From ca98a8399e80e0fa440298a6ddf383d706343088 Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Fri, 4 Jul 2008 14:47:09 +0000 Subject: Disallow vampires from draining summoned creatures to be consistent with summoned creatures being incapable of bleeding on the floor. This makes things more difficult for Vampires; on the other hand there was a (more or less) recent change that lets them regain 1 hp *per turn* when draining corpses. We might also increase the duration of blood potions... Apart from that, various clean-ups. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6393 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/docs/034_changes.txt | 1 + crawl-ref/source/abyss.cc | 16 +- crawl-ref/source/abyss.h | 2 +- crawl-ref/source/acr.cc | 154 +++++++++--------- crawl-ref/source/beam.cc | 37 ++--- crawl-ref/source/chardump.cc | 12 -- crawl-ref/source/clua.cc | 4 +- crawl-ref/source/decks.cc | 352 +++++++++++++++++++++-------------------- crawl-ref/source/delay.cc | 15 +- crawl-ref/source/describe.cc | 67 ++++---- crawl-ref/source/dungeon.cc | 76 ++++----- crawl-ref/source/effects.cc | 60 ++++--- crawl-ref/source/enum.h | 69 ++++---- crawl-ref/source/externs.h | 22 +-- crawl-ref/source/fight.cc | 66 ++++---- crawl-ref/source/files.cc | 3 +- crawl-ref/source/food.cc | 36 ++--- crawl-ref/source/item_use.cc | 45 +++--- crawl-ref/source/itemname.cc | 46 +++--- crawl-ref/source/itemprop.cc | 12 +- 20 files changed, 547 insertions(+), 548 deletions(-) diff --git a/crawl-ref/docs/034_changes.txt b/crawl-ref/docs/034_changes.txt index bf7688cafc..323c8adb31 100644 --- a/crawl-ref/docs/034_changes.txt +++ b/crawl-ref/docs/034_changes.txt @@ -26,6 +26,7 @@ them: ! annotate dungeon level (If your annotation contains '!' you'll be prompted whenever you attempt to enter the level.) + ( cycle the quiver to the next appropriate item Ctrl-D define macros (synonym to '~') Ctrl-G verbose list of monsters in sight Ctrl-T change your allies' pickup behaviour diff --git a/crawl-ref/source/abyss.cc b/crawl-ref/source/abyss.cc index 9a128f3a58..bf8167dcab 100644 --- a/crawl-ref/source/abyss.cc +++ b/crawl-ref/source/abyss.cc @@ -341,11 +341,14 @@ static int _abyss_rune_nearness() // See above comment about is_terrain_known(). for (radius_iterator ri(you.pos(), LOS_RADIUS); ri; ++ri) + { if (get_screen_glyph(ri->x, ri->y) != ' ') - for ( stack_iterator si(*ri); si; ++si ) + { + for (stack_iterator si(*ri); si; ++si) if (is_rune(*si) && si->plus == RUNE_ABYSSAL) nearness = std::min(nearness, grid_distance(you.pos(),*ri)); - + } + } return (nearness); } @@ -400,7 +403,6 @@ static void _abyss_lose_monster(monsters &mons) #define LOS_DIAMETER (LOS_RADIUS * 2 + 1) void area_shift(void) -/*******************/ { #ifdef DEBUG_ABYSS mpr("area_shift().", MSGCH_DIAGNOSTICS); @@ -416,7 +418,7 @@ void area_shift(void) FixedArray fprops; const coord_def los_delta(LOS_RADIUS, LOS_RADIUS); - for ( radius_iterator ri(you.pos(), LOS_RADIUS); ri; ++ri ) + for (radius_iterator ri(you.pos(), LOS_RADIUS); ri; ++ri) { fprops(you.pos() - *ri + los_delta) = env.map(*ri).property; if (env.sanctuary_pos == *ri && env.sanctuary_time > 0) @@ -426,7 +428,7 @@ void area_shift(void) } } - // If sanctuary center is outside of preserved area then just get + // If sanctuary centre is outside of preserved area then just get // rid of it. if (env.sanctuary_time > 0 && !sanct_shifted) { @@ -442,7 +444,7 @@ void area_shift(void) fprops(pos) = FPROP_NONE; } } - } + } _xom_check_nearness_setup(); @@ -530,7 +532,7 @@ void area_shift(void) _xom_check_nearness(); - for ( radius_iterator ri(you.pos(), LOS_RADIUS); ri; ++ri ) + for (radius_iterator ri(you.pos(), LOS_RADIUS); ri; ++ri) env.map(*ri).property = fprops(you.pos() - *ri + los_delta); if (sanct_shifted) diff --git a/crawl-ref/source/abyss.h b/crawl-ref/source/abyss.h index 61108bae8f..cf4436152e 100644 --- a/crawl-ref/source/abyss.h +++ b/crawl-ref/source/abyss.h @@ -1,6 +1,6 @@ /* * File: abyss.h - * Summary: Misc functions (most of which don't appear to be related to priests). + * Summary: Misc abyss specific functions. * Written by: Linley Henzell * * Modified for Crawl Reference by $Author$ on $Date$ diff --git a/crawl-ref/source/acr.cc b/crawl-ref/source/acr.cc index 305f4379bb..1549cbcc37 100644 --- a/crawl-ref/source/acr.cc +++ b/crawl-ref/source/acr.cc @@ -443,7 +443,7 @@ static bool _item_type_can_be_artefact( int type) static void _handle_wizard_command( void ) { - int wiz_command, i, j, tmp; + int wiz_command, tmp; char specs[256]; // WIZ_NEVER gives protection for those who have wiz compiles, @@ -557,22 +557,23 @@ static void _handle_wizard_command( void ) break; case 'v': + { // This command isn't very exciting... feel free to replace. - i = prompt_invent_item( "Value of which item?", MT_INVLIST, -1 ); + int i = prompt_invent_item( "Value of which item?", MT_INVLIST, -1 ); if (i == PROMPT_ABORT || !is_random_artefact( you.inv[i] )) { canned_msg( MSG_OK ); break; } else - { mprf("randart val: %d", randart_value(you.inv[i])); - } - break; + break; + } case '+': - i = prompt_invent_item( "Make an artefact out of which item?", - MT_INVLIST, -1 ); + { + int i = prompt_invent_item( "Make an artefact out of which item?", + MT_INVLIST, -1 ); if (i == PROMPT_ABORT) { canned_msg( MSG_OK ); @@ -585,6 +586,7 @@ static void _handle_wizard_command( void ) break; } + int j; // Set j == equipment slot of chosen item, remove old randart benefits. for (j = 0; j < NUM_EQUIP; j++) { @@ -608,7 +610,7 @@ static void _handle_wizard_command( void ) mpr( you.inv[i].name(DESC_INVENTORY_EQUIP).c_str() ); break; - + } case '|': // Create all unrandarts. for (tmp = 1; tmp < NO_UNRANDARTS; tmp++) @@ -676,8 +678,8 @@ static void _handle_wizard_command( void ) case 'C': { - // this command isn't very exciting... feel free to replace - i = prompt_invent_item( "(Un)curse which item?", MT_INVLIST, -1 ); + // This command isn't very exciting but it's useful for debugging. + int i = prompt_invent_item( "(Un)curse which item?", MT_INVLIST, -1 ); if (i == PROMPT_ABORT) { canned_msg( MSG_OK ); @@ -722,29 +724,22 @@ static void _handle_wizard_command( void ) wizard_draw_card(); break; - case 'h': - you.rotting = 0; - you.duration[DUR_CONF] = 0; - you.duration[DUR_POISONING] = 0; - you.disease = 0; - set_hp( abs(you.hp_max), false ); - set_hunger( 10999, true ); - break; - case 'H': // super-heal - you.rotting = 0; - you.duration[DUR_CONF] = 0; - you.duration[DUR_POISONING] = 0; + you.magic_contamination = 0; you.duration[DUR_LIQUID_FLAMES] = 0; if (you.duration[DUR_BEHELD]) { you.duration[DUR_BEHELD] = 0; you.beheld_by.clear(); } - you.magic_contamination = 0; - you.disease = 0; inc_hp( 10, true ); - set_hp( you.hp_max, false ); + // intentional fall-through + case 'h': + you.rotting = 0; + you.disease = 0; + you.duration[DUR_CONF] = 0; + you.duration[DUR_POISONING] = 0; + set_hp( abs(you.hp_max), false ); set_hunger( 10999, true ); you.redraw_hit_points = true; break; @@ -851,8 +846,7 @@ static void _handle_wizard_command( void ) } grd[you.x_pos][you.y_pos] = DNGN_ENTER_PORTAL_VAULT; - map_wiz_props_marker - *marker = new map_wiz_props_marker(you.pos()); + map_wiz_props_marker *marker = new map_wiz_props_marker(you.pos()); marker->set_property("dst", dst); marker->set_property("desc", "wizard portal, dest = " + dst); env.markers.add(marker); @@ -868,47 +862,42 @@ static void _handle_wizard_command( void ) break; case 'i': - { mpr( "You feel a rush of knowledge." ); - for (i = 0; i < ENDOFPACK; i++) + for (int i = 0; i < ENDOFPACK; i++) { if (is_valid_item( you.inv[i] )) { set_ident_type( you.inv[i], ID_KNOWN_TYPE ); - set_ident_flags( you.inv[i], ISFLAG_IDENT_MASK ); } } - you.wield_change = true; + you.wield_change = true; you.redraw_quiver = true; break; - } case 'I': - { mpr( "You feel a rush of antiknowledge." ); - for (i = 0; i < ENDOFPACK; i++) + for (int i = 0; i < ENDOFPACK; i++) { if (is_valid_item( you.inv[i] )) { set_ident_type( you.inv[i], ID_UNKNOWN_TYPE ); - unset_ident_flags( you.inv[i], ISFLAG_IDENT_MASK ); } } - you.wield_change = true; + you.wield_change = true; you.redraw_quiver = true; - // Forget things that nearby monsters are carrying, as well - // (for use with the "give monster an item" wizard targetting - // command). - for (i = 0; i < MAX_MONSTERS; i++) + // Forget things that nearby monsters are carrying, as well. + // (For use with the "give monster an item" wizard targetting + // command.) + for (int i = 0; i < MAX_MONSTERS; i++) { monsters* mon = &menv[i]; if (!invalid_monster(mon) && mons_near(mon)) { - for (j = 0; j < NUM_MONSTER_SLOTS; j++) + for (int j = 0; j < NUM_MONSTER_SLOTS; j++) { if (mon->inv[j] == NON_ITEM) continue; @@ -919,13 +908,11 @@ static void _handle_wizard_command( void ) continue; set_ident_type( item, ID_UNKNOWN_TYPE ); - unset_ident_flags( item, ISFLAG_IDENT_MASK ); } } } break; - } case CONTROL('I'): debug_item_statistics(); @@ -1013,8 +1000,7 @@ static void _handle_wizard_command( void ) break; case ':': - j = 0; - for (i = 0; i < NUM_BRANCHES; i++) + for (int i = 0; i < NUM_BRANCHES; i++) { if (branches[i].startdepth != - 1) { @@ -1072,9 +1058,10 @@ static void _handle_wizard_command( void ) old_piety, old_piety == MAX_PIETY ? "at" : "above"); } - // even at maximum, you can still gain gifts - // try at least once f. maximum, or repeat until something happens - // Rarely, this might result in several gifts during the same round! + // Even at maximum, you can still gain gifts. + // Try at least once for maximum, or repeat until something + // happens. Rarely, this might result in several gifts during the + // same round! do { gain_piety(50); @@ -1109,7 +1096,7 @@ static void _handle_wizard_command( void ) { bool has_shops = false; - for (i = 0; i < MAX_SHOPS; i++) + for (int i = 0; i < MAX_SHOPS; i++) if (env.shop[i].type != SHOP_UNASSIGNED) { has_shops = true; @@ -1120,7 +1107,7 @@ static void _handle_wizard_command( void ) { mpr("Shop items:"); - for (i = 0; i < MAX_SHOPS; i++) + for (int i = 0; i < MAX_SHOPS; i++) if (env.shop[i].type != SHOP_UNASSIGNED) { int objl = igrd[0][i + 5]; @@ -1134,11 +1121,12 @@ static void _handle_wizard_command( void ) objl = item.link; } } - mpr(""); - } // if (has_shops) + + mpr(EOL); + } mpr("Item stacks (by location and top item):"); - for (i = 0; i < MAX_ITEMS; i++) + for (int i = 0; i < MAX_ITEMS; i++) { item_def &item(mitm[i]); if (!is_valid_item(item) || item.x == 0 || item.y == 0) @@ -1149,11 +1137,11 @@ static void _handle_wizard_command( void ) item.name(DESC_PLAIN, false, false, false).c_str() ); } - mpr(""); + mpr(EOL); mpr("Floor items (stacks only show top item):"); - for (i = 1; i < GXM; i++) - for (j = 1; j < GYM; j++) + for (int i = 1; i < GXM; i++) + for (int j = 1; j < GYM; j++) { int item = igrd[i][j]; if (item != NON_ITEM) @@ -1164,6 +1152,7 @@ static void _handle_wizard_command( void ) false).c_str() ); } } + break; } @@ -1396,7 +1385,7 @@ static void _input() && kbhit()) { // User pressed a key, so stop repeating commands and discard - // the keypress + // the keypress. crawl_state.cancel_cmd_repeat(); getchm(); return; @@ -1414,13 +1403,12 @@ static void _input() Options.tut_just_triggered = false; if (you.attribute[ATTR_HELD]) - { learned_something_new(TUT_CAUGHT_IN_NET); - } - // We don't want those "Whew, it's safe to rest now" messages when - // you were just cast into the Abyss. Right? else if (player_feels_safe && you.level_type != LEVEL_ABYSS) { + // We don't want those "Whew, it's safe to rest now" messages + // when you were just cast into the Abyss. Right? + if (2 * you.hp < you.hp_max || 2 * you.magic_points < you.max_magic_points) { @@ -1690,7 +1678,7 @@ static void _go_upstairs() if (!check_annotation_exclusion_warning()) return; - tag_followers(); // only those beside us right now can follow + tag_followers(); // Only those beside us right now can follow. start_delay( DELAY_ASCENDING_STAIRS, 1 + (you.burden_state > BS_UNENCUMBERED) ); } @@ -1917,9 +1905,9 @@ void process_command( command_type cmd ) ASSERT(crawl_state.is_repeating_cmd()); if (crawl_state.prev_repetition_turn == you.num_turns - && !