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 spell.c $NHDT-Date: 1646838390 2022/03/09 15:06:30 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.131 $ */
/* NetHack 3.7 spell.c $NHDT-Date: 1702023273 2023/12/08 08:14:33 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.157 $ */
/* Copyright (c) M. Stephenson 1988 */
/* NetHack may be freely redistributed. See license for details. */
@@ -846,19 +846,28 @@ skill_based_spellbook_id(void)
for (booktype = gb.bases[spbook_class];
booktype < gb.bases[spbook_class + 1];
booktype++) {
int skill = spell_skilltype(booktype);
if (skill == P_NONE) continue;
int known_up_to_level;
int skill = spell_skilltype(booktype);
if (skill == P_NONE)
continue;
switch (P_SKILL(skill)) {
case P_BASIC:
known_up_to_level = 3; break;
known_up_to_level = 3;
break;
case P_SKILLED:
known_up_to_level = 5; break;
case P_EXPERT: case P_MASTER: case P_GRAND_MASTER:
known_up_to_level = 7; break;
case P_UNSKILLED: default:
known_up_to_level = 1; break;
known_up_to_level = 5;
break;
case P_EXPERT:
case P_MASTER:
case P_GRAND_MASTER:
known_up_to_level = 7;
break;
case P_UNSKILLED:
default:
known_up_to_level = 1;
break;
}
if (objects[booktype].oc_level <= known_up_to_level)
@@ -978,21 +987,22 @@ cast_chain_lightning(void)
/* start by propagating in all directions from the caster */
for (int dir = 0; dir < N_DIRS; dir++) {
struct chain_lightning_zap zap = { dir, u.ux, u.uy, 2 };
propagate_chain_lightning(&clq, zap);
}
nh_delay_output();
while (clq.head < clq.tail) {
int delay_tail = clq.tail;
while (clq.head < delay_tail) {
struct chain_lightning_zap zap = clq.q[clq.head++];
/* damage any monster that was hit */
struct monst *mon = m_at(zap.x, zap.y);
if (mon) {
struct obj *unused; /* AD_ELEC can't destroy armor */
int dmg = zhitm(
mon, BZ_U_SPELL(AD_ELEC - 1), 2, &unused);
int dmg = zhitm(mon, BZ_U_SPELL(AD_ELEC - 1), 2, &unused);
if (dmg) {
/* mon has been damaged, but we haven't yet printed the
@@ -1021,8 +1031,8 @@ cast_chain_lightning(void)
if (zap.strength < 2)
zap.strength = 0;
else if (u.uen)
u.uen--; /* propagating past monsters increases Pw cost a bit */
else if (u.uen > 0)
u.uen--; /* propagating past mons increases Pw cost a bit */
zap.dir = DIR_LEFT(zap.dir);
propagate_chain_lightning(&clq, zap);