more formatting
Mostly tab replacement, plus the last of the cast spacing.
This commit is contained in:
111
src/do.c
111
src/do.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 do.c $NHDT-Date: 1437877173 2015/07/26 02:19:33 $ $NHDT-Branch: master $:$NHDT-Revision: 1.147 $ */
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/* NetHack 3.6 do.c $NHDT-Date: 1446975464 2015/11/08 09:37:44 $ $NHDT-Branch: master $:$NHDT-Revision: 1.149 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -223,7 +223,7 @@ const char *verb;
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* obj to null. */
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(void) obj_meld(&obj, &otmp);
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}
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return (obj == NULL);
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return (boolean) (obj == NULL);
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}
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return FALSE;
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}
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@@ -265,8 +265,8 @@ register struct obj *obj;
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docall(obj);
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}
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/** Transforms the sink at the player's position into
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* a fountain, throne, altar or grave. */
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/* Transforms the sink at the player's position into
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a fountain, throne, altar or grave. */
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STATIC_DCL void
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polymorph_sink()
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{
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@@ -299,8 +299,8 @@ polymorph_sink()
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newsym(u.ux, u.uy);
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}
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/** Teleports the sink at the player's position.
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* @return TRUE if sink teleported */
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/* Teleports the sink at the player's position;
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return True if sink teleported. */
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STATIC_DCL boolean
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teleport_sink()
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{
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@@ -308,14 +308,16 @@ teleport_sink()
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int cnt = 0;
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struct trap *trp;
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struct engr *eng;
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do {
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cx = rnd(COLNO - 1);
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cy = rn2(ROWNO);
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trp = t_at(cx, cy);
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eng = engr_at(cx, cy);
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} while ((levl[cx][cy].typ != ROOM || trp || eng || cansee(cx, cy))
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&& (cnt++ < 200));
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if ((levl[cx][cy].typ == ROOM) && !trp && !eng) {
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&& cnt++ < 200);
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if (levl[cx][cy].typ == ROOM && !trp && !eng) {
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/* create sink at new position */
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levl[cx][cy].typ = SINK;
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levl[cx][cy].looted = levl[u.ux][u.uy].looted;
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@@ -468,6 +470,7 @@ register struct obj *obj;
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trycall(obj);
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else if (!nosink)
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You_hear("the ring bouncing down the drainpipe.");
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if (!rn2(20) && !nosink) {
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pline_The("sink backs up, leaving %s.", doname(obj));
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obj->in_use = FALSE;
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@@ -485,7 +488,7 @@ const char *word;
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if (obj->owornmask & (W_ARMOR | W_ACCESSORY)) {
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if (*word)
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Norep("You cannot %s %s you are wearing.", word, something);
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return (FALSE);
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return FALSE;
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}
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if (obj->otyp == LOADSTONE && obj->cursed) {
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/* getobj() kludge sets corpsenm to user's specified count
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@@ -500,19 +503,19 @@ const char *word;
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}
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obj->corpsenm = 0; /* reset */
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obj->bknown = 1;
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return (FALSE);
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return FALSE;
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}
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if (obj->otyp == LEASH && obj->leashmon != 0) {
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if (*word)
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pline_The("leash is tied around your %s.", body_part(HAND));
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return (FALSE);
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return FALSE;
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}
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if (obj->owornmask & W_SADDLE) {
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if (*word)
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You("cannot %s %s you are sitting on.", word, something);
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return (FALSE);
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return FALSE;
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}
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return (TRUE);
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return TRUE;
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}
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STATIC_PTR int
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@@ -520,13 +523,13 @@ drop(obj)
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register struct obj *obj;
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{
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if (!obj)
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return (0);
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return 0;
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if (!canletgo(obj, "drop"))
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return (0);
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return 0;
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if (obj == uwep) {
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if (welded(uwep)) {
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weldmsg(obj);
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return (0);
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return 0;
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}
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setuwep((struct obj *) 0);
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}
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@@ -551,7 +554,7 @@ register struct obj *obj;
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if ((obj->oclass == RING_CLASS || obj->otyp == MEAT_RING)
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&& IS_SINK(levl[u.ux][u.uy].typ)) {
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dosinkring(obj);
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return (1);
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return 1;
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}
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if (!can_reach_floor(TRUE)) {
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/* we might be levitating due to #invoke Heart of Ahriman;
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@@ -570,13 +573,13 @@ register struct obj *obj;
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hitfloor(obj);
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if (levhack)
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float_down(I_SPECIAL | TIMEOUT, W_ARTI | W_ART);
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return (1);
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return 1;
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}
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if (!IS_ALTAR(levl[u.ux][u.uy].typ) && flags.verbose)
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You("drop %s.", doname(obj));
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}
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dropx(obj);
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return (1);
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return 1;
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}
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/* dropx - take dropped item out of inventory;
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@@ -776,10 +779,10 @@ int retry;
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* Dropping a burning potion of oil while levitating can cause
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* an explosion which might destroy some of hero's inventory,
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* so the old code
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* for (otmp = invent; otmp; otmp = otmp2) {
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* otmp2 = otmp->nobj;
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* n_dropped += drop(otmp);
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* }
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* for (otmp = invent; otmp; otmp = otmp2) {
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* otmp2 = otmp->nobj;
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* n_dropped += drop(otmp);
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* }
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* was unreliable and could lead to an "object lost" panic.
