diff options
-rw-r--r-- | crawl-ref/source/debug.cc | 23 | ||||
-rw-r--r-- | crawl-ref/source/delay.cc | 2 | ||||
-rw-r--r-- | crawl-ref/source/directn.cc | 5 | ||||
-rw-r--r-- | crawl-ref/source/makeitem.cc | 77 | ||||
-rw-r--r-- | crawl-ref/source/misc.cc | 16 | ||||
-rw-r--r-- | crawl-ref/source/mon-util.cc | 25 | ||||
-rw-r--r-- | crawl-ref/source/mon-util.h | 3 | ||||
-rw-r--r-- | crawl-ref/source/monstuff.cc | 30 | ||||
-rw-r--r-- | crawl-ref/source/newgame.cc | 41 | ||||
-rw-r--r-- | crawl-ref/source/ouch.cc | 8 | ||||
-rw-r--r-- | crawl-ref/source/religion.cc | 39 | ||||
-rw-r--r-- | crawl-ref/source/spells2.cc | 64 | ||||
-rw-r--r-- | crawl-ref/source/spells4.cc | 18 | ||||
-rw-r--r-- | crawl-ref/source/tags.cc | 117 | ||||
-rw-r--r-- | crawl-ref/source/traps.cc | 28 |
15 files changed, 250 insertions, 246 deletions
diff --git a/crawl-ref/source/debug.cc b/crawl-ref/source/debug.cc index 21aff9341a..39d194001b 100644 --- a/crawl-ref/source/debug.cc +++ b/crawl-ref/source/debug.cc @@ -1050,7 +1050,7 @@ void create_spec_object() } } - // allocate an item to play with: + // Allocate an item to play with. thing_created = get_item_slot(); if (thing_created == NON_ITEM) { @@ -1127,12 +1127,12 @@ void create_spec_object() if (class_wanted == OBJ_MISCELLANY) { - // Leaves object unmodified if it wasn't a rune or deck + // Leaves object unmodified if it wasn't a rune or deck. rune_or_deck_from_specs(specs, mitm[thing_created]); if (mitm[thing_created].base_type == OBJ_UNASSIGNED) { - // Rune or deck creation canceled, clean up item + // Rune or deck creation canceled, clean up item. destroy_item(thing_created); return; } @@ -1236,7 +1236,7 @@ void create_spec_object() case OBJ_STAVES: if (item_is_rod( mitm[thing_created] )) { - mitm[thing_created].plus = MAX_ROD_CHARGE * ROD_CHARGE_MULT; + mitm[thing_created].plus = MAX_ROD_CHARGE * ROD_CHARGE_MULT; mitm[thing_created].plus2 = MAX_ROD_CHARGE * ROD_CHARGE_MULT; } break; @@ -3677,8 +3677,17 @@ void wizard_give_monster_item(monsters *mon) break; case OBJ_ARMOUR: - mon_slot = MSLOT_ARMOUR; + { + // May only return shield or armour slot. + equipment_type eq = get_armour_slot(item); + + // Force non-shield, non-body armour to be worn anyway. + if (eq == EQ_NONE) + eq = EQ_BODY_ARMOUR; + + mon_slot = equip_slot_to_mslot(eq); break; + } case OBJ_MISSILES: mon_slot = MSLOT_MISSILE; break; @@ -3725,7 +3734,7 @@ void wizard_give_monster_item(monsters *mon) return; } - // Move monster's old item to player's inventory as last step + // Move monster's old item to player's inventory as last step. int old_eq = NON_ITEM; if (mon->inv[mon_slot] != NON_ITEM) { @@ -3738,7 +3747,7 @@ void wizard_give_monster_item(monsters *mon) } item_def &new_item = mitm[index]; - new_item = item; + new_item = item; new_item.link = NON_ITEM; new_item.x = 0; new_item.y = 0; diff --git a/crawl-ref/source/delay.cc b/crawl-ref/source/delay.cc index 09310b87b0..71a65cbd5c 100644 --- a/crawl-ref/source/delay.cc +++ b/crawl-ref/source/delay.cc @@ -1570,7 +1570,7 @@ inline static void monster_warning(activity_interrupt_type ai, std::string text = mon->name(DESC_CAP_A); // For named monsters also mention the base type. if (!(mon->mname).empty()) - text += ", " + mons_type_name(mon->type, DESC_NOCAP_A) + ","; + text += " " + mons_type_name(mon->type, DESC_NOCAP_THE); if (at.context == "thin air") { diff --git a/crawl-ref/source/directn.cc b/crawl-ref/source/directn.cc index eef4efefa4..e8b7ef1f3a 100644 --- a/crawl-ref/source/directn.cc +++ b/crawl-ref/source/directn.cc @@ -2179,9 +2179,10 @@ std::string get_monster_desc(const monsters *mon, bool full_desc, if (mondtype != DESC_NONE) { desc = mon->name(mondtype); - // For named monsters also mention the base type. + // For named monsters also mention the base type in the form of + // "Morbeogh the orc priest". if (!(mon->mname).empty()) - desc += ", " + mons_type_name(mon->type, DESC_NOCAP_A); + desc += " " + mons_type_name(mon->type, DESC_NOCAP_THE); } std::string weap = ""; diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc index 680abc135c..874455d060 100644 --- a/crawl-ref/source/makeitem.cc +++ b/crawl-ref/source/makeitem.cc @@ -913,7 +913,7 @@ static bool _try_make_weapon_artefact(item_def& item, int force_type, // The other 98% are normal randarts. make_item_randart( item ); - item.plus = random2(7); + item.plus = random2(7); item.plus2 = random2(7); if (one_chance_in(3)) @@ -1561,7 +1561,7 @@ static void _generate_weapon_item(item_def& item, bool allow_uniques, if ((force_good || is_demonic(item) || forced_ego || random2(200) <= 50 + item_level) - // nobody would bother enchanting a mundane club + // Nobody would bother enchanting a mundane club. && item.sub_type != WPN_CLUB && item.sub_type != WPN_GIANT_CLUB && item.sub_type != WPN_GIANT_SPIKED_CLUB) @@ -1604,7 +1604,7 @@ static void _generate_weapon_item(item_def& item, bool allow_uniques, { if (one_chance_in(12)) { - // make a cursed item + // Make a cursed item. do_curse_item( item ); item.plus -= random2(4); item.plus2 -= random2(4); @@ -1615,7 +1615,7 @@ static void _generate_weapon_item(item_def& item, bool allow_uniques, if (get_equip_race(item) == ISFLAG_ORCISH && !