some spelling corrections

The pull request included some changes that were neither accidental nor
unintentional, so only a subset of the changes from pull request #869
submitted by klorpa were manually applied.

behaviour  -> behavior
speach     -> speech
knowlege   -> knowledge
incrments  -> increments
stethscope -> stethoscope
staiway    -> stairway
arifact    -> artifact
extracing  -> extracting

The uses of "iff" were left alone.

Close #869
This commit is contained in:
nhmall
2022-09-08 10:54:11 -04:00
parent 7a90cd3608
commit c548fff9e4
35 changed files with 53 additions and 53 deletions
+3 -3
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@@ -1061,7 +1061,7 @@ use_mirror(struct obj *obj)
return ECMD_TIME;
/* couldsee(mtmp->mx, mtmp->my) is implied by the fact that bhit()
targetted it, so we can ignore possibility of X-ray vision */
targeted it, so we can ignore possibility of X-ray vision */
vis = canseemon(mtmp);
/* ways to directly see monster (excludes X-ray vision, telepathy,
extended detection, type-specific warning) */
@@ -3824,7 +3824,7 @@ do_break_wand(struct obj *obj)
continue;
} else if (x != u.ux || y != u.uy) {
/*
* Wand breakage is targetting a square adjacent to the hero,
* Wand breakage is targeting a square adjacent to the hero,
* which might contain a monster or a pile of objects or both.
* Handle objects last; avoids having undead turning raise an
* undead's corpse and then attack resulting undead monster.
@@ -3843,7 +3843,7 @@ do_break_wand(struct obj *obj)
}
} else {
/*
* Wand breakage is targetting the hero. Using xdir[]+ydir[]
* Wand breakage is targeting the hero. Using xdir[]+ydir[]
* deltas for location selection causes this case to happen
* after all the surrounding squares have been handled.
* Process objects first, in case damage is fatal and leaves
+2 -2
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@@ -1755,8 +1755,8 @@ find_trap(struct trap *trap)
exercise(A_WIS, TRUE);
feel_newsym(trap->tx, trap->ty);
/* The "Hallucination ||" is to preserve 3.6.1 behaviour, but this
behaviour might need a rework in the hallucination case
/* The "Hallucination ||" is to preserve 3.6.1 behavior, but this
behavior might need a rework in the hallucination case
(e.g. to not prompt if any trap glyph appears on the square). */
if (Hallucination ||
levl[trap->tx][trap->ty].glyph != trap_to_glyph(trap)) {
+2 -2
View File
@@ -847,7 +847,7 @@ getpos(coord *ccp, boolean force, const char *goal)
getpos_help(force, goal);
else /* ^R */
docrt(); /* redraw */
/* update message window to reflect that we're still targetting */
/* update message window to reflect that we're still targeting */
show_goal_msg = TRUE;
msg_given = TRUE;
} else if (c == g.Cmd.spkeys[NHKF_GETPOS_SHOWVALID]
@@ -1328,7 +1328,7 @@ do_oname(struct obj *obj)
the text had been trodden upon, sometimes picking
punctuation instead of an arbitrary letter;
unfortunately, we have to cover the possibility of
it targetting spaces so failing to make any change
it targeting spaces so failing to make any change
(we know that it must eventually target a nonspace
because buf[] matches a valid artifact name) */
Strcpy(bufcpy, buf);
+1 -1
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@@ -445,7 +445,7 @@ dog_invent(struct monst *mtmp, struct edog *edog, int udist)
omy = mtmp->my;
/* If we are carrying something then we drop it (perhaps near @).
* Note: if apport == 1 then our behaviour is independent of udist.
* Note: if apport == 1 then our behavior is independent of udist.
* Use udist+1 so steed won't cause divide by zero.
