Comment typofixes, pt 4
This commit is contained in:
+1
-1
@@ -62,7 +62,7 @@ long *alloc(lth) register unsigned int lth;
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/* A small pool of static formatting buffers.
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* PTRBUFSIZ: We assume that pointers will be formatted as integers in
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* hexadecimal, requring at least 16+1 characters for each buffer to handle
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* hexadecimal, requiring at least 16+1 characters for each buffer to handle
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* 64-bit systems, but the standard doesn't mandate that encoding and an
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* implementation could do something different for %p, so we make some
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* extra room.
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+2
-2
@@ -102,7 +102,7 @@ boolean restore;
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/* strip user-supplied names */
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/* Statue and some corpse names are left intact,
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presumeably in case they came from score file.
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presumably in case they came from score file.
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[TODO: this ought to be done differently--names
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which came from such a source or came from any
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stoned or killed monster should be flagged in
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@@ -193,7 +193,7 @@ char *namebuf;
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while (*namebuf) {
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c = *namebuf & 0177;
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if (c < ' ' || c == '\177') {
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/* non-printable or undesireable */
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/* non-printable or undesirable */
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*namebuf = '.';
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} else if (c != *namebuf) {
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/* expected to be printable if user wants such things */
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@@ -4132,7 +4132,7 @@ const char *prompt;
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query, we might be even more paranoid about all paranoia
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responses (ie, ParanoidConfirm is set) in which case we
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require "no" to reject in addition to "yes" to confirm
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(except we won't loop if respose is ESC; it means no) */
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(except we won't loop if response is ESC; it means no) */
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do {
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Sprintf(qbuf, "%s%s %s", promptprefix, prompt, responsetype);
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getlin(qbuf, ans);
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+4
-4
@@ -424,7 +424,7 @@ register xchar worm_tail; /* mon is actually a worm tail */
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}
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}
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/* If the mimic is unsucessfully mimicing something, display the monster
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/* If the mimic is unsuccessfully mimicing something, display the monster
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*/
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if (!mon_mimic || sensed) {
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int num;
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@@ -552,7 +552,7 @@ xchar x, y;
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/*
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* An open room or water location. Normally we wouldn't touch
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* this, but we have to get rid of remembered boulder symbols.
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* This will only occur in rare occations when the hero goes
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* This will only occur in rare occasions when the hero goes
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* blind and doesn't find a boulder where expected (something
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* came along and picked it up). We know that there is not a
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* boulder at this location. Show fountains, pools, etc.
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@@ -1292,7 +1292,7 @@ docrt()
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*/
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typedef struct {
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xchar new; /* perhaps move this bit into the rm strucure. */
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xchar new; /* perhaps move this bit into the rm structure. */
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int glyph;
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} gbuf_entry;
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@@ -1793,7 +1793,7 @@ int x, y, a, b, c, dd;
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#endif /* WA_VERBOSE */
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/*
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* Return 'which' if position is implies an unfinshed exterior. Return
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* Return 'which' if position is implies an unfinished exterior. Return
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* zero otherwise. Unfinished implies outer area is rock or a corridor.
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*
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* Things that are ambiguous: lava
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+1
-1
@@ -2141,7 +2141,7 @@ register struct obj *otmp;
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if (!otmp)
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return 0;
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*buf = '\0'; /* lint suppresion */
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*buf = '\0'; /* lint suppression */
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/* special ring checks */
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if (otmp == uright || otmp == uleft) {
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@@ -233,7 +233,7 @@ losedogs()
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* Last, place migrating monsters coming to this level.
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*
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* Hero might eventually be displaced (due to the third step, but
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* occuring later), which is the main reason to do the second step
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* occurring later), which is the main reason to do the second step
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* sooner (in turn necessitating the first step, rather than combining
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* the list scans with monster placement).
