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-rw-r--r--crawl-ref/source/player.cc47
1 files changed, 24 insertions, 23 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index 21f3fc2ec3..65e9afc774 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -96,7 +96,7 @@ std::string pronoun_you(description_level_type desc)
/* Contains functions which return various player state vars,
and other stuff related to the player. */
-static void ability_increase();
+static void _attribute_increase();
// Use this function whenever the player enters (or lands and thus re-enters)
// a grid.
@@ -1834,7 +1834,7 @@ int player_speed(void)
return ps;
}
-static int player_armour_racial_bonus(const item_def& item)
+static int _player_armour_racial_bonus(const item_def& item)
{
if (item.base_type != OBJ_ARMOUR)
return 0;
@@ -1900,7 +1900,7 @@ int player_AC(void)
const item_def& item = you.inv[you.equip[i]];
const int ac_value = property(item, PARM_AC ) * 100;
- int racial_bonus = player_armour_racial_bonus(item);
+ int racial_bonus = _player_armour_racial_bonus(item);
AC += ac_value * (30 + 2 * you.skills[SK_ARMOUR] + racial_bonus) / 30;
@@ -2447,7 +2447,7 @@ int player_shield_class(void) //jmf: changes for new spell
break;
}
- int racial_bonus = player_armour_racial_bonus(item) * 2 / 3;
+ int racial_bonus = _player_armour_racial_bonus(item) * 2 / 3;
// bonus applied only to base, see above for effect:
base_shield *= (20 + you.skills[SK_SHIELDS] + racial_bonus);
@@ -2802,7 +2802,7 @@ void gain_exp( unsigned int exp_gained, unsigned int* actual_gain,
*actual_avail_gain = you.exp_available - old_avail;
} // end gain_exp()
-void level_change(bool skip_ability_increase)
+void level_change(bool skip_attribute_increase)
{
// necessary for the time being, as level_change() is called
// directly sometimes {dlb}
@@ -2813,7 +2813,7 @@ void level_change(bool skip_ability_increase)
{
bool skip_more = false;
- if (!skip_ability_increase)
+ if (!skip_attribute_increase)
{
if (crawl_state.is_replaying_keys()
|| crawl_state.is_repeating_cmd())
@@ -2866,8 +2866,8 @@ void level_change(bool skip_ability_increase)
inc_hp( brek, true );
inc_mp( 1, true );
- if (!(you.experience_level % 3) && !skip_ability_increase)
- ability_increase();
+ if (!(you.experience_level % 3) && !skip_attribute_increase)
+ _attribute_increase();
switch (you.species)
{
@@ -3532,7 +3532,7 @@ int check_stealth(void)
return (stealth);
} // end check_stealth()
-static void ability_increase()
+static void _attribute_increase()
{
mpr("Your experience leads to an increase in your attributes!",
MSGCH_INTRINSIC_GAIN);
@@ -3564,7 +3564,7 @@ static void ability_increase()
return;
}
}
-} // end ability_increase()
+}
static const char * _get_rotting_how()
{
@@ -4139,7 +4139,7 @@ bool player_has_spell( spell_type spell )
return you.has_spell(spell);
}
-static int species_exp_mod(species_type species)
+static int _species_exp_mod(species_type species)
{
if (player_genus(GENPC_DRACONIAN, species))
return 14;
@@ -4180,7 +4180,7 @@ static int species_exp_mod(species_type species)
default:
return 0;
}
-} // end species_exp_mod()
+}
unsigned long exp_needed(int lev)
{
@@ -4263,7 +4263,7 @@ unsigned long exp_needed(int lev)
break;
}
- return ((level - 1) * species_exp_mod(you.species) / 10);
+ return ((level - 1) * _species_exp_mod(you.species) / 10);
} // end exp_needed()
// returns bonuses from rings of slaying, etc.
@@ -5102,7 +5102,7 @@ int count_worn_ego( int which_ego )
return result;
}
-static int strength_modifier()
+static int _strength_modifier()
{
int result = 0;
if ( you.duration[DUR_MIGHT] )
@@ -5134,7 +5134,7 @@ static int strength_modifier()
return result;
}
-static int dex_modifier()
+static int _dex_modifier()
{
int result = 0;
@@ -5174,7 +5174,7 @@ static int dex_modifier()
return result;
}
-static int int_modifier()
+static int _int_modifier()
{
int result = 0;
@@ -5196,9 +5196,9 @@ int stat_modifier( stat_type stat )
{
switch ( stat )
{
- case STAT_STRENGTH: return strength_modifier();
- case STAT_DEXTERITY: return dex_modifier();
- case STAT_INTELLIGENCE: return int_modifier();
+ case STAT_STRENGTH: return _strength_modifier();
+ case STAT_DEXTERITY: return _dex_modifier();
+ case STAT_INTELLIGENCE: return _int_modifier();
default:
mprf(MSGCH_DANGER, "Bad stat: %d", stat);
return 0;
@@ -5817,7 +5817,7 @@ bool player::cannot_fight() const
// there's a 1/20 chance of it becoming activated whenever you
// attack a monster. (Same as the berserk mutation at level 1.)
// The probabilities for actually going berserk are cumulative!
-static bool equipment_make_berserk()
+static bool _equipment_make_berserk()
{
for (int eq = EQ_WEAPON; eq < NUM_EQUIP; eq++)
{
@@ -5852,8 +5852,8 @@ void player::attacking(actor *other)
}
if (mutation[MUT_BERSERK] &&
- (random2(100) < (mutation[MUT_BERSERK] * 10) - 5)
- || equipment_make_berserk())
+ (random2(100) < (mutation[MUT_BERSERK] * 10) - 5)
+ || _equipment_make_berserk())
{
go_berserk(false);
}
@@ -5887,7 +5887,8 @@ bool player::can_go_berserk(bool verbose) const
return (false);
}
- if (you.is_undead)
+ if (you.is_undead && (you.species != SP_VAMPIRE
+ || you.hunger_state < HS_FULL))
{
if (verbose)
mpr("You cannot raise a blood rage in your lifeless body.");