Comment typofixes, pt 4

This commit is contained in:
Pasi Kallinen
2015-10-17 18:47:31 +03:00
parent 66dd87454b
commit af1c77808b
45 changed files with 73 additions and 73 deletions
+1 -1
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@@ -62,7 +62,7 @@ long *alloc(lth) register unsigned int lth;
/* A small pool of static formatting buffers.
* PTRBUFSIZ: We assume that pointers will be formatted as integers in
* hexadecimal, requring at least 16+1 characters for each buffer to handle
* hexadecimal, requiring at least 16+1 characters for each buffer to handle
* 64-bit systems, but the standard doesn't mandate that encoding and an
* implementation could do something different for %p, so we make some
* extra room.
+2 -2
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@@ -102,7 +102,7 @@ boolean restore;
/* strip user-supplied names */
/* Statue and some corpse names are left intact,
presumeably in case they came from score file.
presumably in case they came from score file.
[TODO: this ought to be done differently--names
which came from such a source or came from any
stoned or killed monster should be flagged in
@@ -193,7 +193,7 @@ char *namebuf;
while (*namebuf) {
c = *namebuf & 0177;
if (c < ' ' || c == '\177') {
/* non-printable or undesireable */
/* non-printable or undesirable */
*namebuf = '.';
} else if (c != *namebuf) {
/* expected to be printable if user wants such things */
+1 -1
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@@ -4132,7 +4132,7 @@ const char *prompt;
query, we might be even more paranoid about all paranoia
responses (ie, ParanoidConfirm is set) in which case we
require "no" to reject in addition to "yes" to confirm
(except we won't loop if respose is ESC; it means no) */
(except we won't loop if response is ESC; it means no) */
do {
Sprintf(qbuf, "%s%s %s", promptprefix, prompt, responsetype);
getlin(qbuf, ans);
+4 -4
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@@ -424,7 +424,7 @@ register xchar worm_tail; /* mon is actually a worm tail */
}
}
/* If the mimic is unsucessfully mimicing something, display the monster
/* If the mimic is unsuccessfully mimicing something, display the monster
*/
if (!mon_mimic || sensed) {
int num;
@@ -552,7 +552,7 @@ xchar x, y;
/*
* An open room or water location. Normally we wouldn't touch
* this, but we have to get rid of remembered boulder symbols.
* This will only occur in rare occations when the hero goes
* This will only occur in rare occasions when the hero goes
* blind and doesn't find a boulder where expected (something
* came along and picked it up). We know that there is not a
* boulder at this location. Show fountains, pools, etc.
@@ -1292,7 +1292,7 @@ docrt()
*/
typedef struct {
xchar new; /* perhaps move this bit into the rm strucure. */
xchar new; /* perhaps move this bit into the rm structure. */
int glyph;
} gbuf_entry;
@@ -1793,7 +1793,7 @@ int x, y, a, b, c, dd;
#endif /* WA_VERBOSE */
/*
* Return 'which' if position is implies an unfinshed exterior. Return
* Return 'which' if position is implies an unfinished exterior. Return
* zero otherwise. Unfinished implies outer area is rock or a corridor.
*
* Things that are ambiguous: lava
+1 -1
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@@ -2141,7 +2141,7 @@ register struct obj *otmp;
if (!otmp)
return 0;
*buf = '\0'; /* lint suppresion */
*buf = '\0'; /* lint suppression */
/* special ring checks */
if (otmp == uright || otmp == uleft) {
+3 -3
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@@ -233,7 +233,7 @@ losedogs()
* Last, place migrating monsters coming to this level.
*
* Hero might eventually be displaced (due to the third step, but
* occuring later), which is the main reason to do the second step
* occurring later), which is the main reason to do the second step
* sooner (in turn necessitating the first step, rather than combining
* the list scans with monster placement).
*/
@@ -793,7 +793,7 @@ register struct obj *obj;
|| (acidic(fptr) && !resists_acid(mon))
|| (poisonous(fptr) && !resists_poison(mon)))
return POISON;
/* turning into slime is preferrable to starvation */
/* turning into slime is preferable to starvation */
else if (fptr == &mons[PM_GREEN_SLIME] && !slimeproof(mon->data))
return (starving ? ACCFOOD : POISON);
else if (vegan(fptr))
@@ -987,7 +987,7 @@ boolean was_dead;
}
}
} else {
/* chance it goes wild anyway - Pet Semetary */
/* chance it goes wild anyway - Pet Sematary */
mtmp->mtame = rn2(mtmp->mtame + 1);
if (!mtmp->mtame)
mtmp->mpeaceful = rn2(2);
+1 -1
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@@ -521,7 +521,7 @@ int after, udist, whappr;
if (cursed_object_at(nx, ny)
&& !(edog->mhpmax_penalty && otyp < MANFOOD))
continue;
/* skip completely unreacheable goals */
/* skip completely unreachable goals */
if (!could_reach_item(mtmp, nx, ny)
|| !can_reach_location(mtmp, mtmp->mx, mtmp->my, nx, ny))
continue;
+1 -1
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@@ -1701,7 +1701,7 @@ nopick:
* object is going to break.
