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-rw-r--r--crawl-ref/source/decks.cc38
1 files changed, 20 insertions, 18 deletions
diff --git a/crawl-ref/source/decks.cc b/crawl-ref/source/decks.cc
index 04b8cbed51..69bcaea97c 100644
--- a/crawl-ref/source/decks.cc
+++ b/crawl-ref/source/decks.cc
@@ -214,10 +214,10 @@ static void _shuffle_deck(item_def &deck)
// Don't use std::shuffle(), since we want to apply exactly the
// same shuffling to both the cards vector and the flags vector.
std::vector<vec_size> pos;
- for (unsigned long i = 0; i < cards.size(); i++)
+ for (unsigned long i = 0; i < cards.size(); ++i)
pos.push_back(random2(cards.size()));
- for (vec_size i = 0; i < pos.size(); i++)
+ for (vec_size i = 0; i < pos.size(); ++i)
{
std::swap(cards[i], cards[pos[i]]);
std::swap(flags[i], flags[pos[i]]);
@@ -538,7 +538,7 @@ static bool _check_buggy_deck(item_def& deck)
unsigned int num_buggy = 0;
unsigned int num_marked = 0;
- for (vec_size i = 0; i < num_cards; i++)
+ for (vec_size i = 0; i < num_cards; ++i)
{
unsigned char card = cards[i].get_byte();
unsigned char _flags = flags[i].get_byte();
@@ -611,7 +611,7 @@ static bool _check_buggy_deck(item_def& deck)
strm << "More cards than flags.";
#endif
strm << std::endl;
- for (unsigned int i = num_flags + 1; i <= num_cards; i++)
+ for (unsigned int i = num_flags + 1; i <= num_cards; ++i)
flags[i] = static_cast<char>(0);
problems = true;
@@ -625,7 +625,7 @@ static bool _check_buggy_deck(item_def& deck)
#endif
strm << std::endl;
- for (unsigned int i = num_flags; i > num_cards; i--)
+ for (unsigned int i = num_flags; i > num_cards; --i)
flags.erase(i);
problems = true;
@@ -1386,8 +1386,8 @@ static void _portal_card(int power, deck_rarity_type rarity)
}
const bool was_controlled = player_control_teleport();
- const bool short_control = (you.duration[DUR_CONTROL_TELEPORT] > 0)
- && (you.duration[DUR_CONTROL_TELEPORT] < 6);
+ const bool short_control = (you.duration[DUR_CONTROL_TELEPORT] > 0
+ && you.duration[DUR_CONTROL_TELEPORT] < 6);
if (controlled && (!was_controlled || short_control))
you.duration[DUR_CONTROL_TELEPORT] = 6; // Long enough to kick in.
@@ -1542,7 +1542,7 @@ static void _minefield_card(int power, deck_rarity_type rarity)
const int radius = power_level * 2 + 2;
for (radius_iterator ri(you.pos(), radius, false, false, false); ri; ++ri)
{
- if ( *ri == you.pos() )
+ if (*ri == you.pos())
continue;
if (grd(*ri) == DNGN_FLOOR && !find_trap(*ri)
@@ -1623,7 +1623,7 @@ static void _move_stair(coord_def stair_pos, bool away)
// Stairs already at edge, can't move further away.
return;
- if ( !in_bounds(ray.pos()) || ray.pos() == you.pos() )
+ if (!in_bounds(ray.pos()) || ray.pos() == you.pos())
ray.regress();
while (!see_grid(ray.pos()) || grd(ray.pos()) != DNGN_FLOOR)
@@ -1672,6 +1672,8 @@ static void _move_stair(coord_def stair_pos, bool away)
}
}
+// This does not describe an actual card. Instead, it only exists to test
+// the stair movement effect in wizard mode ("&c stairs").
static void _stairs_card(int power, deck_rarity_type rarity)
{
UNUSED(power);
@@ -1705,7 +1707,7 @@ static void _stairs_card(int power, deck_rarity_type rarity)
std::random_shuffle(stairs_avail.begin(), stairs_avail.end());
- for (unsigned int i = 0; i < stairs_avail.size(); i++)
+ for (unsigned int i = 0; i < stairs_avail.size(); ++i)
_move_stair(stairs_avail[i], stair_draw_count % 2);
stair_draw_count++;
@@ -1984,8 +1986,8 @@ static void _shadow_card(int power, deck_rarity_type rarity)
if (power_level >= 1)
{
- mpr( you.duration[DUR_STEALTH] ? "You feel more catlike."
- : "You feel stealthy.");
+ mpr(you.duration[DUR_STEALTH] ? "You feel more catlike."
+ : "You feel stealthy.");
you.duration[DUR_STEALTH] += random2(power/4) + 1;
}
@@ -2324,7 +2326,7 @@ static void _sage_card(int power, deck_rarity_type rarity)
static void _create_pond(const coord_def& center, int radius, bool allow_deep)
{
- for ( radius_iterator ri(center, radius, false); ri; ++ri )
+ for (radius_iterator ri(center, radius, false); ri; ++ri)
{
const coord_def p = *ri;
if (p != you.pos() && coinflip())
@@ -2346,7 +2348,7 @@ static void _create_pond(const coord_def& center, int radius, bool allow_deep)
static void _deepen_water(const coord_def& center, int radius)
{
- for ( radius_iterator ri(center, radius, false); ri; ++ri )
+ for (radius_iterator ri(center, radius, false); ri; ++ri)
{
// FIXME The iteration shouldn't affect the later squares in the
// same iteration, i.e., a newly-flooded square shouldn't count
@@ -2387,7 +2389,7 @@ static void _water_card(int power, deck_rarity_type rarity)
mpr("Water floods your area!");
// Flood all visible squares.
- for ( radius_iterator ri( you.pos(), LOS_RADIUS, false ); ri; ++ri )
+ for (radius_iterator ri( you.pos(), LOS_RADIUS, false ); ri; ++ri)
{
coord_def p = *ri;
destroy_trap(p);
@@ -2592,7 +2594,7 @@ static void _curse_card(int power, deck_rarity_type rarity)
if (power_level >= 2)
{
// Curse (almost) everything + chance of decay.
- while ( curse_an_item(one_chance_in(6), true) && !one_chance_in(1000) )
+ while (curse_an_item(one_chance_in(6), true) && !one_chance_in(1000))
;
}
else if (power_level == 1)
@@ -2602,7 +2604,7 @@ static void _curse_card(int power, deck_rarity_type rarity)
{
curse_an_item(false);
}
- while ( !one_chance_in(4) );
+ while (!one_chance_in(4));
}
else
{
@@ -3143,7 +3145,7 @@ void init_deck(item_def &item)
props["card_flags"].new_vector(SV_BYTE).resize((vec_size)item.plus);
props["drawn_cards"].new_vector(SV_BYTE);
- for (int i = 0; i < item.plus; i++)
+ for (int i = 0; i < item.plus; ++i)
{
bool was_odd = false;
card_type card = _random_card(item, was_odd);