Some code reindenting and housekeeping.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1587 c06c8d41-db1a-0410-9941-cceddc491573
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monster->attitude = ATT_HOSTILE;monster->behaviour = BEH_HOSTILE;// CREATED_FRIENDLY stays -> no piety bonus on killing these// give message only sometimesif (player_monster_visible(monster) && random2(4)){snprintf(info, INFO_SIZE, "%s deserts you.",monster->name(DESC_CAP_THE).c_str());mpr(info, MSGCH_MONSTER_ENCHANT);}
case 0: // smiting (25%)case 1:divine_hurt = 10 + random2(10);for (loopy = 0; loopy < 5; loopy++)divine_hurt += random2( you.experience_level );if (!player_under_penance() && you.piety > random2(400)){snprintf(info, INFO_SIZE, "Mortal, I have averted the wrath ""of %s... this time.", god_name(GOD_BEOGH));
case 0: // smiting (25%)case 1:divine_hurt = 10 + random2(10);for (loopy = 0; loopy < 5; loopy++)divine_hurt += random2( you.experience_level );if (!player_under_penance() && you.piety > random2(400)){snprintf(info, INFO_SIZE, "Mortal, I have averted the wrath ""of %s... this time.", god_name(GOD_BEOGH));
}else{simple_god_message( " smites you!", god );ouch( divine_hurt, 0, KILLED_BY_BEOGH_SMITING );dec_penance( GOD_BEOGH, 1 );}break;
}else{simple_god_message( " smites you!", god );ouch( divine_hurt, 0, KILLED_BY_BEOGH_SMITING );dec_penance( GOD_BEOGH, 1 );}break;
case 2: // send out one or two dancing weapons of orc slaying (12.5%){// check num of (hostile) orcs aroundint num_wpn = 0;for (int i=0 ;i <= random2(2); i++)
case 2: // send out one or two dancing weapons of orc slaying (12.5%){// check num of (hostile) orcs aroundint num_wpn = 0;for (int i=0 ;i <= random2(2); i++){bool created = false;// first create itemint it = get_item_slot();if (it != NON_ITEM)
bool created = false;// first create itemint it = get_item_slot();if (it != NON_ITEM){item_def &item = mitm[it];
item_def &item = mitm[it];item.quantity = 1;item.base_type = OBJ_WEAPONS;// any melee weaponitem.sub_type = WPN_CLUB + random2(13);set_item_ego_type( item, OBJ_WEAPONS, SPWPN_ORC_SLAYING );// just how good should this weapon be?item.plus = random2(3);item.plus2 = random2(3);
set_item_ego_type( item, OBJ_WEAPONS, SPWPN_ORC_SLAYING );// just how good should this weapon be?item.plus = random2(3);item.plus2 = random2(3);
set_ident_type( item.base_type, item.sub_type,ID_KNOWN_TYPE );// for debugging + makes things more interesting// (doesn't seem to have any effect, though)set_ident_flags( item, ISFLAG_KNOW_PLUSES );set_ident_flags( item, ISFLAG_IDENT_MASK );
if (coinflip())item.flags |= ISFLAG_CURSED;set_ident_type( item.base_type, item.sub_type, ID_KNOWN_TYPE );// for debugging + makes things more interesting// (doesn't seem to have any effect, though)set_ident_flags( item, ISFLAG_KNOW_PLUSES );set_ident_flags( item, ISFLAG_IDENT_MASK );// now create monsterint mons = create_monster( MONS_DANCING_WEAPON, 0,BEH_HOSTILE, you.x_pos, you.y_pos, MHITYOU, 250 );
// now create monsterint mons =create_monster( MONS_DANCING_WEAPON, 0,BEH_HOSTILE, you.x_pos, you.y_pos,MHITYOU, 250 );
// hand item information over to monsterif (mons != -1 && mons != NON_MONSTER){mitm[it] = item;mitm[it].quantity = 1;mitm[it].x = 0;mitm[it].y = 0;mitm[it].link = NON_ITEM;menv[mons].inv[MSLOT_WEAPON] = it;created = true;num_wpn++;
// hand item information over to monsterif (mons != -1 && mons != NON_MONSTER){mitm[it] = item;mitm[it].quantity = 1;mitm[it].x = 0;mitm[it].y = 0;mitm[it].link = NON_ITEM;menv[mons].inv[MSLOT_WEAPON] = it;created = true;num_wpn++;