(item_race == MAKE_ITEM_ORCISH && forced_ego)) { - // no holy wrath or slay orc and 1/2 the time no-ego + // No holy wrath or slay orc and 1/2 the time no-ego. const int brand = get_weapon_brand( item ); if (brand == SPWPN_HOLY_WRATH || brand == SPWPN_ORC_SLAYING @@ -2211,7 +2211,7 @@ static int _wand_max_charges(int subtype) static void _generate_wand_item(item_def& item, int force_type) { - // determine sub_type + // Determine sub_type. if (force_type != OBJ_RANDOM) item.sub_type = force_type; else @@ -2221,7 +2221,7 @@ static void _generate_wand_item(item_def& item, int force_type) item.plus = random2avg(_wand_max_charges(item.sub_type), 3); // ...but 0 charges is silly - if ( item.plus == 0 ) + if (item.plus == 0) item.plus++; // plus2 tracks how many times the player has zapped it. @@ -2595,7 +2595,7 @@ static void _generate_jewellery_item(item_def& item, bool allow_uniques, } // everything begins as uncursed, unenchanted jewellery {dlb}: - item.plus = 0; + item.plus = 0; item.plus2 = 0; item.plus = _determine_ring_plus(item.sub_type); @@ -2614,7 +2614,7 @@ static void _generate_jewellery_item(item_def& item, bool allow_uniques, { // make "ring of damage" do_uncurse_item( item ); - item.plus = 0; + item.plus = 0; item.plus2 += 2; } } @@ -3095,8 +3095,8 @@ static item_make_species_type _give_weapon(monsters *mon, int level, : WPN_MACE + random2(12)); if (coinflip()) { - force_item = true; - item_race = MAKE_ITEM_NO_RACE; + force_item = true; + item_race = MAKE_ITEM_NO_RACE; item.plus += 1 + random2(3); item.plus2 += 1 + random2(3); @@ -3407,29 +3407,29 @@ static item_make_species_type _give_weapon(monsters *mon, int level, case MONS_CENTAUR: case MONS_CENTAUR_WARRIOR: - item_race = MAKE_ITEM_NO_RACE; + item_race = MAKE_ITEM_NO_RACE; item.base_type = OBJ_WEAPONS; - item.sub_type = WPN_BOW; + item.sub_type = WPN_BOW; if (mon->type == MONS_CENTAUR_WARRIOR && one_chance_in(3)) item.sub_type = WPN_LONGBOW; break; case MONS_YAKTAUR: case MONS_YAKTAUR_CAPTAIN: - item_race = MAKE_ITEM_NO_RACE; + item_race = MAKE_ITEM_NO_RACE; item.base_type = OBJ_WEAPONS; - item.sub_type = WPN_CROSSBOW; + item.sub_type = WPN_CROSSBOW; break; case MONS_EFREET: case MONS_ERICA: - force_item = true; - item_race = MAKE_ITEM_NO_RACE; + force_item = true; + item_race = MAKE_ITEM_NO_RACE; item.base_type = OBJ_WEAPONS; - item.sub_type = WPN_SCIMITAR; - item.plus = random2(5); - item.plus2 = random2(5); - item.colour = RED; // forced by force_item above {dlb} + item.sub_type = WPN_SCIMITAR; + item.plus = random2(5); + item.plus2 = random2(5); + item.colour = RED; // forced by force_item above {dlb} set_item_ego_type( item, OBJ_WEAPONS, SPWPN_FLAMING ); break; @@ -3455,13 +3455,13 @@ static item_make_species_type _give_weapon(monsters *mon, int level, break; case MONS_DAEVA: - force_item = true; - item_race = MAKE_ITEM_NO_RACE; + force_item = true; + item_race = MAKE_ITEM_NO_RACE; item.base_type = OBJ_WEAPONS; - item.colour = WHITE; // forced by force_item above {dlb} + item.colour = WHITE; // forced by force_item above {dlb} - item.sub_type = (one_chance_in(4) ? WPN_BLESSED_EUDEMON_BLADE - : WPN_LONG_SWORD); + item.sub_type = (one_chance_in(4) ? WPN_BLESSED_EUDEMON_BLADE + : WPN_LONG_SWORD); set_equip_desc( item, ISFLAG_GLOWING ); set_item_ego_type( item, OBJ_WEAPONS, SPWPN_HOLY_WRATH ); @@ -3476,7 +3476,7 @@ static item_make_species_type _give_weapon(monsters *mon, int level, { force_item = true; item.base_type = OBJ_WEAPONS; - item.sub_type = WPN_LONG_SWORD + random2(3); + item.sub_type = WPN_LONG_SWORD + random2(3); if (one_chance_in(7)) item.sub_type = WPN_HALBERD; @@ -3524,9 +3524,9 @@ static item_make_species_type _give_weapon(monsters *mon, int level, case MONS_FIRE_GIANT: force_item = true; item.base_type = OBJ_WEAPONS; - item.sub_type = WPN_GREAT_SWORD; - item.plus = 0; - item.plus2 = 0; + item.sub_type = WPN_GREAT_SWORD; + item.plus = 0; + item.plus2 = 0; set_item_ego_type( item, OBJ_WEAPONS, SPWPN_FLAMING ); item.colour = RED; // forced by force_item above {dlb} @@ -3539,9 +3539,9 @@ static item_make_species_type _give_weapon(monsters *mon, int level, case MONS_FROST_GIANT: force_item = true; item.base_type = OBJ_WEAPONS; - item.sub_type = WPN_BATTLEAXE; - item.plus = 0; - item.plus2 = 0; + item.sub_type = WPN_BATTLEAXE; + item.plus = 0; + item.plus2 = 0; set_item_ego_type( item, OBJ_WEAPONS, SPWPN_FREEZING ); // forced by force_item above {dlb} @@ -3585,11 +3585,10 @@ static item_make_species_type _give_weapon(monsters *mon, int level, break; 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 + //mv: Probably should be moved out of this switch, but it's not + //worth of it, unless we have more monsters with misc. items. item.base_type = OBJ_MISCELLANY; - item.sub_type = MISC_HORN_OF_GERYON; + item.sub_type = MISC_HORN_OF_GERYON; break; case MONS_SALAMANDER: //mv: new 8 Aug 2001 @@ -3597,7 +3596,7 @@ static item_make_species_type _give_weapon(monsters *mon, int level, //it's almost impossible to get them { force_item = true; - item_race = MAKE_ITEM_NO_RACE; + item_race = MAKE_ITEM_NO_RACE; item.base_type = OBJ_WEAPONS; const int temp_rand = random2(6); @@ -3613,8 +3612,8 @@ static item_make_species_type _give_weapon(monsters *mon, int level, else set_item_ego_type( item, OBJ_WEAPONS, SPWPN_FLAMING ); - item.plus = random2(5); - item.plus2 = random2(5); + item.plus = random2(5); + item.plus2 = random2(5); item.colour = RED; // forced by force_item above {dlb} break; } diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc index 6424b506af..868db37481 100644 --- a/crawl-ref/source/misc.cc +++ b/crawl-ref/source/misc.cc @@ -339,7 +339,7 @@ void maybe_coagulate_blood_potions_floor(int obj) return; } - // else, create a new stack of potions + // Else, create a new stack of potions. int o = get_item_slot( 20 ); if (o == NON_ITEM) return; @@ -585,7 +585,7 @@ bool maybe_coagulate_blood_potions_inv(item_def &blood) return (rot_count > 0); } - // else, create new stack in inventory + // Else, create new stack in inventory. int freeslot = find_free_slot(blood); if (freeslot >= 0 && freeslot < ENDOFPACK && !is_valid_item(you.inv[freeslot])) @@ -1000,7 +1000,7 @@ void split_potions_into_decay( int obj, int amount, bool need_msg ) item.quantity = amount; item.x = -1; item.y = -1; - // keep description as it was + // Keep description as it was. item.plus = potion.plus; item.plus2 = 0; item.special = 0; @@ -1012,7 +1012,7 @@ void split_potions_into_decay( int obj, int amount, bool need_msg ) } // Okay, inventory is full. - // check whether we can merge with an existing stack on the floor + // Check whether we can merge with an existing stack on the floor. int o = igrd[you.x_pos][you.y_pos]; while (o != NON_ITEM) { @@ -1027,13 +1027,13 @@ void split_potions_into_decay( int obj, int amount, bool need_msg ) } // only bother creating a distinct stack of potions - // if it won't get destroyed right away + // if it won't get destroyed right away. if (!grid_destroys_items(grd[you.x_pos][you.y_pos])) { item_def potion2; potion2.base_type = OBJ_POTIONS; potion2.sub_type = POT_DECAY; - // keep description as it was + // Keep description as it was. potion2.plus = potion.plus; potion2.quantity = amount; potion2.colour = potion.colour; @@ -1043,11 +1043,11 @@ void split_potions_into_decay( int obj, int amount, bool need_msg ) copy_item_to_grid( potion2, you.x_pos, you.y_pos ); } - // is decreased even if the decay stack goes splat + // Is decreased even if the decay stack goes splat. dec_inv_item_quantity(obj, amount); } -// checks whether the player or a monster is capable of bleeding +// Checks whether the player or a monster is capable of bleeding. bool victim_can_bleed(int montype) { if (montype == -1) // player diff --git a/crawl-ref/source/mon-util.cc b/crawl-ref/source/mon-util.cc index 64ebfc3324..8790c9ff9f 100644 --- a/crawl-ref/source/mon-util.cc +++ b/crawl-ref/source/mon-util.cc @@ -3547,7 +3547,7 @@ bool monsters::wants_armour(const item_def &item) const return (check_armour_size(item, mons_size(this))); } -static mon_inv_type _equip_slot_to_mslot(equipment_type eq) +mon_inv_type equip_slot_to_mslot(equipment_type eq) { switch (eq) { @@ -3568,7 +3568,7 @@ bool monsters::pickup_armour(item_def &item, int near, bool force) equipment_type eq = EQ_NONE; // Hack to allow nagas/centaurs to wear bardings. (jpeg) - switch(item.sub_type) + switch (item.sub_type) { case ARM_NAGA_BARDING: if (::mons_species(this->type) == MONS_NAGA) @@ -3593,12 +3593,13 @@ bool monsters::pickup_armour(item_def &item, int near, bool force) if (!force && eq != EQ_BODY_ARMOUR && eq != EQ_SHIELD) return (false); - const mon_inv_type mslot = _equip_slot_to_mslot(eq); + const mon_inv_type mslot = equip_slot_to_mslot(eq); if (mslot == NUM_MONSTER_SLOTS) return (false); int newAC = item.armour_rating(); - // no armour yet -> get this one + + // No armour yet -> get this one. if (!mslot_item(mslot) && newAC > 0) return pickup(item, mslot, near); @@ -3619,7 +3620,7 @@ bool monsters::pickup_armour(item_def &item, int near, bool force) int oldval = item_value(*existing_armour); int newval = item_value(item); - // vastly prefer matching racial type + // Vastly prefer matching racial type. if (_item_race_matches_monster(*existing_armour, this)) oldval *= 2; if (_item_race_matches_monster(item, this)) @@ -3984,7 +3985,7 @@ void monsters::wield_melee_weapon(int near) item_def *monsters::slot_item(equipment_type eq) { - return mslot_item(_equip_slot_to_mslot(eq)); + return mslot_item(equip_slot_to_mslot(eq)); } item_def *monsters::mslot_item(mon_inv_type mslot) const @@ -5380,7 +5381,7 @@ void monsters::apply_enchantment(const mon_enchant &me) break; } - // assumption: mons_res_fire has already been checked + // Assumption: mons_res_fire has already been checked. case ENCH_STICKY_FLAME: { int dam = @@ -5586,7 +5587,7 @@ actor *monsters::get_foe() const else if (foe == MHITYOU) return (&you); - // must be a monster + // Must be a monster! monsters *my_foe = &menv[foe]; return (my_foe->alive()? my_foe : NULL); } @@ -5772,7 +5773,7 @@ bool monsters::move_to_pos(const coord_def &newpos) } -// returns true if the trap should be revealed to the player +// Returns true if the trap should be revealed to the player. bool monsters::do_shaft() { if (!is_valid_shaft_level()) @@ -5827,7 +5828,7 @@ bool monsters::do_shaft() handle_items_on_shaft(this->x, this->y, false); - // Monster is no longer on this level + // Monster is no longer on this level. destroy_inventory(); monster_cleanup(this); @@ -5955,7 +5956,7 @@ static const char *enchant_names[] = "blood-lust", "neutral", "bug" }; -const char *mons_enchantment_name(enchant_type ench) +static const char *_mons_enchantment_name(enchant_type ench) { COMPILE_CHECK(ARRAYSZ(enchant_names) == NUM_ENCHANTMENTS+1, c1); @@ -5974,7 +5975,7 @@ mon_enchant::mon_enchant(enchant_type e, int deg, kill_category whose, mon_enchant::operator std::string () const { return make_stringf("%s (%d:%d%s)", - mons_enchantment_name(ench), + _mons_enchantment_name(ench), degree, duration, kill_category_desc(who)); diff --git a/crawl-ref/source/mon-util.h b/crawl-ref/source/mon-util.h index cedb1f7df6..0dbc4dc974 100644 --- a/crawl-ref/source/mon-util.h +++ b/crawl-ref/source/mon-util.h @@ -624,6 +624,7 @@ bool mons_atts_aligned(mon_attitude_type fr1, mon_attitude_type fr2); /* *********************************************************************** * called from: monstuff acr * *********************************************************************** */ +size_type mons_size(const monsters *m); bool mons_friendly(const monsters *m); bool mons_neutral(const monsters *m); bool mons_good_neutral(const monsters *m); @@ -719,4 +720,6 @@ std::string get_mon_shape_str(const mon_body_shape shape); bool mons_class_can_pass(const int mclass, const dungeon_feature_type