more src reformatting
Fixing up mis-indented block comments, but hit some files that hadn't had the earlier mixture of tab replacement, etc, so it's bigger than I expected. If I get to it, they'll be another round of this tomorrow.
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+22
-22
@@ -1,4 +1,4 @@
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/* NetHack 3.6 ball.c $NHDT-Date: 1445301116 2015/10/20 00:31:56 $ $NHDT-Branch: master $:$NHDT-Revision: 1.27 $ */
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/* NetHack 3.6 ball.c $NHDT-Date: 1446808438 2015/11/06 11:13:58 $ $NHDT-Branch: master $:$NHDT-Revision: 1.28 $ */
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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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@@ -56,10 +56,10 @@ ballfall()
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* To make this work, we have to mess with the hero's mind. The rules for
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* ball&chain are:
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*
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* 1. If the hero can see them, fine.
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* 2. If the hero can't see either, it isn't seen.
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* 3. If either is felt it is seen.
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* 4. If either is felt and moved, it disappears.
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* 1. If the hero can see them, fine.
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* 2. If the hero can't see either, it isn't seen.
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* 3. If either is felt it is seen.
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* 4. If either is felt and moved, it disappears.
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*
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* If the hero can see, then when a move is done, the ball and chain are
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* first picked up, the positions under them are corrected, then they
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@@ -77,12 +77,12 @@ ballfall()
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/*
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* from you.h
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* int u.bglyph glyph under the ball
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* int u.cglyph glyph under the chain
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* int u.bc_felt mask for ball/chain being felt
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* #define BC_BALL 0x01 bit mask in u.bc_felt for ball
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* #define BC_CHAIN 0x02 bit mask in u.bc_felt for chain
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* int u.bc_order ball & chain order
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* int u.bglyph glyph under the ball
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* int u.cglyph glyph under the chain
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* int u.bc_felt mask for ball/chain being felt
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* #define BC_BALL 0x01 bit mask in u.bc_felt for ball
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* #define BC_CHAIN 0x02 bit mask in u.bc_felt for chain
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* int u.bc_order ball & chain order
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*
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* u.bc_felt is also manipulated in display.c and read.c, the others only
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* in this file. None of these variables are valid unless the player is
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@@ -479,7 +479,7 @@ boolean allow_drag;
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&& !already_in_rock) {
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if (allow_drag) {
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/* Avoid pathological case *if* not teleporting:
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* 0 0_
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* 0 0_
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* _X move northeast -----> X@
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* @
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*/
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@@ -487,9 +487,9 @@ boolean allow_drag;
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&& dist2(x, y, tempx, tempy) == 1)
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SKIP_TO_DRAG;
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/* Avoid pathological case *if* not teleporting:
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* 0 0
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* 0 0
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* _X move east -----> X_
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* @ @
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* @ @
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*/
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if (dist2(u.ux, u.uy, uball->ox, uball->oy) == 4
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&& dist2(x, y, tempx, tempy) == 2)
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@@ -694,8 +694,9 @@ drop_ball(x, y)
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xchar x, y;
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{
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if (Blind) {
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u.bc_order = bc_order(); /* get the order */
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/* pick up glyph */
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/* get the order */
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u.bc_order = bc_order();
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/* pick up glyph */
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u.bglyph = (u.bc_order) ? u.cglyph : levl[x][y].glyph;
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}
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@@ -796,14 +797,13 @@ drag_down()
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uchar dragchance = 3;
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/*
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* Assume that the ball falls forward if:
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* Assume that the ball falls forward if:
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*
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* a) the character is wielding it, or
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* b) the character has both hands available to hold it (i.e. is
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* not wielding any weapon), or
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* c) (perhaps) it falls forward out of his non-weapon hand
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* a) the character is wielding it, or
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* b) the character has both hands available to hold it (i.e. is
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* not wielding any weapon), or
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* c) (perhaps) it falls forward out of his non-weapon hand
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*/
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forward = carried(uball) && (uwep == uball || !uwep || !rn2(3));
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if (carried(uball))
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