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*/
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@@ -793,7 +793,7 @@ register struct obj *obj;
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|| (acidic(fptr) && !resists_acid(mon))
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|| (poisonous(fptr) && !resists_poison(mon)))
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return POISON;
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/* turning into slime is preferrable to starvation */
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/* turning into slime is preferable to starvation */
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else if (fptr == &mons[PM_GREEN_SLIME] && !slimeproof(mon->data))
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return (starving ? ACCFOOD : POISON);
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else if (vegan(fptr))
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@@ -987,7 +987,7 @@ boolean was_dead;
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}
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}
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} else {
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/* chance it goes wild anyway - Pet Semetary */
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/* chance it goes wild anyway - Pet Sematary */
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mtmp->mtame = rn2(mtmp->mtame + 1);
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if (!mtmp->mtame)
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mtmp->mpeaceful = rn2(2);
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+1
-1
@@ -521,7 +521,7 @@ int after, udist, whappr;
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if (cursed_object_at(nx, ny)
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&& !(edog->mhpmax_penalty && otyp < MANFOOD))
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continue;
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/* skip completely unreacheable goals */
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/* skip completely unreachable goals */
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if (!could_reach_item(mtmp, nx, ny)
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|| !can_reach_location(mtmp, mtmp->mx, mtmp->my, nx, ny))
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continue;
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+1
-1
@@ -1701,7 +1701,7 @@ nopick:
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* object is going to break.
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* breakmsg() - which outputs a message about the breakage,
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* appropriate for that particular object. Should
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* only be called after a positve breaktest().
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* only be called after a positive breaktest().
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* on the object and, if it going to be called,
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* it must be called before calling breakobj().
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* Calling breakmsg() is optional.
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+1
-1
@@ -5,7 +5,7 @@
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#include "hack.h"
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#include "tcap.h"
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/* Relevent header information in rm.h, objclass.h, and monsym.h. */
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/* Relevant header information in rm.h, objclass.h, and monsym.h. */
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#ifdef C
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#undef C
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+4
-4
@@ -625,7 +625,7 @@ int d;
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/*
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* Place a level. First, find the possible places on a dungeon map
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* template. Next pick one. Then try to place the next level. If
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* sucessful, we're done. Otherwise, try another (and another) until
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* successful, we're done. Otherwise, try another (and another) until
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* all possible places have been tried. If all possible places have
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* been exhausted, return false.
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*/
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@@ -1548,7 +1548,7 @@ level_difficulty()
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} else {
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res = depth(&u.uz);
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/* depth() is the number of elevation units (levels) below
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the theorhetical surface; in a builds-up branch, that value
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the theoretical surface; in a builds-up branch, that value
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ends up making the harder to reach levels be treated as if
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they were easier; adjust for the extra effort involved in
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going down to the entrance and then up to the location */
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@@ -2016,7 +2016,7 @@ int ledger_num;
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mptr->flags.forgot = 1;
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mptr->br = (branch *) 0;
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/* custom names are erased, not just forgotten until revisted */
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/* custom names are erased, not just forgotten until revisited */
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if (mptr->custom) {
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mptr->custom_lth = 0;
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free((genericptr_t) mptr->custom);
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@@ -2380,7 +2380,7 @@ recalc_mapseen()
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mptr->feat.naltar = count;
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break;
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/* An automatic annotation is added to the Castle and
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* to Fort Ludios once their struncture's main entrance
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* to Fort Ludios once their structure's main entrance
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* has been seen (in person or via magic mapping).
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* DOOR: possibly a lowered drawbridge's open portcullis;
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* DBWALL: a raised drawbridge's "closed door";
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@@ -1464,7 +1464,7 @@ register struct obj *otmp;
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int
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Hear_again(VOID_ARGS)
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{
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/* Chance of deafness going away while fainted/sleepeing/etc. */
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/* Chance of deafness going away while fainted/sleeping/etc. */
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if (!rn2(2))
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make_deaf(0L, FALSE);
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return 0;
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+1
-1
@@ -3323,7 +3323,7 @@ assure_syscf_file()
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#ifdef DEBUG
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/* used by debugpline() to decide whether to issue a message
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* from a partiular source file; caller passes __FILE__ and we check
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* from a particular source file; caller passes __FILE__ and we check
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* whether it is in the source file list supplied by SYSCF's DEBUGFILES
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*
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* pass FALSE to override wildcard matching; useful for files
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+2
-2
@@ -1991,7 +1991,7 @@ long *out_cnt;
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menu_item *selected;