grid); +mon_inv_type equip_slot_to_mslot(equipment_type eq); + #endif diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc index 887ffe8987..fc3cd93f58 100644 --- a/crawl-ref/source/monstuff.cc +++ b/crawl-ref/source/monstuff.cc @@ -101,16 +101,16 @@ void get_mimic_item( const monsters *mimic, item_def &item ) ASSERT( mimic != NULL && mons_is_mimic( mimic->type ) ); item.base_type = OBJ_UNASSIGNED; - item.sub_type = 0; - item.special = 0; - item.colour = 0; - item.flags = 0; - item.quantity = 1; - item.plus = 0; - item.plus2 = 0; - item.x = mimic->x; - item.y = mimic->y; - item.link = NON_ITEM; + item.sub_type = 0; + item.special = 0; + item.colour = 0; + item.flags = 0; + item.quantity = 1; + item.plus = 0; + item.plus2 = 0; + item.x = mimic->x; + item.y = mimic->y; + item.link = NON_ITEM; int prop = 127 * mimic->x + 269 * mimic->y; @@ -268,14 +268,15 @@ bool curse_an_item( bool decay_potions, bool quiet ) } static void _monster_drop_ething(monsters *monster, - bool mark_item_origins = false) + bool mark_item_origins = false, + int owner_id = NON_ITEM) { const bool hostile_grid = grid_destroys_items(grd(monster->pos())); const int midx = (int) monster_index(monster); bool destroyed = false; - // drop weapons & missiles last (ie on top) so others pick up + // Drop weapons & missiles last (ie on top) so others pick up. for (int i = NUM_MONSTER_SLOTS - 1; i >= 0; i--) { int item = monster->inv[i]; @@ -3946,8 +3947,8 @@ static bool _handle_wand(monsters *monster, bolt &beem) else set_ident_type(OBJ_WANDS, wand_type, ID_MON_TRIED_TYPE); - // increment zap count - if ( wand.plus2 >= 0 ) + // Increment zap count. + if (wand.plus2 >= 0) wand.plus2++; } @@ -4522,6 +4523,7 @@ int mons_thrown_weapon_damage(const item_def *weap) { if (!weap || get_weapon_brand(*weap) != SPWPN_RETURNING) return (0); + return std::max(0, (property(*weap, PWPN_DAMAGE) + weap->plus2 / 2)); } diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc index 67b2a69516..277ecd782e 100644 --- a/crawl-ref/source/newgame.cc +++ b/crawl-ref/source/newgame.cc @@ -2746,9 +2746,9 @@ static void _give_random_potion( int slot ) if (you.is_undead == US_UNDEAD) return; - you.inv[ slot ].quantity = 1; + you.inv[ slot ].quantity = 1; you.inv[ slot ].base_type = OBJ_POTIONS; - you.inv[ slot ].plus = 0; + you.inv[ slot ].plus = 0; you.inv[ slot ].plus2 = 0; // no Berserk for undead other than vampires @@ -2781,11 +2781,11 @@ static void _give_random_potion( int slot ) static void _give_random_secondary_armour( int slot ) { - you.inv[ slot ].quantity = 1; + you.inv[ slot ].quantity = 1; you.inv[ slot ].base_type = OBJ_ARMOUR; - you.inv[ slot ].special = 0; - you.inv[ slot ].plus = 0; - you.inv[ slot ].plus2 = 0; + you.inv[ slot ].special = 0; + you.inv[ slot ].plus = 0; + you.inv[ slot ].plus2 = 0; switch (random2(4)) { @@ -2820,7 +2820,7 @@ static void _give_random_secondary_armour( int slot ) } } -// Returns true if a "good" weapon is given +// Returns true if a "good" weapon is given. static bool _give_wanderer_weapon( int slot, int wpn_skill ) { bool ret = false; @@ -2829,13 +2829,13 @@ static bool _give_wanderer_weapon( int slot, int wpn_skill ) // We'll also re-fill the template, all this for later possible // safe reuse of code in the future. - you.inv[ slot ].quantity = 1; + you.inv[ slot ].quantity = 1; you.inv[ slot ].base_type = OBJ_WEAPONS; - you.inv[ slot ].plus = 0; - you.inv[ slot ].plus2 = 0; - you.inv[ slot ].special = 0; + you.inv[ slot ].plus = 0; + you.inv[ slot ].plus2 = 0; + you.inv[ slot ].special = 0; - // Now fill in the type according to the random wpn_skill + // Now fill in the type according to the random wpn_skill. switch (wpn_skill) { case SK_MACES_FLAILS: @@ -4187,12 +4187,13 @@ bool _give_items_skills() _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE); if (you.char_class == JOB_ENCHANTER) { - you.inv[0].plus = 1; + // Enchant starting equipment. + you.inv[0].plus = 1; you.inv[0].plus2 = 1; - you.inv[1].plus = 1; + you.inv[1].plus = 1; } - if ( you.char_class == JOB_CONJURER ) + if (you.char_class == JOB_CONJURER) { if (!_choose_book( you.inv[2], BOOK_CONJURATIONS_I, 2 )) return false; @@ -4203,7 +4204,7 @@ bool _give_items_skills() case JOB_SUMMONER: _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_CALLINGS); you.skills[SK_SUMMONINGS] = 4; - // gets some darts - this class is difficult to start off with + // Gets some darts - this class is difficult to start off with. _newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_DART, 8 + roll_dice( 2, 8 )); break; @@ -4512,7 +4513,7 @@ bool _give_items_skills() case DK_YREDELEMNUL: you.religion = GOD_YREDELEMNUL; you.piety = 28; - you.inv[0].plus = 1; + you.inv[0].plus = 1; you.inv[0].plus2 = 1; you.inv[2].quantity = 0; you.skills[SK_INVOCATIONS] = 3; @@ -4520,9 +4521,9 @@ bool _give_items_skills() } you.skills[SK_FIGHTING] = 2; - you.skills[SK_ARMOUR] = 1; - you.skills[SK_DODGING] = 1; - you.skills[SK_STEALTH] = 1; + you.skills[SK_ARMOUR] = 1; + you.skills[SK_DODGING] = 1; + you.skills[SK_STEALTH] = 1; //you.skills [SK_SHORT_BLADES] = 2; you.skills[SK_STABBING] = 1; break; diff --git a/crawl-ref/source/ouch.cc b/crawl-ref/source/ouch.cc index e706ebaae1..c5cd54b0cc 100644 --- a/crawl-ref/source/ouch.cc +++ b/crawl-ref/source/ouch.cc @@ -379,7 +379,7 @@ void item_corrode( int itco ) break; default: // items which aren't missiles, etc... could happen if we're - // e.g. wielding a deck + // e.g. wielding a deck. return; } @@ -393,7 +393,7 @@ void item_corrode( int itco ) // the embedded equation may look funny, but it actually works well // to generate a pretty probability ramp {6%, 18%, 34%, 58%, 98%} - // for values [0,4] which closely matches the original, ugly switch + // for values [0,4] which closely matches the original, ugly switch. // {dlb} if (chance_corr >= 0 && chance_corr <= 4) { @@ -403,7 +403,7 @@ void item_corrode( int itco ) else it_resists = true; // no idea how often this occurs {dlb} - // if the checks get this far, you should hear about it {dlb} + // If the checks get this far, you should hear about it. {dlb} suppress_msg = false; } @@ -424,7 +424,7 @@ void item_corrode( int itco ) if (item.base_type == OBJ_WEAPONS) item.plus2 = how_rusty; else - item.plus = how_rusty; + item.plus = how_rusty; you.redraw_armour_class = 1; // for armour, rings, etc. {dlb} diff --git a/crawl-ref/source/religion.cc b/crawl-ref/source/religion.cc index de30260db8..5ee6d154f4 100644 --- a/crawl-ref/source/religion.cc +++ b/crawl-ref/source/religion.cc @@ -3135,21 +3135,21 @@ static void _ely_dull_inventory_weapons() if (you.inv[i].base_type == OBJ_WEAPONS || you.inv[i].base_type == OBJ_MISSILES) { - // don't dull artefacts + // Don't dull artefacts. if (is_artefact(you.inv[i])) continue; - // don't dull weapons below -1/-1 + // Don't dull weapons below -1/-1. if (you.inv[i].base_type == OBJ_WEAPONS && you.inv[i].plus <= -1 && you.inv[i].plus2 <= -1) { continue; } - // don't dull ammo below -1 + // Don't dull ammo below -1. else if (you.inv[i].plus <= -1) continue; - // 2/3 of the time, don't do anything + // 2/3 of the time, don't do anything. if (!one_chance_in(3)) continue; @@ -3161,16 +3161,17 @@ static void _ely_dull_inventory_weapons() if (you.inv[i].link == quiver_link) quivered = true; - // dull the weapon/ammo + // Dull the weapon/ammo. if (you.inv[i].plus > -1) you.inv[i].plus--; - if ((you.inv[i].base_type == OBJ_WEAPONS) + + if (you.inv[i].base_type == OBJ_WEAPONS && you.inv[i].plus2 > -1) { you.inv[i].plus2--; } - // update the weapon/ammo display, if necessary + // Update the weapon/ammo display, if necessary. if (wielded) you.wield_change = true; if (quivered) @@ -3444,54 +3445,54 @@ static bool _beogh_retribution() // drawing the Wrath card. for (int i = 0; i < num_to_create; i++) { - // create item + // Create item. int slot = items(0, OBJ_WEAPONS, WPN_CLUB + random2(13), true, you.experience_level, (you.species == SP_HILL_ORC) ? MAKE_ITEM_NO_RACE : MAKE_ITEM_ORCISH); - if ( slot == -1 ) + if (slot == -1) continue; item_def& item = mitm[slot]; - // set item ego type + // Set item ego type. set_item_ego_type(item, OBJ_WEAPONS, (you.species == SP_HILL_ORC) ? SPWPN_ORC_SLAYING : SPWPN_ELECTROCUTION); - // manually override item plusses - item.plus = random2(3); + // Manually override item plusses. + item.plus = random2(3); item.plus2 = random2(3); if (coinflip()) item.flags |= ISFLAG_CURSED; - // let the player see what he's being attacked by + // Let the player see what he's being attacked by. set_ident_flags( item, ISFLAG_KNOW_TYPE ); - // now create monster + // Now create monster. int mons = create_monster( mgen_data::alert_hostile_at( MONS_DANCING_WEAPON, you.pos() )); - // hand item information over to monster + // Hand item information over to monster. if (mons != -1) { - // destroy the old weapon - // arguably we should use destroy_item() here + // Destroy the old weapon. + // Arguably we should use destroy_item() here. mitm[menv[mons].inv[MSLOT_WEAPON]].clear(); menv[mons].inv[MSLOT_WEAPON] = slot; num_created++; - // 50% chance of weapon disappearing on "death" + // 50% chance of weapon disappearing on "death". if (coinflip()) menv[mons].flags |= MF_HARD_RESET; } - else // didn't work out! delete item + else // Didn't work out! Delete item. { mitm[slot].clear(); } diff --git a/crawl-ref/source/spells2.cc b/crawl-ref/source/spells2.cc index 9b164e2414..3c8e6c4f7c 100644 --- a/crawl-ref/source/spells2.cc +++ b/crawl-ref/source/spells2.cc @@ -272,7 +272,6 @@ int corpse_rot(int power) } for (adx = minx; adx != maxx; adx += xinc) - { for (ady = miny; ady != maxy; ady += yinc) { if (see_grid_no_trans(adx, ady)) @@ -296,14 +295,14 @@ int corpse_rot(int power) else { mitm[objl].sub_type = CORPSE_SKELETON; - mitm[objl].special = 200; - mitm[objl].colour = LIGHTGREY; + mitm[objl].special = 200; + mitm[objl].colour = LIGHTGREY; } place_cloud(CLOUD_MIASMA, adx, ady, 4 + random2avg(16, 3), KC_YOU); - // Don't look for more corpses here + // Don't look for more corpses here. break; } hrg = mitm[objl].link; @@ -311,7 +310,6 @@ int corpse_rot(int power) } } } - } if (player_can_smell()) mpr("You smell decay."); @@ -359,49 +357,45 @@ int animate_dead( actor *caster, int power, beh_type corps_beh, coord_def a; for (a.x = minx; a.x != maxx; a.x += xinc) - { for (a.y = miny; a.y != maxy; a.y += yinc) { - if (in_bounds(a) && see_grid(los, c, a)) + if (!in_bounds(a) || !see_grid(los, c, a)) + continue; + + if (igrd(a) != NON_ITEM) { - if (igrd(a) != NON_ITEM) - { - int objl = igrd(a); - int hrg = 0; + int objl = igrd(a); + int hrg = 0; - // This searches all the items on the ground for a corpse - while (objl != NON_ITEM) + // This searches all the items on the ground for a corpse. + while (objl != NON_ITEM) + { + if (is_animatable_corpse(mitm[objl]) + && !is_being_butchered(mitm[objl])) { - if (is_animatable_corpse(mitm[objl]) - && !is_being_butchered(mitm[objl])) - { - int num = raise_corpse(objl, a.x, a.y, - corps_beh, corps_hit, actual); - number_raised += num; - if (see_grid(env.show, you.pos(), a)) - number_seen += num; - break; - } - - hrg = mitm[objl].link; - objl = hrg; + int num = raise_corpse(objl, a.x, a.y, corps_beh, + corps_hit, actual); + number_raised += num; + if (see_grid(env.show, you.pos(), a)) + number_seen += num; + break; } - objl = 1; + hrg = mitm[objl].link; + objl = hrg; } + + objl = 1; } } - } if (actual == 0) - return number_raised; + return (number_raised); if (number_seen > 0) - { mpr("The dead are walking!"); - } - return number_raised; + return (number_raised); } // end animate_dead() int animate_a_corpse( int axps, int ayps, beh_type corps_beh, int corps_hit, @@ -419,7 +413,7 @@ int animate_a_corpse( int axps, int ayps, beh_type corps_beh, int corps_hit, bool was_butchering = is_being_butchered(item); rc = raise_corpse(objl, axps, ayps, corps_beh, corps_hit, 1); - if ( rc ) + if (rc) { if (is_terrain_seen(axps, ayps)) mpr("The dead are walking!"); @@ -462,8 +456,8 @@ static int raise_corpse( int corps, int corx, int cory, const int number = mitm[corps].props.exists(MONSTER_NUMBER) - ? mitm[corps].props[MONSTER_NUMBER].get_short() - : 0; + ? mitm[corps].props[MONSTER_NUMBER].get_short() + : 0; const monster_type zombie_type = static_cast<monster_type>(mitm[corps].plus); diff --git a/crawl-ref/source/spells4.cc b/crawl-ref/source/spells4.cc index 3004edbfe8..afec4122c8 100644 --- a/crawl-ref/source/spells4.cc +++ b/crawl-ref/source/spells4.cc @@ -1769,7 +1769,7 @@ void cast_fulsome_distillation( int powc ) break; } - // If not powerful enough, we downgrade the potion + // If not powerful enough, we downgrade the potion. if (random2(50) > powc + 10 * rotten) { switch (pot_type) @@ -1797,24 +1797,22 @@ void cast_fulsome_distillation( int powc ) } } - // We borrow the corpse's object to make our potion: + // We borrow the corpse's object to make our potion. mitm[corpse].base_type = OBJ_POTIONS; - mitm[corpse].sub_type = pot_type; - mitm[corpse].quantity = 1; - mitm[corpse].plus = 0; - mitm[corpse].plus2 = 0; - mitm[corpse].flags = 0; + mitm[corpse].sub_type = pot_type; + mitm[corpse].quantity = 1; + mitm[corpse].plus = 0; + mitm[corpse].plus2 = 0; + mitm[corpse].flags = 0; mitm[corpse].inscription.clear(); item_colour( mitm[corpse] ); // sets special as well mprf("You extract %s from the corpse.", mitm[corpse].name(DESC_NOCAP_A).c_str()); - // try to move the potion to the player (for convenience) + // Try to move the potion to the player (for convenience). if (move_item_to_player( corpse, 1 ) != 1) - { mpr( "Unfortunately, you can't carry it right now!" ); - } } static int rot_living(int x, int y, int pow, int message) diff --git a/crawl-ref/source/tags.cc b/crawl-ref/source/tags.cc index 8610f3fd9c..5e5cd91e76 100644 --- a/crawl-ref/source/tags.cc +++ b/crawl-ref/source/tags.cc @@ -233,7 +233,7 @@ void marshallShort(std::vector<unsigned char>& buf, short data) buf.push_back((unsigned char) ((data & 0x00FF) )); } -// marshall 2 byte short in network order +// Marshall 2 byte short in network order. void marshallShort(writer &th, short data) { const char b2 = (char)(data & 0x00FF); @@ -242,7 +242,7 @@ void marshallShort(writer &th, short data) th.writeByte(b2); } -// unmarshall 2 byte short in network order +// Unmarshall 2 byte short in network order. short unmarshallShort(reader &th) { short b1 = th.readByte(); @@ -259,7 +259,7 @@ void marshallLong(std::vector<unsigned char>& buf, long data) buf.push_back((unsigned char) ((data & 0x000000FF) )); } -// marshall 4 byte int in network order +// Marshall 4 byte int in network order. void marshallLong(writer &th, long data) { char b4 = (char) (data & 0x000000FF); @@ -273,7 +273,7 @@ void marshallLong(writer &th, long data) th.writeByte(b4); } -// unmarshall 4 byte int in network order +// Unmarshall 4 byte int in network order. long unmarshallLong(reader &th) { long b1 = th.readByte(); @@ -299,7 +299,7 @@ void marshallMap(writer &th, const std::map<key,value>& data, { marshallLong( th, data.size() ); typename std::map<key,value>::const_iterator ci; - for ( ci = data.begin(); ci != data.end(); ++ci ) + for (ci = data.begin(); ci != data.end(); ++ci) { key_marshall(th, ci->first); value_marshall(th, ci->second); @@ -324,7 +324,7 @@ static void unmarshall_vector(reader& th, std::vector<T>& vec, { vec.clear(); const long num_to_read = unmarshallLong(th); - for ( long i = 0; i < num_to_read; ++i ) + for (long i = 0; i < num_to_read; ++i) vec.push_back( T_unmarshall(th) ); } @@ -338,7 +338,7 @@ static void unmarshall_container(reader &th, T_container &container, (container.*inserter)(unmarshal(th)); } -// XXX: redundant with level_id.save()/load() +// XXX: Redundant with level_id.save()/load(). void marshall_level_id( writer& th, const level_id& id ) { marshallByte(th, id.branch ); @@ -346,7 +346,7 @@ void marshall_level_id( writer& th, const level_id& id ) marshallByte(th, id.level_type); } -// XXX: redundant with level_pos.save()/load() +// XXX: Redundant with level_pos.save()/load(). void marshall_level_pos( writer& th, const level_pos& lpos ) { marshallLong(th, lpos.pos.x); @@ -361,7 +361,7 @@ void unmarshallMap(reader& th, map& data, { long i, len = unmarshallLong(th); key k; - for ( i = 0; i < len; ++i ) + for (i = 0; i < len; ++i) { k = key_unmarshall(th); std::pair<key, value> p(k, value_unmarshall(th)); @@ -500,14 +500,14 @@ static void marshallStringNoMax(writer &th, const std::string &data) // string -- unmarshall length & string data int unmarshallCString(reader &th, char *data, int maxSize) { - // get length + // Get length. short len = unmarshallShort(th); int copylen = len; if (len >= maxSize && maxSize > 0) copylen = maxSize - 1; - // read the actual string and null terminate + // Read the actual string and null terminate. th.read(data, copylen); data[copylen] = 0; @@ -535,7 +535,7 @@ static std::string unmarshallStringNoMax(reader &th) return unmarshallString(th); } -// string -- 4 byte length, non-terminated string data +// string -- 4 byte length, non-terminated