some reformatting (2 of 4)

This commit is contained in:
PatR
2024-09-05 14:51:21 -07:00
parent 50412ba53b
commit aa043f0ddf
17 changed files with 253 additions and 179 deletions

View File

@@ -296,8 +296,8 @@ explode(
*/
if (olet == MON_EXPLODE && !you_exploding) {
/* when explode() is called recursively, svk.killer.name might change so
we need to retain a copy of the current value for this explosion */
/* when explode() is called recursively, svk.killer.name might change
so retain a copy of the current value for this explosion */
str = strcpy(killr_buf, svk.killer.name);
do_hallu = (Hallucination
&& (strstri(str, "'s explosion")
@@ -515,19 +515,19 @@ explode(
}
if ((explmask[i][j] & EXPL_MON) != 0) {
/* damage from ring/wand explosion isn't itself
* electrical in nature, nor is damage from freezing potion
* really cold in nature, nor is damage from boiling potion
* or exploding oil; only burning items damage is the "same
* type" as the explosion. Because this is imperfect and
* marginal (burning items only deal 1 damage), ignore it
* for golemeffects(). */
/* Damage from ring/wand explosion isn't itself
* electrical in nature, nor is damage from freezing
* potion really cold in nature, nor is damage from
* boiling potion or exploding oil; only burning items
* damage is the "same type" as the explosion. Because
* this is imperfect and marginal (burning items only
* deal 1 damage), ignore it for golemeffects(). */
golemeffects(mtmp, (int) adtyp, dam);
mtmp->mhp -= itemdmg; /* item destruction dmg */
} else {
/* call resist with 0 and do damage manually so 1) we can
/* Call resist with 0 and do damage manually so 1) we can
* get out the message before doing the damage, and 2) we
* can call mondied, not killed, if it's not your blast
* can call mondied, not killed, if it's not your blast.
*/
int mdam = dam;
@@ -644,7 +644,7 @@ explode(
} else {
if (olet == MON_EXPLODE) {
if (generic) /* explosion was unseen; str=="explosion", */
; /* svk.killer.name=="gas spore's explosion". */
; /* svk.killer.name=="gas spore's explosion". */
else if (str != svk.killer.name && str != hallu_buf)
Strcpy(svk.killer.name, str);
svk.killer.format = KILLED_BY_AN;
@@ -745,7 +745,8 @@ scatter(coordxy sx, coordxy sy, /* location of objects to scatter */
if (shop_origin)
credit_report(shkp, 0, TRUE); /* establish baseline, without msgs */
while ((otmp = (individual_object ? obj : svl.level.objects[sx][sy])) != 0) {
while ((otmp = (individual_object ? obj
: svl.level.objects[sx][sy])) != 0) {
if (otmp == uball || otmp == uchain) {
boolean waschain = (otmp == uchain);
@@ -917,7 +918,8 @@ scatter(coordxy sx, coordxy sy, /* location of objects to scatter */
retrieve the item and drop it back inside the shop,
the owed charges will only be reduced at that point
by the lesser shopkeeper buying-price.
The non-gold situation will likely get adjusted further.
The non-gold situation will likely get adjusted
further.
*/
if (stmp->obj->otyp == GOLD_PIECE) {
addtobill(stmp->obj, FALSE, FALSE, TRUE);
@@ -1006,12 +1008,14 @@ adtyp_to_expltype(const int adtyp)
}
}
/* A monster explodes in a way that produces a real explosion (e.g. a sphere or
* gas spore, not a yellow light or similar).
/* A monster explodes in a way that produces a real explosion (e.g. a sphere
* or gas spore, not a yellow light or similar).
* This is some common code between explmu() and explmm().
*/
void
mon_explodes(struct monst *mon, struct attack *mattk)
mon_explodes(
struct monst *mon,
struct attack *mattk)
{
int dmg;
int type;
@@ -1029,8 +1033,9 @@ mon_explodes(struct monst *mon, struct attack *mattk)
type = PHYS_EXPL_TYPE;
}
else if (mattk->adtyp >= AD_MAGM && mattk->adtyp <= AD_SPC2) {
/* The -1, +20, *-1 math is to set it up as a 'monster breath' type for
* the explosions (it isn't, but this is the closest analogue). */
/* The -1, +20, *-1 math is to set it up as a 'monster breath' type
* for the explosions (it isn't, but this is the closest analogue). */
/* FIXME: there are macros for kind of thing... */
type = -((mattk->adtyp - 1) + 20);
}
else {
@@ -1039,8 +1044,8 @@ mon_explodes(struct monst *mon, struct attack *mattk)
}
/* Kill it now so it won't appear to be caught in its own explosion.
* Must check to see if already dead - which happens if this is called from
* an AT_BOOM attack upon death. */
* Must check to see if already dead - which happens if this is called
* from an AT_BOOM attack upon death. */
if (!DEADMONSTER(mon)) {
mondead(mon);
}