diff options
-rw-r--r-- | crawl-ref/source/abl-show.cc | 6 | ||||
-rw-r--r-- | crawl-ref/source/dungeon.cc | 52 | ||||
-rw-r--r-- | crawl-ref/source/mutation.cc | 2 | ||||
-rw-r--r-- | crawl-ref/source/newgame.cc | 14 |
4 files changed, 39 insertions, 35 deletions
diff --git a/crawl-ref/source/abl-show.cc b/crawl-ref/source/abl-show.cc index 62be13def5..d86c658715 100644 --- a/crawl-ref/source/abl-show.cc +++ b/crawl-ref/source/abl-show.cc @@ -851,7 +851,7 @@ bool activate_ability() const int keyin = get_ch(); - if ( keyin == '?' || keyin == '*' ) + if (keyin == '?' || keyin == '*') { selected = choose_ability_menu(talents); if (selected == -1) @@ -860,8 +860,8 @@ bool activate_ability() return (false); } } - else if (keyin == ESCAPE || keyin == ' ' || - keyin == '\r' || keyin == '\n') + else if (keyin == ESCAPE || keyin == ' ' + || keyin == '\r' || keyin == '\n') { canned_msg( MSG_OK ); return (false); diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc index 88a75085c2..01589b1c8f 100644 --- a/crawl-ref/source/dungeon.cc +++ b/crawl-ref/source/dungeon.cc @@ -797,10 +797,12 @@ static void _build_layout_skeleton(int level_number, int level_type, if (!dgn_level_vetoed && skip_build == BUILD_CONTINUE) { - // do 'normal' building. Well, except for the swamp and shoals. - if (!player_in_branch(BRANCH_SWAMP) && - !player_in_branch(BRANCH_SHOALS)) + // Do 'normal' building. Well, except for the swamp and shoals. + if (!player_in_branch(BRANCH_SWAMP) + && !player_in_branch(BRANCH_SHOALS)) + { skip_build = _builder_normal(level_number, level_type, sr); + } if (!dgn_level_vetoed && skip_build == BUILD_CONTINUE) { @@ -851,7 +853,7 @@ static void _fixup_walls() || player_in_branch( BRANCH_VAULTS ) || player_in_branch( BRANCH_CRYPT )) { - // always the case with Dis {dlb} + // Always the case with Dis {dlb} dungeon_feature_type vault_wall = DNGN_METAL_WALL; if (player_in_branch( BRANCH_VAULTS )) @@ -859,13 +861,13 @@ static void _fixup_walls() vault_wall = DNGN_ROCK_WALL; const int bdepth = player_branch_depth(); - if ( bdepth > 2 ) + if (bdepth > 2) vault_wall = DNGN_STONE_WALL; - if ( bdepth > 4 ) + if (bdepth > 4) vault_wall = DNGN_METAL_WALL; - if ( bdepth > 6 && one_chance_in(10)) + if (bdepth > 6 && one_chance_in(10)) vault_wall = DNGN_GREEN_CRYSTAL_WALL; } else if (player_in_branch( BRANCH_CRYPT )) @@ -881,9 +883,9 @@ static void _fixup_branch_stairs() { // Top level of branch levels - replaces up stairs // with stairs back to dungeon or wherever: - if ( your_branch().exit_stairs != NUM_FEATURES && - player_branch_depth() == 1 && - you.level_type == LEVEL_DUNGEON ) + if (your_branch().exit_stairs != NUM_FEATURES + && player_branch_depth() == 1 + && you.level_type == LEVEL_DUNGEON) { const dungeon_feature_type exit = your_branch().exit_stairs; for (int x = 1; x < GXM; x++) @@ -892,9 +894,11 @@ static void _fixup_branch_stairs() && grd[x][y] <= DNGN_ESCAPE_HATCH_UP) { if (grd[x][y] == DNGN_STONE_STAIRS_UP_I) + { env.markers.add( new map_feature_marker(coord_def(x,y), grd[x][y])); + } grd[x][y] = exit; } } @@ -1001,14 +1005,14 @@ static bool _fixup_stone_stairs(bool preserve_vault_stairs) if (num_stairs <= 3) break; - if (preserve_vault_stairs && - (dgn_Map_Mask(stair_list[s2]) & MMT_VAULT)) + if (preserve_vault_stairs + && (dgn_Map_Mask(stair_list[s2]) & MMT_VAULT)) { continue; } flood_find<feature_grid, coord_predicate> ff(env.grid, - in_bounds); + in_bounds); ff.add_feat(grd(stair_list[s2])); @@ -1096,8 +1100,8 @@ static bool _fixup_stone_stairs(bool preserve_vault_stairs) { int s1 = s % num_stairs; int s2 = (s1 + 1) % num_stairs; - ASSERT(grd(stair_list[s2]) >= base && - grd(stair_list[s2]) <= base + 3); + ASSERT(grd(stair_list[s2]) >= base + && grd(stair_list[s2]) <= base + 3); if (grd(stair_list[s1]) == grd(stair_list[s2])) { @@ -1358,7 +1362,7 @@ static void _hide_doors() for (dx = 1; dx < GXM-1; dx++) for (dy = 1; dy < GYM-1; dy++) { - // only one out of four doors are candidates for hiding {gdl}: + // Only one out of four doors are candidates for hiding {gdl}: if (grd[dx][dy] == DNGN_CLOSED_DOOR && one_chance_in(4) && unforbidden(coord_def(dx, dy), MMT_NO_DOOR)) { @@ -1507,10 +1511,10 @@ static void _place_base_islands(int margin, int num_islands, int estradius, break; } } - if ( random2(num_islands) && island_distance ) + if (random2(num_islands) && island_distance) --island_distance; } - while ( !centre_ok ); + while (!centre_ok); // place an ellipse around the new coordinate _place_ellipse( centres[i].x, centres[i].y, a, b, DNGN_FLOOR, margin); @@ -1973,7 +1977,7 @@ static int _dgn_random_map_for_place(bool wantmini) const level_id lid = level_id::current(); int vault = random_map_for_place(lid, wantmini); - // disallow entry vaults for tutorial (complicates things) + // Disallow entry vaults for tutorial (only complicates things). if (vault == -1 && lid.branch == BRANCH_MAIN_DUNGEON && lid.depth == 1 && !Options.tutorial_left) @@ -1984,7 +1988,7 @@ static int _dgn_random_map_for_place(bool wantmini) return (vault); } -// returns BUILD_SKIP if we should skip further generation, +// Returns BUILD_SKIP if we should skip further generation, // BUILD_QUIT if we should immediately quit, and BUILD_CONTINUE // otherwise. static builder_rc_type _builder_by_branch(int level_number) @@ -2050,7 +2054,7 @@ static void _place_minivaults(const std::string &tag, int lo, int hi, bool force } int chance = you.your_level == 0? 50 : 100; - while ((chance && random2(100) < chance) || nvaults-- > 0) + while (chance && random2(100) < chance || nvaults-- > 0) { const int vault = _dgn_random_map_for_place(true); if (vault == -1) @@ -2185,9 +2189,9 @@ static builder_rc_type _builder_normal(int level_number, char level_type, static builder_rc_type _builder_basic(int level_number) { int temp_rand; - int doorlevel = random2(11); + int doorlevel = random2(11); int corrlength = 2 + random2(14); - int roomsize = 4 + random2(5) + random2(6); + int roomsize = 4 + random2(5) + random2(6); int no_corr = (one_chance_in(100) ? 500 + random2(500) : 30 + random2(200)); int intersect_chance = (one_chance_in(20) ? 400 : random2(20)); @@ -2332,7 +2336,7 @@ static void _builder_extras( int level_number, int level_type ) else if (level_number > 8 && one_chance_in(12)) { _build_lake( (river_type != DNGN_SHALLOW_WATER) ? river_type - : DNGN_DEEP_WATER ); + : DNGN_DEEP_WATER ); } } diff --git a/crawl-ref/source/mutation.cc b/crawl-ref/source/mutation.cc index 4deb21dce3..30f499f70d 100644 --- a/crawl-ref/source/mutation.cc +++ b/crawl-ref/source/mutation.cc @@ -1258,7 +1258,7 @@ formatted_string describe_mutations() } //end switch - innate abilities // a bit more stuff - if ((you.species >= SP_OGRE && you.species <= SP_OGRE_MAGE) + if (you.species >= SP_OGRE && you.species <= SP_OGRE_MAGE || player_genus(GENPC_DRACONIAN) || you.species == SP_SPRIGGAN) { result += "Your body does not fit into most forms of armour." EOL; diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc index 277ecd782e..d00eaa0a5d 100644 --- a/crawl-ref/source/newgame.cc +++ b/crawl-ref/source/newgame.cc @@ -326,11 +326,11 @@ int get_species_by_abbrev( const char *abbrev ) COMPILE_CHECK(ARRAYSZ(Species_Abbrev_List) == NUM_SPECIES, c1); for (i = SP_HUMAN; i < NUM_SPECIES; i++) { - if (tolower( abbrev[0] ) == tolower( Species_Abbrev_List[i][0] ) - && tolower( abbrev[1] ) == tolower( Species_Abbrev_List[i][1] )) - { - break; - } + if (tolower( abbrev[0] ) == tolower( Species_Abbrev_List[i][0] ) + && tolower( abbrev[1] ) == tolower( Species_Abbrev_List[i][1] )) + { + break; + } } return ((i < NUM_SPECIES) ? i : -1); @@ -557,8 +557,8 @@ int give_first_conjuration_book() // Conjuration books are largely Fire or Ice, so we'll use // that as the primary condition, and air/earth to break ties. -- bwr if (you.skills[SK_ICE_MAGIC] > you.skills[SK_FIRE_MAGIC] - || (you.skills[SK_FIRE_MAGIC] == you.skills[SK_ICE_MAGIC] - && you.skills[SK_AIR_MAGIC] > you.skills[SK_EARTH_MAGIC])) + || you.skills[SK_FIRE_MAGIC] == you.skills[SK_ICE_MAGIC] + && you.skills[SK_AIR_MAGIC] > you.skills[SK_EARTH_MAGIC]) { book = BOOK_CONJURATIONS_II; } |