From 122b1cada6afe797552fc69b272ad0045762193f Mon Sep 17 00:00:00 2001 From: David Lawrence Ramsey Date: Mon, 26 Oct 2009 11:42:30 -0500 Subject: Add comment fixes. --- crawl-ref/source/itemname.cc | 35 ++++++++++++++++++----------------- 1 file changed, 18 insertions(+), 17 deletions(-) diff --git a/crawl-ref/source/itemname.cc b/crawl-ref/source/itemname.cc index 8ac9ae18f7..c564bea2f7 100644 --- a/crawl-ref/source/itemname.cc +++ b/crawl-ref/source/itemname.cc @@ -2290,7 +2290,8 @@ bool is_interesting_item( const item_def& item ) return (false); } -// Returns true if an item is a potential life saver in an emergency situation. +// Returns true if an item is a potential life saver in an emergency +// situation. bool is_emergency_item(const item_def &item) { if (!item_type_known(item)) @@ -2394,9 +2395,9 @@ bool is_bad_item(const item_def &item, bool temp) case SCR_CURSE_WEAPON: return (true); case SCR_SUMMONING: - // Summoning will always produce hostile monsters if you worship - // a good god. (Use temp to allow autopickup to prevent monsters - // from reading it.) + // Summoning will always produce hostile monsters if you + // worship a good god. (Use temp to allow autopickup to + // prevent monsters from reading it.) return (temp && is_good_god(you.religion)); default: return (false); @@ -2445,7 +2446,8 @@ bool is_bad_item(const item_def &item, bool temp) } } -// Returns true if using an item is risky but may occasionally be worthwhile. +// Returns true if using an item is risky but may occasionally be +// worthwhile. bool is_dangerous_item(const item_def &item, bool temp) { if (!item_type_known(item)) @@ -2511,8 +2513,8 @@ bool is_useless_item(const item_def &item, bool temp) if (!you.could_wield(item, true) && !is_throwable(&you, item)) { - // Weapon is too large (or small) to be wielded and cannot be - // thrown either. + // Weapon is too large (or small) to be wielded and cannot + // be thrown either. return (true); } @@ -2529,8 +2531,8 @@ bool is_useless_item(const item_def &item, bool temp) return (false); case OBJ_MISSILES: - // These are the same checks as in_throwable except we don't take - // into account launchers. + // These are the same checks as in is_throwable(), except that + // we don't take launchers into account. switch (item.sub_type) { case MI_LARGE_ROCK: @@ -2609,8 +2611,8 @@ bool is_useless_item(const item_def &item, bool temp) case POT_POISON: case POT_STRONG_POISON: // If you're poison resistant, poison is only useless. - // Spriggans could argue, but it's too small gain for possible - // player confusion. + // Spriggans could argue, but it's too small of a gain for + // possible player confusion. return (player_res_poison(false)); case POT_INVISIBILITY: @@ -2736,14 +2738,13 @@ static const std::string _item_prefix(const item_def &item, bool temp, { if (get_ident_type(item) == ID_KNOWN_TYPE) { - // Wands are only fully identified if we know the - // number of charges. + // Wands are only fully identified if we know the number of + // charges. if (item.base_type == OBJ_WANDS) prefixes.push_back("known"); - // Rings are fully identified simply by knowing their - // type, unless the ring has plusses, like a ring of - // dexterity. + // Rings are fully identified simply by knowing their type, + // unless the ring has plusses, like a ring of dexterity. else if (item.base_type == OBJ_JEWELLERY && !jewellery_is_amulet(item)) { @@ -2753,7 +2754,7 @@ static const std::string _item_prefix(const item_def &item, bool temp, prefixes.push_back("known"); } // All other types of magical items are fully identified - // simply by knowing the type + // simply by knowing the type. else prefixes.push_back("identified"); } -- cgit v1.2.3-54-g00ecf