string data. void marshallString4(writer &th, const std::string &data) { marshallLong(th, data.length()); @@ -679,7 +679,7 @@ void tag_write(tag_type tagID, FILE* outf) marshallLong(tmp, buf.size()); } - // write tag data + // Write tag data. write2(outf, &buf[0], buf.size()); } @@ -688,7 +688,7 @@ void tag_write(tag_type tagID, FILE* outf) // (or on an error). // // minorVersion is available for any sub-readers that need it -// (like TAG_LEVEL_MONSTERS) +// (like TAG_LEVEL_MONSTERS). tag_type tag_read(FILE *fp, char minorVersion) { // Read header info and data @@ -708,7 +708,8 @@ tag_type tag_read(FILE *fp, char minorVersion) } unwind_var<int> tag_minor_version(_tag_minor_version, minorVersion); - // ok, we have data now. + + // Ok, we have data now. reader th(buf); switch (tag_id) { @@ -753,16 +754,15 @@ tag_type tag_read(FILE *fp, char minorVersion) } -// older savefiles might want to call this to get a tag -// properly initialized if it wasn't part of the savefile. +// Older savefiles might want to call this to get a tag properly +// initialized if it wasn't part of the savefile. // For now, none are supported. -// This function will be called AFTER all other tags for -// the savefile are read, so everything that can be -// initialized should have been by now. +// This function will be called AFTER all other tags for the savefile +// are read, so everything that can be initialized should have been by now. -// minorVersion is available for any child functions that need -// it (currently none) +// minorVersion is available for any child functions that need it +// (currently none). void tag_missing(int tag, char minorVersion) { UNUSED( minorVersion ); @@ -883,7 +883,7 @@ static void tag_construct_you(writer &th) marshallByte(th, you.experience_level); marshallLong(th, you.exp_available); - /* max values */ + // max values marshallByte(th, you.max_strength); marshallByte(th, you.max_intel); marshallByte(th, you.max_dex); @@ -917,10 +917,10 @@ static void tag_construct_you(writer &th) marshallByte(th, 50); for (j = 0; j < 50; ++j) { - marshallByte(th, you.skills[j]); /* skills! */ - marshallByte(th, you.practise_skill[j]); /* skills! */ + marshallByte(th, you.skills[j]); + marshallByte(th, you.practise_skill[j]); marshallLong(th, you.skill_points[j]); - marshallByte(th, you.skill_order[j]); /* skills ordering */ + marshallByte(th, you.skill_order[j]); // skills ordering } // how many durations? @@ -933,10 +933,10 @@ static void tag_construct_you(writer &th) for (j = 0; j < NUM_ATTRIBUTES; ++j) marshallByte(th, you.attribute[j]); - // was: remembered quiver items + // Was: remembered quiver items. marshallByte(th, 0); - // sacrifice values + // Sacrifice values. marshallByte(th, NUM_OBJECT_CLASSES); for (j = 0; j < NUM_OBJECT_CLASSES; ++j) marshallLong(th, you.sacrifice_value[j]); @@ -977,7 +977,7 @@ static void tag_construct_you(writer &th) // time of game start marshallString(th, make_date_string( you.birth_time ).c_str(), 20); - // real_time == -1 means game was started before this feature + // real_time == -1 means game was started before this feature. if (you.real_time != -1) { const time_t now = time(NULL); @@ -996,7 +996,7 @@ static void tag_construct_you(writer &th) marshallShort(th, you.transit_stair); marshallByte(th, you.entering_level); - // list of currently beholding monsters (usually empty) + // List of currently beholding monsters (usually empty). marshallByte(th, you.beheld_by.size()); for (unsigned int k = 0; k < you.beheld_by.size(); k++) marshallByte(th, you.beheld_by[k]); @@ -1020,7 +1020,7 @@ static void tag_construct_you_items(writer &th) for (i = 0; i < ENDOFPACK; ++i) marshallItem(th, you.inv[i]); - // item descrip for each type & subtype + // Item descrip for each type & subtype. // how many types? marshallByte(th, NUM_IDESC); // how many subtypes? @@ -1029,7 +1029,7 @@ static void tag_construct_you_items(writer &th) for (j = 0; j < 50; ++j) marshallByte(th, you.item_description[i][j]); - // identification status + // Identification status. const id_arr& identy(get_typeid_array()); // how many types? marshallByte(th, static_cast<char>(identy.width())); @@ -1092,7 +1092,7 @@ static void tag_construct_you_dungeon(writer &th) // how many unique creatures? marshallShort(th, NUM_MONSTERS); for (j = 0; j < NUM_MONSTERS; ++j) - marshallByte(th,you.unique_creatures[j]); /* unique beasties */ + marshallByte(th,you.unique_creatures[j]); // unique beasties // how many branches? marshallByte(th, NUM_BRANCHES); @@ -1266,7 +1266,7 @@ static void tag_read_you(reader &th, char minorVersion) you.experience_level = unmarshallByte(th); you.exp_available = unmarshallLong(th); - /* max values */ + // max values you.max_strength = unmarshallByte(th); you.max_intel = unmarshallByte(th); you.max_dex = unmarshallByte(th); @@ -1316,7 +1316,7 @@ static void tag_read_you(reader &th, char minorVersion) you.skill_order[j] = unmarshallByte(th); } - // set up you.total_skill_points and you.skill_cost_level + // Set up you.total_skill_points and you.skill_cost_level. calc_total_skill_points(); // how many durations? @@ -1384,7 +1384,7 @@ static void tag_read_you(reader &th, char minorVersion) you.transit_stair = static_cast<dungeon_feature_type>(unmarshallShort(th)); you.entering_level = unmarshallByte(th); - // list of currently beholding monsters (usually empty) + // List of currently beholding monsters (usually empty). count_c = unmarshallByte(th); for (i = 0; i < count_c; i++) you.beheld_by.push_back(unmarshallByte(th)); @@ -1410,7 +1410,7 @@ static void tag_read_you_items(reader &th, char minorVersion) for (i = 0; i < count_c; ++i) unmarshallItem(th, you.inv[i]); - // item