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*
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* Use the bypass bit to mark items already processed (hence
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@@ -844,6 +847,7 @@ drop_done:
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/* on a ladder, used in goto_level */
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static NEARDATA boolean at_ladder = FALSE;
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/* the '>' command */
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int
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dodown()
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{
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@@ -900,20 +904,20 @@ dodown()
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floating_above(stairs_down ? "stairs" : ladder_down
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? "ladder"
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: surface(u.ux, u.uy));
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return (0); /* didn't move */
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return 0; /* didn't move */
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}
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if (!stairs_down && !ladder_down) {
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trap = t_at(u.ux, u.uy);
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if (trap && uteetering_at_seen_pit(trap)) {
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dotrap(trap, TOOKPLUNGE);
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return (1);
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return 1;
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} else if (!trap || (trap->ttyp != TRAPDOOR && trap->ttyp != HOLE)
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|| !Can_fall_thru(&u.uz) || !trap->tseen) {
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if (flags.autodig && !context.nopick && uwep && is_pick(uwep)) {
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return use_pick_axe2(uwep);
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} else {
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You_cant("go down here.");
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return (0);
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return 0;
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}
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}
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}
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@@ -922,13 +926,13 @@ dodown()
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!u.uswallow ? "being held" : is_animal(u.ustuck->data)
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? "swallowed"
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: "engulfed");
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return (1);
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return 1;
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}
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if (on_level(&valley_level, &u.uz) && !u.uevent.gehennom_entered) {
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You("are standing at the gate to Gehennom.");
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pline("Unspeakable cruelty and harm lurk down there.");
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if (yn("Are you sure you want to enter?") != 'y')
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return (0);
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return 0;
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else
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pline("So be it.");
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u.uevent.gehennom_entered = 1; /* don't ask again */
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@@ -936,7 +940,7 @@ dodown()
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if (!next_to_u()) {
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You("are held back by your pet!");
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return (0);
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return 0;
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}
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if (trap)
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@@ -946,13 +950,14 @@ dodown()
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if (trap && Is_stronghold(&u.uz)) {
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goto_hell(FALSE, TRUE);
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} else {
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at_ladder = (boolean)(levl[u.ux][u.uy].typ == LADDER);
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at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
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next_level(!trap);
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at_ladder = FALSE;
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}
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return (1);
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return 1;
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}
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/* the '<' command */
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int
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doup()
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{
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@@ -970,36 +975,36 @@ doup()
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&& (!sstairs.sx || u.ux != sstairs.sx || u.uy != sstairs.sy
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|| !sstairs.up)) {
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You_cant("go up here.");
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return (0);
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return 0;
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}
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if (stucksteed(TRUE)) {
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return (0);
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return 0;
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}
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if (u.ustuck) {
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You("are %s, and cannot go up.",
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!u.uswallow ? "being held" : is_animal(u.ustuck->data)
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? "swallowed"
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: "engulfed");
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return (1);
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return 1;
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}
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if (near_capacity() > SLT_ENCUMBER) {
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/* No levitation check; inv_weight() already allows for it */
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Your("load is too heavy to climb the %s.",
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levl[u.ux][u.uy].typ == STAIRS ? "stairs" : "ladder");
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return (1);
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return 1;
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}
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if (ledger_no(&u.uz) == 1) {
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if (yn("Beware, there will be no return! Still climb?") != 'y')
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return (0);
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return 0;
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}
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if (!next_to_u()) {
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You("are held back by your pet!");
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return (0);
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return 0;
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}
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at_ladder = (boolean)(levl[u.ux][u.uy].typ == LADDER);
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at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
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prev_level(TRUE);
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at_ladder = FALSE;
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return (1);
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return 1;
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}
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d_level save_dlevel = { 0, 0 };
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@@ -1109,12 +1114,12 @@ boolean at_stairs, falling, portal;
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* due to overlooking the effect of the call to assign_rnd_lvl().)
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*
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* Odds for making it to the next level up, or of being sent down:
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* "up" L N C
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* +1 75.0 75.0 75.0
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* 0 6.25 8.33 12.5
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* -1 11.46 12.50 12.5
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* -2 5.21 4.17 0.0
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* -3 2.08 0.0 0.0
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* "up" L N C
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* +1 75.0 75.0 75.0
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* 0 6.25 8.33 12.5
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* -1 11.46 12.50 12.5
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* -2 5.21 4.17 0.0
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* -3 2.08 0.0 0.0
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*/
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if (Inhell && up && u.uhave.amulet && !newdungeon && !portal
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&& (dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz) - 3)) {
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@@ -1521,8 +1526,8 @@ final_level()
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gain_guardian_angel();
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}
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static char *dfr_pre_msg = 0, /* pline() before level change */
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*dfr_post_msg = 0; /* pline() after level change */
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static char *dfr_pre_msg = 0, /* pline() before level change */
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*dfr_post_msg = 0; /* pline() after level change */
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/* change levels at the end of this turn, after monsters finish moving */
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void
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@@ -1728,7 +1733,7 @@ long timeout UNUSED;
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int
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donull()
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{
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return (1); /* Do nothing, but let other things happen */
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return 1; /* Do nothing, but let other things happen */
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}
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STATIC_PTR int
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@@ -1749,12 +1754,12 @@ wipeoff(VOID_ARGS)
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Blinded = 1;
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make_blinded(0L, TRUE);
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}
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return (0);
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return 0;
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} else if (!u.ucreamed) {
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Your("%s feels clean now.", body_part(FACE));
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return (0);
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return 0;
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}
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return (1); /* still busy */
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return 1; /* still busy */
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}
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int
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@@ -1768,10 +1773,10 @@ dowipe()
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/* Not totally correct; what if they change back after now
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* but before they're finished wiping?
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*/
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return (1);
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return 1;
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}
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Your("%s is already clean.", body_part(FACE));
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return (1);
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return 1;
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}
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void
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