another batch of formatting

Same sort of stuff as before:  some continuation lines with operator
followed by end of line comment (only a few files with those still to
go...), plus tab replaced by spaces in comments, excess parenthesis
removal for return statements, and force function name to be in column
one in function definitions:
  type name(args) /* comment */
  argtype args;
  {
to
  /* comment */
  type
  name(args)
  argtype args;
  {
I've been spotting those by eye rather than rexexp, so probably missed
some.
This commit is contained in:
PatR
2015-11-03 18:28:53 -08:00
parent 37771f779e
commit 2ddc361adf
10 changed files with 522 additions and 479 deletions
+12 -12
View File
@@ -1,10 +1,10 @@
/* NetHack 3.6 mondata.c $NHDT-Date: 1445556874 2015/10/22 23:34:34 $ $NHDT-Branch: master $:$NHDT-Revision: 1.57 $ */
/* NetHack 3.6 mondata.c $NHDT-Date: 1446604115 2015/11/04 02:28:35 $ $NHDT-Branch: master $:$NHDT-Revision: 1.58 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
/* These routines provide basic data for any type of monster. */
/* These routines provide basic data for any type of monster. */
/* set up an individual monster's base type (initial creation, shapechange) */
void
@@ -116,8 +116,8 @@ struct monst *mon;
/* check for magic resistance granted by worn or carried items */
o = is_you ? invent : mon->minvent;
slotmask = W_ARMOR | W_ACCESSORY;
if (!is_you || /* assumes monsters don't wield non-weapons */
(uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep))))
if (!is_you /* assumes monsters don't wield non-weapons */
|| (uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep))))
slotmask |= W_WEP;
if (is_you && u.twoweap)
slotmask |= W_SWAPWEP;
@@ -154,8 +154,8 @@ struct monst *mon;
return TRUE;
o = is_you ? invent : mon->minvent;
slotmask = W_ARMOR | W_ACCESSORY;
if (!is_you || /* assumes monsters don't wield non-weapons */
(uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep))))
if (!is_you /* assumes monsters don't wield non-weapons */
|| (uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep))))
slotmask |= W_WEP;
if (is_you && u.twoweap)
slotmask |= W_SWAPWEP;
@@ -937,7 +937,7 @@ static const short grownups[][2] = {
{ PM_BABY_GRAY_DRAGON, PM_GRAY_DRAGON },
{ PM_BABY_SILVER_DRAGON, PM_SILVER_DRAGON },
#if 0 /* DEFERRED */
{PM_BABY_SHIMMERING_DRAGON, PM_SHIMMERING_DRAGON},
{PM_BABY_SHIMMERING_DRAGON, PM_SHIMMERING_DRAGON},
#endif
{ PM_BABY_RED_DRAGON, PM_RED_DRAGON },
{ PM_BABY_WHITE_DRAGON, PM_WHITE_DRAGON },
@@ -1099,12 +1099,12 @@ struct attack *mattk;
/*
* Returns:
* True if monster is presumed to have a sense of smell.
* False if monster definitely does not have a sense of smell.
* True if monster is presumed to have a sense of smell.
* False if monster definitely does not have a sense of smell.
*
* Do not base this on presence of a head or nose, since many
* creatures sense smells other ways (feelers, forked-tongues, etc.)
* We're assuming all insects can smell at a distance too.
* Do not base this on presence of a head or nose, since many
* creatures sense smells other ways (feelers, forked-tongues, etc.)
* We're assuming all insects can smell at a distance too.
*/
boolean
olfaction(mdat)