diff options
Diffstat (limited to 'crawl-ref/source/player.cc')
-rw-r--r-- | crawl-ref/source/player.cc | 47 |
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."); |