(crawl_state.repeat_cmd == CMD_WIZARD - || (crawl_state.repeat_cmd == CMD_PREV_CMD_AGAIN - && crawl_state.prev_cmd == CMD_WIZARD))) + && crawl_state.repeat_cmd != CMD_WIZARD + && (crawl_state.repeat_cmd != CMD_PREV_CMD_AGAIN + || crawl_state.prev_cmd != CMD_WIZARD)) { // This is a catch-all that shouldn't really happen. // If the command always takes zero turns, then it @@ -2193,7 +2181,7 @@ void process_command( command_type cmd ) "(v - describe square, ? - help)", MSGCH_PROMPT); - struct dist lmove; // will be initialized by direction() + struct dist lmove; // Will be initialized by direction(). direction(lmove, DIR_TARGET, TARG_ANY, -1, true); if (lmove.isValid && lmove.isTarget && !lmove.isCancel) start_travel( lmove.tx, lmove.ty ); @@ -2206,7 +2194,8 @@ void process_command( command_type cmd ) canned_msg(MSG_PRESENT_FORM); break; } - /* randart wpns */ + + // Randart weapons. if (scan_randarts(RAP_PREVENT_SPELLCASTING)) { mpr("Something interferes with your magic!"); @@ -2516,6 +2505,7 @@ static bool _decrement_a_duration(duration_type dur, const char* endmsg = NULL, { if (midmsg) mpr(midmsg, chan); + you.duration[dur] -= midloss; } } @@ -2545,17 +2535,17 @@ static void _decrement_durations() else you.duration[DUR_GOURMAND] = 0; - // must come before might/haste/berserk + // Must come before might/haste/berserk. if (_decrement_a_duration(DUR_BUILDING_RAGE)) go_berserk(false); if (_decrement_a_duration(DUR_SLEEP)) you.awake(); - // paradox: it both lasts longer & does more damage overall if you're + // Paradox: It both lasts longer & does more damage overall if you're // moving slower. - // rationalisation: I guess it gets rubbed off/falls off/etc if you - // move around more. + // Rationalisation: I guess it gets rubbed off/falls off/etc if you + // move around more. if (you.duration[DUR_LIQUID_FLAMES] > 0) you.duration[DUR_LIQUID_FLAMES]--; @@ -3424,7 +3414,7 @@ static command_type _keycode_to_command( keycode_type key ) case CK_MOUSE_DONE: return CMD_NEXT_CMD; case CK_MOUSE_B1ITEM: return CMD_USE_ITEM; case CK_MOUSE_B2ITEM: return CMD_VIEW_ITEM; -#endif // USE_TILE +#endif case KEY_MACRO_DISABLE_MORE: return CMD_DISABLE_MORE; case KEY_MACRO_ENABLE_MORE: return CMD_ENABLE_MORE; @@ -3603,7 +3593,7 @@ static int _check_adjacent(dungeon_feature_type feat, int &dx, int &dy) // Opens doors and handles some aspects of untrapping. If either move_x or // move_y are non-zero, the pair carries a specific direction for the door -// to be opened (eg if you type ctrl - dir). +// to be opened (eg if you type ctrl + dir). static void _open_door(int move_x, int move_y, bool check_confused) { struct dist door_move; @@ -3723,7 +3713,7 @@ static void _open_door(int move_x, int move_y, bool check_confused) if (you.duration[DUR_BERSERKER]) { - // XXX: better flavour for larger doors? + // XXX: Better flavour for larger doors? if (silenced(you.x_pos, you.y_pos)) mprf("The %s%s flies open!", adj, noun); else @@ -3849,7 +3839,7 @@ static void _close_door(int door_x, int door_y) if (mgrd[dc.x][dc.y] != NON_MONSTER) { // Need to make sure that turn_is_over is set if creature is - // invisible + // invisible. if (!player_monster_visible(&menv[mgrd[dc.x][dc.y]])) { mprf("Something is blocking the %sway!", noun); @@ -3955,7 +3945,7 @@ static bool _initialise(void) init_feature_table(); init_monster_symbols(); init_properties(); - init_spell_descs(); // this needs to be way up top {dlb} + init_spell_descs(); // This needs to be way up top. {dlb} init_mon_name_cache(); msg::initialise_mpr_streams(); @@ -4061,7 +4051,8 @@ static bool _initialise(void) you.redraw_quiver = true; you.wield_change = true; - you.start_time = time( NULL ); // start timer on session + // Start timer on session. + you.start_time = time( NULL ); #ifdef CLUA_BINDINGS clua.runhook("chk_startgame", "b", newc); @@ -4221,8 +4212,8 @@ static void _move_player(int move_x, int move_y) const unsigned short targ_monst = mgrd[ targ_x ][ targ_y ]; const bool targ_pass = you.can_pass_through(targ_x, targ_y); - // you can swap places with a friendly or good neutral monster if - // you're not confused, or if both of you are inside a sanctuary + // You can swap places with a friendly or good neutral monster if + // you're not confused, or if both of you are inside a sanctuary. const bool can_swap_places = targ_monst != NON_MONSTER && !mons_is_stationary(&menv[targ_monst]) && (mons_wont_attack(&menv[targ_monst]) @@ -4230,7 +4221,8 @@ static void _move_player(int move_x, int move_y) || is_sanctuary(you.x_pos, you.y_pos) && is_sanctuary(targ_x, targ_y)); - // cannot move away from mermaid but you CAN fight neighbouring squares + // You cannot move away from a mermaid but you CAN fight monsters on + // neighbouring squares. if (you.duration[DUR_BEHELD] && !you.duration[DUR_CONF]) { for (unsigned int i = 0; i < you.beheld_by.size(); i++) @@ -4480,7 +4472,7 @@ static void _setup_cmd_repeat() { // If a "do previous command again" caused a command // repetition to be redone, the keys to be repeated are - // already in the key rercording buffer, so we just need to + // already in the key recording buffer, so we just need to // discard all the keys saying how many times the command // should be repeated. do diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc index cb157040c2..e8e09d2707 100644 --- a/crawl-ref/source/beam.cc +++ b/crawl-ref/source/beam.cc @@ -1259,7 +1259,7 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt ) break; case ZAP_NEGATIVE_ENERGY: // cap 150 - // these always auto-identify, so no generic name + // These always auto-identify, so no generic name. pbolt.name = "bolt of negative energy"; pbolt.colour = DARKGREY; pbolt.range = 7 + random2(10); @@ -2063,7 +2063,7 @@ void fire_beam(bolt &pbolt, item_def *item, bool drop_item) int mons_adjust_flavoured(monsters *monster, bolt &pbolt, int hurted, bool doFlavouredEffects) { - // If we're not doing flavored effects, must be preliminary + // If we're not doing flavoured effects, must be preliminary // damage check only. // Do not print messages or apply any side effects! int resist = 0; @@ -2985,7 +2985,7 @@ static void _beam_explodes(bolt &beam, int x, int y) // cloud producer -- FOUL VAPOR (SWAMP DRAKE?) if (beam.name == "foul vapour") { - cl_type = beam.flavour == BEAM_MIASMA ? CLOUD_MIASMA : CLOUD_STINK; + cl_type = (beam.flavour == BEAM_MIASMA) ? CLOUD_MIASMA : CLOUD_STINK; big_cloud( cl_type, _whose_kill(beam), x, y, 0, 9 ); return; } @@ -4054,7 +4054,7 @@ static int _affect_player( bolt &beam, item_def *item ) hurted = 0; // If the beam is an actual missile or of the MMISSILE type (Earth magic) - // might bleed on the floor. + // we might bleed on the floor. if (!engulfs && (beam.flavour == BEAM_MISSILE || beam.flavour == BEAM_MMISSILE)) { @@ -4152,10 +4152,10 @@ static int _affect_player( bolt &beam, item_def *item ) beam.fr_hurt++; // Beam from player rebounded and hit player. - if (beam.beam_source == NON_MONSTER) - xom_is_stimulated(255); // Xom's amusement at the player's being damaged is handled // elsewhere. + if (beam.beam_source == NON_MONSTER) + xom_is_stimulated(255); else if (was_affected) xom_is_stimulated(128); } @@ -4671,7 +4671,7 @@ static int _affect_monster(bolt &beam, monsters *mon, item_def *item) hurt_final = mons_adjust_flavoured(mon, beam, raw_damage); // If the beam is an actual missile or of the MMISSILE type (Earth magic) - // might bleed on the floor. + // we might bleed on the floor. if (!engulfs && (beam.flavour == BEAM_MISSILE || beam.flavour == BEAM_MMISSILE) && !mons_is_summoned(mon) && !mons_is_submerged(mon)) @@ -5330,15 +5330,16 @@ int explosion( bolt &beam, bool hole_in_the_middle, int r = beam.ex_size; - // beam is now an explosion; set in_explosion_phase + // Beam is now an explosion. beam.in_explosion_phase = true; if (is_sanctuary(beam.target_x, beam.target_y)) { - if (!beam.is_tracer && see_grid(beam.target()) && !beam.name.empty() ) + if (!beam.is_tracer && see_grid(beam.target()) && !beam.name.empty()) + { mprf(MSGCH_GOD, "By Zin's power, the %s is contained.", beam.name.c_str()); - + } return (-1); } @@ -5350,7 +5351,7 @@ int explosion( bolt &beam, bool hole_in_the_middle, beam.hit, beam.damage.num, beam.damage.size ); #endif - // for now, we don't support explosions greater than 9 radius + // For now, we don't support explosions greater than 9 radius. if (r > MAX_EXPLOSION_RADIUS) r = MAX_EXPLOSION_RADIUS; @@ -5501,24 +5502,24 @@ static void _explosion_cell(bolt &beam, int x, int y, bool drawOnly) static void _explosion_map( bolt &beam, int x, int y, int count, int dir, int r ) { - // 1. check to see out of range + // 1. Check to see out of range. if (x*x + y*y > r*r + r) return; - // 2. check count + // 2. Check count. if (count > 10*r) return; - // 3. check sanctuary + // 3. Check sanctuary. if (is_sanctuary(beam.target_x + x, beam.target_y + y)) return; - // 3. check to see if we're blocked by something + // 4. Check to see if we're blocked by something // specifically, we're blocked by WALLS. Not // statues, idols, etc. const int dngn_feat = grd[beam.target_x + x][beam.target_y + y]; - // special case: explosion originates from rock/statue + // Special case: Explosion originates from rock/statue // (e.g. Lee's rapid deconstruction) - in this case, ignore // solid cells at the center of the explosion. if (dngn_feat <= DNGN_MAXWALL @@ -5527,10 +5528,10 @@ static void _explosion_map( bolt &beam, int x, int y, return; } - // hmm, I think we're ok + // Hmm, I think we're ok. explode_map[x+9][y+9] = true; - // now recurse in every direction except the one we came from + // Now recurse in every direction except the one we came from. for (int i = 0; i < 4; i++) { if (i+1 != dir) diff --git a/crawl-ref/source/chardump.cc b/crawl-ref/source/chardump.cc index 359467656d..2ccf957a23 100644 --- a/crawl-ref/source/chardump.cc +++ b/crawl-ref/source/chardump.cc @@ -191,18 +191,6 @@ static void _sdump_header(dump_params &par) static void _sdump_stats(dump_params &par) { -/* - // This is the old dump screen and can be removed if no one wants to - // go back. - std::vector vfs = - get_full_detail(par.full_id, par.se? par.se->points : -1); - - for (unsigned int i = 0; i < vfs.size(); i++) - { - par.text += vfs[i]; - par.text += '\n'; - } -*/ par.text += dump_overview_screen(par.full_id); par.text += "\n\n"; } diff --git a/crawl-ref/source/clua.cc b/crawl-ref/source/clua.cc index f9682b8206..7107dc6355 100644 --- a/crawl-ref/source/clua.cc +++ b/crawl-ref/source/clua.cc @@ -1620,11 +1620,11 @@ static int food_eat(lua_State *ls) static int food_rotting(lua_State *ls) { LUA_ITEM(item, 1); + bool rotting = false; if (item && item->base_type == OBJ_FOOD && item->sub_type == FOOD_CHUNK) - { rotting = food_is_rotten(*item); - } + lua_pushboolean(ls, rotting); return (1); } diff --git a/crawl-ref/source/decks.cc b/crawl-ref/source/decks.cc index d2a47c5ab0..17e6c65210 100644 --- a/crawl-ref/source/decks.cc +++ b/crawl-ref/source/decks.cc @@ -320,7 +320,7 @@ const char* card_name(card_type card) static const deck_archetype* _random_sub_deck(unsigned char deck_type) { const deck_archetype *pdeck = NULL; - switch ( deck_type ) + switch (deck_type) { case MISC_DECK_OF_ESCAPE: pdeck = (coinflip() ? deck_of_transport : deck_of_emergency); @@ -331,7 +331,7 @@ static const deck_archetype* _random_sub_deck(unsigned char deck_type) case MISC_DECK_OF_WONDERS: pdeck = deck_of_wonders; break; case MISC_DECK_OF_PUNISHMENT: pdeck = deck_of_punishment; break; case MISC_DECK_OF_WAR: - switch ( random2(6) ) + switch (random2(6)) { case 0: pdeck = deck_of_destruction; break; case 1: pdeck = deck_of_enchantments; break; @@ -342,7 +342,7 @@ static const deck_archetype* _random_sub_deck(unsigned char deck_type) } break; case MISC_DECK_OF_CHANGES: - switch ( random2(3) ) + switch (random2(3)) { case 0: pdeck = deck_of_battle; break; case 1: pdeck = deck_of_dungeons; break; @@ -354,9 +354,9 @@ static const deck_archetype* _random_sub_deck(unsigned char deck_type) break; } - ASSERT( pdeck ); + ASSERT(pdeck); - return pdeck; + return (pdeck); } static card_type _choose_from_archetype(const deck_archetype* pdeck, @@ -369,15 +369,13 @@ static card_type _choose_from_archetype(const deck_archetype* pdeck, // duplicating the implementation. int totalweight = 0; - int i = 0; card_type result = NUM_CARDS; - while ( pdeck[i].card != NUM_CARDS ) + for (int i = 0; pdeck[i].card != NUM_CARDS; ++i) { const card_with_weights& cww = pdeck[i]; totalweight += cww.weight[rarity]; - if ( random2(totalweight) < cww.weight[rarity] ) + if (random2(totalweight) < cww.weight[rarity]) result = cww.card; - ++i; } return result; } @@ -387,7 +385,7 @@ static card_type _random_card(unsigned char deck_type, deck_rarity_type rarity, { const deck_archetype *pdeck = _random_sub_deck(deck_type); - if ( one_chance_in(100) ) + if (one_chance_in(100)) { pdeck = deck_of_oddities; was_oddity = true; @@ -465,11 +463,11 @@ static void _remember_drawn_card(item_def& deck, card_type card) const std::vector get_drawn_cards(const item_def& deck) { std::vector result; - if ( is_deck(deck) ) + if (is_deck(deck)) { const CrawlHashTable &props = deck.props; const CrawlVector &drawn = props["drawn_cards"].get_vector(); - for ( unsigned int i = 0; i < drawn.size(); ++i ) + for (unsigned int i = 0; i < drawn.size(); ++i) { const char tmp = drawn[i]; result.push_back(static_cast(tmp)); @@ -528,7 +526,7 @@ static bool _check_buggy_deck(item_def& deck) "and whisks it away." << std::endl; - if ( deck.link == you.equip[EQ_WEAPON] ) + if (deck.link == you.equip[EQ_WEAPON]) unwield_item(); dec_inv_item_quantity( deck.link, 1 ); @@ -588,7 +586,7 @@ static bool _check_buggy_deck(item_def& deck) << "A swarm of software bugs snatches the deck from you " "and whisks it away." << std::endl; - if ( deck.link == you.equip[EQ_WEAPON] ) + if (deck.link == you.equip[EQ_WEAPON]) unwield_item(); dec_inv_item_quantity( deck.link, 1 ); @@ -719,7 +717,7 @@ static int _choose_inventory_deck( const char* prompt ) if (prompt_failed(slot)) return -1; - if ( !is_deck(you.inv[slot]) ) + if (!is_deck(you.inv[slot])) { mpr("That isn't a deck!"); return -1; @@ -821,8 +819,8 @@ bool deck_peek() if (flags2 & CFLAG_SEEN) already_seen++; - // always increase if seen 2, 50% increase if seen 1 - if ( already_seen && random2(2) < already_seen ) + // Always increase if seen 2, 50% increase if seen 1. + if (already_seen && random2(2) < already_seen) deck.props["non_brownie_draws"]++; mprf("You draw two cards from the deck. They are: %s and %s.", @@ -1003,22 +1001,23 @@ bool deck_stack() while (true) { const int c = getch(); - if ( c == CK_ENTER ) + if (c == CK_ENTER) { cgotoxy(1,11); textcolor(LIGHTGREY); cprintf("Are you sure? (press y or Y to confirm)"); if (toupper(getch()) == 'Y') break; + cgotoxy(1,11); clear_to_end_of_line(); continue; } - if ( c >= '1' && c <= '0' + static_cast(draws.size()) ) + if (c >= '1' && c <= '0' + static_cast(draws.size())) { const unsigned int new_selected = c - '1'; - if ( selected < draws.size() ) + if (selected < draws.size()) { std::swap(draws[selected], draws[new_selected]); std::swap(flags[selected], flags[new_selected]); @@ -1195,7 +1194,7 @@ void evoke_deck( item_def& deck ) // Passive Nemelex retribution: sometimes a card gets swapped out. // More likely to happen with marked decks. - if ( you.penance[GOD_NEMELEX_XOBEH] ) + if (you.penance[GOD_NEMELEX_XOBEH]) { int c = 1; if ( (flags & (CFLAG_MARKED | CFLAG_SEEN)) @@ -1203,11 +1202,11 @@ void evoke_deck( item_def& deck ) { c = 3; } - if ( random2(3000) < c * you.penance[GOD_NEMELEX_XOBEH] ) + if (random2(3000) < c * you.penance[GOD_NEMELEX_XOBEH]) { card_type old_card = card; card = _choose_from_archetype(deck_of_punishment, rarity); - if ( card != old_card ) + if (card != old_card) { simple_god_message(" seems to have exchanged this card " "behind your back!", GOD_NEMELEX_XOBEH); @@ -1237,7 +1236,7 @@ void evoke_deck( item_def& deck ) // in which case we don't want an empty deck to go through the // swapping process. const bool deck_gone = (cards_in_deck(deck) == 0); - if ( deck_gone ) + if (deck_gone) { mpr("The deck of cards disappears in a puff of smoke."); dec_inv_item_quantity( deck.link, 1 ); @@ -1247,7 +1246,7 @@ void evoke_deck( item_def& deck ) } const bool fake_draw = !card_effect(card, rarity, flags, false); - if ( fake_draw && !deck_gone ) + if (fake_draw && !deck_gone) props["non_brownie_draws"]++; if (!(flags & CFLAG_MARKED)) @@ -1288,16 +1287,16 @@ void evoke_deck( item_def& deck ) int get_power_level(int power, deck_rarity_type rarity) { int power_level = 0; - switch ( rarity ) + switch (rarity) { case DECK_RARITY_COMMON: break; case DECK_RARITY_LEGENDARY: - if ( random2(500) < power ) + if (random2(500) < power) ++power_level; // deliberate fall-through case DECK_RARITY_RARE: - if ( random2(700) < power ) + if (random2(700) < power) ++power_level; break; } @@ -1310,24 +1309,24 @@ static void _portal_card(int power, deck_rarity_type rarity) const int control_level = get_power_level(power, rarity); bool instant = false; bool controlled = false; - if ( control_level >= 2 ) + if (control_level >= 2) { instant = true; controlled = true; } - else if ( control_level == 1 ) + else if (control_level == 1) { - if ( coinflip() ) + if (coinflip()) instant = true; else controlled = true; } const bool was_controlled = player_control_teleport(); - if ( controlled && !was_controlled ) - you.duration[DUR_CONTROL_TELEPORT] = 6; // long enough to kick in + if (controlled && !was_controlled) + you.duration[DUR_CONTROL_TELEPORT] = 6; // Long enough to kick in. - if ( instant ) + if (instant) you_teleport_now( true ); else you_teleport(); @@ -1336,9 +1335,9 @@ static void _portal_card(int power, deck_rarity_type rarity) static void _warp_card(int power, deck_rarity_type rarity) { const int control_level = get_power_level(power, rarity); - if ( control_level >= 2 ) + if (control_level >= 2) blink(1000, false); - else if ( control_level == 1 ) + else if (control_level == 1) cast_semi_controlled_blink(power / 4); else random_blink(false); @@ -1412,7 +1411,7 @@ static void _velocity_card(int power, deck_rarity_type rarity) const int power_level = get_power_level(power, rarity); if (power_level >= 2) potion_effect( POT_SPEED, random2(power / 4) ); - else if ( power_level == 1 ) + else if (power_level == 1) { cast_fly( random2(power/4) ); cast_swiftness( random2(power/4) ); @@ -1423,7 +1422,7 @@ static void _velocity_card(int power, deck_rarity_type rarity) static void _damnation_card(int power, deck_rarity_type rarity) { - if ( you.level_type != LEVEL_DUNGEON ) + if (you.level_type != LEVEL_DUNGEON) { canned_msg(MSG_NOTHING_HAPPENS); return; @@ -1432,24 +1431,25 @@ static void _damnation_card(int power, deck_rarity_type rarity) // Calculate how many extra banishments you get. const int power_level = get_power_level(power, rarity); int nemelex_bonus = 0; - if ( you.religion == GOD_NEMELEX_XOBEH && !player_under_penance() ) + if (you.religion == GOD_NEMELEX_XOBEH && !player_under_penance()) nemelex_bonus = you.piety / 20; + int extra_targets = power_level + random2(you.skills[SK_EVOCATIONS] + nemelex_bonus) / 12; - for ( int i = 0; i < 1 + extra_targets; ++i ) + for (int i = 0; i < 1 + extra_targets; ++i) { - // pick a random monster nearby to banish (or yourself) + // Pick a random monster nearby to banish (or yourself). monsters *mon_to_banish = choose_random_nearby_monster(1); - // bonus banishments only banish monsters - if ( i != 0 && !mon_to_banish ) + // Bonus banishments only banish monsters. + if (i != 0 && !mon_to_banish) continue; - if ( !mon_to_banish ) // banish yourself! + if (!mon_to_banish) // Banish yourself! { banished(DNGN_ENTER_ABYSS, "drawing a card"); - break; // don't banish anything else + break; // Don't banish anything else. } else mon_to_banish->banish(); @@ -1459,7 +1459,7 @@ static void _damnation_card(int power, deck_rarity_type rarity) static void _warpwright_card(int power, deck_rarity_type rarity) { - if ( you.level_type == LEVEL_ABYSS ) + if (you.level_type == LEVEL_ABYSS) { mpr("The power of the Abyss blocks your magic."); return; @@ -1467,8 +1467,8 @@ static void _warpwright_card(int power, deck_rarity_type rarity) int count = 0; int fx = -1, fy = -1; - for ( int dx = -1; dx <= 1; ++dx ) - for ( int dy = -1; dy <= 1; ++dy ) + for (int dx = -1; dx <= 1; ++dx) + for (int dy = -1; dy <= 1; ++dy) { if ( dx == 0 && dy == 0 ) continue; @@ -1476,20 +1476,20 @@ static void _warpwright_card(int power, deck_rarity_type rarity) const int rx = you.x_pos + dx; const int ry = you.y_pos + dy; - if ( grd[rx][ry] == DNGN_FLOOR && trap_at_xy(rx,ry) == -1 - && one_chance_in(++count) ) + if (grd[rx][ry] == DNGN_FLOOR && trap_at_xy(rx,ry) == -1 + && one_chance_in(++count)) { fx = rx; fy = ry; } } - if ( fx >= 0 ) // found a spot + if (fx >= 0) // found a spot { - if ( place_specific_trap(fx, fy, TRAP_TELEPORT) ) + if (place_specific_trap(fx, fy, TRAP_TELEPORT)) { - // mark it discovered if enough power - if ( get_power_level(power, rarity) >= 1 ) + // Mark it discovered if enough power. + if (get_power_level(power, rarity) >= 1) { const int i = trap_at_xy(fx, fy); if (i != -1) // should always happen @@ -1526,7 +1526,7 @@ static void _flight_card(int power, deck_rarity_type rarity) { if (is_valid_shaft_level() && grd[you.x_pos][you.y_pos] == DNGN_FLOOR) { - if ( place_specific_trap(you.x_pos, you.y_pos, TRAP_SHAFT) ) + if (place_specific_trap(you.x_pos, you.y_pos, TRAP_SHAFT)) { const int i = trap_at_xy(you.x_pos, you.y_pos); grd[you.x_pos][you.y_pos] = trap_category(env.trap[i].type); @@ -1544,23 +1544,24 @@ static void _minefield_card(int power, deck_rarity_type rarity) { const int power_level = get_power_level(power, rarity); const int radius = power_level * 2 + 2; - for ( int dx = -radius; dx <= radius; ++dx ) - for ( int dy = -radius; dy <= radius; ++dy ) + for (int dx = -radius; dx <= radius; ++dx) + for (int dy = -radius; dy <= radius; ++dy) { - if ( dx*dx + dy*dy > radius*radius + 1 ) + if (dx == 0 && dy == 0) continue; - if ( dx == 0 && dy == 0 ) + + if (dx*dx + dy*dy > radius*radius + 1) continue; const int rx = you.x_pos + dx; const int ry = you.y_pos + dy; - if ( !in_bounds(rx, ry) ) + if (!in_bounds(rx, ry)) continue; - if ( grd[rx][ry] == DNGN_FLOOR && trap_at_xy(rx,ry) == -1 - && one_chance_in(4 - power_level) ) + if (grd[rx][ry] == DNGN_FLOOR && trap_at_xy(rx,ry) == -1 + && one_chance_in(4 - power_level)) { - if ( you.level_type == LEVEL_ABYSS ) + if (you.level_type == LEVEL_ABYSS) grd[rx][ry] = coinflip() ? DNGN_DEEP_WATER : DNGN_LAVA; else place_specific_trap(rx, ry, TRAP_RANDOM); @@ -1571,7 +1572,7 @@ static void _minefield_card(int power, deck_rarity_type rarity) static int _drain_monsters(int x, int y, int pow, int garbage) { UNUSED( garbage ); - if ( coord_def(x,y) == you.pos() ) + if (coord_def(x,y) == you.pos()) drain_exp(); else { @@ -1602,7 +1603,7 @@ static int _drain_monsters(int x, int y, int pow, int garbage) if (mon.hit_dice < 1) mon.hit_points = 0; - if ( mon.hit_points <= 0 ) + if (mon.hit_points <= 0) monster_die( &mon, KILL_YOU, 0 ); } } @@ -1693,22 +1694,22 @@ static void _elixir_card(int power, deck_rarity_type rarity) { int power_level = get_power_level(power, rarity); - if ( power_level == 1 && you.hp * 2 > you.hp_max ) + if (power_level == 1 && you.hp * 2 > you.hp_max) power_level = 0; - if ( power_level == 0 ) + if (power_level == 0) { - if ( coinflip() ) + if (coinflip()) potion_effect( POT_HEAL_WOUNDS, 40 ); // power doesn't matter else cast_regen( random2(power / 4) ); } - else if ( power_level == 1 ) + else if (power_level == 1) { you.hp = you.hp_max; you.magic_points = 0; } - else if ( power_level >= 2 ) + else if (power_level >= 2) { you.hp = you.hp_max; you.magic_points = you.max_magic_points; @@ -1720,17 +1721,17 @@ static void _elixir_card(int power, deck_rarity_type rarity) static void _battle_lust_card(int power, deck_rarity_type rarity) { const int power_level = get_power_level(power, rarity); - if ( power_level >= 2 ) + if (power_level >= 2) { you.duration[DUR_SLAYING] = random2(power/6) + 1; mpr("You feel deadly."); } - else if ( power_level == 1 ) + else if (power_level == 1) { you.duration[DUR_BUILDING_RAGE] = 1; mpr("You feel your rage building."); } - else if ( power_level == 0 ) + else if (power_level == 0) potion_effect(POT_MIGHT, random2(power/4)); } @@ -1759,36 +1760,38 @@ static void _metamorphosis_card(int power, deck_rarity_type rarity) static void _helm_card(int power, deck_rarity_type rarity) { const int power_level = get_power_level(power, rarity); - bool do_forescry = false; + bool do_forescry = false; bool do_stoneskin = false; - bool do_shield = false; + bool do_shield = false; int num_resists = 0; - if ( power_level >= 2 ) + + // Chances are cummulative. + if (power_level >= 2) { - if ( coinflip() ) do_forescry = true; - if ( coinflip() ) do_stoneskin = true; - if ( coinflip() ) do_shield = true; + if (coinflip()) do_forescry = true; + if (coinflip()) do_stoneskin = true; + if (coinflip()) do_shield = true; num_resists = random2(4); } - if ( power_level >= 1 ) + if (power_level >= 1) { - if ( coinflip() ) do_forescry = true; - if ( coinflip() ) do_stoneskin = true; - if ( coinflip() ) do_shield = true; + if (coinflip()) do_forescry = true; + if (coinflip()) do_stoneskin = true; + if (coinflip()) do_shield = true; } - if ( power_level >= 0 ) + if (power_level >= 0) { - if ( coinflip() ) + if (coinflip()) do_forescry = true; else do_stoneskin = true; } - if ( do_forescry ) + if (do_forescry) cast_forescry( random2(power/4) ); - if ( do_stoneskin ) + if (do_stoneskin) cast_stoneskin( random2(power/4) ); - if ( num_resists ) + if (num_resists) { const duration_type possible_resists[4] = { DUR_RESIST_POISON, DUR_INSULATION, @@ -1798,13 +1801,13 @@ static void _helm_card(int power, deck_rarity_type rarity) "poison", "electricity", "fire", "cold" }; - for ( int i = 0; i < 4 && num_resists; ++i ) + for (int i = 0; i < 4 && num_resists; ++i) { - // if there are n left, of which we need to choose + // If there are n left, of which we need to choose // k, we have chance k/n of selecting the next item. if ( random2(4-i) < num_resists ) { - // Add a temporary resist + // Add a temporary resistance. you.duration[possible_resists[i]] += random2(power/7) + 1; msg::stream << "You feel resistant to " << resist_names[i] << '.' << std::endl; @@ -1813,9 +1816,9 @@ static void _helm_card(int power, deck_rarity_type rarity) } } - if ( do_shield ) + if (do_shield) { - if ( you.duration[DUR_MAGIC_SHIELD] == 0 ) + if (you.duration[DUR_MAGIC_SHIELD] == 0) mpr("A magical shield forms in front of you."); you.duration[DUR_MAGIC_SHIELD] += random2(power/6) + 1; } @@ -1859,7 +1862,7 @@ static void _shadow_card(int power, deck_rarity_type rarity) { const int power_level = get_power_level(power, rarity); - if ( power_level >= 1 ) + if (power_level >= 1) { mpr( you.duration[DUR_STEALTH] ? "You feel more catlike." : "You feel stealthy."); @@ -1881,10 +1884,10 @@ static void _potion_card(int power, deck_rarity_type rarity) potion_type pot = RANDOM_ELEMENT(pot_effects); - if ( power_level >= 1 && coinflip() ) + if (power_level >= 1 && coinflip()) pot = (coinflip() ? POT_CURE_MUTATION : POT_MUTATION); - if ( power_level >= 2 && one_chance_in(5) ) + if (power_level >= 2 && one_chance_in(5)) pot = POT_MAGIC; potion_effect(pot, random2(power/4)); @@ -1897,18 +1900,18 @@ static void _focus_card(int power, deck_rarity_type rarity) int best_stat = 0; int worst_stat = 0; - for ( int i = 1; i < 3; ++i ) + for (int i = 1; i < 3; ++i) { const int best_diff = *max_statp[i] - *max_statp[best_stat]; - if ( best_diff > 0 || (best_diff == 0 && coinflip()) ) + if (best_diff > 0 || best_diff == 0 && coinflip()) best_stat = i; const int worst_diff = *max_statp[i] - *max_statp[worst_stat]; - if ( worst_diff < 0 || (worst_diff == 0 && coinflip()) ) + if (worst_diff < 0 || worst_diff == 0 && coinflip()) worst_stat = i; } - while ( best_stat == worst_stat ) + while (best_stat == worst_stat) { best_stat = random2(3); worst_stat = random2(3); @@ -1942,14 +1945,14 @@ static void _focus_card(int power, deck_rarity_type rarity) } } - for ( int i = 0; i < 3; ++i ) + for (int i = 0; i < 3; ++i) if (*max_statp[i] < 1 || *base_statp[i] < 1) ouch(INSTANT_DEATH, 0, kill_types[i], cause.c_str(), true); - // The player survived! - you.redraw_strength = true; + // The player survived! Yay! + you.redraw_strength = true; you.redraw_intelligence = true; - you.redraw_dexterity = true; + you.redraw_dexterity = true; burden_change(); } @@ -1957,23 +1960,23 @@ static void _focus_card(int power, deck_rarity_type rarity) static void _shuffle_card(int power, deck_rarity_type rarity) { stat_type stats[3] = {STAT_STRENGTH, STAT_DEXTERITY, STAT_INTELLIGENCE}; - int old_base[3] = { you.strength, you.dex, you.intel}; + int old_base[3] = {you.strength, you.dex, you.intel}; int old_max[3] = {you.max_strength, you.max_dex, you.max_intel}; int modifiers[3]; int perm[3] = { 0, 1, 2 }; - for ( int i = 0; i < 3; ++i ) + for (int i = 0; i < 3; ++i) modifiers[i] = stat_modifier(stats[i]); std::random_shuffle( perm, perm + 3 ); int new_base[3]; int new_max[3]; - for ( int i = 0; i < 3; ++i ) + for (int i = 0; i < 3; ++i) { new_base[perm[i]] = old_base[i] - modifiers[i] + modifiers[perm[i]]; - new_max[perm[i]] = old_max[i] - modifiers[i] + modifiers[perm[i]]; + new_max[perm[i]] = old_max[i] - modifiers[i] + modifiers[perm[i]]; } // Did the shuffling kill the player? @@ -1999,7 +2002,7 @@ static void _shuffle_card(int power, deck_rarity_type rarity) } } - for ( int i = 0; i < 3; ++i ) + for (int i = 0; i < 3; ++i) if (new_base[i] < 1 || new_max[i] < 1) ouch(INSTANT_DEATH, 0, kill_types[i], cause.c_str(), true); @@ -2007,17 +2010,17 @@ static void _shuffle_card(int power, deck_rarity_type rarity) // Sometimes you just long for Python. you.strength = new_base[0]; - you.dex = new_base[1]; - you.intel = new_base[2]; + you.dex = new_base[1]; + you.intel = new_base[2]; you.max_strength = new_max[0]; - you.max_dex = new_max[1]; - you.max_intel = new_max[2]; + you.max_dex = new_max[1]; + you.max_intel = new_max[2]; - you.redraw_strength = true; + you.redraw_strength = true; you.redraw_intelligence = true; - you.redraw_dexterity = true; - you.redraw_evasion = true; + you.redraw_dexterity = true; + you.redraw_evasion = true; burden_change(); } @@ -2026,13 +2029,13 @@ static void _experience_card(int power, deck_rarity_type rarity) { const int power_level = get_power_level(power, rarity); - if ( you.experience_level < 27 ) + if (you.experience_level < 27) { mpr("You feel more experienced."); const unsigned long xp_cap = 1 + exp_needed(2 + you.experience_level); - // power_level 2 means automatic level gain - if ( power_level == 2 ) + // power_level 2 means automatic level gain. + if (power_level == 2) you.experience = xp_cap; else { @@ -2041,7 +2044,7 @@ static void _experience_card(int power, deck_rarity_type rarity) // But not guaranteed. // Overrides archmagi effect, like potions of experience. you.experience += power * 100; - if ( you.experience > xp_cap ) + if (you.experience > xp_cap) you.experience = xp_cap; } } @@ -2050,7 +2053,7 @@ static void _experience_card(int power, deck_rarity_type rarity) // Put some free XP into pool; power_level 2 means fill pool you.exp_available += power * 50; - if ( power_level >= 2 || you.exp_available > 20000) + if (power_level >= 2 || you.exp_available > 20000) you.exp_available = 20000; level_change(); @@ -2066,9 +2069,9 @@ static void _helix_card(int power, deck_rarity_type rarity) { const int power_level = get_power_level(power, rarity); - if ( power_level == 0 ) + if (power_level == 0) { - switch ( how_mutated() ? random2(3) : 0 ) + switch (how_mutated() ? random2(3) : 0) { case 0: mutate(RANDOM_MUTATION); @@ -2082,23 +2085,23 @@ static void _helix_card(int power, deck_rarity_type rarity) break; } } - else if ( power_level == 1 ) + else if (power_level == 1) { - switch ( how_mutated() ? random2(3) : 0 ) + switch (how_mutated() ? random2(3) : 0) { case 0: mutate(coinflip() ? RANDOM_GOOD_MUTATION : RANDOM_MUTATION); break; case 1: - if ( coinflip() ) + if (coinflip()) _remove_bad_mutation(); else delete_mutation(RANDOM_MUTATION); break; case 2: - if ( coinflip() ) + if (coinflip()) { - if ( coinflip() ) + if (coinflip()) { _remove_bad_mutation(); mutate(RANDOM_MUTATION); @@ -2119,7 +2122,7 @@ static void _helix_card(int power, deck_rarity_type rarity) } else { - switch ( random2(3) ) + switch (random2(3)) { case 0: _remove_bad_mutation(); @@ -2128,7 +2131,7 @@ static void _helix_card(int power, deck_rarity_type rarity) mutate(RANDOM_GOOD_MUTATION); break; case 2: - if ( coinflip() ) + if (coinflip()) { // If you get unlucky, you could get here with no bad // mutations and simply get a mutation effect. Oh well. @@ -2149,9 +2152,9 @@ static void _sage_card(int power, deck_rarity_type rarity) { const int power_level = get_power_level(power, rarity); int c; // how much to weight your skills - if ( power_level == 0 ) + if (power_level == 0) c = 0; - else if ( power_level == 1 ) + else if (power_level == 1) c = random2(10) + 1; else c = 10; @@ -2163,22 +2166,20 @@ static void _sage_card(int power, deck_rarity_type rarity) int result = -1; for (int i = 0; i < NUM_SKILLS; ++i ) { - if ( skill_name(i) == NULL ) + if (skill_name(i) == NULL) continue; - if ( you.skills[i] < MAX_SKILL_LEVEL ) + if (you.skills[i] < MAX_SKILL_LEVEL) { const int curweight = 1 + you.skills[i] * (40-you.skills[i]) * c; totalweight += curweight; - if ( random2(totalweight) < curweight ) + if (random2(totalweight) < curweight) result = i; } } - if ( result == -1 ) - { - mpr("You feel omnipotent."); // all skills maxed - } + if (result == -1) + mpr("You feel omnipotent."); // All skills maxed. else { you.duration[DUR_SAGE] = random2(1800) + 200; @@ -2194,9 +2195,9 @@ static void _create_pond(const coord_def& center, int radius, bool allow_deep) for ( ; ri; ++ri ) { const coord_def p = *ri; - if ( p != you.pos() && coinflip() ) + if (p != you.pos() && coinflip()) { - if ( grd(p) == DNGN_FLOOR ) + if (grd(p) == DNGN_FLOOR) { dungeon_feature_type feat; @@ -2220,15 +2221,15 @@ static void _deepen_water(const coord_def& center, int radius) // same iteration, i.e., a newly-flooded square shouldn't count // in the decision as to whether to make the next square flooded. const coord_def p = *ri; - if ( grd(p) == DNGN_SHALLOW_WATER && - p != you.pos() && - random2(8) < 1 + count_neighbours(p.x, p.y, DNGN_DEEP_WATER) ) + if (grd(p) == DNGN_SHALLOW_WATER + && p != you.pos() + && random2(8) < 1 + count_neighbours(p.x, p.y, DNGN_DEEP_WATER)) { dungeon_terrain_changed(p, DNGN_DEEP_WATER); } - if (grd(p) == DNGN_FLOOR && - random2(3) < random2(count_neighbours(p.x,p.y,DNGN_DEEP_WATER) + - count_neighbours(p.x,p.y,DNGN_SHALLOW_WATER))) + if (grd(p) == DNGN_FLOOR + && random2(3) < random2(count_neighbours(p.x,p.y,DNGN_DEEP_WATER) + + count_neighbours(p.x,p.y,DNGN_SHALLOW_WATER))) { dungeon_terrain_changed(p, DNGN_SHALLOW_WATER); } @@ -2238,16 +2239,16 @@ static void _deepen_water(const coord_def& center, int radius) static void _water_card(int power, deck_rarity_type rarity) { const int power_level = get_power_level(power, rarity); - if ( power_level == 0 ) + if (power_level == 0) { mpr("You create a pond!"); _create_pond(you.pos(), 4, false); } - else if ( power_level == 1 ) + else if (power_level == 1) { mpr("You feel the tide rushing in!"); _create_pond(you.pos(), 6, true); - for ( int i = 0; i < 2; ++i ) + for (int i = 0; i < 2; ++i) _deepen_water(you.pos(), 6); } else @@ -2260,10 +2261,10 @@ static void _water_card(int power, deck_rarity_type rarity) { coord_def p = *ri; destroy_trap(p); - if ( grd(p) == DNGN_FLOOR ) + if (grd(p) == DNGN_FLOOR) { dungeon_feature_type new_feature = DNGN_SHALLOW_WATER; - if ( p != you.pos() && coinflip() ) + if (p != you.pos() && coinflip()) new_feature = DNGN_DEEP_WATER; dungeon_terrain_changed(p, new_feature); } @@ -2274,7 +2275,7 @@ static void _water_card(int power, deck_rarity_type rarity) static void _glass_card(int power, deck_rarity_type rarity) { const int power_level = get_power_level(power, rarity); - const int radius = ( power_level == 2 ) ? 1000 : random2(power/40) + 2; + const int radius = (power_level == 2) ? 1000 : random2(power/40) + 2; vitrify_area(radius); } @@ -2289,7 +2290,7 @@ static void _dowsing_card(int power, deck_rarity_type rarity) if (power_level >= 2) { - for ( int i = 0; i < 3; ++i ) + for (int i = 0; i < 3; ++i) things_to_do[i] = true; } @@ -2369,15 +2370,16 @@ static bool _trowel_card(int power, deck_rarity_type rarity) num_made++; } - if ( num_made == 2 ) + if (num_made == 2) mpr("The constructs glare at each other."); + done_stuff = (num_made > 0); } else { // Do-nothing (effectively): create a cosmetic feature const coord_def pos = pick_adjacent_free_square(you.pos()); - if ( pos.x >= 0 && pos.y >= 0 ) + if (pos.x >= 0 && pos.y >= 0) { const dungeon_feature_type statfeat[] = { DNGN_GRANITE_STATUE, DNGN_ORCISH_IDOL @@ -2391,14 +2393,14 @@ static bool _trowel_card(int power, deck_rarity_type rarity) } else { - // generate an altar - if ( grd[you.x_pos][you.y_pos] == DNGN_FLOOR ) + // Generate an altar. + if (grd[you.x_pos][you.y_pos] == DNGN_FLOOR) { - // might get GOD_NO_GOD and no altar + // Might get GOD_NO_GOD and no altar. god_type rgod = static_cast(random2(NUM_GODS)); grd[you.x_pos][you.y_pos] = altar_for_god(rgod); - if ( grd[you.x_pos][you.y_pos] != DNGN_FLOOR ) + if (grd[you.x_pos][you.y_pos] != DNGN_FLOOR) { done_stuff = true; mprf("An altar to %s grows from the floor before you!", @@ -2407,15 +2409,15 @@ static bool _trowel_card(int power, deck_rarity_type rarity) } } - if ( !done_stuff ) + if (!done_stuff) canned_msg(MSG_NOTHING_HAPPENS); - return done_stuff; + return (done_stuff); } static void _genie_card(int power, deck_rarity_type rarity) { - if ( coinflip() ) + if (coinflip()) { mpr("A genie takes form and thunders: " "\"Choose your reward, mortal!