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struct obj **oarray;
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/* overriden by global flag */
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/* overridden by global flag */
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if (flags.perm_invent) {
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win = (lets && *lets) ? local_win : WIN_INVEN;
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/* create the first time used */
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@@ -2653,7 +2653,7 @@ char *buf;
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don't show them unless obj_cnt is 0 */
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int
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look_here(obj_cnt, picked_some)
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int obj_cnt; /* obj_cnt > 0 implies that autopickup is in progess */
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int obj_cnt; /* obj_cnt > 0 implies that autopickup is in progress */
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boolean picked_some;
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{
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struct obj *otmp;
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+1
-1
@@ -745,7 +745,7 @@ int doclose() /* try to close a door */
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}
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if (portcullis || !IS_DOOR(door->typ)) {
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/* is_db_wall: closed porcullis */
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/* is_db_wall: closed portcullis */
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if (is_db_wall(x, y) || door->typ == DRAWBRIDGE_UP)
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pline_The("drawbridge is already closed.");
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else if (portcullis || door->typ == DRAWBRIDGE_DOWN)
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+2
-2
@@ -134,7 +134,7 @@ coord *startp;
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*/
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if (Blind && !Blind_telepat) {
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if (!enexto(startp, u.ux, u.uy, (struct permonst *) 0))
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return FALSE; /* no good posiitons */
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return FALSE; /* no good positions */
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return TRUE;
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}
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@@ -221,7 +221,7 @@ retry:
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STATIC_OVL boolean
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md_stop(stopp, startp)
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coord *stopp; /* stopping position (we fill it in) */
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coord *startp; /* starting positon (read only) */
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coord *startp; /* starting position (read only) */
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{
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int x, y, distance, min_distance = -1;
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+1
-1
@@ -257,7 +257,7 @@ register struct monst *mtmp;
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return 0;
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} else {
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/* make sure that the demand is unmeetable if the monster
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has the Amulet, preventing monster from being satisified
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has the Amulet, preventing monster from being satisfied
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and removed from the game (along with said Amulet...) */
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if (mon_has_amulet(mtmp))
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demand = cash + (long) rn1(1000, 40);
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@@ -840,7 +840,7 @@ struct monst *mtmp;
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for (otmp = level.objects[mtmp->mx][mtmp->my]; otmp; otmp = otmp2) {
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otmp2 = otmp->nexthere;
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/* touch senstive items */
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/* touch sensitive items */
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if (otmp->otyp == CORPSE && is_rider(&mons[otmp->corpsenm])) {
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/* Rider corpse isn't just inedible; can't engulf it either */
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(void) revive_corpse(otmp);
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@@ -3129,7 +3129,7 @@ boolean msg; /* "The oldmon turns into a newmon!" */
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#ifndef LINT
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mtmp->mhp = (int) (((long) hpn * (long) mtmp->mhp) / (long) hpd);
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#endif
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/* sanity check (potentional overflow) */
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/* sanity check (potential overflow) */
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if (mtmp->mhp < 0 || mtmp->mhp > mtmp->mhpmax)
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mtmp->mhp = mtmp->mhpmax;
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/* unlikely but not impossible; a 1HD creature with 1HP that changes
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+2
-2
@@ -38,7 +38,7 @@ int atyp, dtyp;
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return (struct attack *) 0;
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}
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/* does monster-type have a paricular type of attack */
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/* does monster-type have a particular type of attack */
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boolean
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attacktype(ptr, atyp)
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struct permonst *ptr;
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@@ -405,7 +405,7 @@ boolean
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cantvomit(ptr)
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struct permonst *ptr;
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{
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/* rats and mice are incapable of vomitting;
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/* rats and mice are incapable of vomiting;
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which other creatures have the same limitation? */
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if (ptr->mlet == S_RODENT && ptr != &mons[PM_ROCK_MOLE]
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&& ptr != &mons[PM_WOODCHUCK])
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+1
-1
@@ -784,7 +784,7 @@ register int after;
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ty = STRAT_GOALY(mtmp->mstrategy);
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struct monst *intruder = m_at(tx, ty);
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/*
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* if there's a monster on the object or in possesion of it,
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* if there's a monster on the object or in possession of it,
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* attack it.
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*/
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if ((dist2(mtmp->mx, mtmp->my, tx, ty) < 2) && intruder
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||||
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+2
-2
@@ -81,8 +81,8 @@ void NDECL(monst_init);
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* * Use colors given in names wherever possible. If the class has `real'
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* members with strong color associations, use those.
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*
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* * Favor `cool' colors for cold-resistent monsters, `warm' ones for
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* fire-resistent ones.
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* * Favor `cool' colors for cold-resistant monsters, `warm' ones for
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* fire-resistant ones.
