formatting: more casts

This commit is contained in:
PatR
2015-11-07 20:02:04 -08:00
parent 3b83b2bd50
commit c09fe294dd
8 changed files with 110 additions and 107 deletions

View File

@@ -1,5 +1,5 @@
/* NetHack 3.6 explode.c $NHDT-Date: 1445388916 2015/10/21 00:55:16 $ $NHDT-Branch: master $:$NHDT-Revision: 1.43 $ */
/* Copyright (C) 1990 by Ken Arromdee */
/* NetHack 3.6 explode.c $NHDT-Date: 1446955298 2015/11/08 04:01:38 $ $NHDT-Branch: master $:$NHDT-Revision: 1.44 $ */
/* Copyright (C) 1990 by Ken Arromdee */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
@@ -18,11 +18,11 @@ static int explosion[3][3] = { { S_explode1, S_explode4, S_explode7 },
* these disadvantages....
*
* Important note about Half_physical_damage:
* Unlike losehp() , explode() makes the Half_physical_damage adjustments
* itself, so the caller should never have done that ahead of time.
* It has to be done this way because the damage value is applied to
* things beside the player. Care is taken within explode() to ensure
* that Half_physical_damage only affects the damage applied to the hero.
* Unlike losehp(), explode() makes the Half_physical_damage adjustments
* itself, so the caller should never have done that ahead of time.
* It has to be done this way because the damage value is applied to
* things beside the player. Care is taken within explode() to ensure
* that Half_physical_damage only affects the damage applied to the hero.
*/
void
explode(x, y, type, dam, olet, expltype)
@@ -48,8 +48,8 @@ int expltype;
short exploding_wand_typ = 0;
if (olet == WAND_CLASS) { /* retributive strike */
/* 'type' is passed as (wand's object type * -1); save
object type and convert 'type' itself to zap-type */
/* 'type' is passed as (wand's object type * -1); save
object type and convert 'type' itself to zap-type */
if (type < 0) {
type = -type;
exploding_wand_typ = (short) type;
@@ -100,9 +100,8 @@ int expltype;
adtyp = AD_MAGM;
break;
case 1:
str = olet == BURNING_OIL ? "burning oil" : olet == SCROLL_CLASS
? "tower of flame"
: "fireball";
str = (olet == BURNING_OIL) ? "burning oil"
: (olet == SCROLL_CLASS) ? "tower of flame" : "fireball";
/* fire damage, not physical damage */
adtyp = AD_FIRE;
break;
@@ -111,8 +110,8 @@ int expltype;
adtyp = AD_COLD;
break;
case 4:
str =
(olet == WAND_CLASS) ? "death field" : "disintegration field";
str = (olet == WAND_CLASS) ? "death field"
: "disintegration field";
adtyp = AD_DISN;
break;
case 5:
@@ -296,8 +295,8 @@ int expltype;
continue;
idamres = idamnonres = 0;
if (type >= 0 && !u.uswallow)
(void) zap_over_floor((xchar)(i + x - 1),
(xchar)(j + y - 1), type,
(void) zap_over_floor((xchar) (i + x - 1),
(xchar) (j + y - 1), type,
&shopdamage, exploding_wand_typ);
mtmp = m_at(i + x - 1, j + y - 1);
@@ -520,31 +519,31 @@ int expltype;
}
struct scatter_chain {
struct scatter_chain *next; /* pointer to next scatter item */
struct obj *obj; /* pointer to the object */
xchar ox; /* location of */
xchar oy; /* item */
schar dx; /* direction of */
schar dy; /* travel */
int range; /* range of object */
boolean stopped; /* flag for in-motion/stopped */
struct scatter_chain *next; /* pointer to next scatter item */
struct obj *obj; /* pointer to the object */
xchar ox; /* location of */
xchar oy; /* item */
schar dx; /* direction of */
schar dy; /* travel */
int range; /* range of object */
boolean stopped; /* flag for in-motion/stopped */
};
/*
* scflags:
* VIS_EFFECTS Add visual effects to display
* MAY_HITMON Objects may hit monsters
* MAY_HITYOU Objects may hit hero
* MAY_HIT Objects may hit you or monsters
* MAY_DESTROY Objects may be destroyed at random
* MAY_FRACTURE Stone objects can be fractured (statues, boulders)
* VIS_EFFECTS Add visual effects to display
* MAY_HITMON Objects may hit monsters
* MAY_HITYOU Objects may hit hero
* MAY_HIT Objects may hit you or monsters
* MAY_DESTROY Objects may be destroyed at random
* MAY_FRACTURE Stone objects can be fractured (statues, boulders)
*/
/* returns number of scattered objects */
long
scatter(sx, sy, blastforce, scflags, obj)
int sx, sy; /* location of objects to scatter */
int blastforce; /* force behind the scattering */
int blastforce; /* force behind the scattering */
unsigned int scflags;
struct obj *obj; /* only scatter this obj */
{