*/
if (droppables(mtmp)) {
+1 -1
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@@ -637,7 +637,7 @@ eat_brains(struct monst *magr, struct monst *mdef,
exercise(A_WIS, TRUE);
*dmg_p += xtra_dmg;
}
/* targetting another mind flayer or your own underlying species
/* targeting another mind flayer or your own underlying species
is cannibalism */
(void) maybe_cannibal(monsndx(pd), TRUE);
+2 -2
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@@ -1404,7 +1404,7 @@ is_valid_travelpt(coordxy x, coordxy y)
(all failures and most successful escapes leave hero at original spot) */
static boolean
trapmove(
coordxy x, coordxy y, /* targetted destination, <u.ux+u.dx,u.uy+u.dy> */
coordxy x, coordxy y, /* targeted destination, <u.ux+u.dx,u.uy+u.dy> */
struct trap *desttrap) /* nonnull if another trap at <x,y> */
{
boolean anchored = FALSE;
@@ -1947,7 +1947,7 @@ domove_fight_empty(coordxy x, coordxy y)
if (boulder) {
Strcpy(buf, ansimpleoname(boulder));
} else if (Underwater && !is_pool(x, y)) {
/* Underwater, targetting non-water; the map just shows blank
/* Underwater, targeting non-water; the map just shows blank
because you don't see remembered terrain while underwater;
although the hero can attack an adjacent monster this way,
assume he can't reach out far enough to distinguish terrain */
+2 -2
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@@ -794,7 +794,7 @@ doopen_indir(coordxy x, coordxy y)
return ECMD_TIME;
/* when choosing a direction is impaired, use a turn
regardless of whether a door is successfully targetted */
regardless of whether a door is successfully targeted */
if (Confusion || Stunned)
res = ECMD_TIME;
@@ -954,7 +954,7 @@ doclose(void)
return ECMD_TIME;
/* when choosing a direction is impaired, use a turn
regardless of whether a door is successfully targetted */
regardless of whether a door is successfully targeted */
if (Confusion || Stunned)
res = ECMD_TIME;
+1 -1
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@@ -1480,7 +1480,7 @@ unmakemon(
/* if count has reached the limit of 255, we don't know whether
that just happened when creating this monster or the threshold
had already been reached and further incrments were suppressed;
had already been reached and further increments were suppressed;
assume the latter */
if (countbirth && g.mvitals[mndx].born > 0 && g.mvitals[mndx].born < 255)
g.mvitals[mndx].born -= 1;
+1 -1
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@@ -824,7 +824,7 @@ gulpmm(
* removes it when they match. So magr is still at mdef's
* former spot these days.
*
* We still potentially do one fixup: if the gulp targetted
* We still potentially do one fixup: if the gulp targeted
* an inhospitable location, magr will return to its previous
* spot instead of staying.
*/
+1 -1
View File
@@ -992,7 +992,7 @@ makelevel(void)
* Place deposits of minerals (gold and misc gems) in the stone
* surrounding the rooms on the map.
* Also place kelp in water.
* mineralize(-1, -1, -1, -1, FALSE); => "default" behaviour
* mineralize(-1, -1, -1, -1, FALSE); => "default" behavior
*/
void
mineralize(int kelp_pool, int kelp_moat, int goldprob, int gemprob,
+2 -2
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@@ -2108,7 +2108,7 @@ mm_2way_aggression(struct monst *magr, struct monst *mdef)
/* Monster against monster special attacks; for the specified monster
combinations, this allows one monster to attack another adjacent one
in the absence of Conflict. There is no provision for targetting
in the absence of Conflict. There is no provision for targeting
other monsters; just hand to hand fighting when they happen to be
next to each other. */
static long
@@ -3181,7 +3181,7 @@ xkilled(
newsym(x, y);
cleanup:
/* punish bad behaviour */
/* punish bad behavior */
if (is_human(mdat)
&& (!always_hostile(mdat) && mtmp->malign <= 0)
&& (mndx < PM_ARCHEOLOGIST || mndx > PM_WIZARD)
+2 -2
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@@ -1280,7 +1280,7 @@ find_offensive(struct monst* mtmp)
&& !uwep && !uarmu && !uarm && !uarmh
&& !uarms && !uarmg && !uarmc && !uarmf)
return FALSE;
/* all offensive items require orthogonal or diagonal targetting */
/* all offensive items require orthogonal or diagonal targeting */
if (!lined_up(mtmp))
return FALSE;
@@ -1959,7 +1959,7 @@ find_misc(struct monst* mtmp)
&& u_at(mtmp->mux, mtmp->muy)
&& next2u(mtmp->mx, mtmp->my)
/* don't bother if it can't work (this doesn't
prevent cursed weapons from being targetted) */
prevent cursed weapons from being targeted) */
&& (canletgo(uwep, "")
|| (u.twoweap && canletgo(uswapwep, "")))) {
g.m.misc = obj;
+1 -1
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@@ -1092,7 +1092,7 @@ optfn_disclose(int optidx, int req, boolean negated, char *opts, char *op)
* DISCLOSE_SPECIAL_WITHOUT_PROMPT ...to set up sort order.