\""); @@ -2462,7 +2464,7 @@ static void _curse_card(int power, deck_rarity_type rarity) { // Curse 1.5 items on average. curse_an_item(false); - if ( coinflip() ) + if (coinflip()) curse_an_item(false); } } @@ -2470,10 +2472,10 @@ static void _curse_card(int power, deck_rarity_type rarity) static void _crusade_card(int power, deck_rarity_type rarity) { const int power_level = get_power_level(power, rarity); - if ( power_level >= 1 ) + if (power_level >= 1) { // A chance to convert opponents. - for ( int i = 0; i < MAX_MONSTERS; ++i ) + for (int i = 0; i < MAX_MONSTERS; ++i) { monsters* const monster = &menv[i]; if (monster->type == -1 || !mons_near(monster) @@ -2556,14 +2558,14 @@ static void _summon_any_monster(int power, deck_rarity_type rarity) dx = random2(3) - 1; dy = random2(3) - 1; } - while ( dx == 0 && dy == 0 ); + while (dx == 0 && dy == 0); monster_type cur_try; do { cur_try = random_monster_at_grid(you.x_pos + dx, you.y_pos + dy); } - while ( mons_is_unique(cur_try) ); + while (mons_is_unique(cur_try)); if (mon_chosen == NUM_MONSTERS || mons_power(mon_chosen) < mons_power(cur_try)) @@ -2661,10 +2663,10 @@ static void _summon_flying(int power, deck_rarity_type rarity) { result = flytypes[random2(4) + power_level]; } - while ( friendly && mons_class_flag(result, M_INVIS) - && !player_see_invis() ); + while (friendly && mons_class_flag(result, M_INVIS) + && !player_see_invis()); - for ( int i = 0; i < power_level * 5 + 2; ++i ) + for (int i = 0; i < power_level * 5 + 2; ++i) { create_monster( mgen_data(result, @@ -2728,12 +2730,12 @@ static int _card_power(deck_rarity_type rarity) } result += you.skills[SK_EVOCATIONS] * 9; - if ( rarity == DECK_RARITY_RARE ) + if (rarity == DECK_RARITY_RARE) result += 150; - else if ( rarity == DECK_RARITY_LEGENDARY ) + else if (rarity == DECK_RARITY_LEGENDARY) result += 300; - return result; + return (result); } bool card_effect(card_type which_card, deck_rarity_type rarity, @@ -2820,7 +2822,7 @@ bool card_effect(card_type which_card, deck_rarity_type rarity, case CARD_TORMENT: torment(TORMENT_CARDS, you.x_pos, you.y_pos); break; case CARD_VENOM: - if ( coinflip() ) + if (coinflip()) { mprf("You have drawn %s.", card_name(which_card)); your_spells(SPELL_OLGREBS_TOXIC_RADIANCE,random2(power/4), false); diff --git a/crawl-ref/source/delay.cc b/crawl-ref/source/delay.cc index 7fef1d1f86..2e20c7406b 100644 --- a/crawl-ref/source/delay.cc +++ b/crawl-ref/source/delay.cc @@ -228,7 +228,7 @@ static std::string _get_recite_speech(const std::string key, int weight) if (!str.empty()) return (str); - // in case nothing is found + // In case nothing is found. if (key == "start") return ("begin reciting the Axioms of Law."); @@ -295,7 +295,6 @@ static void _clear_pending_delays() } void start_delay( delay_type type, int turns, int parm1, int parm2 ) -/***********************************************************/ { ASSERT(!crawl_state.is_repeating_cmd() || type == DELAY_MACRO); @@ -322,7 +321,6 @@ void start_delay( delay_type type, int turns, int parm1, int parm2 ) } void stop_delay( bool stop_stair_travel ) -/*********************/ { _interrupts_blocked = 0; // Just to be safe @@ -461,7 +459,7 @@ void stop_delay( bool stop_stair_travel ) break; case DELAY_INTERRUPTIBLE: - // always stoppable by definition... + // Always stoppable by definition... // try using a more specific type anyways. -- bwr _pop_delay(); break; @@ -596,10 +594,10 @@ bool is_vampire_feeding() return (delay.type == DELAY_FEED_VAMPIRE); } -// Check whether there are monsters who might be influenced by Recite -// returns 0, if no monsters found -// returns 1, if eligible audience found -// returns -1, if entire audience already affected or too dumb to understand. +// Check whether there are monsters who might be influenced by Recite. +// Returns 0, if no monsters found +// Returns 1, if eligible audience found +// Returns -1, if entire audience already affected or too dumb to understand. int check_recital_audience() { int mid; @@ -654,7 +652,6 @@ static void _xom_check_corpse_waste() } void handle_delay( void ) -/***********************/ { if (!you_are_delayed()) return; diff --git a/crawl-ref/source/describe.cc b/crawl-ref/source/describe.cc index 4221b884cc..2d29764cf6 100644 --- a/crawl-ref/source/describe.cc +++ b/crawl-ref/source/describe.cc @@ -431,7 +431,7 @@ static void _trim_randart_inscrip( item_def& item ) struct property_descriptor { randart_prop_type property; - const char* desc; // If it contains %d, will be replaced by value + const char* desc; // If it contains %d, will be replaced by value. bool is_graded_resist; }; @@ -736,18 +736,18 @@ static std::string _describe_demon(const monsters &mons) break; case FL_NONE: // does not fly - if ( !one_chance_in(4) ) + if (!one_chance_in(4)) description << RANDOM_ELEMENT(nonfly_names); break; } description << "."; - if ( random2(40) < 3 ) + if (random2(40) < 3) { - if ( player_can_smell() ) + if (player_can_smell()) { - switch ( random2(3) ) + switch (random2(3)) { case 0: description << " It stinks of brimstone."; @@ -1488,12 +1488,12 @@ static std::string _describe_deck( const item_def &item ) description += "$"; const std::vector drawn_cards = get_drawn_cards(item); - if ( !drawn_cards.empty() ) + if (!drawn_cards.empty()) { description += "Drawn card(s): "; - for ( unsigned int i = 0; i < drawn_cards.size(); ++i ) + for (unsigned int i = 0; i < drawn_cards.size(); ++i) { - if ( i != 0 ) + if (i != 0) description += ", "; description += card_name(drawn_cards[i]); } @@ -1502,16 +1502,16 @@ static std::string _describe_deck( const item_def &item ) const int num_cards = cards_in_deck(item); int last_known_card = -1; - if ( top_card_is_known(item) ) + if (top_card_is_known(item)) { description += "Next card(s): "; - for ( int i = 0; i < num_cards; ++i ) + for (int i = 0; i < num_cards; ++i) { unsigned char flags; const card_type card = get_card_and_flags(item, -i-1, flags); - if ( flags & CFLAG_MARKED ) + if (flags & CFLAG_MARKED) { - if ( i != 0 ) + if (i != 0) description += ", "; description += card_name(card); last_known_card = i; @@ -1524,21 +1524,22 @@ static std::string _describe_deck( const item_def &item ) // Marked cards which we don't know straight off. std::vector marked_cards; - for ( int i = last_known_card + 1; i < num_cards; ++i ) + for (int i = last_known_card + 1; i < num_cards; ++i) { unsigned char flags; const card_type card = get_card_and_flags(item, -i-1, flags); - if ( flags & CFLAG_MARKED ) + if (flags & CFLAG_MARKED) marked_cards.push_back(card); } - if ( !marked_cards.empty() ) + if (!marked_cards.empty()) { std::sort(marked_cards.begin(), marked_cards.end(), _compare_card_names); + description += "Marked card(s): "; - for ( unsigned int i = 0; i < marked_cards.size(); ++i ) + for (unsigned int i = 0; i < marked_cards.size(); ++i) { - if ( i != 0 ) + if (i != 0) description += ", "; description += card_name(marked_cards[i]); } @@ -1547,22 +1548,24 @@ static std::string _describe_deck( const item_def &item ) // Seen cards in the deck. std::vector seen_cards; - for ( int i = 0; i < num_cards; ++i ) + for (int i = 0; i < num_cards; ++i) { unsigned char flags; const card_type card = get_card_and_flags(item, -i-1, flags); + // This *might* leak a bit of information...oh well. - if ( (flags & CFLAG_SEEN) && !(flags & CFLAG_MARKED) ) + if ((flags & CFLAG_SEEN) && !(flags & CFLAG_MARKED)) seen_cards.push_back(card); } - if ( !seen_cards.empty() ) + if (!seen_cards.empty()) { std::sort(seen_cards.begin(), seen_cards.end(), _compare_card_names); + description += "Seen card(s): "; - for ( unsigned int i = 0; i < seen_cards.size(); ++i ) + for (unsigned int i = 0; i < seen_cards.size(); ++i) { - if ( i != 0 ) + if (i != 0) description += ", "; description += card_name(seen_cards[i]); } @@ -1584,14 +1587,14 @@ bool is_dumpable_artefact( const item_def &item, bool verbose) { ret = item_ident( item, ISFLAG_KNOW_PROPERTIES ); } - else if (item.base_type == OBJ_ARMOUR - && (verbose && item_type_known(item))) + else if (verbose && item.base_type == OBJ_ARMOUR + && item_type_known(item)) { const int spec_ench = get_armour_ego_type( item ); ret = (spec_ench >= SPARM_RUNNING && spec_ench <= SPARM_PRESERVATION); } - else if (item.base_type == OBJ_JEWELLERY - && (verbose && item_type_known(item))) + else if (verbose && item.base_type == OBJ_JEWELLERY + && item_type_known(item)) { ret = true; } @@ -1890,7 +1893,7 @@ std::string get_item_description( const item_def &item, bool verbose, << "." << (mass % 10) << " aum. "; // arbitrary unit of mass - if ( is_dumpable_artefact(item, false) ) + if (is_dumpable_artefact(item, false)) { if (item.base_type == OBJ_ARMOUR || item.base_type == OBJ_WEAPONS) @@ -2531,14 +2534,18 @@ std::string get_ghost_description(const monsters &mons, bool concise) (ghost.xl < 27) ? "n awesomely powerful" : " legendary") << " "; - if ( concise ) + if (concise) + { gstr << get_species_abbrev(gspecies) << get_class_abbrev(ghost.job); + } else + { gstr << species_name(gspecies, ghost.xl) << " " << get_class_name(ghost.job); + } return gstr.str(); } @@ -2908,7 +2915,7 @@ void describe_god( god_type which_god, bool give_title ) // Print long god's name. textcolor(colour); cprintf( "%s", god_name(which_god, true).c_str()); - cprintf (EOL EOL); + cprintf(EOL EOL); // Print god's description. textcolor(LIGHTGREY); @@ -3123,7 +3130,7 @@ std::string get_skill_description(int skill, bool need_title) if (you.attribute[ATTR_TRANSFORMATION] == TRAN_DRAGON || player_genus(GENPC_DRACONIAN) - || (you.species == SP_MERFOLK && player_is_swimming()) + || you.species == SP_MERFOLK && player_is_swimming() || player_mutation_level( MUT_STINGER )) { unarmed_attacks.push_back("slap monsters with your tail"); diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc index 7a7d29f4f1..ba9efd4a73 100644 --- a/crawl-ref/source/dungeon.cc +++ b/crawl-ref/source/dungeon.cc @@ -1182,7 +1182,7 @@ static void _build_dungeon_level(int level_number, int level_type) } // Hook up the special room (if there is one, and it hasn't - // been hooked up already in roguey_level()) + // been hooked up already in roguey_level()). if (sr.created && !sr.hooked_up) _specr_2(sr); @@ -1519,7 +1519,7 @@ static void _place_base_islands(int margin, int num_islands, int estradius, static void _prepare_shoals(int level_number) { - dgn_Layout_Type = "shaols"; + dgn_Layout_Type = "shoals"; // dpeg's algorithm. // We could have just used spotty_level() and changed rock to @@ -2151,7 +2151,7 @@ static builder_rc_type _builder_normal(int level_number, char level_type, // the basic builder for something more interesting. bool just_roguey = coinflip(); - // sometimes roguey_levels generate a special room + // Sometimes _roguey_level() generates a special room. _roguey_level(level_number, sr, just_roguey); minivault_chance = 4; @@ -2519,9 +2519,9 @@ static void _place_branch_entrances(int dlevel, char level_type) // Place actual branch entrances. for (int i = 0; i < NUM_BRANCHES; ++i) { - if ( branches[i].entry_stairs != NUM_FEATURES && - player_in_branch(branches[i].parent_branch) && - player_branch_depth() == branches[i].startdepth ) + if (branches[i].entry_stairs != NUM_FEATURES + && player_in_branch(branches[i].parent_branch) + && player_branch_depth() == branches[i].startdepth) { // Place a stair. #ifdef DEBUG_DIAGNOSTICS @@ -2713,7 +2713,7 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel) { int find_door = 0; int diag_door = 0; - int rx,ry; + int rx, ry; // Check top & bottom for possible doors. for (rx = sx; rx <= ex; rx++) @@ -2723,7 +2723,7 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel) } // Check left and right for possible doors. - for (ry = sy+1; ry < ey; ry++) + for (ry = sy + 1; ry < ey; ry++) { find_door += _good_door_spot(sx,ry); find_door += _good_door_spot(ex,ry); @@ -2741,7 +2741,7 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel) return (false); // Look for 'special' rock walls - don't interrupt them. - if (_find_in_area(sx,sy,ex,ey,DNGN_BUILDER_SPECIAL_WALL)) + if (_find_in_area(sx, sy, ex, ey, DNGN_BUILDER_SPECIAL_WALL)) return (false); // Convert the area to floor. @@ -2754,7 +2754,7 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel) // Put some doors on the sides (but not in corners), // where it makes sense to do so. - for (ry = sy+1; ry < ey; ry++) + for (ry = sy + 1; ry < ey; ry++) { // left side if (grd[sx-1][ry] == DNGN_FLOOR @@ -2776,7 +2776,7 @@ static bool _make_room(int sx,int sy,int ex,int ey,int max_doors, int doorlevel) } // Put some doors on the top & bottom. - for (rx = sx+1; rx < ex; rx++) + for (rx = sx + 1; rx < ex; rx++) { // top if (grd[rx][sy-1] == DNGN_FLOOR @@ -2987,7 +2987,7 @@ static void _builder_monsters(int level_number, char level_type, int mon_wanted) _place_uniques(level_number, level_type); - if ( !player_in_branch(BRANCH_CRYPT) ) // No water creatures in the Crypt. + if (!player_in_branch(BRANCH_CRYPT)) // No water creatures in the Crypt. _place_aquatic_monsters(level_number, level_type); else { @@ -3014,9 +3014,7 @@ static void _builder_items(int level_number, char level_type, int items_wanted) items_levels /= 10; } else if (player_in_branch( BRANCH_ORCISH_MINES )) - { - specif_type = OBJ_GOLD; // Lots of gold in the orcish mines. - } + specif_type = OBJ_GOLD; // Lots of gold in the orcish mines. if (player_in_branch( BRANCH_VESTIBULE_OF_HELL ) || player_in_hell() @@ -3946,6 +3944,7 @@ static void _pick_float_exits(vault_placement &place, { if (_grid_needs_exit(place.pos.x, y)) possible_exits.push_back( coord_def(place.pos.x, y) ); + if (_grid_needs_exit(place.pos.x + place.size.x - 1, y)) { possible_exits.push_back( @@ -4403,9 +4402,9 @@ static void _dgn_place_item_explicit(const item_spec &spec, } } - const int item_made = - items( spec.allow_uniques, spec.base_type, spec.sub_type, true, - level, spec.race, 0, spec.ego ); + const int item_made = items( spec.allow_uniques, spec.base_type, + spec.sub_type, true, level, spec.race, 0, + spec.ego ); if (item_made != NON_ITEM && item_made != -1) { @@ -4527,9 +4526,9 @@ static void _dgn_give_mon_spec_items(mons_spec &mspec, } } - const int item_made - = items( spec.allow_uniques, spec.base_type, spec.sub_type, true, - item_level, spec.race, 0, spec.ego ); + const int item_made = items( spec.allow_uniques, spec.base_type, + spec.sub_type, true, item_level, + spec.race, 0, spec.ego ); if (item_made != NON_ITEM && item_made != -1) { @@ -4984,7 +4983,7 @@ static void _replace_area( int sx, int sy, int ex, int ey, if (grd[x][y] == replace && unforbidden(coord_def(x, y), mapmask)) { grd[x][y] = feature; - if ( needs_update && is_terrain_seen(coord_def(x,y)) ) + if (needs_update && is_terrain_seen(coord_def(x,y))) { set_envmap_obj(x, y, feature); #ifdef USE_TILE @@ -5222,14 +5221,14 @@ static void _many_pools(dungeon_feature_type pool_type) const int num_pools = 20 + random2avg(9, 2); int pools = 0; - for ( int timeout = 0; pools < num_pools && timeout < 30000; ++timeout ) + for (int timeout = 0; pools < num_pools && timeout < 30000; ++timeout) { const int i = random_range(X_BOUND_1 + 1, X_BOUND_2 - 21); const int j = random_range(Y_BOUND_1 + 1, Y_BOUND_2 - 21); const int k = i + 2 + roll_dice( 2, 9 ); const int l = j + 2 + roll_dice( 2, 9 ); - if ( count_antifeature_in_box(i, j, k, l, DNGN_FLOOR) == 0 ) + if (count_antifeature_in_box(i, j, k, l, DNGN_FLOOR) == 0) { _place_pool(pool_type, i, j, k, l); pools++; @@ -5336,7 +5335,7 @@ static void _place_altars() if (you.your_level < 4) return; - if ( you.level_type == LEVEL_DUNGEON ) + if (you.level_type == LEVEL_DUNGEON) { int prob = your_branch().altar_chance; while (prob) @@ -5356,7 +5355,7 @@ static void _place_altars() static void _place_altar() { - for ( int numtry = 0; numtry < 5000; ++numtry ) + for (int numtry = 0; numtry < 5000; ++numtry) { int px = 15 + random2(55); int py = 15 + random2(45); @@ -5674,8 +5673,8 @@ void spotty_level(bool seeded, int iterations, bool boxy) for (i = DNGN_STONE_STAIRS_DOWN_I; i < DNGN_ESCAPE_HATCH_UP; i++) { if (i == DNGN_ESCAPE_HATCH_DOWN - || (i == DNGN_STONE_STAIRS_UP_I - && !player_in_branch( BRANCH_SLIME_PITS ))) + || i == DNGN_STONE_STAIRS_UP_I + && !player_in_branch( BRANCH_SLIME_PITS )) { continue; } @@ -6364,8 +6363,10 @@ static void _change_walls_from_centre(const dgn_region ®ion, const int dist = va_arg(args, int); if (!dist) break; + const dungeon_feature_type feat = static_cast( va_arg(args, int) ); + ldist.push_back(dist_feat(dist, feat)); } @@ -6540,11 +6541,11 @@ static int _box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors) { int good_doors[200]; // 1 == good spot, 2 == door placed! int spot; - int i,j; + int i, j; int doors_placed = new_doors; // sanity - if ( 2 * ( (bx2 - bx1) + (by2-by1) ) > 200) + if (2 * (bx2-bx1 + by2-by1) > 200) return 0; // Go through, building list of good door spots, and replacing wall @@ -6552,7 +6553,7 @@ static int _box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors) int spot_count = 0; // top & bottom - for (i = bx1+1; i < bx2; i++) + for (i = bx1 + 1; i < bx2; i++) { good_doors[spot_count ++] = _box_room_door_spot(i, by1); good_doors[spot_count ++] = _box_room_door_spot(i, by2); @@ -6590,7 +6591,7 @@ static int _box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors) continue; j = 0; - for (i = bx1+1; i < bx2; i++) + for (i = bx1 + 1; i < bx2; i++) { if (spot == j++) { @@ -6604,7 +6605,7 @@ static int _box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors) } } - for (i = by1+1; i < by2; i++) + for (i = by1 + 1; i < by2; i++) { if (spot == j++) { @@ -6623,7 +6624,7 @@ static int _box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors) new_doors --; } - return doors_placed; + return (doors_placed); } @@ -6767,7 +6768,8 @@ static bool _treasure_area(int level_number, unsigned char ta1_x, continue; item_made = items( 1, OBJ_RANDOM, OBJ_RANDOM, true, - random2( level_number * 2 ), MAKE_ITEM_RANDOM_RACE ); + random2( level_number * 2 ), + MAKE_ITEM_RANDOM_RACE ); if (item_made != NON_ITEM) { @@ -6911,9 +6913,7 @@ static void _big_room(int level_number) // Sometimes make it a chequerboard. if (one_chance_in(4)) - { _chequerboard( sr, type_floor, type_floor, type_2 ); - } // Sometimes make an inside room w/ stone wall. else if (one_chance_in(6)) { @@ -7521,7 +7521,7 @@ coord_def dgn_find_nearby_stair(dungeon_feature_type stair_to_find, } } - if ( found ) + if (found) return result; best_dist = 1 + GXM*GXM + GYM*GYM; diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc index 2f0bb6e661..3b0c21128e 100644 --- a/crawl-ref/source/effects.cc +++ b/crawl-ref/source/effects.cc @@ -816,7 +816,7 @@ static int _find_acquirement_subtype(object_class_type class_wanted, for (int acqc = 0; acqc < ENDOFPACK; acqc++) { if (is_valid_item( you.inv[acqc] ) - && you.inv[acqc].base_type == class_wanted) + && you.inv[acqc].base_type == class_wanted) { ASSERT( you.inv[acqc].sub_type < max_has_value ); already_has[you.inv[acqc].sub_type] += you.inv[acqc].quantity; @@ -1127,7 +1127,7 @@ static int _find_acquirement_subtype(object_class_type class_wanted, break; case OBJ_BOOKS: - // remember, put rarer books higher in the list + // Remember, put rarer books higher in the list. iteration = 1; type_wanted = NUM_BOOKS; @@ -1290,14 +1290,14 @@ static int _find_acquirement_subtype(object_class_type class_wanted, */ if (type_wanted == NUM_BOOKS && iteration == 1) { - best_spell = best_skill( SK_SPELLCASTING, (NUM_SKILLS - 1), + best_spell = best_skill( SK_SPELLCASTING, NUM_SKILLS - 1, best_skill(SK_SPELLCASTING, - (NUM_SKILLS - 1), 99) ); + NUM_SKILLS - 1, 99) ); iteration++; goto which_book; } - // if we don't have a book, try and get a new one. + // If we don't have a book, try and get a new one. if (type_wanted == NUM_BOOKS) { do @@ -1473,7 +1473,7 @@ bool acquirement(object_class_type class_wanted, int agent, mpr("What kind of item would you like to acquire? ", MSGCH_PROMPT); const int keyin = tolower( get_ch() ); - switch ( keyin ) + switch (keyin) { case 'a': class_wanted = OBJ_WEAPONS; break; case 'b': class_wanted = OBJ_ARMOUR; break; @@ -1585,7 +1585,7 @@ bool acquirement(object_class_type class_wanted, int agent, item_def& thing(mitm[thing_created]); // Give some more gold. - if ( class_wanted == OBJ_GOLD ) + if (class_wanted == OBJ_GOLD) thing.quantity += 150; else if (quant > 1) thing.quantity = quant; @@ -1616,7 +1616,7 @@ bool acquirement(object_class_type class_wanted, int agent, case RING_INTELLIGENCE: case RING_DEXTERITY: case RING_EVASION: - // make sure plus is >= 1 + // Make sure plus is >= 1. thing.plus = abs( thing.plus ); if (thing.plus == 0) thing.plus = 1; @@ -1624,7 +1624,7 @@ bool acquirement(object_class_type class_wanted, int agent, case RING_HUNGER: case AMU_INACCURACY: - // these are the only truly bad pieces of jewellery + // These are the only truly bad pieces of jewellery. if (!one_chance_in(9)) make_item_randart( thing ); break; @@ -1637,7 +1637,7 @@ bool acquirement(object_class_type class_wanted, int agent, && !is_fixed_artefact( thing ) && !is_unrandom_artefact( thing )) { - // HACK: make unwieldable weapons wieldable + // HACK: Make unwieldable weapons wieldable. // Note: messing with fixed artefacts is probably very bad. switch (you.species) { @@ -1656,7 +1656,7 @@ bool acquirement(object_class_type class_wanted, int agent, } else { - // keep resetting seed until it's good: + // Keep resetting seed until it's good. for (; brand == SPWPN_HOLY_WRATH; brand = get_weapon_brand(thing)) { @@ -1920,13 +1920,18 @@ void yell(bool force) if (force) { if (shout_verb == "__NONE" || you.paralysed()) + { mprf("You feel a strong urge to %s, but " "you are unable to make a sound!", - shout_verb == "__NONE" ? "scream" : shout_verb.c_str()); + shout_verb == "__NONE" ? "scream" + : shout_verb.c_str()); + } else + { mprf("You feel a %s rip itself from your throat, " "but you make no sound!", shout_verb.c_str()); + } } else mpr("You are unable to make a sound!"); @@ -2215,25 +2220,30 @@ static void _hell_effects() else which_miscast = SPTYP_EARTH; break; + case BRANCH_GEHENNA: if (summon_instead) which_beastie = MONS_FIEND; else which_miscast = SPTYP_FIRE; break; + case BRANCH_COCYTUS: if (summon_instead) which_beastie = MONS_ICE_FIEND; else which_miscast = SPTYP_ICE; break; + case BRANCH_TARTARUS: if (summon_instead) which_beastie = MONS_SHADOW_FIEND; else which_miscast = SPTYP_NECROMANCY; break; - default: // this is to silence gcc compiler warnings {dlb} + + default: + // This is to silence gcc compiler warnings. {dlb} if (summon_instead) which_beastie = MONS_FIEND; else @@ -2254,12 +2264,12 @@ static void _hell_effects() } } - // NB: no "else" - 8 in 27 odds that nothing happens through - // first chain {dlb} - // also note that the following is distinct from and in - // addition to the above chain: + // NB: No "else" - 8 in 27 odds that nothing happens through + // first chain. {dlb} + // Also note that the following is distinct from and in + // addition to the above chain. - // try to summon at least one and up to five random monsters {dlb} + // Try to summon at least one and up to five random monsters. {dlb} if (one_chance_in(3)) { mgen_data mg; @@ -2268,10 +2278,8 @@ static void _hell_effects() create_monster(mg); for (int i = 0; i < 4; ++i) - { if (one_chance_in(3)) create_monster(mg); - } } } @@ -2305,7 +2313,7 @@ static bool _food_item_needs_time_check(item_def &item) static void _rot_inventory_food(long time_delta) { // Update all of the corpses and food chunks in the player's - // inventory {should be moved elsewhere - dlb} + // inventory. {should be moved elsewhere - dlb} bool burden_changed_by_rot = false; std::vector rotten_items; for (int i = 0; i < ENDOFPACK; i++) @@ -2876,7 +2884,7 @@ void update_level(double elapsedTime) continue; } - // following monsters don't get movement + // Following monsters don't get movement. if (mon->flags & MF_JUST_SUMMONED) continue; @@ -2927,18 +2935,18 @@ static void _maybe_restart_fountain_flow(const int x, const int y, if (!one_chance_in(100)) continue; - // make it start flowing again + // Make it start flowing again. grd[x][y] = static_cast (grid - (DNGN_DRY_FOUNTAIN_BLUE - DNGN_FOUNTAIN_BLUE)); - if ( is_terrain_seen(coord_def(x,y)) ) + if (is_terrain_seen(coord_def(x,y))) set_envmap_obj(x, y, grd[x][y]); - // clean bloody floor + // Clean bloody floor. if (is_bloodcovered(x,y)) env.map[x][y].property = FPROP_NONE; - // chance of cleaning adjacent squares + // Chance of cleaning adjacent squares. for (int i = -1; i <= 1; i++) for (int j = -1; j <= 1; j++) { diff --git a/crawl-ref/source/enum.h b/crawl-ref/source/enum.h index 667f517e29..eb850c9320 100644 --- a/crawl-ref/source/enum.h +++ b/crawl-ref/source/enum.h @@ -38,35 +38,36 @@ enum ability_type ABIL_SPIT_POISON = 1, // 1 ABIL_MAPPING, ABIL_TELEPORTATION, - ABIL_BREATHE_FIRE, // 5 - ABIL_BLINK, + ABIL_BREATHE_FIRE, + ABIL_BLINK, // 5 