source reformatting

Fixup some of the inconsistently formatted code that has been
introduced recently or been building up for a while.  Done manually.
I wasn't systematic except for looking for lines ending in '&' or '|'
(which wouldn't find such things if they're followed by a comment)
so there might be lots more.  I changed a bunch of C++-style //...
comments to old style C /*...*/ so that they'll match the rest of
the core's code rather than because they shouldn't be used.
This commit is contained in:
PatR
2023-12-08 00:30:10 -08:00
parent 2bd967fe8a
commit c41cb1a7fa
9 changed files with 165 additions and 124 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.7 do.c $NHDT-Date: 1689629244 2023/07/17 21:27:24 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.358 $ */
/* NetHack 3.7 do.c $NHDT-Date: 1702023250 2023/12/08 08:14:10 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.368 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Derek S. Ray, 2015. */
/* NetHack may be freely redistributed. See license for details. */
@@ -303,8 +303,8 @@ flooreffects(struct obj *obj, coordxy x, coordxy y, const char *verb)
} else if (gc.context.mon_moving && IS_ALTAR(levl[x][y].typ)
&& cansee(x,y)) {
doaltarobj(obj);
} else if (obj->oclass == POTION_CLASS && gl.level.flags.temperature > 0 &&
(levl[x][y].typ == ROOM || levl[x][y].typ == CORR)) {
} else if (obj->oclass == POTION_CLASS && gl.level.flags.temperature > 0
&& (levl[x][y].typ == ROOM || levl[x][y].typ == CORR)) {
/* Potions are sometimes destroyed when landing on very hot
ground. The basic odds are 50% for nonblessed potions and
30% for blessed potions; if you have handled the object