, false, false, true ) != -1)
{
@@ -674,7 +674,7 @@ void cast_conjure_ball_lightning( int pow )
int mon = mons_place( MONS_BALL_LIGHTNING, BEH_FRIENDLY, MHITNOT,
true, tx, ty );
- // int mon = create_monster( MONS_BALL_LIGHTNING, 0, BEH_FRIENDLY,
+ // int mon = create_monster( MONS_BALL_LIGHTNING, 0, BEH_FRIENDLY,
// tx, ty, MHITNOT, MONS_PROGRAM_BUG );
if (mon != -1)
@@ -899,7 +899,7 @@ static int ignite_poison_monsters(int x, int y, int pow, int garbage)
if (ench.ench != ENCH_NONE)
strength += ench.degree;
- // strength is now the sum of both poison types (although only
+ // strength is now the sum of both poison types (although only
// one should actually be present at a given time):
dam_dice.num += strength;
@@ -909,8 +909,8 @@ static int ignite_poison_monsters(int x, int y, int pow, int garbage)
damage = mons_adjust_flavoured( mon, beam, damage );
#if DEBUG_DIAGNOSTICS
- mprf(MSGCH_DIAGNOSTICS, "Dice: %dd%d; Damage: %d",
- dam_dice.num, dam_dice.size, damage );
+ mprf(MSGCH_DIAGNOSTICS, "Dice: %dd%d; Damage: %d",
+ dam_dice.num, dam_dice.size, damage );
#endif
if (!player_hurt_monster( mon_index, damage ))
@@ -935,7 +935,7 @@ void cast_ignite_poison(int pow)
// temp weapon of venom => temp fire brand
const int wpn = you.equip[EQ_WEAPON];
- if (wpn != -1
+ if (wpn != -1
&& you.duration[DUR_WEAPON_BRAND]
&& get_weapon_brand( you.inv[wpn] ) == SPWPN_VENOM)
{
@@ -1082,7 +1082,7 @@ void cast_silence(int pow)
if (you.duration[DUR_SILENCE] > 100)
you.duration[DUR_SILENCE] = 100;
-
+
if (you.duration[DUR_BEHELD])
{
mpr("You break out of your daze!", MSGCH_RECOVERY);
@@ -1109,7 +1109,7 @@ static int discharge_monsters( int x, int y, int pow, int garbage )
if ( player_is_airborne() )
damage /= 2;
ouch( damage, 0, KILLED_BY_WILD_MAGIC );
- }
+ }
else if (mon == NON_MONSTER)
return (0);
else if (mons_res_elec(&menv[mon]) > 0 || mons_flies(&menv[mon]))
@@ -1133,18 +1133,18 @@ static int discharge_monsters( int x, int y, int pow, int garbage )
{
mpr( "The lightning arcs!" );
pow /= (coinflip() ? 2 : 3);
- damage += apply_random_around_square( discharge_monsters, x, y,
- true, pow, 1 );
+ damage += apply_random_around_square( discharge_monsters, x, y,
+ true, pow, 1 );
}
else if (damage > 0)
{
- // Only printed if we did damage, so that the messages in
+ // Only printed if we did damage, so that the messages in
// cast_discharge() are clean. -- bwr
mpr( "The lightning grounds out." );
}
return (damage);
-} // end discharge_monsters()
+} // end discharge_monsters()
void cast_discharge( int pow )
{
@@ -1158,11 +1158,11 @@ void cast_discharge( int pow )
mprf(MSGCH_DIAGNOSTICS, "Arcs: %d Damage: %d", num_targs, dam );
#endif
- if (dam == 0)
+ if (dam == 0)
{
if (coinflip())
mpr("The air around you crackles with electrical energy.");
- else
+ else
{
const bool plural = coinflip();
mprf("%s blue arc%s ground%s harmlessly %s you.",
