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authorDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-11-02 11:00:51 -0600
committerDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-11-02 11:00:51 -0600
commit8c993f339f6264342c4ea7a1032cd1e5c94e601d (patch)
treebf21689cf6396a25d485bd8ce20153d57a715ff9 /crawl-ref
parentd50bd43ba9936c27f4f90ecd324d14cb52c9f381 (diff)
downloadcrawl-ref-8c993f339f6264342c4ea7a1032cd1e5c94e601d.tar.gz
crawl-ref-8c993f339f6264342c4ea7a1032cd1e5c94e601d.zip
Add spacing and comment fixes.
Diffstat (limited to 'crawl-ref')
-rw-r--r--crawl-ref/source/makeitem.cc36
1 files changed, 19 insertions, 17 deletions
diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc
index 582cd4b178..8df359db5c 100644
--- a/crawl-ref/source/makeitem.cc
+++ b/crawl-ref/source/makeitem.cc
@@ -3203,7 +3203,7 @@ static item_make_species_type _give_weapon(monsters *mon, int level,
item.base_type = OBJ_UNASSIGNED;
if (mon->type == MONS_DANCING_WEAPON
- && player_in_branch( BRANCH_HALL_OF_BLADES ))
+ && player_in_branch(BRANCH_HALL_OF_BLADES))
{
level = MAKE_GOOD_ITEM;
}
@@ -3299,7 +3299,7 @@ static item_make_species_type _give_weapon(monsters *mon, int level,
}
if (one_chance_in(3))
- do_curse_item( item );
+ do_curse_item(item);
break;
case MONS_GNOLL:
@@ -3699,7 +3699,7 @@ static item_make_species_type _give_weapon(monsters *mon, int level,
item.sub_type = WPN_DEMON_TRIDENT;
if (one_chance_in(3))
- set_item_ego_type( item, OBJ_WEAPONS, SPWPN_FLAMING );
+ set_item_ego_type(item, OBJ_WEAPONS, SPWPN_FLAMING);
else if (one_chance_in(3))
{
set_item_ego_type(item, OBJ_WEAPONS,
@@ -3820,28 +3820,29 @@ static item_make_species_type _give_weapon(monsters *mon, int level,
case MONS_CEREBOV:
force_item = true;
- make_item_unrandart( item, UNRAND_CEREBOV ); break;
+ make_item_unrandart(item, UNRAND_CEREBOV);
+ break;
case MONS_DISPATER:
force_item = true;
- make_item_unrandart( item, UNRAND_DISPATER );
+ make_item_unrandart(item, UNRAND_DISPATER);
break;
case MONS_ASMODEUS:
force_item = true;
- make_item_unrandart( item, UNRAND_ASMODEUS );
+ make_item_unrandart(item, UNRAND_ASMODEUS);
break;
case MONS_GERYON:
- //mv: Probably should be moved out of this switch, but it's not
- //worth it, unless we have more monsters with misc. items.
+ // mv: Probably should be moved out of this switch, but it's not
+ // worth it, unless we have more monsters with misc. items.
item.base_type = OBJ_MISCELLANY;
item.sub_type = MISC_HORN_OF_GERYON;
break;
- case MONS_SALAMANDER: //mv: new 8 Aug 2001
- //Yes, they've got really nice items, but
- //it's almost impossible to get them
+ case MONS_SALAMANDER: // mv: new 8 Aug 2001
+ // Yes, they've got really nice items, but
+ // it's almost impossible to get them.
force_item = true;
item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_WEAPONS;
@@ -3878,8 +3879,8 @@ static item_make_species_type _give_weapon(monsters *mon, int level,
const int xitt = item.sub_type;
// Note this mess, all the work above doesn't mean much unless
- // force_item is set... otherwise we're just going to take the
- // base and subtypes and create a new item. -- bwr
+ // force_item is set... otherwise we're just going to take the base
+ // and subtype and create a new item. - bwr
const int thing_created =
((force_item) ? get_item_slot() : items(0, xitc, xitt, true,
level, item_race));
@@ -4118,8 +4119,9 @@ void give_shield(monsters *mon, int level)
const item_def *main_weap = mon->mslot_item(MSLOT_WEAPON);
const item_def *alt_weap = mon->mslot_item(MSLOT_ALT_WEAPON);
- // If the monster is already wielding/carrying a two-handed weapon, it
- // doesn't get a shield. (Monsters always prefer raw damage to protection!)
+ // If the monster is already wielding/carrying a two-handed weapon,
+ // it doesn't get a shield. (Monsters always prefer raw damage to
+ // protection!)
if (main_weap && hands_reqd(*main_weap, mon->body_size()) == HANDS_TWO
|| alt_weap && hands_reqd(*alt_weap, mon->body_size()) == HANDS_TWO)
{
@@ -4454,7 +4456,7 @@ void give_armour(monsters *mon, int level)
const object_class_type xitc = item.base_type;
const int xitt = item.sub_type;
- if (mons_is_unique( mon->type ) && level != MAKE_GOOD_ITEM)
+ if (mons_is_unique(mon->type) && level != MAKE_GOOD_ITEM)
{
if (x_chance_in_y(9 + mon->hit_dice, 100))
level = MAKE_GOOD_ITEM;
@@ -4469,7 +4471,7 @@ void give_armour(monsters *mon, int level)
_give_monster_item(mon, thing_created);
- //mv: All items with force_colour = 0 are colored via items().
+ // mv: All items with force_colour = 0 are colored via items().
if (force_colour)
mitm[thing_created].colour = force_colour;
}