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-rw-r--r--crawl-ref/source/effects.cc26
1 files changed, 15 insertions, 11 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index f172544727..b6fbdf6106 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -304,16 +304,20 @@ void banished(dungeon_feature_type gate_type, const std::string &who)
{
#ifdef DGL_MILESTONES
if (gate_type == DNGN_ENTER_ABYSS)
+ {
mark_milestone("abyss.enter",
"is cast into the Abyss!" + who_banished(who));
+ }
else if (gate_type == DNGN_EXIT_ABYSS)
+ {
mark_milestone("abyss.exit",
"escaped from the Abyss!" + who_banished(who));
+ }
#endif
std::string cast_into = "";
- switch(gate_type)
+ switch (gate_type)
{
case DNGN_ENTER_ABYSS:
if (you.level_type == LEVEL_ABYSS)
@@ -430,7 +434,7 @@ void banished(dungeon_feature_type gate_type, const std::string &who)
take_note(Note(NOTE_MESSAGE, 0, 0, what.c_str()), true);
}
- // no longer held in net
+ // No longer held in net.
clear_trapping_net();
down_stairs(you.your_level, gate_type, you.entry_cause); // heh heh
@@ -1407,7 +1411,7 @@ static int find_acquirement_subtype(object_class_type class_wanted,
type_wanted = random_rod_subtype();
break;
- default: // invocations and leftover spell schools
+ default: // Invocations and leftover spell schools.
switch (random2(5))
{
case 0:
@@ -1499,7 +1503,7 @@ bool acquirement(object_class_type class_wanted, int agent,
if (grid_destroys_items(grd[you.x_pos][you.y_pos]))
{
- // how sad (and stupid)
+ // How sad (and stupid).
if (!silenced(you.pos()) && !quiet)
{
mprf(MSGCH_SOUND,
@@ -1515,7 +1519,7 @@ bool acquirement(object_class_type class_wanted, int agent,
{
int type_wanted = find_acquirement_subtype(class_wanted, quant);
- // clobber class_wanted for vampires
+ // Clobber class_wanted for vampires.
if (you.species == SP_VAMPIRE && class_wanted == OBJ_FOOD)
class_wanted = OBJ_POTIONS;
@@ -1569,13 +1573,13 @@ bool acquirement(object_class_type class_wanted, int agent,
randart_properties_t proprt;
randart_wpn_properties( doodad, proprt );
- // check vs stats. positive stats will automatically fall
+ // Check vs stats. positive stats will automatically fall
// through. As will negative stats that won't kill you.
if (-proprt[RAP_STRENGTH] >= you.strength
|| -proprt[RAP_INTELLIGENCE] >= you.intel
|| -proprt[RAP_DEXTERITY] >= you.dex)
{
- // try again
+ // Try again.
destroy_item(thing_created);
thing_created = NON_ITEM;
continue;
@@ -1592,10 +1596,10 @@ bool acquirement(object_class_type class_wanted, int agent,
return (false);
}
- // easier to read this way
+ // Easier to read this way.
item_def& thing(mitm[thing_created]);
- // give some more gold
+ // Give some more gold.
if ( class_wanted == OBJ_GOLD )
thing.quantity += 150;
else if (quant > 1)
@@ -1604,7 +1608,7 @@ bool acquirement(object_class_type class_wanted, int agent,
if (is_blood_potion(thing))
init_stack_blood_potions(thing);
- // remove curse flag from item
+ // Remove curse flag from item.
do_uncurse_item( thing );
if (thing.base_type == OBJ_BOOKS)
@@ -1616,7 +1620,7 @@ bool acquirement(object_class_type class_wanted, int agent,
switch (thing.sub_type)
{
case RING_SLAYING:
- // make sure plus to damage is >= 1
+ // Make sure plus to damage is >= 1.
thing.plus2 = abs( thing.plus2 );
if (thing.plus2 == 0)
thing.plus2 = 1;