@@ -1195,12 +1195,12 @@ static int distortion_monsters(int x, int y, int pow, int message)
{
if (you.skills[SK_TRANSLOCATIONS] < random2(8))
{
- miscast_effect( SPTYP_TRANSLOCATION, pow / 9 + 1, pow, 100,
+ miscast_effect( SPTYP_TRANSLOCATION, pow / 9 + 1, pow, 100,
"cast bend on self" );
}
else
{
- miscast_effect( SPTYP_TRANSLOCATION, 1, 1, 100,
+ miscast_effect( SPTYP_TRANSLOCATION, 1, 1, 100,
"cast bend on self" );
}
@@ -1309,7 +1309,7 @@ int disperse_monsters(int x, int y, int pow, int message)
void cast_dispersal(int pow)
{
- if (apply_area_around_square( disperse_monsters,
+ 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." );
@@ -1396,7 +1396,7 @@ static int make_a_rot_cloud(int x, int y, int pow, cloud_type ctype)
int make_a_normal_cloud(int x, int y, int pow, int spread_rate,
cloud_type ctype, kill_category whose)
{
- place_cloud( ctype, x, y,
+ place_cloud( ctype, x, y,
(3 + random2(pow / 4) + random2(pow / 4) + random2(pow / 4)),
whose, spread_rate );
@@ -1442,7 +1442,7 @@ static int passwall(int x, int y, int pow, int garbage)
non_rock_barriers = true;
done = true;
break;
-
+
case DNGN_ROCK_WALL:
case DNGN_CLEAR_ROCK_WALL:
case DNGN_ORCISH_IDOL:
@@ -1578,14 +1578,14 @@ bool backlight_monsters(int x, int y, int pow, int garbage)
}
return (true);
}
-
+
menv[mon].add_ench(mon_enchant(ENCH_BACKLIGHT, 1));
if (lvl == 0)
simple_monster_message( &menv[mon], " is outlined in light." );
else if (lvl == 4)
simple_monster_message( &menv[mon], " glows brighter for a moment." );
- else
+ else
simple_monster_message( &menv[mon], " glows brighter." );
return (true);
@@ -1632,7 +1632,7 @@ bool cast_evaporate(int pow, bolt& beem, int potion)
beem.flavour = (coinflip() ? BEAM_POTION_POISON : BEAM_POTION_MIASMA);
beem.ench_power *= 2;
break;
-
+
case POT_POISON:
beem.flavour = BEAM_POTION_POISON;
break;
@@ -1726,13 +1726,13 @@ void cast_fulsome_distillation( int powc )
int corpse = -1;
// Search items at the players location for corpses.
- // XXX: Turn this into a separate function and merge with
- // the messes over in butchery, animating, and maybe even
- // item pickup from stacks (which would make it easier to
+ // XXX: Turn this into a separate function and merge with
+ // the messes over in butchery, animating, and maybe even
+ // item pickup from stacks (which would make it easier to
// create a floor stack menu system later) -- bwr
- for (int curr_item = igrd[you.x_pos][you.y_pos];
- curr_item != NON_ITEM;
- curr_item = mitm[curr_item].link)
+ for (int curr_item = igrd[you.x_pos][you.y_pos];
+ curr_item != NON_ITEM;
+ curr_item = mitm[curr_item].link)
{
const item_def& item = mitm[curr_item];
if (item.base_type == OBJ_CORPSES && item.sub_type == CORPSE_BODY)
@@ -1801,14 +1801,14 @@ void cast_fulsome_distillation( int powc )
pot_type = (power_up ? POT_STRONG_POISON : POT_POISON);
break;
- case CE_MUTAGEN_RANDOM:
+ case CE_MUTAGEN_RANDOM:
case CE_MUTAGEN_GOOD: // unused
