formatting: src/t*.c - z*.c continuation lines

End of first pass, but '[&|?:][ \t]*$' doesn't catch trailing operater
followed by end-of-line comment so more needs to be done.  As with the
past couple of batches, I've removed redundant parentheses from 'return'
statements but only for files that had continuation fix-ups.

I've also removed tabs from comments in some of the files, but didn't
start until part way through this subset of the sources.
This commit is contained in:
PatR
2015-10-28 17:33:38 -07:00
parent 530ba8e3d3
commit a447534b2f
10 changed files with 589 additions and 594 deletions

View File

@@ -1,11 +1,11 @@
/* NetHack 3.6 weapon.c $NHDT-Date: 1445126431 2015/10/18 00:00:31 $ $NHDT-Branch: master $:$NHDT-Revision: 1.54 $ */
/* NetHack 3.6 weapon.c $NHDT-Date: 1446078767 2015/10/29 00:32:47 $ $NHDT-Branch: master $:$NHDT-Revision: 1.55 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
/*
* This module contains code for calculation of "to hit" and damage
* bonuses for any given weapon used, as well as weapons selection
* code for monsters.
* This module contains code for calculation of "to hit" and damage
* bonuses for any given weapon used, as well as weapons selection
* code for monsters.
*/
#include "hack.h"
@@ -135,8 +135,8 @@ struct obj *obj;
}
/*
* hitval returns an integer representing the "to hit" bonuses
* of "otmp" against the monster.
* hitval returns an integer representing the "to hit" bonuses
* of "otmp" against the monster.
*/
int
hitval(otmp, mon)
@@ -150,10 +150,10 @@ struct monst *mon;
if (Is_weapon)
tmp += otmp->spe;
/* Put weapon specific "to hit" bonuses in below: */
/* Put weapon specific "to hit" bonuses in below: */
tmp += objects[otmp->otyp].oc_hitbon;
/* Put weapon vs. monster type "to hit" bonuses in below: */
/* Put weapon vs. monster type "to hit" bonuses in below: */
/* Blessed weapons used against undead or demons */
if (Is_weapon && otmp->blessed
@@ -205,8 +205,8 @@ struct monst *mon;
*/
/*
* dmgval returns an integer representing the damage bonuses
* of "otmp" against the monster.
* dmgval returns an integer representing the damage bonuses
* of "otmp" against the monster.
*/
int
dmgval(otmp, mon)
@@ -316,7 +316,7 @@ struct monst *mon;
}
}
/* Put weapon vs. monster type damage bonuses in below: */
/* Put weapon vs. monster type damage bonuses in below: */
if (Is_weapon || otmp->oclass == GEM_CLASS || otmp->oclass == BALL_CLASS
|| otmp->oclass == CHAIN_CLASS) {
int bonus = 0;
@@ -348,13 +348,13 @@ struct monst *mon;
tmp = 1;
}
return (tmp);
return tmp;
}
STATIC_DCL struct obj *FDECL(oselect, (struct monst *, int));
#define Oselect(x) \
if ((otmp = oselect(mtmp, x)) != 0) \
return (otmp);
return otmp;
STATIC_OVL struct obj *
oselect(mtmp, x)
@@ -365,10 +365,9 @@ int x;
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj) {
if (otmp->otyp == x
&&
/* never select non-cockatrice corpses */
!((x == CORPSE || x == EGG)
&& !touch_petrifies(&mons[otmp->corpsenm]))
&& !((x == CORPSE || x == EGG)
&& !touch_petrifies(&mons[otmp->corpsenm]))
&& (!otmp->oartifact || touch_artifact(otmp, mtmp)))
return otmp;
}
@@ -391,7 +390,9 @@ static NEARDATA const int pwep[] = { HALBERD, BARDICHE, SPETUM,
static struct obj *propellor;
struct obj *select_rwep(mtmp) /* select a ranged weapon for the monster */
/* select a ranged weapon for the monster */
struct obj *
select_rwep(mtmp)
register struct monst *mtmp;
{
register struct obj *otmp;
@@ -497,7 +498,7 @@ register struct monst *mtmp;
/* Don't throw a cursed weapon-in-hand or an artifact */
if ((otmp = oselect(mtmp, rwep[i])) && !otmp->oartifact
&& !(otmp == MON_WEP(mtmp) && mwelded(otmp)))
return (otmp);
return otmp;
} else
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj) {
if (otmp->otyp == LOADSTONE && !otmp->cursed)
@@ -523,8 +524,9 @@ static const NEARDATA short hwep[] = {
SCALPEL, KNIFE, WORM_TOOTH
};
/* select a hand to hand weapon for the monster */
struct obj *
select_hwep(mtmp) /* select a hand to hand weapon for the monster */
select_hwep(mtmp)
register struct monst *mtmp;
{
register struct obj *otmp;
@@ -772,7 +774,7 @@ abon()
else if (dex < 8)
return (sbon - 1);
else if (dex < 14)
return (sbon);
return sbon;
else
return (sbon + dex - 14);
}
@@ -784,24 +786,24 @@ dbon()
int str = ACURR(A_STR);
if (Upolyd)
return (0);
return 0;
if (str < 6)
return (-1);
