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-rw-r--r--crawl-ref/source/player.cc17
1 files changed, 8 insertions, 9 deletions
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)