case CE_RANDOM: // unused
pot_type = POT_MUTATION;
break;
case CE_MUTAGEN_BAD: // unused
- case CE_ROTTEN: // actually this only occurs via mangling
+ case CE_ROTTEN: // actually this only occurs via mangling
case CE_HCL: // necrophage
pot_type = (power_up ? POT_DECAY : POT_STRONG_POISON);
break;
@@ -1825,23 +1825,23 @@ void cast_fulsome_distillation( int powc )
{
switch (pot_type)
{
- case POT_DECAY:
- case POT_DEGENERATION:
- case POT_STRONG_POISON:
+ case POT_DECAY:
+ case POT_DEGENERATION:
+ case POT_STRONG_POISON:
pot_type = POT_POISON;
break;
- case POT_MUTATION:
- case POT_POISON:
+ case POT_MUTATION:
+ case POT_POISON:
pot_type = POT_CONFUSION;
break;
- case POT_PARALYSIS:
+ case POT_PARALYSIS:
pot_type = POT_SLOWING;
break;
- case POT_CONFUSION:
- case POT_SLOWING:
+ case POT_CONFUSION:
+ case POT_SLOWING:
default:
pot_type = POT_WATER;
break;
@@ -2052,7 +2052,7 @@ void cast_fragmentation(int pow) // jmf: ripped idea from airstrike
blast.hit = AUTOMATIC_HIT;
// Number of dice vary... 3 is easy/common, but it can get as high as 6.
- blast.damage = dice_def( 0, 5 + pow / 10 );
+ blast.damage = dice_def( 0, 5 + pow / 10 );
const int grid = grd[beam.tx][beam.ty];
const int mon = mgrd[beam.tx][beam.ty];
@@ -2100,11 +2100,11 @@ void cast_fragmentation(int pow) // jmf: ripped idea from airstrike
if (random2(50) < (pow / 5)) // potential insta-kill
{
monster_die(&menv[mon], KILL_YOU, 0);
- blast.damage.num = 4;
+ blast.damage.num = 4;
}
else
{
- blast.damage.num = 2;
+ blast.damage.num = 2;
if (player_hurt_monster(mon, roll_dice( blast.damage )))
blast.damage.num = 4;
}
@@ -2114,10 +2114,10 @@ void cast_fragmentation(int pow) // jmf: ripped idea from airstrike
explode = false;
simple_monster_message(&menv[mon], " shudders violently!");
- // We use blast.damage not only for inflicting damage here,
- // but so that later on we'll know that the spell didn't
+ // We use blast.damage not only for inflicting damage here,
+ // but so that later on we'll know that the spell didn't
// fizzle (since we don't actually explode wood golems). -- bwr
- blast.damage.num = 2;
+ blast.damage.num = 2;
player_hurt_monster( mon, roll_dice( blast.damage ) );
break;
@@ -2165,7 +2165,7 @@ void cast_fragmentation(int pow) // jmf: ripped idea from airstrike
int statue_damage = roll_dice(blast.damage) * 2;
if (pow >= 50 && one_chance_in(10))
statue_damage = menv[mon].hit_points;
-
+
if (player_hurt_monster(mon, statue_damage))
blast.damage.num += 2;
}
@@ -2184,8 +2184,8 @@ void cast_fragmentation(int pow) // jmf: ripped idea from airstrike
default:
blast.damage.num = 1; // to mark that a monster was targetted
- // Yes, this spell does lousy damage if the
- // monster isn't susceptible. -- bwr
+ // Yes, this spell does lousy damage if the
+ // monster isn't susceptible. -- bwr
player_hurt_monster( mon, roll_dice( 1, 5 + pow / 25 ) );
goto do_terrain;
}
