formatting: src/e*.c - l*.c continuation lines

Relatively small number of continuation fixes needed for this subset.

Quite a bit of mangling to engrave.c unrelated to continuation lines,
with three or four coding changes.
This commit is contained in:
PatR
2015-10-20 17:55:26 -07:00
parent 581b1830ff
commit b7b9d8faa9
5 changed files with 146 additions and 175 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 hack.c $NHDT-Date: 1436753514 2015/07/13 02:11:54 $ $NHDT-Branch: master $:$NHDT-Revision: 1.151 $ */
/* NetHack 3.6 hack.c $NHDT-Date: 1445388917 2015/10/21 00:55:17 $ $NHDT-Branch: master $:$NHDT-Revision: 1.154 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1421,9 +1421,9 @@ domove()
}
/* specifying 'F' with no monster wastes a turn */
if (context.forcefight ||
if (context.forcefight
/* remembered an 'I' && didn't use a move command */
(glyph_is_invisible(levl[x][y].glyph) && !context.nopick)) {
|| (glyph_is_invisible(levl[x][y].glyph) && !context.nopick)) {
struct obj *boulder = 0;
boolean explo = (Upolyd && attacktype(youmonst.data, AT_EXPL)),
solid = !accessible(x, y);
@@ -1441,11 +1441,11 @@ domove()
/* force fight at boulder/statue or wall/door while wielding
pick: start digging to break the boulder or wall */
if (context.forcefight &&
if (context.forcefight
/* can we dig? */
uwep && dig_typ(uwep, x, y) &&
&& uwep && dig_typ(uwep, x, y)
/* should we dig? */
!glyph_is_invisible(glyph) && !glyph_is_monster(glyph)) {
&& !glyph_is_invisible(glyph) && !glyph_is_monster(glyph)) {
(void) use_pick_axe2(uwep);
return;
}
@@ -1884,11 +1884,11 @@ boolean pick;
/* prevent recursion from affecting the hero all over again
[hero poly'd to iron golem enters water here, drown() inflicts
damage that triggers rehumanize() which calls spoteffects()...] */
if (inspoteffects && u.ux == spotloc.x && u.uy == spotloc.y &&
if (inspoteffects && u.ux == spotloc.x && u.uy == spotloc.y
/* except when reason is transformed terrain (ice -> water) */
spotterrain == levl[u.ux][u.uy].typ &&
&& spotterrain == levl[u.ux][u.uy].typ
/* or transformed trap (land mine -> pit) */
(!spottrap || !trap || trap->ttyp == spottraptyp))
&& (!spottrap || !trap || trap->ttyp == spottraptyp))
return;
++inspoteffects;