*
* Those setting values can be used in the option
* string as a prefix to get the desired behaviour.
* string as a prefix to get the desired behavior.
*
* For backward compatibility, no prefix is required,
* and the presence of a i,a,g,v, or c without a prefix
+3 -3
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@@ -1140,7 +1140,7 @@ query_objlist(const char *qstr, /* query string */
int
query_category(const char *qstr, /* query string */
struct obj *olist, /* the list to pick from */
int qflags, /* behaviour modification flags */
int qflags, /* behavior modification flags */
menu_item **pick_list, /* return list of items picked */
int how) /* type of query */
{
@@ -2113,12 +2113,12 @@ doloot_core(void)
looted_mon = TRUE;
}
/* always use a turn when choosing a direction is impaired,
even if you've successfully targetted a saddled creature
even if you've successfully targeted a saddled creature
and then answered "no" to the "remove its saddle?" prompt */
if (Confusion || Stunned)
timepassed = 1;
/* Preserve pre-3.3.1 behaviour for containers.
/* Preserve pre-3.3.1 behavior for containers.
* Adjust this if-block to allow container looting
* from one square away to change that in the future.
*/
+1 -1
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@@ -3105,7 +3105,7 @@ create_particular_creation(struct _create_particular_data* d)
mtmp->mundetected = 1;
if (d->sleeping)
mtmp->msleeping = 1;
/* iff asking for 'hidden', show locaton of every created monster
/* iff asking for 'hidden', show location of every created monster
that can't be seen--whether that's due to successfully hiding
or vision issues (line-of-sight, invisibility, blindness) */
if (d->hidden && !canspotmon(mtmp)) {
+1 -1
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@@ -1006,7 +1006,7 @@ inside_gas_cloud(genericptr_t p1, genericptr_t p2)
int dam = reg->arg.a_int;
/*
* Gas clouds can't be targetted at water locations, but they can
* Gas clouds can't be targeted at water locations, but they can
* start next to water and spread over it.
*/
+1 -1
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@@ -893,7 +893,7 @@ init_CapMons(void)
* CapMons[] init doesn't kick in until needed. To force this name
* dump, set DEBUGFILES to "CapMons" in your environment (or in
* sysconf) prior to starting nethack, wish for a statue of an Archon
* and drop it if held, then step away and apply a stethscope towards
* and drop it if held, then step away and apply a stethoscope towards
* it to trigger a message that passes "Archon" to the() which will
* then call CapitalMon() which in turn will call init_CapMons().
