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-rw-r--r--crawl-ref/source/fight.cc4
-rw-r--r--crawl-ref/source/player.cc17
-rw-r--r--crawl-ref/source/player.h6
3 files changed, 13 insertions, 14 deletions
diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc
index ae7b2b8ff8..8c650f3854 100644
--- a/crawl-ref/source/fight.cc
+++ b/crawl-ref/source/fight.cc
@@ -5437,7 +5437,7 @@ bool monster_attack(monsters* attacker, bool allow_unarmed)
// In case the monster hasn't noticed you, bumping into it will
// change that.
- behaviour_event( attacker, ME_ALERT, MHITYOU );
+ behaviour_event(attacker, ME_ALERT, MHITYOU);
melee_attack attk(attacker, &you, allow_unarmed);
attk.attack();
@@ -5449,7 +5449,7 @@ bool monsters_fight(monsters* attacker, monsters* defender,
bool allow_unarmed)
{
melee_attack attk(attacker, defender, allow_unarmed);
- return attk.attack();
+ return (attk.attack());
}
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index 8aab364852..6461ec836c 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -325,7 +325,7 @@ bool move_player_to_grid( const coord_def& p, bool stepped, bool allow_shift,
init_player_doll();
#endif
- viewwindow( true, false );
+ viewwindow(true, false);
// Other Effects:
// Clouds -- do we need this? (always seems to double up with acr.cc call)
@@ -381,12 +381,12 @@ bool move_player_to_grid( const coord_def& p, bool stepped, bool allow_shift,
// Given an adjacent monster, returns true if the player can hit it (the
// monster should either not be submerged or submerged in shallow water,
// if the player has a polearm).
-bool player_can_hit_monster(const monsters *mons)
+bool player_can_hit_monster(const monsters *mon)
{
- if (!mons_is_submerged(mons))
+ if (!mons_is_submerged(mon))
return (true);
- if (grd(mons->pos()) != DNGN_SHALLOW_WATER)
+ if (grd(mon->pos()) != DNGN_SHALLOW_WATER)
return (false);
const item_def *weapon = you.weapon();
@@ -1091,15 +1091,14 @@ bool player_equip_unrand(int unrand_index)
}
-int player_damage_type( void )
+int player_damage_type(void)
{
- return you.damage_type();
+ return (you.damage_type());
}
-// returns band of player's melee damage
-int player_damage_brand( void )
+int player_damage_brand(void)
{
- return you.damage_brand();
+ return (you.damage_brand());
}
int player_teleport(bool calc_unid)
diff --git a/crawl-ref/source/player.h b/crawl-ref/source/player.h
index 322d962ee0..c7a1597f3a 100644
--- a/crawl-ref/source/player.h
+++ b/crawl-ref/source/player.h
@@ -70,9 +70,9 @@ bool berserk_check_wielded_weapon(void);
int player_equip( equipment_type slot, int sub_type, bool calc_unid = true );
int player_equip_ego_type( int slot, int sub_type );
bool player_equip_unrand( int unrand_index );
-int player_damage_type( void );
-int player_damage_brand( void );
-bool player_can_hit_monster(const monsters *mons);
+int player_damage_type(void);
+int player_damage_brand(void);
+bool player_can_hit_monster(const monsters *mon);
bool player_is_shapechanged(void);