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*
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* * Try to reserve purple (magenta) for powerful `ruler' monsters (queen
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* bee, kobold lord, &c.).
|
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|
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+6
-6
@@ -784,7 +784,7 @@ boolean with_price;
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else if (!iflags.implicit_uncursed
|
||||
/* For most items with charges or +/-, if you know how many
|
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* charges are left or what the +/- is, then you must have
|
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* totally identified the item, so "uncursed" is unneccesary,
|
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* totally identified the item, so "uncursed" is unnecessary,
|
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* because an identified object not described as "blessed" or
|
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* "cursed" must be uncursed.
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*
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@@ -949,7 +949,7 @@ boolean with_price;
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Sprintf(eos(bp), " (weapon in %s)", hand_s);
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|
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if (warn_obj_cnt && obj == uwep && (EWarn_of_mon & W_WEP) != 0L) {
|
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/* presumeably can be felt when blind */
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/* presumably can be felt when blind */
|
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Strcat(bp, " (glowing");
|
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if (!Blind)
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Sprintf(eos(bp), " %s", glow_color(obj->oartifact));
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@@ -1069,7 +1069,7 @@ register struct obj *otmp;
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*/
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if (otmp->rknown
|
||||
|| (otmp->oclass != ARMOR_CLASS && otmp->oclass != WEAPON_CLASS
|
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&& !is_weptool(otmp) && /* (redunant) */
|
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&& !is_weptool(otmp) && /* (redundant) */
|
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otmp->oclass != BALL_CLASS)) /* (useless) */
|
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return FALSE;
|
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else /* lack of `rknown' only matters for vulnerable objects */
|
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@@ -2635,9 +2635,9 @@ struct obj *no_wish;
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English either way. See makeplural() for more on pair/pairs.
|
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|
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We should only double count if the object in question is not
|
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refered to as a "pair of". E.g. We should double if the player
|
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referred to as a "pair of". E.g. We should double if the player
|
||||
types "pair of spears", but not if the player types "pair of
|
||||
lenses". Luckily (?) all objects that are refered to as pairs
|
||||
lenses". Luckily (?) all objects that are referred to as pairs
|
||||
-- boots, gloves, and lenses -- are also not mergable, so cnt is
|
||||
ignored anyway.
|
||||
*/
|
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@@ -2741,7 +2741,7 @@ struct obj *no_wish;
|
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*(bp + 2) = 'a';
|
||||
|
||||
if ((p = strstri(bp, "armour")) != 0) {
|
||||
/* skip past "armo", then copy remainer beyond "u" */
|
||||
/* skip past "armo", then copy remainder beyond "u" */
|
||||
p += 4;
|
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while ((*p = *(p + 1)) != '\0')
|
||||
++p; /* self terminating */
|
||||
|
||||
+1
-1
@@ -2586,7 +2586,7 @@ boolean tinitial, tfrom_file;
|
||||
num = 0;
|
||||
while (*op) {
|
||||
oc_sym = def_char_to_objclass(*op);
|
||||
/* make sure all are valid obj symbols occuring once */
|
||||
/* make sure all are valid obj symbols occurring once */
|
||||
if (oc_sym != MAXOCLASSES
|
||||
&& !index(flags.pickup_types, oc_sym)) {
|
||||
flags.pickup_types[num] = (char) oc_sym;
|
||||
|
||||
+1
-1
@@ -1233,7 +1233,7 @@ int *wt_before, *wt_after;
|
||||
verb = telekinesis ? "acquire" : "lift";
|
||||
}
|
||||
} else {
|
||||
/* lint supppression */
|
||||
/* lint suppression */
|
||||
*obj_nambuf = *where = '\0';
|
||||
verb = "";
|
||||
}
|
||||
|
||||
+2
-2
@@ -826,7 +826,7 @@ int mntmp;
|
||||
(void) encumber_msg();
|
||||
|
||||
retouch_equipment(2);
|
||||
/* this might trigger a recursize call to polymon() [stone golem
|
||||
/* this might trigger a recursive call to polymon() [stone golem
|
||||
wielding cockatrice corpse and hit by stone-to-flesh, becomes
|
||||
flesh golem above, now gets transformed back into stone golem] */
|
||||
if (!uarmg)
|
||||
@@ -893,7 +893,7 @@ break_armor()
|
||||
if (is_flimsy(otmp) && !donning(otmp)) {
|
||||
char hornbuf[BUFSZ];
|
||||
|
||||
/* Future possiblities: This could damage/destroy helmet */
|
||||
/* Future possibilities: This could damage/destroy helmet */
|
||||
Sprintf(hornbuf, "horn%s", plur(num_horns(youmonst.data)));
|
||||
Your("%s %s through %s.", hornbuf, vtense(hornbuf, "pierce"),
|
||||
yname(otmp));
|
||||
|
||||
+1
-1
@@ -1521,7 +1521,7 @@ dosacrifice()
|
||||
desecrate_high_altar:
|
||||
/*
|
||||
* REAL BAD NEWS!!! High altars cannot be converted. Even an attempt
|
||||
* gets the god who owns it truely pissed off.