*/
+2 -2
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@@ -304,7 +304,7 @@ savegamestate(NHFILE* nhfp)
pointers into invent (uwep, uarmg, uamul, &c) are set to Null too */
saveobjchn(nhfp, &g.invent);
/* save ball and chain if they happen to be in an unusal state */
/* save ball and chain if they happen to be in an unusual state */
save_bc(nhfp);
saveobjchn(nhfp, &g.migrating_objs); /* frees objs and sets to Null */
@@ -728,7 +728,7 @@ save_stairs(NHFILE* nhfp)
bwrite(nhfp->fd, (genericptr_t) stway, sizeof *stway);
}
if (use_relative) {
/* reset staiway dlevel back to absolute */
/* reset stairway dlevel back to absolute */
stway->tolev.dlevel += u.uz.dlevel;
}
}
+1 -1
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@@ -898,7 +898,7 @@ domonnoise(register struct monst* mtmp)
pline_msg = "threatens you.";
break;
}
/* Generic peaceful humanoid behaviour. */
/* Generic peaceful humanoid behavior. */
if (mtmp->mflee)
pline_msg = "wants nothing to do with you.";
else if (mtmp->mhp < mtmp->mhpmax / 4)
+3 -3
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@@ -567,7 +567,7 @@ stealamulet(struct monst* mtmp)
}
if (!otmp) {
/* if we didn't find any quest arifact, find another valuable item */
/* if we didn't find any quest artifact, find another valuable item */
if (u.uhave.amulet) {
real = AMULET_OF_YENDOR;
fake = FAKE_AMULET_OF_YENDOR;
@@ -595,7 +595,7 @@ stealamulet(struct monst* mtmp)
}
if (otmp) { /* we have something to snatch */
/* take off outer gear if we're targetting [hypothetical]
/* take off outer gear if we're targeting [hypothetical]
quest artifact suit, shirt, gloves, or rings */
if ((otmp == uarm || otmp == uarmu) && uarmc)
remove_worn_item(uarmc, FALSE);
@@ -680,7 +680,7 @@ mdrop_obj(
coordxy omx = mon->mx, omy = mon->my;
long unwornmask = obj->owornmask;
/* call distant_name() for its possible side-effects even if the result
might not be printed, and do it before extracing obj from minvent */
might not be printed, and do it before extracting obj from minvent */
char *obj_name = distant_name(obj, doname);
extract_from_minvent(mon, obj, FALSE, TRUE);
+3 -3
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@@ -5297,7 +5297,7 @@ untrap(
}
}
/* for magic unlocking; returns true if targetted monster (which might
/* for magic unlocking; returns true if targeted monster (which might
be hero) gets untrapped; the trap remains intact */
boolean
openholdingtrap(
@@ -5389,7 +5389,7 @@ openholdingtrap(
return TRUE;
}
/* for magic locking; returns true if targetted monster (which might
/* for magic locking; returns true if targeted monster (which might
be hero) gets hit by a trap (might avoid actually becoming trapped) */
boolean
closeholdingtrap(
@@ -5430,7 +5430,7 @@ closeholdingtrap(
return result;
}
/* for magic unlocking; returns true if targetted monster (which might
/* for magic unlocking; returns true if targeted monster (which might
be hero) gets hit by a trap (target might avoid its effect) */
boolean
openfallingtrap(
+1 -1
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@@ -241,7 +241,7 @@ target_on(int mask, struct monst *mtmp)
else if ((otmp = on_ground(otyp)))
return STRAT(STRAT_GROUND, otmp->ox, otmp->oy, mask);
else if ((mtmp2 = other_mon_has_arti(mtmp, otyp)) != 0
/* when seeking the Amulet, avoid targetting the Wizard
/* when seeking the Amulet, avoid targeting the Wizard
or temple priests (to protect Moloch's high priest) */
&& (otyp != AMULET_OF_YENDOR
|| (!mtmp2->iswiz && !inhistemple(mtmp2))))
+1 -1
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@@ -5342,7 +5342,7 @@ destroy_item(int osym, int dmgtyp)
* rehumanization could also drop hero onto a trap, and there's no
* straightforward way to defer that. Things could be improved by
* redoing this to use two passes, first to collect a list or array
* of o_id and quantity of what is targetted for destruction,
* of o_id and quantity of what is targeted for destruction,
* second pass to handle the destruction.]
*/
bypass_objlist(g.invent, FALSE); /* clear bypass bit for invent */