ABIL_BREATHE_FROST, ABIL_BREATHE_POISON, ABIL_BREATHE_LIGHTNING, - ABIL_SPIT_ACID, // 10 - ABIL_BREATHE_POWER, + ABIL_SPIT_ACID, + ABIL_BREATHE_POWER, // 10 ABIL_EVOKE_BERSERK, ABIL_BREATHE_STICKY_FLAME, ABIL_BREATHE_STEAM, - ABIL_FLY, // 15 - ABIL_SUMMON_MINOR_DEMON, + ABIL_FLY, + ABIL_SUMMON_MINOR_DEMON, // 15 ABIL_SUMMON_DEMON, ABIL_HELLFIRE, ABIL_TORMENT, - ABIL_RAISE_DEAD, // 20 - ABIL_CONTROL_DEMON, + ABIL_RAISE_DEAD, + ABIL_CONTROL_DEMON, // 20 ABIL_TO_PANDEMONIUM, ABIL_CHANNELING, ABIL_THROW_FLAME, - ABIL_THROW_FROST, // 25 - ABIL_BOLT_OF_DRAINING, + ABIL_THROW_FROST, + ABIL_BOLT_OF_DRAINING, // 25 ABIL_BREATHE_HELLFIRE, ABIL_FLY_II, ABIL_DELAYED_FIREBALL, - ABIL_MUMMY_RESTORATION, // 30 - ABIL_EVOKE_MAPPING, + ABIL_MUMMY_RESTORATION, + ABIL_EVOKE_MAPPING, // 30 ABIL_EVOKE_TELEPORTATION, - ABIL_EVOKE_BLINK, // 33 + ABIL_EVOKE_BLINK, // 32 + // 33 - 50 unused ABIL_EVOKE_TURN_INVISIBLE = 51, // 51 ABIL_EVOKE_TURN_VISIBLE, ABIL_EVOKE_LEVITATE, @@ -108,20 +109,20 @@ enum ability_type ABIL_ELYVILON_HEALING, ABIL_ELYVILON_RESTORATION, ABIL_ELYVILON_GREATER_HEALING, // 224 - ABIL_LUGONU_ABYSS_EXIT, + ABIL_LUGONU_ABYSS_EXIT, // 225 ABIL_LUGONU_BEND_SPACE, ABIL_LUGONU_BANISH, ABIL_LUGONU_CORRUPT, - ABIL_LUGONU_ABYSS_ENTER, // 229 - ABIL_NEMELEX_DRAW_ONE, + ABIL_LUGONU_ABYSS_ENTER, + ABIL_NEMELEX_DRAW_ONE, // 230 ABIL_NEMELEX_PEEK_TWO, ABIL_NEMELEX_TRIPLE_DRAW, ABIL_NEMELEX_MARK_FOUR, - ABIL_NEMELEX_STACK_FIVE, // 234 - ABIL_BEOGH_SMITING, - ABIL_BEOGH_RECALL_ORCISH_FOLLOWERS, // 236 + ABIL_NEMELEX_STACK_FIVE, + ABIL_BEOGH_SMITING, // 235 + ABIL_BEOGH_RECALL_ORCISH_FOLLOWERS, - ABIL_CHARM_SNAKE, + ABIL_CHARM_SNAKE, // 237 ABIL_TRAN_SERPENT_OF_HELL, ABIL_ROTTING, ABIL_TORMENT_II, @@ -1264,11 +1265,11 @@ enum god_type enum holy_word_source_type { - HOLY_WORD_GENERIC = -1, - HOLY_WORD_SCROLL = -2, - HOLY_WORD_SPELL = -3, // SPELL_HOLY_WORD - HOLY_WORD_ZIN = -4, // Zin effect - HOLY_WORD_SHINING_ONE = -5 // TSO effect + HOLY_WORD_GENERIC = -1, + HOLY_WORD_SCROLL = -2, + HOLY_WORD_SPELL = -3, // SPELL_HOLY_WORD + HOLY_WORD_ZIN = -4, // Zin effect + HOLY_WORD_SHINING_ONE = -5 // TSO effect }; enum hunger_state // you.hunger_state @@ -1404,16 +1405,16 @@ enum level_area_type // you.level_type NUM_LEVEL_AREA_TYPES }; -// reasons for entering the Abyss +// Reasons for entering the Abyss. enum entry_cause_type { EC_UNKNOWN, EC_SELF_EXPLICIT, - EC_SELF_RISKY, // i.e., wielding an id'd distorion weapon - EC_SELF_ACCIDENT, // i.e., wielding an un-id'd distortion weapon + EC_SELF_RISKY, // i.e., wielding an id'd distorion weapon + EC_SELF_ACCIDENT, // i.e., wielding an un-id'd distortion weapon EC_MISCAST, EC_GOD_RETRIBUTION, - EC_GOD_ACT, // Xom sending the player somewhere for amusement + EC_GOD_ACT, // Xom sending the player somewhere for amusement. EC_MONSTER, NUM_ENTRY_CAUSE_TYPES }; @@ -2332,11 +2333,11 @@ enum skill_type SK_SHIELDS, SK_TRAPS_DOORS, SK_UNARMED_COMBAT, // 19 - SK_UNUSED_2, - SK_UNUSED_3, - SK_UNUSED_4, - SK_UNUSED_5, - SK_UNUSED_6, + // 20 + // 21 + // 22 + // 23 + // 24 SK_SPELLCASTING = 25, // 25 SK_CONJURATIONS, SK_ENCHANTMENTS, diff --git a/crawl-ref/source/externs.h b/crawl-ref/source/externs.h index 5e241f6292..66c056c8a6 100644 --- a/crawl-ref/source/externs.h +++ b/crawl-ref/source/externs.h @@ -1662,11 +1662,11 @@ public: bool autopickup_no_burden; // don't autopickup if it changes burden bool note_all_skill_levels; // take note for all skill levels (1-27) - bool note_skill_max; // take note when skills reach new max - bool note_all_spells; // take note when learning any spell - std::string user_note_prefix;// Prefix for user notes - int note_hp_percent; // percentage hp for notetaking - int ood_interesting; // how many levels OOD is noteworthy? + bool note_skill_max; // take note when skills reach new max + bool note_all_spells; // take note when learning any spell + std::string user_note_prefix; // Prefix for user notes + int note_hp_percent; // percentage hp for notetaking + int ood_interesting; // how many levels OOD is noteworthy? int rare_interesting; // what monster rarity is noteworthy? confirm_level_type easy_confirm; // make yesno() confirming easier bool easy_quit_item_prompts; // make item prompts quitable on space @@ -1691,13 +1691,13 @@ public: char race; // preselected race char cls; // preselected class bool delay_message_clear; // avoid clearing messages each turn - unsigned friend_brand; // Attribute for branding friendly monsters - unsigned neutral_brand; // Attribute for branding neutral monsters - bool no_dark_brand; // Attribute for branding friendly monsters - bool macro_meta_entry;// Allow user to use numeric sequences when - // creating macros + unsigned friend_brand; // Attribute for branding friendly monsters + unsigned neutral_brand; // Attribute for branding neutral monsters + bool no_dark_brand; // Attribute for branding friendly monsters + bool macro_meta_entry; // Allow user to use numeric sequences when + // creating macros - int fire_items_start;// index of first item for fire command + int fire_items_start; // index of first item for fire command std::vector fire_order; // missile search order for 'f' command bool auto_list; // automatically jump to appropriate item lists diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc index 1cf14969b4..c27f32abd9 100644 --- a/crawl-ref/source/fight.cc +++ b/crawl-ref/source/fight.cc @@ -158,10 +158,10 @@ int effective_stat_bonus( int wepType ) #endif } -// Returns random2(x) is random_factor is true, otherwise the mean. +// Returns random2(x) if random_factor is true, otherwise the mean. static int maybe_random2( int x, bool random_factor ) { - if ( random_factor ) + if (random_factor) return random2(x); else return x / 2; @@ -262,7 +262,7 @@ int calc_heavy_armour_penalty( bool random_factor ) // My guess is that its supposed to encourage monk-style play -- bwr if (!ur_armed) { - if ( random_factor ) + if (random_factor) { heavy_armour *= (coinflip() ? 3 : 2); } @@ -972,8 +972,8 @@ bool melee_attack::player_aux_unarmed() case 1: if (uattack != UNAT_HEADBUTT) { - if ((!player_mutation_level(MUT_HORNS) - && you.species != SP_KENKU) + if (!player_mutation_level(MUT_HORNS) + && you.species != SP_KENKU || !one_chance_in(3)) { continue; @@ -1001,18 +1001,18 @@ bool melee_attack::player_aux_unarmed() // +6 because of the horns. unarmed_attack = "headbutt"; aux_damage = 5 + player_mutation_level(MUT_HORNS) * 3; - } - if (you.equip[EQ_HELMET] != -1) - { - const item_def& helmet = you.inv[you.equip[EQ_HELMET]]; - if ( is_hard_helmet(helmet) ) + if (you.equip[EQ_HELMET] != -1) { - aux_damage += 2; - if (get_helmet_desc(helmet) == THELM_DESC_SPIKED - || get_helmet_desc(helmet) == THELM_DESC_HORNED) + const item_def& helmet = you.inv[you.equip[EQ_HELMET]]; + if (is_hard_helmet(helmet)) { - aux_damage += 3; + aux_damage += 2; + if (get_helmet_desc(helmet) == THELM_DESC_SPIKED + || get_helmet_desc(helmet) == THELM_DESC_HORNED) + { + aux_damage += 3; + } } } } @@ -1048,8 +1048,8 @@ bool melee_attack::player_aux_unarmed() damage_brand = SPWPN_VENOM; } - // grey dracs have spiny tails, or something - // maybe add this to player messaging {dlb} + // Grey dracs have spiny tails, or something. + // Maybe add this to player messaging. {dlb} // // STINGER mutation doesn't give extra damage here... that // would probably be a bit much, we'll still get the @@ -1240,8 +1240,7 @@ bool melee_attack::player_apply_aux_unarmed() mprf("You %s %s%s.", unarmed_attack.c_str(), defender->name(DESC_NOCAP_THE).c_str(), - player_monster_visible(def) ? - ", but do no damage" : ""); + player_monster_visible(def) ? ", but do no damage" : ""); } if (def->hit_points < 1) @@ -2355,8 +2354,8 @@ bool melee_attack::apply_damage_brand() attacker->atype() == ACT_PLAYER? KILL_YOU : KILL_MON; beam_temp.flavour = BEAM_CONFUSION; beam_temp.beam_source = - attacker->atype() == ACT_PLAYER ? MHITYOU - : monster_index(atk); + (attacker->atype() == ACT_PLAYER) ? MHITYOU + : monster_index(atk); mons_ench_f2( def, beam_temp ); } @@ -2816,9 +2815,9 @@ int melee_attack::player_to_hit(bool random_factor) // other stuff if (!weapon) { - if ( you.duration[DUR_CONFUSING_TOUCH] ) + if (you.duration[DUR_CONFUSING_TOUCH]) { - // just trying to touch is easier that trying to damage + // Just trying to touch is easier that trying to damage. your_to_hit += maybe_random2(you.dex, random_factor); } @@ -2882,41 +2881,41 @@ void melee_attack::player_stab_check() default: case UCAT_NO_ATTACK: stab_attempt = false; - stab_bonus = 0; + stab_bonus = 0; break; case UCAT_DISTRACTED: stab_attempt = true; - stab_bonus = 3; + stab_bonus = 3; break; case UCAT_CONFUSED: case UCAT_FLEEING: stab_attempt = true; - stab_bonus = 2; + stab_bonus = 2; break; case UCAT_INVISIBLE: stab_attempt = true; + stab_bonus = 2; if (!mons_sense_invis(def)) roll -= 15; - stab_bonus = 2; break; case UCAT_HELD_IN_NET: case UCAT_PARALYSED: stab_attempt = true; - stab_bonus = 1; + stab_bonus = 1; break; case UCAT_SLEEPING: stab_attempt = true; roll_needed = false; - stab_bonus = 1; + stab_bonus = 1; break; } - // see if we need to roll against dexterity / stabbing + // See if we need to roll against dexterity / stabbing. if (stab_attempt && roll_needed) stab_attempt = (random2(roll) <= you.skills[SK_STABBING] + you.dex); } @@ -3692,7 +3691,7 @@ void melee_attack::mons_apply_attack_flavour(const mon_attack_def &attk) break; case AF_VAMPIRIC: - // only may bite non-vampiric monsters (players) capable of bleeding + // Only may bite non-vampiric monsters (or player) capable of bleeding. if (defender->atype() == ACT_PLAYER && (you.species == SP_VAMPIRE || !victim_can_bleed(-1)) || defender->atype() == ACT_MONSTER @@ -3701,6 +3700,11 @@ void melee_attack::mons_apply_attack_flavour(const mon_attack_def &attk) break; } + // Disallow draining of summoned monsters since they can't bleed. + // XXX: Is this too harsh? + if (mons_is_summoned(def)) + break; + if (defender->res_negative_energy() > random2(3)) break; @@ -4336,7 +4340,7 @@ static void stab_message( monsters *defender, int stab_bonus ) } break; case 2: // confused/fleeing - if ( !one_chance_in(3) ) + if (!one_chance_in(3)) { mprf( "You catch %s completely off-guard!", defender->name(DESC_NOCAP_THE).c_str() ); diff --git a/crawl-ref/source/files.cc b/crawl-ref/source/files.cc index 96787e87e9..dc9b4e8149 100644 --- a/crawl-ref/source/files.cc +++ b/crawl-ref/source/files.cc @@ -1704,7 +1704,8 @@ static bool _get_and_validate_version(FILE *restoreFile, char &major, char &mino std::string* reason) { std::string dummy; - if (reason == 0) reason = &dummy; + if (reason == 0) + reason = &dummy; // Read first two bytes. char buf[2]; diff --git a/crawl-ref/source/food.cc b/crawl-ref/source/food.cc index 1e71a366e1..55ef08637d 100644 --- a/crawl-ref/source/food.cc +++ b/crawl-ref/source/food.cc @@ -66,12 +66,8 @@ static void _heal_from_food(int hp_amt, int mp_amt, bool unrot, bool restore_str); /* - ************************************************** - * * - * BEGIN PUBLIC FUNCTIONS * - * * - ************************************************** -*/ + * BEGIN PUBLIC FUNCTIONS + */ void make_hungry( int hunger_amount, bool suppress_msg, bool allow_reducing ) { @@ -811,12 +807,8 @@ bool eat_food(bool run_hook, int slot) } /* - ************************************************** - * * - * END PUBLIC FUNCTIONS * - * * - ************************************************** -*/ + * END PUBLIC FUNCTIONS + */ static bool _player_has_enough_food() { @@ -1057,7 +1049,7 @@ static bool _player_can_eat_rotten_meat(bool need_msg = false) return (false); } -// should really be merged into function below -- FIXME +// Should really be merged into function below. -- FIXME void eat_from_inventory(int which_inventory_slot) { item_def& food(you.inv[which_inventory_slot]); @@ -1309,8 +1301,8 @@ static void _say_chunk_flavour(bool likes_chunks) mprf("This raw flesh %s", _chunk_flavour_phrase(likes_chunks)); } -// never called directly - chunk_effect values must pass -// through food::_determine_chunk_effect() first {dlb}: +// Never called directly - chunk_effect values must pass +// through food::_determine_chunk_effect() first. {dlb}: static void _eat_chunk( int chunk_effect, bool cannibal, int mon_intel ) { @@ -1851,7 +1843,7 @@ void vampire_nutrition_per_turn(const item_def &corpse, int feeding) } // Returns true if a food item (also corpses) is poisonous AND the player -// is not poison resistant. +// is not (known to be) poison resistant. bool is_poisonous(const item_def &food) { if (food.base_type != OBJ_FOOD && food.base_type != OBJ_CORPSES) @@ -2158,14 +2150,14 @@ bool can_ingest(int what_isit, int kindof_thing, bool suppress_msg, bool reqid, return (survey_says); } // end can_ingest() -// See if you can follow along here -- except for the Amulet of the Gourmand +// See if you can follow along here -- except for the amulet of the gourmand // addition (long missing and requested), what follows is an expansion of how // chunks were handled in the codebase up to this date ... {dlb} static int _determine_chunk_effect(int which_chunk_type, bool rotten_chunk) { int this_chunk_effect = which_chunk_type; - // determine the initial effect of eating a particular chunk {dlb}: + // Determine the initial effect of eating a particular chunk. {dlb} switch (this_chunk_effect) { case CE_HCL: @@ -2220,7 +2212,7 @@ static int _determine_chunk_effect(int which_chunk_type, bool rotten_chunk) } } - // one last chance for some species to safely eat rotten food {dlb}: + // One last chance for some species to safely eat rotten food. {dlb} if (this_chunk_effect == CE_ROTTEN) { switch (player_mutation_level(MUT_SAPROVOROUS)) @@ -2324,11 +2316,11 @@ static void _heal_from_food(int hp_amt, int mp_amt, bool unrot, int you_max_hunger() { - // this case shouldn't actually happen: + // This case shouldn't actually happen. if (you.is_undead == US_UNDEAD) return 6000; - // take care of ghouls - they can never be 'full' + // Take care of ghouls - they can never be 'full'. if (you.species == SP_GHOUL) return 6999; @@ -2337,7 +2329,7 @@ int you_max_hunger() int you_min_hunger() { - // this case shouldn't actually happen: + // This case shouldn't actually happen. if (you.is_undead == US_UNDEAD) return 6000; diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc index 460002a040..06c688deb7 100644 --- a/crawl-ref/source/item_use.cc +++ b/crawl-ref/source/item_use.cc @@ -142,9 +142,8 @@ bool can_wield(const item_def *weapon, bool say_reason, return (false); } - // FIXME: We should use a size check here instead. - if ((you.species == SP_HALFLING || you.species == SP_GNOME - || you.species == SP_KOBOLD || you.species == SP_SPRIGGAN) + // Small species wielding large weapons... + if (player_size(PSIZE_BODY) < SIZE_MEDIUM && (weapon->sub_type == WPN_GREAT_SWORD || weapon->sub_type == WPN_TRIPLE_SWORD || weapon->sub_type == WPN_GREAT_MACE @@ -671,8 +670,8 @@ void wield_effects(int item_wield_2, bool showMsgs) case SPWPN_VAMPIRES_TOOTH: if (you.is_undead != US_UNDEAD) { - mpr("You feel a strange hunger, and smell blood on the " - "air..."); + mpr("You feel a strange hunger, and smell blood in " + "the air..."); } else mpr("You feel strangely empty."); @@ -1693,14 +1692,15 @@ int launcher_final_speed(const item_def &launcher, const item_def *shield) speed_min = speed_min * speed_adjust / 100; } - // do the same when trying to shoot while held in a net - if (you.attribute[ATTR_HELD]) // only for blowguns + // Do the same when trying to shoot while held in a net + // (only possible with blowguns). + if (you.attribute[ATTR_HELD]) { - int speed_adjust = 105; // analogous to buckler and one-handed weapon + int speed_adjust = 105; // Analogous to buckler and one-handed weapon. speed_adjust -= ((speed_adjust - 100) * 5 / 10) * you.skills[SK_THROWING] / 27; - // also reduce the speed cap. + // Also reduce the speed cap. speed_base = speed_base * speed_adjust / 100; speed_min = speed_min * speed_adjust / 100; } @@ -1780,9 +1780,11 @@ static void identify_floor_missiles_matching(item_def mitem, int idflags) for (int y = 0; y < GYM; ++y) for (int x = 0; x < GXM; ++x) - for ( stack_iterator si(coord_def(x,y)); si; ++si ) + for (stack_iterator si(coord_def(x,y)); si; ++si) + { if ((si->flags & ISFLAG_THROWN) && items_stack(*si, mitem)) si->flags |= idflags; + } } // throw_it - currently handles player throwing only. Monster @@ -2063,7 +2065,7 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus, } } - // Lower accuracy if held in a net (needs testing). + // Lower accuracy if held in a net. if (you.attribute[ATTR_HELD]) baseHit--; @@ -3694,7 +3696,7 @@ void drink( int slot ) if (is_blood_potion(you.inv[item_slot])) { - // always drink oldest potion + // Always drink oldest potion. remove_oldest_blood_potion(you.inv[item_slot]); } dec_inv_item_quantity( item_slot, 1 ); @@ -3739,7 +3741,7 @@ bool _drink_fountain() mpr("You drink the blood."); fountain_effect = POT_BLOOD; } - else // sparkling fountain + else { if (!yesno("Drink from the sparkling fountain?")) return (false); @@ -3796,7 +3798,8 @@ bool _drink_fountain() gone_dry = true; else if (random2(50) > 40) { - // Turn fountain into a normal fountain - without any message. + // Turn fountain into a normal fountain without any message + // but the glyph colour gives it away (lightblue vs. blue). grd[you.x_pos][you.y_pos] = DNGN_FOUNTAIN_BLUE; set_terrain_changed(you.x_pos, you.y_pos); } @@ -3952,7 +3955,7 @@ bool enchant_weapon( enchant_stat_type which_stat, bool quiet, item_def &wpn ) } } - // get item name now before changing enchantment + // Get item name now before changing enchantment. std::string iname = wpn.name(DESC_CAP_YOUR); if (wpn.base_type == OBJ_WEAPONS) @@ -4075,7 +4078,7 @@ bool enchant_armour( int &ac_change, bool quiet, item_def &arm ) } } - // output message before changing enchantment and curse status + // Output message before changing enchantment and curse status. if (!quiet) { mprf("%s glows green for a moment.", @@ -4316,14 +4319,14 @@ void read_scroll( int slot ) exercise(SK_SPELLCASTING, (coinflip()? 2 : 1)); } + // It is the exception, not the rule, that the scroll will not + // be identified. {dlb} bool id_the_scroll = true; // to prevent unnecessary repetition - // it is the exception, not the rule, that - // the scroll will not be identified {dlb}: switch (which_scroll) { case SCR_PAPER: - // remember paper scrolls handled as special case above, too: + // Remember, paper scrolls handled as special case above, too. mpr("This scroll appears to be blank."); if (player_mutation_level(MUT_BLURRY_VISION) == 3) id_the_scroll = false; @@ -4686,8 +4689,8 @@ void use_randart(item_def &item) } } - // modify ability scores - // output result even when identified (because of potential fatality) + // Modify ability scores. + // Output result even when identified (because of potential fatality). modify_stat( STAT_STRENGTH, proprt[RAP_STRENGTH], false, item ); modify_stat( STAT_INTELLIGENCE, proprt[RAP_INTELLIGENCE], false, item ); modify_stat( STAT_DEXTERITY, proprt[RAP_DEXTERITY], false, item ); diff --git a/crawl-ref/source/itemname.cc b/crawl-ref/source/itemname.cc index e26dec0123..830fa06757 100644 --- a/crawl-ref/source/itemname.cc +++ b/crawl-ref/source/itemname.cc @@ -104,7 +104,7 @@ std::string item_def::name(description_level_type descrip, if (in_inventory(*this)) // actually in inventory { buff << index_to_letter(this->link); - if ( terse) + if (terse) buff << ") "; else buff << " - "; @@ -117,12 +117,12 @@ std::string item_def::name(description_level_type descrip, descrip = DESC_PLAIN; if (this->base_type == OBJ_ORBS - || ( (ident || item_type_known( *this )) - && ((this->base_type == OBJ_MISCELLANY - && this->sub_type == MISC_HORN_OF_GERYON) - || is_artefact))) + || (ident || item_type_known( *this )) + && (this->base_type == OBJ_MISCELLANY + && this->sub_type == MISC_HORN_OF_GERYON + || is_artefact)) { - // artefacts always get "the" unless we just want the plain name + // Artefacts always get "the" unless we just want the plain name. switch (descrip) { case DESC_CAP_A: @@ -247,8 +247,8 @@ std::string item_def::name(description_level_type descrip, if (tried) { - item_type_id_state_type id_type = - get_ident_type(*this); + item_type_id_state_type id_type = get_ident_type(*this); + if (id_type == ID_MON_TRIED_TYPE) tried_str = "tried by monster"; else @@ -258,11 +258,11 @@ std::string item_def::name(description_level_type descrip, if ( with_inscription && !(this->inscription.empty()) ) { buff << " {"; - if ( tried ) + if (tried) buff << tried_str << ", "; buff << this->inscription << "}"; } - else if ( tried ) + else if (tried) buff << " {" << tried_str << "}"; } @@ -976,7 +976,7 @@ const char* racial_description_string(const item_def& item, bool terse) // 0, even with showpos set, you get 0, not +0. This is a workaround. static void output_with_sign(std::ostream& os, int val) { - if ( val >= 0 ) + if (val >= 0) os << '+'; os << val; } @@ -1050,7 +1050,7 @@ std::string item_def::name_aux( description_level_type desc, if (know_pluses) { - if ( terse && (it_plus == item_plus2) ) + if (terse && it_plus == item_plus2) output_with_sign(buff, it_plus); else { @@ -1398,7 +1398,7 @@ std::string item_def::name_aux( description_level_type desc, { if (basename) { - if ( jewellery_is_amulet(*this) ) + if (jewellery_is_amulet(*this)) buff << "amulet"; else buff << "ring"; @@ -1435,7 +1435,7 @@ std::string item_def::name_aux( description_level_type desc, { output_with_sign(buff, it_plus); - if ( ring_has_pluses(*this) == 2 ) + if (ring_has_pluses(*this) == 2) { buff << ','; output_with_sign(buff, item_plus2); @@ -1447,7 +1447,7 @@ std::string item_def::name_aux( description_level_type desc, } else { - if ( jewellery_is_amulet(*this) ) + if (jewellery_is_amulet(*this)) { buff << amulet_secondary_string(this->special / 13) << amulet_primary_string(this->special % 13) @@ -1463,7 +1463,7 @@ std::string item_def::name_aux( description_level_type desc, break; } case OBJ_MISCELLANY: - if ( item_typ == MISC_RUNE_OF_ZOT ) + if (item_typ == MISC_RUNE_OF_ZOT) { if (!dbname) buff << rune_type_name(it_plus) << " "; @@ -1471,7 +1471,7 @@ std::string item_def::name_aux( description_level_type desc, } else { - if ( is_deck(*this) ) + if (is_deck(*this)) { if (basename) { @@ -1487,8 +1487,8 @@ std::string item_def::name_aux( description_level_type desc, buff << deck_rarity_name(deck_rarity(*this)) << ' '; } buff << misc_type_name(item_typ, know_type); - if ( is_deck(*this) && !dbname - && (top_card_is_known(*this) || this->plus2 != 0)) + if (is_deck(*this) && !dbname + && (top_card_is_known(*this) || this->plus2 != 0)) { buff << " {"; // A marked deck! @@ -1709,7 +1709,7 @@ bool item_type_known( const item_def& item ) bool item_type_known(const object_class_type base_type, const int sub_type) { const item_type_id_type idt = objtype_to_idtype(base_type); - if ( idt != NUM_IDTYPE && sub_type < 50 ) + if (idt != NUM_IDTYPE && sub_type < 50 ) return (type_ids[idt][sub_type] == ID_KNOWN_TYPE); else return (false); @@ -1783,7 +1783,7 @@ void set_ident_type( object_class_type basetype, int subtype, const item_type_id_type idt = objtype_to_idtype(basetype); - if ( idt != NUM_IDTYPE ) + if (idt != NUM_IDTYPE) { if (type_ids[idt][subtype] != setting) { @@ -1804,7 +1804,7 @@ item_type_id_state_type get_ident_type(const item_def &item) item_type_id_state_type get_ident_type(object_class_type basetype, int subtype) { const item_type_id_type idt = objtype_to_idtype(basetype); - if ( idt != NUM_IDTYPE && subtype < type_ids.height() ) + if (idt != NUM_IDTYPE && subtype < type_ids.height()) return type_ids[idt][subtype]; else return ID_UNKNOWN_TYPE; @@ -1845,7 +1845,7 @@ void check_item_knowledge() if (type_ids[i][j] == ID_KNOWN_TYPE) { item_def* ptmp = new item_def; - if ( ptmp != 0 ) + if (ptmp != 0) { ptmp->base_type = idx_to_objtype[i]; ptmp->sub_type = j; diff --git a/crawl-ref/source/itemprop.cc b/crawl-ref/source/itemprop.cc index 359ba8f0aa..90b166f487 100644 --- a/crawl-ref/source/itemprop.cc +++ b/crawl-ref/source/itemprop.cc @@ -804,11 +804,11 @@ void set_equip_race( item_def &item, unsigned long flags ) switch (item.base_type) { case OBJ_WEAPONS: - if ((weapon_skill(item) == SK_LONG_BLADES - && item.sub_type != WPN_FALCHION - && item.sub_type != WPN_LONG_SWORD - && item.sub_type != WPN_SCIMITAR - && item.sub_type != WPN_GREAT_SWORD) + if (weapon_skill(item) == SK_LONG_BLADES + && item.sub_type != WPN_FALCHION + && item.sub_type != WPN_LONG_SWORD + && item.sub_type != WPN_SCIMITAR + && item.sub_type != WPN_GREAT_SWORD || item.sub_type == WPN_QUICK_BLADE || item.sub_type == WPN_LONGBOW || item.sub_type == WPN_HAND_CROSSBOW) @@ -2337,7 +2337,7 @@ bool gives_ability( const item_def &item ) return (false); } -// Returns true if the item confers an intrinsic that is shown on the % screen.# +// Returns true if the item confers an intrinsic that is shown on the % screen. bool gives_resistance( const item_def &item ) { if (!item_type_known(item)) -- cgit v1.2.3-54-g00ecf