* breakmsg() - which outputs a message about the breakage,
* appropriate for that particular object. Should
* only be called after a positve breaktest().
* only be called after a positive breaktest().
* on the object and, if it going to be called,
* it must be called before calling breakobj().
* Calling breakmsg() is optional.
+1 -1
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@@ -5,7 +5,7 @@
#include "hack.h"
#include "tcap.h"
/* Relevent header information in rm.h, objclass.h, and monsym.h. */
/* Relevant header information in rm.h, objclass.h, and monsym.h. */
#ifdef C
#undef C
+4 -4
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@@ -625,7 +625,7 @@ int d;
/*
* Place a level. First, find the possible places on a dungeon map
* template. Next pick one. Then try to place the next level. If
* sucessful, we're done. Otherwise, try another (and another) until
* successful, we're done. Otherwise, try another (and another) until
* all possible places have been tried. If all possible places have
* been exhausted, return false.
*/
@@ -1548,7 +1548,7 @@ level_difficulty()
} else {
res = depth(&u.uz);
/* depth() is the number of elevation units (levels) below
the theorhetical surface; in a builds-up branch, that value
the theoretical surface; in a builds-up branch, that value
ends up making the harder to reach levels be treated as if
they were easier; adjust for the extra effort involved in
going down to the entrance and then up to the location */
@@ -2016,7 +2016,7 @@ int ledger_num;
mptr->flags.forgot = 1;
mptr->br = (branch *) 0;
/* custom names are erased, not just forgotten until revisted */
/* custom names are erased, not just forgotten until revisited */
if (mptr->custom) {
mptr->custom_lth = 0;
free((genericptr_t) mptr->custom);
@@ -2380,7 +2380,7 @@ recalc_mapseen()
mptr->feat.naltar = count;
break;
/* An automatic annotation is added to the Castle and
* to Fort Ludios once their struncture's main entrance
* to Fort Ludios once their structure's main entrance
* has been seen (in person or via magic mapping).
* DOOR: possibly a lowered drawbridge's open portcullis;
* DBWALL: a raised drawbridge's "closed door";
+1 -1
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@@ -1464,7 +1464,7 @@ register struct obj *otmp;
int
Hear_again(VOID_ARGS)
{
/* Chance of deafness going away while fainted/sleepeing/etc. */
/* Chance of deafness going away while fainted/sleeping/etc. */
if (!rn2(2))
make_deaf(0L, FALSE);
return 0;
+1 -1
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@@ -3323,7 +3323,7 @@ assure_syscf_file()
#ifdef DEBUG
/* used by debugpline() to decide whether to issue a message
* from a partiular source file; caller passes __FILE__ and we check
* from a particular source file; caller passes __FILE__ and we check
* whether it is in the source file list supplied by SYSCF's DEBUGFILES
*
* pass FALSE to override wildcard matching; useful for files
+2 -2
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@@ -1991,7 +1991,7 @@ long *out_cnt;
menu_item *selected;
struct obj **oarray;
/* overriden by global flag */
/* overridden by global flag */
if (flags.perm_invent) {
win = (lets && *lets) ? local_win : WIN_INVEN;
/* create the first time used */
@@ -2653,7 +2653,7 @@ char *buf;
don't show them unless obj_cnt is 0 */
int
look_here(obj_cnt, picked_some)
int obj_cnt; /* obj_cnt > 0 implies that autopickup is in progess */
int obj_cnt; /* obj_cnt > 0 implies that autopickup is in progress */
boolean picked_some;
{
struct obj *otmp;
+1 -1
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@@ -745,7 +745,7 @@ int doclose() /* try to close a door */
}
if (portcullis || !IS_DOOR(door->typ)) {
/* is_db_wall: closed porcullis */
/* is_db_wall: closed portcullis */
if (is_db_wall(x, y) || door->typ == DRAWBRIDGE_UP)
pline_The("drawbridge is already closed.");
else if (portcullis || door->typ == DRAWBRIDGE_DOWN)
+2 -2
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@@ -134,7 +134,7 @@ coord *startp;
*/
if (Blind && !Blind_telepat) {
if (!enexto(startp, u.ux, u.uy, (struct permonst *) 0))
return FALSE; /* no good posiitons */
return FALSE; /* no good positions */
return TRUE;
}
@@ -221,7 +221,7 @@ retry:
STATIC_OVL boolean
md_stop(stopp, startp)
coord *stopp; /* stopping position (we fill it in) */
coord *startp; /* starting positon (read only) */
coord *startp; /* starting position (read only) */
{
int x, y, distance, min_distance = -1;
+1 -1
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@@ -257,7 +257,7 @@ register struct monst *mtmp;
return 0;
} else {