|
||||
* gets the god who owns it truly pissed off.
|
||||
*/
|
||||
You_feel("the air around you grow charged...");
|
||||
pline("Suddenly, you realize that %s has noticed you...", a_gname());
|
||||
|
||||
+2
-2
@@ -469,7 +469,7 @@ xchar x, y;
|
||||
}
|
||||
|
||||
/*
|
||||
* check wether a monster enters/leaves one or more region.
|
||||
* check whether a monster enters/leaves one or more region.
|
||||
*/
|
||||
boolean
|
||||
m_in_out_region(mon, x, y)
|
||||
@@ -1022,7 +1022,7 @@ region_danger()
|
||||
/* completely harmless if you don't need to breathe */
|
||||
if (nonliving(youmonst.data) || Breathless)
|
||||
continue;
|
||||
/* minor inconvenience if you're posion resistant;
|
||||
/* minor inconvenience if you're poison resistant;
|
||||
not harmful enough to be a prayer-level trouble */
|
||||
if (Poison_resistance)
|
||||
continue;
|
||||
|
||||
@@ -1603,7 +1603,7 @@ int croaked; /* -1: escaped dungeon; 0: quit; 1: died */
|
||||
repo.shopkeeper = 0;
|
||||
|
||||
/*
|
||||
* Scan all shopkeepres on the level, to prioritize them:
|
||||
* Scan all shopkeepers on the level, to prioritize them:
|
||||
* 1) keeper of shop hero is inside and who is owed money,
|
||||
* 2) keeper of shop hero is inside who isn't owed any money,
|
||||
* 3) other shk who is owed money, 4) other shk who is angry,
|
||||
@@ -4132,7 +4132,7 @@ boolean altusage; /* some items have an "alternate" use with different cost */
|
||||
degrades its value, but not charging anything would make
|
||||
identification too easy; charge an amount comparable to
|
||||
what is charged for an ordinary lamp (don't bother with
|
||||
angry shk surchage) */
|
||||
angry shk surcharge) */
|
||||
if (!altusage)
|
||||
tmp = (long) objects[OIL_LAMP].oc_cost;
|
||||
else
|
||||
|
||||
+2
-2
@@ -503,10 +503,10 @@ register struct monst *mtmp;
|
||||
if (is_silent(ptr))
|
||||
return (0);
|
||||
|
||||
/* leader might be poly'd; if he can still speak, give leader speach */
|
||||
/* leader might be poly'd; if he can still speak, give leader speech */
|
||||
if (mtmp->m_id == quest_status.leader_m_id && msound > MS_ANIMAL)
|
||||
msound = MS_LEADER;
|
||||
/* make sure it's your role's quest quardian; adjust if not */
|
||||
/* make sure it's your role's quest guardian; adjust if not */
|
||||
else if (msound == MS_GUARDIAN && ptr != &mons[urole.guardnum])
|
||||
msound = mons[genus(monsndx(ptr), 1)].msound;
|
||||
/* some normally non-speaking types can/will speak if hero is similar */
|
||||
|
||||
+3
-3
@@ -58,9 +58,9 @@ STATIC_DCL const char *FDECL(spelltypemnemonic, (int));
|
||||
* Pri are very aware of healing magic through theological research
|
||||
* Ran avoid magic, preferring to fight unseen and unheard
|
||||
* Rog are moderately aware of magic through trickery
|
||||
* Sam have limited magical awareness, prefering meditation to conjuring
|
||||
* Sam have limited magical awareness, preferring meditation to conjuring
|
||||
* Tou are aware of magic from all the great films they have seen
|
||||
* Val have limited magical awareness, prefering fighting
|
||||
* Val have limited magical awareness, preferring fighting
|
||||
* Wiz are trained mages
|
||||
*
|
||||
* The arms penalty is lessened for trained fighters Bar, Kni, Ran,
|
||||
@@ -734,7 +734,7 @@ cast_protection()
|
||||
/* The more u.uspellprot you already have, the less you get,
|
||||
* and the better your natural ac, the less you get.