@@ -2231,7 +2231,7 @@ void cast_fragmentation(int pow) // jmf: ripped idea from airstrike
blast.colour = LIGHTGREY;
if (okay_to_dest
- && (grid == DNGN_ORCISH_IDOL
+ && (grid == DNGN_ORCISH_IDOL
|| grid == DNGN_GRANITE_STATUE
|| (pow >= 40 && grid == DNGN_ROCK_WALL && one_chance_in(3))
|| (pow >= 40 && grid == DNGN_CLEAR_ROCK_WALL
@@ -2251,7 +2251,7 @@ void cast_fragmentation(int pow) // jmf: ripped idea from airstrike
// Metal -- small but nasty explosion
//
- case DNGN_METAL_WALL:
+ case DNGN_METAL_WALL:
what = "metal wall";
blast.colour = CYAN;
explode = true;
@@ -2267,7 +2267,7 @@ void cast_fragmentation(int pow) // jmf: ripped idea from airstrike
break;
//
- // Crystal
+ // Crystal
//
case DNGN_GREEN_CRYSTAL_WALL: // crystal -- large & nasty explosion
@@ -2287,17 +2287,17 @@ void cast_fragmentation(int pow) // jmf: ripped idea from airstrike
}
break;
- //
+ //
// Traps
//
case DNGN_UNDISCOVERED_TRAP:
case DNGN_TRAP_MECHANICAL:
trap = trap_at_xy( beam.tx, beam.ty );
- if (trap != -1
+ if (trap != -1
&& trap_category( env.trap[trap].type ) != DNGN_TRAP_MECHANICAL)
{
- // non-mechanical traps don't explode with this spell -- bwr
+ // non-mechanical traps don't explode with this spell -- bwr
break;
}
@@ -2344,7 +2344,7 @@ void cast_fragmentation(int pow) // jmf: ripped idea from airstrike
case DNGN_FLOOR:
explode = false;
mprf("%s seems to be unnaturally hard.",
- (grid == DNGN_PERMAROCK_WALL) ? "That wall"
+ (grid == DNGN_PERMAROCK_WALL) ? "That wall"
: "The dungeon floor");
break;
@@ -2639,7 +2639,7 @@ int cast_apportation(int pow)
{
mprf("%s twitches.", menv[mon].name(DESC_CAP_THE).c_str());
}
- else
+ else
mpr( "This spell does not work on creatures." );
return (0);
@@ -2683,7 +2683,7 @@ int cast_apportation(int pow)
(mitm[ item ].quantity > 1) ? "s" : "" );
}
done = 1;
-
+
// if we apport a net, free the monster under it
if (mitm[item].base_type == OBJ_MISSILES
&& mitm[item].sub_type == MI_THROWING_NET
@@ -2691,7 +2691,7 @@ int cast_apportation(int pow)
{
const int mon = mgrd[ beam.tx ][ beam.ty ];
remove_item_stationary(mitm[item]);
-
+
if (mon != NON_MONSTER)
(&menv[mon])->del_ench(ENCH_HELD, true);
}
@@ -2763,14 +2763,14 @@ void cast_divine_shield()
else
mpr("A divine shield forms around you!");
}
-
+
// duration of complete shield bonus up to 18 turns
you.duration[DUR_DIVINE_SHIELD]
= 5 + (you.skills[SK_SHIELDS] + you.skills[SK_INVOCATIONS]*2)/6;
// shield bonus up to 8
you.attribute[ATTR_DIVINE_SHIELD] = 3 + you.skills[SK_SHIELDS]/5;
-
+
return;
}
@@ -2815,7 +2815,7 @@ static int quadrant_blink(int x, int y, int pow, int garbage)
if (!see_grid_no_trans(tx, ty))
continue;
-
+
found = true;
break;
}
@@ -2840,7 +2840,7 @@ void cast_stoneskin(int pow)
return;
}
- if (you.attribute[ATTR_TRANSFORMATION] != TRAN_NONE
+ if (you.attribute[ATTR_TRANSFORMATION] != TRAN_NONE
&& you.attribute[ATTR_TRANSFORMATION] != TRAN_STATUE
&& you.attribute[ATTR_TRANSFORMATION] != TRAN_BLADE_HANDS)
{