/* make sure that the demand is unmeetable if the monster
has the Amulet, preventing monster from being satisified
has the Amulet, preventing monster from being satisfied
and removed from the game (along with said Amulet...) */
if (mon_has_amulet(mtmp))
demand = cash + (long) rn1(1000, 40);
+2 -2
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@@ -840,7 +840,7 @@ struct monst *mtmp;
for (otmp = level.objects[mtmp->mx][mtmp->my]; otmp; otmp = otmp2) {
otmp2 = otmp->nexthere;
/* touch senstive items */
/* touch sensitive items */
if (otmp->otyp == CORPSE && is_rider(&mons[otmp->corpsenm])) {
/* Rider corpse isn't just inedible; can't engulf it either */
(void) revive_corpse(otmp);
@@ -3129,7 +3129,7 @@ boolean msg; /* "The oldmon turns into a newmon!" */
#ifndef LINT
mtmp->mhp = (int) (((long) hpn * (long) mtmp->mhp) / (long) hpd);
#endif
/* sanity check (potentional overflow) */
/* sanity check (potential overflow) */
if (mtmp->mhp < 0 || mtmp->mhp > mtmp->mhpmax)
mtmp->mhp = mtmp->mhpmax;
/* unlikely but not impossible; a 1HD creature with 1HP that changes
+2 -2
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@@ -38,7 +38,7 @@ int atyp, dtyp;
return (struct attack *) 0;
}
/* does monster-type have a paricular type of attack */
/* does monster-type have a particular type of attack */
boolean
attacktype(ptr, atyp)
struct permonst *ptr;
@@ -405,7 +405,7 @@ boolean
cantvomit(ptr)
struct permonst *ptr;
{
/* rats and mice are incapable of vomitting;
/* rats and mice are incapable of vomiting;
which other creatures have the same limitation? */
if (ptr->mlet == S_RODENT && ptr != &mons[PM_ROCK_MOLE]
&& ptr != &mons[PM_WOODCHUCK])
+1 -1
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@@ -784,7 +784,7 @@ register int after;
ty = STRAT_GOALY(mtmp->mstrategy);
struct monst *intruder = m_at(tx, ty);
/*
* if there's a monster on the object or in possesion of it,
* if there's a monster on the object or in possession of it,
* attack it.
*/
if ((dist2(mtmp->mx, mtmp->my, tx, ty) < 2) && intruder
+2 -2
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@@ -81,8 +81,8 @@ void NDECL(monst_init);
* * Use colors given in names wherever possible. If the class has `real'
* members with strong color associations, use those.
*
* * Favor `cool' colors for cold-resistent monsters, `warm' ones for
* fire-resistent ones.
* * Favor `cool' colors for cold-resistant monsters, `warm' ones for
* fire-resistant ones.
*
* * Try to reserve purple (magenta) for powerful `ruler' monsters (queen
* bee, kobold lord, &c.).
+6 -6
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@@ -784,7 +784,7 @@ boolean with_price;
else if (!iflags.implicit_uncursed
/* For most items with charges or +/-, if you know how many
* charges are left or what the +/- is, then you must have
* totally identified the item, so "uncursed" is unneccesary,
* totally identified the item, so "uncursed" is unnecessary,
* because an identified object not described as "blessed" or
* "cursed" must be uncursed.
*
@@ -949,7 +949,7 @@ boolean with_price;
Sprintf(eos(bp), " (weapon in %s)", hand_s);
if (warn_obj_cnt && obj == uwep && (EWarn_of_mon & W_WEP) != 0L) {
/* presumeably can be felt when blind */
/* presumably can be felt when blind */
Strcat(bp, " (glowing");
if (!Blind)
Sprintf(eos(bp), " %s", glow_color(obj->oartifact));
@@ -1069,7 +1069,7 @@ register struct obj *otmp;
*/
if (otmp->rknown
|| (otmp->oclass != ARMOR_CLASS && otmp->oclass != WEAPON_CLASS
&& !is_weptool(otmp) && /* (redunant) */
&& !is_weptool(otmp) && /* (redundant) */
otmp->oclass != BALL_CLASS)) /* (useless) */
return FALSE;
else /* lack of `rknown' only matters for vulnerable objects */
@@ -2635,9 +2635,9 @@ struct obj *no_wish;
English either way. See makeplural() for more on pair/pairs.
We should only double count if the object in question is not
refered to as a "pair of". E.g. We should double if the player
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.
*/
@@ -2741,7 +2741,7 @@ struct obj *no_wish;
*(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;
while ((*p = *(p + 1)) != '\0')
++p; /* self terminating */
+1 -1
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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;
+2 -2
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
+3 -3
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@@ -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 == &nothing) {
/* explicitly wished for "nothing", presumeably attempting
/* explicitly wished for "nothing", presumably attempting
to retain wishless conduct */
return;
}