do.c formatting
Fix a couple of instances of a mis-indented block comment which happens
to be immediately preceded by an end-of-line comment. Change a couple of
| if (condition)
| something;
| else {
| other_stuff;
| }
to have braces around the 'then' part. Remove some gratuitous 'register'
declarations.
This commit is contained in:
100
src/do.c
100
src/do.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 do.c $NHDT-Date: 1434330833 2015/06/15 01:13:53 $ $NHDT-Branch: master $:$NHDT-Revision: 1.144 $ */
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/* NetHack 3.6 do.c $NHDT-Date: 1436054844 2015/07/05 00:07:24 $ $NHDT-Branch: master $:$NHDT-Revision: 1.145 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -11,10 +11,8 @@ STATIC_DCL void FDECL(trycall, (struct obj *));
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STATIC_DCL void NDECL(polymorph_sink);
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STATIC_DCL boolean NDECL(teleport_sink);
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STATIC_DCL void FDECL(dosinkring, (struct obj *));
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STATIC_PTR int FDECL(drop, (struct obj *));
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STATIC_PTR int NDECL(wipeoff);
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STATIC_DCL int FDECL(menu_drop, (int));
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STATIC_DCL int NDECL(currentlevel_rewrite);
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STATIC_DCL void NDECL(final_level);
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@@ -51,9 +49,9 @@ struct obj *otmp;
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register int rx, ry;
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boolean pushing;
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{
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if (!otmp || otmp->otyp != BOULDER)
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if (!otmp || otmp->otyp != BOULDER) {
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impossible("Not a boulder?");
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else if (!Is_waterlevel(&u.uz) && is_pool_or_lava(rx, ry)) {
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} else if (!Is_waterlevel(&u.uz) && is_pool_or_lava(rx, ry)) {
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boolean lava = is_lava(rx, ry), fills_up;
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const char *what = waterbody_name(rx, ry);
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schar ltyp = levl[rx][ry].typ;
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@@ -145,9 +143,9 @@ const char *verb;
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/* make sure things like water_damage() have no pointers to follow */
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obj->nobj = obj->nexthere = (struct obj *) 0;
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if (obj->otyp == BOULDER && boulder_hits_pool(obj, x, y, FALSE))
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if (obj->otyp == BOULDER && boulder_hits_pool(obj, x, y, FALSE)) {
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return TRUE;
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else if (obj->otyp == BOULDER && (t = t_at(x, y)) != 0
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} else if (obj->otyp == BOULDER && (t = t_at(x, y)) != 0
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&& (t->ttyp == PIT || t->ttyp == SPIKED_PIT
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|| t->ttyp == TRAPDOOR || t->ttyp == HOLE)) {
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if (((mtmp = m_at(x, y)) && mtmp->mtrapped)
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@@ -230,7 +228,9 @@ const char *verb;
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return FALSE;
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}
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void doaltarobj(obj) /* obj is an object dropped on an altar */
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/* obj is an object dropped on an altar */
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void
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doaltarobj(obj)
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register struct obj *obj;
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{
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if (Blind)
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@@ -257,8 +257,7 @@ register struct obj *obj;
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}
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}
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STATIC_OVL
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void
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STATIC_OVL void
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trycall(obj)
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register struct obj *obj;
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{
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@@ -268,8 +267,7 @@ register struct obj *obj;
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/** Transforms the sink at the player's position into
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* a fountain, throne, altar or grave. */
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STATIC_DCL
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void
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STATIC_DCL void
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polymorph_sink()
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{
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if (levl[u.ux][u.uy].typ != SINK)
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@@ -303,8 +301,7 @@ polymorph_sink()
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/** Teleports the sink at the player's position.