descrip for each type & subtype + // Item descrip for each type & subtype. // how many types? count_c = unmarshallByte(th); // how many subtypes? @@ -1419,15 +1419,14 @@ static void tag_read_you_items(reader &th, char minorVersion) for (j = 0; j < count_c2; ++j) you.item_description[i][j] = unmarshallByte(th); - // identification status + // Identification status. // how many types? count_c = unmarshallByte(th); // how many subtypes? count_c2 = unmarshallByte(th); - // argh.. this is awful. + // Argh... this is awful! for (i = 0; i < count_c; ++i) - { for (j = 0; j < count_c2; ++j) { const item_type_id_state_type ch = @@ -1452,13 +1451,14 @@ static void tag_read_you_items(reader &th, char minorVersion) break; } } - } // how many unique items? count_c = unmarshallByte(th); for (j = 0; j < count_c; ++j) + { you.unique_items[j] = static_cast<unique_item_status_type>(unmarshallByte(th)); + } // how many books? count_c = unmarshallByte(th); @@ -1470,8 +1470,8 @@ static void tag_read_you_items(reader &th, char minorVersion) for (j = 0; j < count_s; ++j) set_unrandart_exist(j, unmarshallBoolean(th)); - // # of unrandarts could certainly change. If it does, - // the new ones won't exist yet - zero them out. + // # of unrandarts could certainly change. + // If it does, the new ones won't exist yet - zero them out. for (; j < NO_UNRANDARTS; j++) set_unrandart_exist(j, false); } @@ -1608,7 +1608,7 @@ static void tag_construct_level(writer &th) marshallFloat(th, (float)you.elapsed_time); - // map grids + // Map grids. // how many X? marshallShort(th, GXM); // how many Y? @@ -1617,7 +1617,6 @@ static void tag_construct_level(writer &th) marshallLong(th, env.turns_on_level); for (int count_x = 0; count_x < GXM; count_x++) - { for (int count_y = 0; count_y < GYM; count_y++) { marshallByte(th, grd[count_x][count_y]); @@ -1627,7 +1626,6 @@ static void tag_construct_level(writer &th) marshallShort(th, env.map[count_x][count_y].property); marshallShort(th, env.cgrid[count_x][count_y]); } - } run_length_encode(th, marshallByte, env.grid_colours, GXM, GYM); @@ -1840,9 +1838,10 @@ void tag_construct_level_tiles(writer &th) unsigned int tile = 0; unsigned int last_tile = 0; - // Ver - marshallShort(th, 71); // tile routine subversion - // map grids + // tile routine subversion + marshallShort(th, 71); + + // Map grids. // how many X? marshallShort(th, GXM); // how many Y? @@ -1851,7 +1850,6 @@ void tag_construct_level_tiles(writer &th) tile = env.tile_bk_bg[0][0]; // bg first for (int count_x = 0; count_x < GXM; count_x++) - { for (int count_y = 0; count_y < GYM; count_y++) { last_tile = tile; @@ -1877,7 +1875,7 @@ void tag_construct_level_tiles(writer &th) rle_count = 1; } } - } + marshallLong(th, tile); marshallByte(th, rle_count); @@ -1931,7 +1929,8 @@ static void tag_read_level( reader &th, char minorVersion ) env.level_flags = (unsigned long) unmarshallLong(th); env.elapsed_time = unmarshallFloat(th); - // map grids + + // Map grids. // how many X? const int gx = unmarshallShort(th); // how many Y? @@ -2112,14 +2111,12 @@ void tag_read_level_attitude(reader &th) void tag_missing_level_attitude() { - // we don't really have to do a lot here. - // just set foe to MHITNOT; they'll pick up - // a foe first time through handle_monster() if + // We don't really have to do a lot here, just set foe to MHITNOT; + // they'll pick up a foe first time through handle_monster() if // there's one around. - // as for attitude, a couple simple checks - // can be used to determine friendly/good - // neutral/neutral/hostile. + // As for attitude, a couple simple checks can be used to determine + // friendly/good neutral/neutral/hostile. int i; bool is_friendly; unsigned int new_beh = BEH_WANDER; @@ -2165,13 +2162,11 @@ void tag_read_level_tiles(struct reader &th) { #ifdef USE_TILE for (int i = 0; i < GXM; i++) - { for (int j = 0; j < GYM; j++) { env.tile_bk_bg[i][j] = 0; env.tile_bk_fg[i][j] = 0; } - } unsigned char rle_count = 0; unsigned int tile = 0; @@ -2179,7 +2174,7 @@ void tag_read_level_tiles(struct reader &th) int ver = unmarshallShort(th); if (ver == 0) return; - // map grids + // Map grids. // how many X? const int gx = unmarshallShort(th); // how many Y? diff --git a/crawl-ref/source/traps.cc b/crawl-ref/source/traps.cc index 3891154632..05a9301273 100644 --- a/crawl-ref/source/traps.cc +++ b/crawl-ref/source/traps.cc @@ -66,7 +66,7 @@ int get_trapping_net(int x, int y, bool trapped) } // if there are more than one net on this square -// split off one of them for checking/setting values +// split off one of them for checking/setting values. static void maybe_split_nets(item_def &item, int x, int y) { if (item.quantity == 1) @@ -78,12 +78,12 @@ static void maybe_split_nets(item_def &item, int x, int y) item_def it; it.base_type = item.base_type; - it.sub_type = item.sub_type; - it.plus = item.plus; - it.plus2 = item.plus2; - it.flags = item.flags; - it.special = item.special; - it.quantity = --item.quantity; + it.sub_type = item.sub_type; + it.plus = item.plus; + it.plus2 = item.plus2; + it.flags = item.flags; + it.special = item.special; + it.quantity = --item.quantity; item_colour(it); item.quantity = 1; @@ -846,14 +846,14 @@ void clear_trapping_net() bool trap_item(object_class_type base_type, char sub_type, char beam_x, char beam_y) { - item_def item; + item_def item; item.base_type = base_type; - item.sub_type = sub_type; - item.plus = 0; - item.plus2 = 0; - item.flags = 0; - item.special = 0; - item.quantity = 1; + item.sub_type = sub_type; + item.plus = 0; + item.plus2 = 0; + item.flags = 0; + item.special = 0; + item.quantity = 1; if (base_type == OBJ_MISSILES) { |