return -1;
else if (str < 16)
return (0);
return 0;
else if (str < 18)
return (1);
return 1;
else if (str == 18)
return (2); /* up to 18 */
return 2; /* up to 18 */
else if (str <= STR18(75))
return (3); /* up to 18/75 */
return 3; /* up to 18/75 */
else if (str <= STR18(90))
return (4); /* up to 18/90 */
return 4; /* up to 18/90 */
else if (str < STR18(100))
return (5); /* up to 18/99 */
return 5; /* up to 18/99 */
else
return (6);
return 6;
}
/* increase a towel's wetness */
@@ -909,19 +911,19 @@ int skill;
int tmp = P_SKILL(skill);
/* The more difficult the training, the more slots it takes.
* unskilled -> basic 1
* basic -> skilled 2
* skilled -> expert 3
* unskilled -> basic 1
* basic -> skilled 2
* skilled -> expert 3
*/
if (skill <= P_LAST_WEAPON || skill == P_TWO_WEAPON_COMBAT)
return tmp;
/* Fewer slots used up for unarmed or martial.
* unskilled -> basic 1
* basic -> skilled 1
* skilled -> expert 2
* expert -> master 2
* master -> grand master 3
* unskilled -> basic 1
* basic -> skilled 1
* skilled -> expert 2
* expert -> master 2
* master -> grand master 3
*/
return (tmp + 1) / 2;
}
@@ -933,12 +935,17 @@ can_advance(skill, speedy)
int skill;
boolean speedy;
{
return !P_RESTRICTED(skill) && P_SKILL(skill) < P_MAX_SKILL(skill)
&& ((wizard && speedy)
|| (P_ADVANCE(skill) >= (unsigned) practice_needed_to_advance(
P_SKILL(skill))
&& u.skills_advanced < P_SKILL_LIMIT
&& u.weapon_slots >= slots_required(skill)));
if (P_RESTRICTED(skill)
|| P_SKILL(skill) >= P_MAX_SKILL(skill)
|| u.skills_advanced >= P_SKILL_LIMIT)
return FALSE;
if (wizard && speedy)
return TRUE;
return (boolean) ((int) P_ADVANCE(skill)
>= practice_needed_to_advance(P_SKILL(skill))
&& u.weapon_slots >= slots_required(skill));
}
/* return true if this skill could be advanced if more slots were available */
@@ -946,10 +953,13 @@ STATIC_OVL boolean
could_advance(skill)
int skill;
{
return !P_RESTRICTED(skill) && P_SKILL(skill) < P_MAX_SKILL(skill)
&& ((P_ADVANCE(skill)
>= (unsigned) practice_needed_to_advance(P_SKILL(skill))
&& u.skills_advanced < P_SKILL_LIMIT));
if (P_RESTRICTED(skill)
|| P_SKILL(skill) >= P_MAX_SKILL(skill)
|| u.skills_advanced >= P_SKILL_LIMIT)
return FALSE;
return (boolean) ((int) P_ADVANCE(skill)
>= practice_needed_to_advance(P_SKILL(skill)));
}
/* return true if this skill has reached its maximum and there's been enough
@@ -958,9 +968,12 @@ STATIC_OVL boolean
peaked_skill(skill)
int skill;
{
return !P_RESTRICTED(skill) && P_SKILL(skill) >= P_MAX_SKILL(skill)
&& ((P_ADVANCE(skill)
>= (unsigned) practice_needed_to_advance(P_SKILL(skill))));
if (P_RESTRICTED(skill))
return FALSE;
return (boolean) (P_SKILL(skill) >= P_MAX_SKILL(skill)
&& ((int) P_ADVANCE(skill)
>= practice_needed_to_advance(P_SKILL(skill))));
}
STATIC_OVL void
@@ -1186,8 +1199,7 @@ int n; /* number of slots to lose; normally one */
int skill;
while (--n >= 0) {
/* deduct first from unused slots, then from last placed slot, if any
*/
/* deduct first from unused slots then from last placed one, if any */
if (u.weapon_slots) {
u.weapon_slots--;
} else if (u.skills_advanced) {
@@ -1212,14 +1224,12 @@ struct obj *obj;
int type;
if (!obj)
/* Not using a weapon */
return (P_BARE_HANDED_COMBAT);
return P_BARE_HANDED_COMBAT; /* Not using a weapon */
if (obj->oclass != WEAPON_CLASS && obj->oclass != TOOL_CLASS
&& obj->oclass != GEM_CLASS)
/* Not a weapon, weapon-tool, or ammo */
return (P_NONE);
return P_NONE; /* Not a weapon, weapon-tool, or ammo */
type = objects[obj->otyp].oc_skill;
return ((type < 0) ? -type : type);
return (type < 0) ? -type : type;
}
int
@@ -1290,13 +1300,13 @@ struct obj *weapon;
}
} else if (type == P_BARE_HANDED_COMBAT) {
/*
* b.h. m.a.
* unskl: +1 n/a
* basic: +1 +3
* skild: +2 +4
* exprt: +2 +5
* mastr: +3 +6
* grand: +3 +7
* b.h. m.a.
* unskl: +1 n/a
* basic: +1 +3
* skild: +2 +4
* exprt: +2 +5
* mastr: +3 +6
* grand: +3 +7
*/
bonus = P_SKILL(type);
bonus = max(bonus, P_UNSKILLED) - 1; /* unskilled => 0 */
@@ -1384,13 +1394,13 @@ struct obj *weapon;
}
} else if (type == P_BARE_HANDED_COMBAT) {
/*
* b.h. m.a.
* unskl: 0 n/a
* basic: +1 +3
* skild: +1 +4
* exprt: +2 +6
* mastr: +2 +7
* grand: +3 +9
* b.h. m.a.
* unskl: 0 n/a
* basic: +1 +3
* skild: +1 +4
* exprt: +2 +6
* mastr: +2 +7
* grand: +3 +9
*/
bonus = P_SKILL(type);
bonus = max(bonus, P_UNSKILLED) - 1; /* unskilled => 0 */