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* @return TRUE if sink teleported */
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STATIC_DCL
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boolean
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STATIC_DCL boolean
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teleport_sink()
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{
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int cx, cy;
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@@ -316,7 +313,7 @@ teleport_sink()
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cy = rn2(ROWNO);
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trp = t_at(cx, cy);
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eng = engr_at(cx, cy);
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} while (((levl[cx][cy].typ != ROOM) || (trp) || (eng) || cansee(cx, cy))
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} while ((levl[cx][cy].typ != ROOM || trp || eng || cansee(cx, cy))
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&& (cnt++ < 200));
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if ((levl[cx][cy].typ == ROOM) && !trp && !eng) {
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/* create sink at new position */
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@@ -332,12 +329,13 @@ teleport_sink()
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return FALSE;
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}
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STATIC_OVL
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void dosinkring(obj) /* obj is a ring being dropped over a kitchen sink */
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/* obj is a ring being dropped over a kitchen sink */
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STATIC_OVL void
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dosinkring(obj)
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register struct obj *obj;
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{
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register struct obj *otmp, *otmp2;
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register boolean ideed = TRUE;
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struct obj *otmp, *otmp2;
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boolean ideed = TRUE;
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boolean nosink = FALSE;
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You("drop %s down the drain.", doname(obj));
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@@ -481,8 +479,8 @@ register struct obj *obj;
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/* some common tests when trying to drop or throw items */
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boolean
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canletgo(obj, word)
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register struct obj *obj;
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register const char *word;
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struct obj *obj;
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const char *word;
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{
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if (obj->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL)) {
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if (*word)
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@@ -517,8 +515,7 @@ register const char *word;
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return (TRUE);
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}
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STATIC_PTR
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int
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STATIC_PTR int
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drop(obj)
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register struct obj *obj;
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{
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@@ -602,8 +599,7 @@ register struct obj *obj;
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dropy(obj);
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}
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/* dropy - put dropped object at its destination; called from lots of places
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*/
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/* dropy - put dropped object at destination; called from lots of places */
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void
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dropy(obj)
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struct obj *obj;
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@@ -1070,8 +1066,10 @@ static boolean
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badspot(x, y)
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register xchar x, y;
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{
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return((levl[x][y].typ != ROOM && levl[x][y].typ != AIR &&
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levl[x][y].typ != CORR) || MON_AT(x, y));
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return (boolean) ((levl[x][y].typ != ROOM
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&& levl[x][y].typ != AIR
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&& levl[x][y].typ != CORR)
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|| MON_AT(x, y));
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}
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*/
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@@ -1103,20 +1101,20 @@ boolean at_stairs, falling, portal;
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if (new_ledger <= 0)
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done(ESCAPED); /* in fact < 0 is impossible */
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/* If you have the amulet and are trying to get out of Gehennom, going
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* up a set of stairs sometimes does some very strange things!
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* Biased against law and towards chaos. (The chance to be sent
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* down multiple levels when attempting to go up are significantly
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* less than the corresponding comment in older versions indicated
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* due to overlooking the effect of the call to assign_rnd_lvl().)
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*
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* Odds for making it to the next level up, or of being sent down:
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* "up" L N C
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* +1 75.0 75.0 75.0
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* 0 6.25 8.33 12.5
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* -1 11.46 12.50 12.5
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* -2 5.21 4.17 0.0
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* -3 2.08 0.0 0.0
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/* If you have the amulet and are trying to get out of Gehennom,
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* going up a set of stairs sometimes does some very strange things!
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* Biased against law and towards chaos. (The chance to be sent
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* down multiple levels when attempting to go up are significantly
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* less than the corresponding comment in older versions indicated
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* due to overlooking the effect of the call to assign_rnd_lvl().)
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*
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* Odds for making it to the next level up, or of being sent down:
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* "up" L N C
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* +1 75.0 75.0 75.0
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* 0 6.25 8.33 12.5
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* -1 11.46 12.50 12.5
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* -2 5.21 4.17 0.0
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* -3 2.08 0.0 0.0
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*/
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if (Inhell && up && u.uhave.amulet && !newdungeon && !portal
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&& (dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz) - 3)) {
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@@ -1179,11 +1177,11 @@ boolean at_stairs, falling, portal;
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if (u.uswallow) /* idem */
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u.uswldtim = u.uswallow = 0;
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recalc_mapseen(); /* recalculate map overview before we leave the level */
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/*
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* We no longer see anything on the level. Make sure that this
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* follows u.uswallow set to null since uswallow overrides all
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* normal vision.
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*/
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/*
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* We no longer see anything on the level. Make sure that this
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* follows u.uswallow set to null since uswallow overrides all
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* normal vision.
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*/
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vision_recalc(2);
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/*
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@@ -1341,11 +1339,11 @@ boolean at_stairs, falling, portal;
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obj_delivery(FALSE);
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losedogs();
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kill_genocided_monsters(); /* for those wiped out while in limbo */
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/*
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* Expire all timers that have gone off while away. Must be
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* after migrating monsters and objects are delivered
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* (losedogs and obj_delivery).
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*/
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/*
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* Expire all timers that have gone off while away. Must be
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* after migrating monsters and objects are delivered
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* (losedogs and obj_delivery).
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*/
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run_timers();
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initrack();
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