From 3478f40f493ef1791341004d46b415f53f7409de Mon Sep 17 00:00:00 2001 From: David Lawrence Ramsey Date: Fri, 23 Oct 2009 20:13:25 -0500 Subject: Add minor cosmetic fixes. --- crawl-ref/source/makeitem.cc | 62 ++++++++++++++++++++++---------------------- 1 file changed, 31 insertions(+), 31 deletions(-) (limited to 'crawl-ref/source/makeitem.cc') diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc index f1260fb600..0165aa8984 100644 --- a/crawl-ref/source/makeitem.cc +++ b/crawl-ref/source/makeitem.cc @@ -347,12 +347,12 @@ void item_colour(item_def &item) if (is_unrandom_artefact(item)) break; // unrandarts already coloured - if (is_demonic( item )) + if (is_demonic(item)) item.colour = random_uncommon_colour(); else item.colour = _weapon_colour(item); - if (is_random_artefact( item ) && one_chance_in(5) + if (is_random_artefact(item) && one_chance_in(5) && Options.classic_item_colours) { item.colour = random_colour(); @@ -364,42 +364,42 @@ void item_colour(item_def &item) break; case OBJ_ARMOUR: - if (is_unrandom_artefact( item )) - break; /* unrandarts have already been coloured */ + if (is_unrandom_artefact(item)) + break; // unrandarts have already been coloured switch (item.sub_type) { case ARM_DRAGON_HIDE: case ARM_DRAGON_ARMOUR: - item.colour = mons_class_colour( MONS_DRAGON ); + item.colour = mons_class_colour(MONS_DRAGON); break; case ARM_TROLL_HIDE: case ARM_TROLL_LEATHER_ARMOUR: - item.colour = mons_class_colour( MONS_TROLL ); + item.colour = mons_class_colour(MONS_TROLL); break; case ARM_ICE_DRAGON_HIDE: case ARM_ICE_DRAGON_ARMOUR: - item.colour = mons_class_colour( MONS_ICE_DRAGON ); + item.colour = mons_class_colour(MONS_ICE_DRAGON); break; case ARM_STEAM_DRAGON_HIDE: case ARM_STEAM_DRAGON_ARMOUR: - item.colour = mons_class_colour( MONS_STEAM_DRAGON ); + item.colour = mons_class_colour(MONS_STEAM_DRAGON); break; case ARM_MOTTLED_DRAGON_HIDE: case ARM_MOTTLED_DRAGON_ARMOUR: - item.colour = mons_class_colour( MONS_MOTTLED_DRAGON ); + item.colour = mons_class_colour(MONS_MOTTLED_DRAGON); break; case ARM_STORM_DRAGON_HIDE: case ARM_STORM_DRAGON_ARMOUR: - item.colour = mons_class_colour( MONS_STORM_DRAGON ); + item.colour = mons_class_colour(MONS_STORM_DRAGON); break; case ARM_GOLD_DRAGON_HIDE: case ARM_GOLD_DRAGON_ARMOUR: - item.colour = mons_class_colour( MONS_GOLDEN_DRAGON ); + item.colour = mons_class_colour(MONS_GOLDEN_DRAGON); break; case ARM_SWAMP_DRAGON_HIDE: case ARM_SWAMP_DRAGON_ARMOUR: - item.colour = mons_class_colour( MONS_SWAMP_DRAGON ); + item.colour = mons_class_colour(MONS_SWAMP_DRAGON); break; default: item.colour = _armour_colour(item); @@ -407,7 +407,7 @@ void item_colour(item_def &item) } // I don't think this is ever done -- see start of case {dlb}: - if (is_random_artefact( item ) && one_chance_in(5)) + if (is_random_artefact(item) && one_chance_in(5)) item.colour = random_colour(); break; @@ -537,7 +537,7 @@ void item_colour(item_def &item) break; case FOOD_CHUNK: // Set the appropriate colour of the meat: - temp_value = mons_class_colour( item.plus ); + temp_value = mons_class_colour(item.plus); item.colour = (temp_value == BLACK) ? LIGHTRED : temp_value; break; default: @@ -547,9 +547,9 @@ void item_colour(item_def &item) case OBJ_JEWELLERY: // unrandarts have already been coloured - if (is_unrandom_artefact( item )) + if (is_unrandom_artefact(item)) break; - else if (is_random_artefact( item )) + else if (is_random_artefact(item)) { item.colour = random_colour(); break; @@ -598,36 +598,36 @@ void item_colour(item_def &item) { switch (switchnum) { - case 0: //"zirconium amulet" - case 9: //"ivory amulet" - case 11: //"platinum amulet" + case 0: // "zirconium amulet" + case 9: // "ivory amulet" + case 11: // "platinum amulet" item.colour = WHITE; break; - case 1: //"sapphire amulet" + case 1: // "sapphire amulet" item.colour = LIGHTBLUE; break; - case 2: //"golden amulet" - case 6: //"brass amulet" + case 2: // "golden amulet" + case 6: // "brass amulet" item.colour = YELLOW; break; - case 3: //"emerald amulet" + case 3: // "emerald amulet" item.colour = GREEN; break; - case 4: //"garnet amulet" - case 8: //"ruby amulet" + case 4: // "garnet amulet" + case 8: // "ruby amulet" item.colour = RED; break; - case 5: //"bronze amulet" - case 7: //"copper amulet" + case 5: // "bronze amulet" + case 7: // "copper amulet" item.colour = BROWN; break; - case 10: //"bone amulet" + case 10: // "bone amulet" item.colour = LIGHTGREY; break; - case 12: //"jade amulet" + case 12: // "jade amulet" item.colour = GREEN; break; - case 13: //"fluorescent amulet" + case 13: // "fluorescent amulet" item.colour = random_colour(); } } @@ -793,7 +793,7 @@ void item_colour(item_def &item) case OBJ_CORPSES: // Set the appropriate colour of the body: - temp_value = mons_class_colour( item.plus ); + temp_value = mons_class_colour(item.plus); item.colour = (temp_value == BLACK) ? LIGHTRED : temp_value; break; -- cgit v1.2.3-54-g00ecf