snprintf(info, INFO_SIZE, " throws %s of orc slaying at you.",num_wpn > 1 ? "implements" : "an implement");simple_god_message(info, god);break;} // else fall through}default: // send orcs after you (5/8){
mitm[it].base_type = OBJ_UNASSIGNED;mitm[it].quantity = 0;}}if (num_wpn > 0){snprintf(info, INFO_SIZE, " throws %s of orc slaying at you.",num_wpn > 1 ? "implements" : "an implement");simple_god_message(info, god);break;} // else fall through}default: // send orcs after you (5/8){
// "natural" bandsif (points >= 30) // min: lvl 6, always: lvl 15punisher = MONS_ORC_HIGH_PRIEST;else if (points >= 24) // min: lvl 5, always: lvl 11punisher = MONS_ORC_KNIGHT;else if (points >= 18) // min: lvl 4, always: lvl 8punisher = MONS_ORC_WARLORD;else if (points >= 12) // min: lvl 2, always: lvl 5punisher = MONS_ORC_WARRIOR;elsepunisher = MONS_ORC;
// "natural" bandsif (points >= 30) // min: lvl 6, always: lvl 15punisher = MONS_ORC_HIGH_PRIEST;else if (points >= 24) // min: lvl 5, always: lvl 11punisher = MONS_ORC_KNIGHT;else if (points >= 18) // min: lvl 4, always: lvl 8punisher = MONS_ORC_WARLORD;else if (points >= 12) // min: lvl 2, always: lvl 5punisher = MONS_ORC_WARRIOR;elsepunisher = MONS_ORC;
if (mons != -1 && mons != NON_MONSTER)simple_god_message(" sends forth an army of orcs.", god);elsesimple_god_message(" is still gathering forces against you.", god);/*success = false;int count = 0;int points = 3 + you.experience_level * 3;// artificial choice of band memberswhile (points > 0 || count <= 1){if (points > 30 && coinflip()){// quick reduction for large valuespunisher = MONS_ORC_HIGH_PRIEST;points -= 25;break;}else{switch (random2(15)){case 0: //(1/15)punisher = MONS_ORC_SORCERER;points -= 20;break;case 1: //(1/15)punisher = MONS_ORC_WARLORD;points -= 18;break;case 2: //(1/15)punisher = MONS_ORC_KNIGHT;points -= 15;break;case 3:case 4: //(2/15)punisher = MONS_ORC_WARRIOR;points -= 10;break;case 5:case 6:case 7: //(1/5)punisher = MONS_ORC_PRIEST;points -= 7;break;case 8:case 9: //(2/15)punisher = MONS_ORC_WIZARD;punisher -= 5;break;default: //(1/3)punisher = MONS_ORC;points -= 3;}}int mons = create_monster(punisher, 0, BEH_HOSTILE,you.x_pos, you.y_pos, MHITYOU, 250);if (mons != -1 && mons != NON_MONSTER){count++;success = true;// just to make suremenv[mons].flags |= MF_CONVERT_ATTEMPT;}}if (success){std::string army_size;if (count > 5)army_size = "an army of";elsearmy_size = "some";snprintf(info, INFO_SIZE, " sends forth %s orcs.", army_size.c_str());simple_god_message(info, god);}elsesimple_god_message(" is still gathering forces against you.", god);*/}break;
if (mons != -1 && mons != NON_MONSTER)simple_god_message(" sends forth an army of orcs.", god);elsesimple_god_message(" is still gathering forces against you.",god);break;}
}god_type str_to_god(std::string god){if (god.empty())return (GOD_NO_GOD);lowercase(god);if (god == "random")return (GOD_RANDOM);for (int i = GOD_NO_GOD; i < NUM_GODS; ++i){if (lowercase_string(god_name(static_cast<god_type>(i))) == god)return (static_cast<god_type>(i));}return (GOD_NO_GOD);
if (field == "zin")priest = GOD_ZIN;else if (field == "yredelemnul")priest = GOD_YREDELEMNUL;else if (field == "random")
priest = str_to_god(field);if (!is_priest_god(priest))
}static god_type str_to_god(const std::string &god){if (god.empty())return GOD_NO_GOD;for (int i = GOD_NO_GOD; i < NUM_GODS; ++i){if (god_name(static_cast<god_type>(i)) == god)return (static_cast<god_type>(i));}return (GOD_NO_GOD);