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.
This commit is contained in:
PatR
2015-11-06 03:14:50 -08:00
parent 102e427ca7
commit 915dd89270
14 changed files with 811 additions and 752 deletions
+34 -35
View File
@@ -1,5 +1,5 @@
/* NetHack 3.6 music.c $NHDT-Date: 1432512773 2015/05/25 00:12:53 $ $NHDT-Branch: master $:$NHDT-Revision: 1.38 $ */
/* Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack 3.6 music.c $NHDT-Date: 1446808448 2015/11/06 11:14:08 $ $NHDT-Branch: master $:$NHDT-Revision: 1.40 $ */
/* Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
/*
@@ -8,23 +8,22 @@
*
* Actually the list of instruments / effects is :
*
* (wooden) flute may calm snakes if player has enough dexterity
* magic flute may put monsters to sleep: area of effect depends
* on player level.
* (tooled) horn Will awaken monsters: area of effect depends on
*player
* level. May also scare monsters.
* fire horn Acts like a wand of fire.
* frost horn Acts like a wand of cold.
* bugle Will awaken soldiers (if any): area of effect depends
* on player level.
* (wooden) harp May calm nymph if player has enough dexterity.
* magic harp Charm monsters: area of effect depends on player
* level.
* (leather) drum Will awaken monsters like the horn.
* drum of earthquake Will initiate an earthquake whose intensity depends
* on player level. That is, it creates random pits
* called here chasms.
* (wooden) flute may calm snakes if player has enough dexterity
* magic flute may put monsters to sleep: area of effect depends
* on player level.
* (tooled) horn Will awaken monsters: area of effect depends on
* player level. May also scare monsters.
* fire horn Acts like a wand of fire.
* frost horn Acts like a wand of cold.
* bugle Will awaken soldiers (if any): area of effect depends
* on player level.
* (wooden) harp May calm nymph if player has enough dexterity.
* magic harp Charm monsters: area of effect depends on player
* level.
* (leather) drum Will awaken monsters like the horn.
* drum of earthquake Will initiate an earthquake whose intensity depends
* on player level. That is, it creates random pits
* called here chasms.
*/
#include "hack.h"
@@ -73,7 +72,8 @@ int distance;
mtmp->mcanmove = 1;
mtmp->mfrozen = 0;
/* may scare some monsters -- waiting monsters excluded */
if (!unique_corpstat(mtmp->data) && (mtmp->mstrategy & STRAT_WAITMASK) != 0)
if (!unique_corpstat(mtmp->data)
&& (mtmp->mstrategy & STRAT_WAITMASK) != 0)
mtmp->mstrategy &= ~STRAT_WAITMASK;
else if (distm < distance / 3
&& !resist(mtmp, TOOL_CLASS, 0, NOTELL))
@@ -160,7 +160,7 @@ int distance;
if (canseemon(mtmp))
pline(
"%s listens cheerfully to the music, then seems quieter.",
Monnam(mtmp));
Monnam(mtmp));
}
}
}
@@ -195,7 +195,8 @@ struct monst *bugler; /* monster that played instrument */
mtmp->mcanmove = 1;
mtmp->mfrozen = 0;
/* may scare some monsters -- waiting monsters excluded */
if (!unique_corpstat(mtmp->data) && (mtmp->mstrategy & STRAT_WAITMASK) != 0)
if (!unique_corpstat(mtmp->data)
&& (mtmp->mstrategy & STRAT_WAITMASK) != 0)
mtmp->mstrategy &= ~STRAT_WAITMASK;
else if (distm < distance / 3
&& !resist(mtmp, TOOL_CLASS, 0, NOTELL))
@@ -207,7 +208,6 @@ struct monst *bugler; /* monster that played instrument */
/* Charm monsters in range. Note that they may resist the spell.
* If swallowed, range is reduced to 0.
*/
STATIC_OVL void
charm_monsters(distance)
int distance;
@@ -234,7 +234,6 @@ int distance;
/* Generate earthquake :-) of desired force.
* That is: create random chasms (pits).
*/
STATIC_OVL void
do_earthquake(force)
int force;
@@ -338,7 +337,6 @@ int force;
/* We have to check whether monsters or player
falls in a chasm... */
if (mtmp) {
if (!is_flyer(mtmp->data)
&& !is_clinger(mtmp->data)) {
@@ -431,7 +429,6 @@ int force;
/*
* The player is trying to extract something from his/her instrument.
*/
STATIC_OVL int
do_improvisation(instr)
struct obj *instr;
@@ -497,9 +494,9 @@ struct obj *instr;
} else if (!u.dx && !u.dy && !u.dz) {
if ((damage = zapyourself(instr, TRUE)) != 0) {
char buf[BUFSZ];
Sprintf(buf, "using a magical horn on %sself", uhim());
losehp(damage, buf, KILLED_BY); /* frost damage */
/* fire damage */
losehp(damage, buf, KILLED_BY); /* fire or frost damage */
}
} else {
buzz((instr->otyp == FROST_HORN) ? AD_COLD - 1 : AD_FIRE - 1,
@@ -563,7 +560,6 @@ struct obj *instr;
/*
* So you want music...
*/
int
do_play_instrument(instr)
struct obj *instr;
@@ -575,13 +571,13 @@ struct obj *instr;
if (Underwater) {
You_cant("play music underwater!");
return (0);
return 0;
} else if ((instr->otyp == WOODEN_FLUTE || instr->otyp == MAGIC_FLUTE
|| instr->otyp == TOOLED_HORN || instr->otyp == FROST_HORN
|| instr->otyp == FIRE_HORN || instr->otyp == BUGLE)
&& !can_blow(&youmonst)) {
You("are incapable of playing %s.", the(distant_name(instr, xname)));
return (0);
return 0;
}
if (instr->otyp != LEATHER_DRUM && instr->otyp != DRUM_OF_EARTHQUAKE) {
c = ynq("Improvise?");
@@ -634,6 +630,7 @@ struct obj *instr;
{
char nbuf[20];
int i;
for (i = 0; buf[i] && i < 5; ++i) {
nbuf[i * 2] = buf[i];
nbuf[(i * 2) + 1] = 'h';
@@ -799,9 +796,9 @@ char *buf;
#define noDEBUG
/* emit tone of frequency hz for given number of ticks */
STATIC_OVL void
tone(hz, ticks)
/* emit tone of frequency hz for given number of ticks */
unsigned int hz, ticks;
{
ioctl(0, KDMKTONE, hz | ((ticks * 10) << 16));
@@ -811,9 +808,9 @@ unsigned int hz, ticks;
nap(ticks * 10);
}
/* rest for given number of ticks */
STATIC_OVL void
rest(ticks)
/* rest for given number of ticks */
int ticks;
{
nap(ticks * 10);
@@ -852,8 +849,10 @@ char *buf;
playstring(buf, strlen(buf));
}
#ifdef DEBUG
main(argc, argv) char *argv[];
#ifdef VPIX_DEBUG
main(argc, argv)
int argc;
char *argv[];
{
if (argc == 2) {
playinit();