|
||||
*
|
||||
* LEVEL AC SPELLPROT from sucessive SPE_PROTECTION casts
|
||||
* LEVEL AC SPELLPROT from successive SPE_PROTECTION casts
|
||||
* 1 10 0, 1, 2, 3, 4
|
||||
* 1 0 0, 1, 2, 3
|
||||
* 1 -10 0, 1, 2
|
||||
|
||||
+1
-1
@@ -591,7 +591,7 @@ int ochance, achance; /* percent chance for ordinary item, artifact */
|
||||
}
|
||||
freeinv(obj);
|
||||
} else {
|
||||
/* not carried; presumeably thrown or kicked */
|
||||
/* not carried; presumably thrown or kicked */
|
||||
if (canspotmon(mon))
|
||||
pline("%s absorbs %s!", Monnam(mon), yname(obj));
|
||||
}
|
||||
|
||||
+1
-1
@@ -576,7 +576,7 @@ int reason; /* Player was thrown off etc. */
|
||||
* instead
|
||||
* calling them first and calling pickup() afterwards. But it
|
||||
* would take a lot of work to keep this change from having any
|
||||
* unforseen side effects (for instance, you would no longer be
|
||||
* unforeseen side effects (for instance, you would no longer be
|
||||
* able to walk onto a square with a hole, and autopickup before
|
||||
* falling into the hole).
|
||||
*/
|
||||
|
||||
+1
-1
@@ -98,7 +98,7 @@ unsigned gpflags;
|
||||
*
|
||||
* Attempt to find a good place for the given monster type in the closest
|
||||
* position to (xx,yy). Do so in successive square rings around (xx,yy).
|
||||
* If there is more than one valid positon in the ring, choose one randomly.
|
||||
* If there is more than one valid position in the ring, choose one randomly.
|
||||
* Return TRUE and the position chosen when successful, FALSE otherwise.
|
||||
*/
|
||||
boolean
|
||||
|
||||
+1
-1
@@ -3783,7 +3783,7 @@ struct trap *ttmp;
|
||||
move_bc(0, bc, bx, by, cx, cy);
|
||||
/* marking the trap unseen forces dotrap() to treat it like a new
|
||||
discovery and prevents pickup() -> look_here() -> check_here()
|
||||
from giving a redudant "there is a <trap> here" message when
|
||||
from giving a redundant "there is a <trap> here" message when
|
||||
there are objects covering this trap */
|
||||
ttmp->tseen = 0; /* hack for check_here() */
|
||||
/* trigger the trap */
|
||||
|
||||
+1
-1
@@ -1304,7 +1304,7 @@ struct obj *otmp;
|
||||
/*
|
||||
* Player uses theft attack against monster.
|
||||
*
|
||||
* If the target is wearing body armor, take all of its possesions;
|
||||
* If the target is wearing body armor, take all of its possessions;
|
||||
* otherwise, take one object. [Is this really the behavior we want?]
|
||||
*/
|
||||
STATIC_OVL void
|
||||
|
||||
@@ -80,7 +80,7 @@ const char *const flash_types[] =
|
||||
* changed; now such wands won't be discovered. But if the type is
|
||||
* already discovered, then the individual wand whose effect was just
|
||||
* observed will be flagged as if seen. [You already know wands of
|
||||
* striking; you zap "a wand" and observe striking effect (presumeably
|
||||
* striking; you zap "a wand" and observe striking effect (presumably
|
||||
* by sound or touch); it'll become shown in inventory as "a wand of
|
||||
* striking".]
|
||||
*
|
||||
@@ -4085,7 +4085,7 @@ const char *msg;
|
||||
#define MIN_ICE_TIME 50
|
||||
#define MAX_ICE_TIME 2000
|
||||
/*
|
||||
* Uusally start a melt_ice timer; sometimes the ice will become
|
||||
* Usually start a melt_ice timer; sometimes the ice will become
|
||||
* permanent instead.
|
||||
*/
|
||||
void
|
||||
@@ -4947,7 +4947,7 @@ retry:
|
||||
if (!otmp)
|
||||
return; /* for safety; should never happen */
|
||||
} else if (otmp == ¬hing) {
|
||||
/* explicitly wished for "nothing", presumeably attempting
|
||||
/* explicitly wished for "nothing", presumably attempting
|
||||
to retain wishless conduct */
|
||||
return;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user