From 97b8a19372bbebe15d83c65cac520b68bca723a7 Mon Sep 17 00:00:00 2001 From: dolorous Date: Fri, 6 Feb 2009 20:52:21 +0000 Subject: Add more minor cosmetic fixes. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8938 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/player.cc | 41 +++++++++++++++++++++-------------------- 1 file changed, 21 insertions(+), 20 deletions(-) (limited to 'crawl-ref/source/player.cc') diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc index 0aa08a9e64..61bc1c832a 100644 --- a/crawl-ref/source/player.cc +++ b/crawl-ref/source/player.cc @@ -87,8 +87,8 @@ std::string pronoun_you(description_level_type desc) } } -/* Contains functions which return various player state vars, - and other stuff related to the player. */ +// Contains functions which return various player state vars, and other +// stuff related to the player. static void _attribute_increase(); @@ -784,7 +784,7 @@ bool player_weapon_wielded() if (!check_weapon_wieldable_size( you.inv[wpn], player_size() )) return (false); - */ + */ return (true); } @@ -1296,14 +1296,14 @@ int player_res_fire(bool calc_unid, bool temp, bool items) if (items) { - /* rings of fire resistance/fire */ + // rings of fire resistance/fire rf += player_equip( EQ_RINGS, RING_PROTECTION_FROM_FIRE, calc_unid ); rf += player_equip( EQ_RINGS, RING_FIRE, calc_unid ); - /* rings of ice */ + // rings of ice rf -= player_equip( EQ_RINGS, RING_ICE, calc_unid ); - /* Staves */ + // Staves rf += player_equip( EQ_STAFF, STAFF_FIRE, calc_unid ); // body armour: @@ -1656,7 +1656,7 @@ int player_spec_death() { int sd = 0; - /* Staves */ + // Staves sd += player_equip( EQ_STAFF, STAFF_DEATH ); // body armour: @@ -1719,7 +1719,7 @@ int player_spec_earth() { int se = 0; - /* Staves */ + // Staves se += player_equip( EQ_STAFF, STAFF_EARTH ); if (you.attribute[ATTR_TRANSFORMATION] == TRAN_AIR) @@ -1732,7 +1732,7 @@ int player_spec_air() { int sa = 0; - /* Staves */ + // Staves sa += player_equip( EQ_STAFF, STAFF_AIR ); //jmf: this was too good @@ -1745,7 +1745,7 @@ int player_spec_conj() { int sc = 0; - /* Staves */ + // Staves sc += player_equip( EQ_STAFF, STAFF_CONJURATION ); // armour of the Archmagi @@ -1759,7 +1759,7 @@ int player_spec_ench() { int se = 0; - /* Staves */ + // Staves se += player_equip( EQ_STAFF, STAFF_ENCHANTMENT ); // armour of the Archmagi @@ -1773,7 +1773,7 @@ int player_spec_summ() { int ss = 0; - /* Staves */ + // Staves ss += player_equip( EQ_STAFF, STAFF_SUMMONING ); // armour of the Archmagi @@ -1787,7 +1787,7 @@ int player_spec_poison() { int sp = 0; - /* Staves */ + // Staves sp += player_equip( EQ_STAFF, STAFF_POISON ); if (you.weapon() @@ -1952,7 +1952,7 @@ int player_movement_speed(void) if (you.duration[DUR_SWIFTNESS] > 0 && !player_in_water()) mv -= (you.flight_mode() == FL_FLY ? 4 : 2); - /* Mutations: -2, -3, -4, unless innate and shapechanged */ + // Mutations: -2, -3, -4, unless innate and shapechanged. if (player_mutation_level(MUT_FAST) > 0 && (!you.demon_pow[MUT_FAST] || !player_is_shapechanged()) ) { @@ -2583,10 +2583,10 @@ int player_mag_abil(bool is_weighted) ma += 3 * player_equip( EQ_RINGS, RING_WIZARDRY ); - /* Staves */ + // Staves ma += 4 * player_equip( EQ_STAFF, STAFF_WIZARDRY ); - /* armour of the Archmagi (checks body armour only) */ + // armour of the Archmagi (checks body armour only) ma += 2 * player_equip_ego_type( EQ_BODY_ARMOUR, SPARM_ARCHMAGI ); return ((is_weighted) ? ((ma * you.intel) / 10) : ma); @@ -2640,7 +2640,7 @@ int player_see_invis(bool calc_unid) si += player_equip( EQ_RINGS, RING_SEE_INVISIBLE, calc_unid ); - /* armour: (checks head armour only) */ + // armour: (checks head armour only) si += player_equip_ego_type( EQ_HELMET, SPARM_SEE_INVISIBLE ); if (player_mutation_level(MUT_ACUTE_VISION) > 0) @@ -2650,7 +2650,7 @@ int player_see_invis(bool calc_unid) if (you.duration[DUR_SEE_INVISIBLE] > 0) si++; - /* randart wpns */ + // randart wpns int artefacts = scan_randarts(RAP_EYESIGHT, calc_unid); if (artefacts > 0) @@ -4628,8 +4628,9 @@ bool items_give_ability(const int slot, randart_prop_type abil) return (false); } // end items_give_ability() -/* Checks each equip slot for a randart, and adds up all of those with - a given property. Slow if any randarts are worn, so avoid where possible. */ +// Checks each equip slot for a randart, and adds up all of those with +// a given property. Slow if any randarts are worn, so avoid where +// possible. int scan_randarts(randart_prop_type which_property, bool calc_unid) { int retval = 0; -- cgit v1.2.3-54-g00ecf