diff --git a/src/spell.c b/src/spell.c index 2626de50c..889f624ba 100644 --- a/src/spell.c +++ b/src/spell.c @@ -100,7 +100,7 @@ staticfn void propagate_chain_lightning(struct chain_lightning_queue *, * Fighters find body armour & shield a little less limiting. * Headgear, Gauntlets and Footwear are not role-specific (but * still have an effect, except helm of brilliance, which is designed - * to permit magic-use). + * to permit magic use). */ #define uarmhbon 4 /* Metal helmets interfere with the mind */ @@ -191,7 +191,7 @@ confused_book(struct obj *spellbook) boolean gone = FALSE; if (!rn2(3) && spellbook->otyp != SPE_BOOK_OF_THE_DEAD) { - spellbook->in_use = TRUE; /* in case called from learn */ + spellbook->in_use = TRUE; /* in case called from learn() */ pline( "Being confused you have difficulties in controlling your actions."); display_nhwindow(WIN_MESSAGE, FALSE); @@ -225,7 +225,7 @@ deadbook_pacify_undead(struct monst *mtmp) } } -/* special effects for The Book of the Dead; reading it while blind is +/* special effects for the Book of the Dead; reading it while blind is allowed so that needs to be taken into account too */ staticfn void deadbook(struct obj *book2) @@ -2084,8 +2084,8 @@ dospellmenu( * The correct spacing of the columns when not using * tab separation depends on the following: * (1) that the font is monospaced, and - * (2) that selection letters are pre-pended to the - * given string and are of the form "a - ". + * (2) that selection letters are prepended to the + * given string and are of the form "a - ". * For SPELLMENU_DUMP, (2) is untrue, so four spaces * need to be subtracted. */ @@ -2163,7 +2163,7 @@ staticfn int percent_success(int spell) { /* Intrinsic and learned ability are combined to calculate - * the probability of player's success at cast a given spell. + * the probability of player's success at casting a given spell. */ int chance, splcaster, special, statused; int difficulty; @@ -2214,13 +2214,13 @@ percent_success(int spell) /* Calculate learned ability */ - /* Players basic likelihood of being able to cast any spell + /* The player's basic likelihood of being able to cast any spell * is based of their `magic' statistic. (Int or Wis) */ chance = 11 * statused / 2; /* - * High level spells are harder. Easier for higher level casters. + * High-level spells are harder. Easier for higher-level casters. * The difficulty is based on the hero's level and their skill level * in that spell type. */ diff --git a/src/steal.c b/src/steal.c index a5f771291..fd53ff1b7 100644 --- a/src/steal.c +++ b/src/steal.c @@ -643,7 +643,7 @@ mpickobj(struct monst *mtmp, struct obj *otmp) } /* don't want hidden light source inside the monster; assumes that engulfers won't have external inventories; whirly monsters cause - the light to be extinguished rather than letting it shine thru */ + the light to be extinguished rather than letting it shine through */ if (obj_sheds_light(otmp) && attacktype(mtmp->data, AT_ENGL)) { /* this is probably a burning object that you dropped or threw */ if (engulfing_u(mtmp) && !Blind) diff --git a/src/steed.c b/src/steed.c index 7b28794ae..274fd779d 100644 --- a/src/steed.c +++ b/src/steed.c @@ -213,8 +213,8 @@ mount_steed( pline("Maybe you should find a designated driver."); return (FALSE); } - /* While riding Wounded_legs refers to the steed's, - * not the hero's legs. + /* While riding, Wounded_legs refers to the steed's + * legs, not the hero's legs. * That opens up a potential abuse where the player * can mount a steed, then dismount immediately to * heal leg damage, because leg damage is always diff --git a/src/teleport.c b/src/teleport.c index 3c3d6df3e..535970dce 100644 --- a/src/teleport.c +++ b/src/teleport.c @@ -462,7 +462,7 @@ teleds(coordxy nux, coordxy nuy, int teleds_flags) * otherwise they are teleporting, so unplacebc(). * If they don't have to move the ball, then always "drag" whether or * not allow_drag is true, because we are calling that function, not - * to drag, but to move the chain. *However* there are some dumb + * to drag, but to move the chain. *However*, there are some dumb * special cases: * 0 0 * _X move east -----> X_ @@ -1353,7 +1353,7 @@ level_tele(void) d_level lsav; /* set specific death location; this also suppresses bones */ - lsav = u.uz; /* save current level, see below */ + lsav = u.uz; /* save current level; see below */ u.uz.dnum = 0; /* main dungeon */ u.uz.dlevel = (newlev <= -10) ? -10 : 0; /* heaven or surface */ done(DIED); diff --git a/src/timeout.c b/src/timeout.c index 1b85d5398..a8e5606b4 100644 --- a/src/timeout.c +++ b/src/timeout.c @@ -1078,7 +1078,7 @@ hatch_egg(anything *arg, long timeout) * mind are: * + Create the hatched monster then place it on the migrating * mons list. This is tough because all makemon() is made - * to place the monster as well. Makemon() also doesn't lend + * to place the monster as well. Makemon() also doesn't lend * itself well to splitting off a "not yet placed" subroutine. * + Mark the egg as hatched, then place the monster when we * place the migrating objects. @@ -1232,7 +1232,7 @@ slip_or_trip(void) if (otmp && on_foot) { /* trip over something in particular */ /* If there is only one item, it will have just been named - during the move, so refer to by via pronoun; otherwise, + during the move, so refer to it by pronoun; otherwise, if the top item has been or can be seen, refer to it by name; if not, look for rocks to trip over; trip over anonymous "something" if there aren't any rocks. @@ -1532,7 +1532,7 @@ burn_object(anything *arg, long timeout) default: /* * Someone added fuel to the lamp while it was - * lit. Just fall through and let begin burn + * lit. Just fall through and let begin_burn() * handle the new age. */ break; @@ -1659,7 +1659,7 @@ burn_object(anything *arg, long timeout) default: /* * Someone added fuel (candles) to the menorah while - * it was lit. Just fall through and let begin burn + * it was lit. Just fall through and let begin_burn() * handle the new age. */ break; @@ -1875,7 +1875,7 @@ do_storms(void) } if (levl[u.ux][u.uy].typ == CLOUD) { - /* Inside a cloud during a thunder storm is deafening. */ + /* Inside a cloud during a thunderstorm is deafening. */ /* Even if already deaf, we sense the thunder's vibrations. */ Soundeffect(se_kaboom_boom_boom, 80); pline("Kaboom!!! Boom!! Boom!!"); @@ -1925,7 +1925,7 @@ do_storms(void) * Save all timers of range 'range'. Range is either global * or local. Global timers follow game play, local timers * are saved with a level. Object and monster timers are - * saved using their respective id's instead of pointers. + * saved using their respective ids instead of pointers. * * void restore_timers(NHFILE *, int range, long adjust) * Restore timers of range 'range'. If from a ghost pile, @@ -2217,7 +2217,7 @@ run_timers(void) /* * Always use the first element. Elements may be added or deleted at - * any time. The list is ordered, we are done when the first element + * any time. The list is ordered; we are done when the first element * is in the future. */ while (gt.timer_base && gt.timer_base->timeout <= svm.moves) { @@ -2653,7 +2653,7 @@ maybe_write_timer(NHFILE *nhfp, int range, boolean write_it) * + timeouts that follow obj & monst that are migrating * * Level range: - * + timeouts that are level specific (e.g. storms) + * + timeouts that are level-specific (e.g. storms) * + timeouts that stay with the level (obj & monst) */ void diff --git a/src/topten.c b/src/topten.c index d6567ea08..f7770791a 100644 --- a/src/topten.c +++ b/src/topten.c @@ -16,7 +16,7 @@ /* * Updating in place can leave junk at the end of the file in some - * circumstances (if it shrinks and the O.S. doesn't have a straightforward + * circumstances (if it shrinks and the OS doesn't have a straightforward * way to truncate it). The trailing junk is harmless and the code * which reads the scores will ignore it. */ diff --git a/src/trap.c b/src/trap.c index 41f2cad94..d69ad9fc6 100644 --- a/src/trap.c +++ b/src/trap.c @@ -548,7 +548,7 @@ maketrap(coordxy x, coordxy y, int typ) /* * some cases which can happen when digging - * down while phazing thru solid areas + * down while phasing thru solid areas */ } else if (lev->typ == STONE || lev->typ == SCORR) { (void) set_levltyp(x, y, CORR); @@ -2125,7 +2125,7 @@ trapeffect_web( /* time will be adjusted below */ set_utrap(1, TT_WEB); - /* Time stuck in the web depends on your/steed strength. */ + /* Time stuck in the web depends on your/steed's strength. */ { int tim, str = ACURR(A_STR); @@ -2491,8 +2491,8 @@ trapeffect_landmine( already_seen ? " land mine" : "it"); } else { /* prevent landmine from killing steed, throwing you to - * the ground, and you being affected again by the same - * mine because it hasn't been deleted yet + * the ground, and then that same landmine affecting you + * again because it hasn't been deleted yet */ static boolean recursive_mine = FALSE; @@ -3228,7 +3228,8 @@ launch_obj( newsym(x1, y1); /* in case you're using a pick-axe to chop the boulder that's being launched (perhaps a monster triggered it), destroy context so that - next dig attempt never thinks you're resuming previous effort */ + the next dig attempt never thinks that you're resuming + the previous effort */ if ((otyp == BOULDER || otyp == STATUE) && singleobj->ox == svc.context.digging.pos.x && singleobj->oy == svc.context.digging.pos.y) diff --git a/src/u_init.c b/src/u_init.c index 2ce7461bb..1e6ac0ff3 100644 --- a/src/u_init.c +++ b/src/u_init.c @@ -1012,7 +1012,7 @@ u_init_misc(void) /* * For now, everyone starts out with a night vision range of 1 and - * their xray range disabled. + * their xray_range disabled. */ u.nv_range = 1; u.xray_range = -1; @@ -1314,8 +1314,8 @@ ini_inv(const struct trobj *trop) } else { /* UNDEF_TYP */ obj = ini_inv_mkobj_filter(trop->trclass, got_sp1); otyp = obj->otyp; - /* Heavily relies on the fact that 1) we create wands - * before rings, 2) that we create rings before + /* Heavily relies on the facts that 1) we create wands + * before rings, that 2) we create rings before * spellbooks, and that 3) not more than 1 object of a * particular symbol is to be prohibited. (For more * objects, we need more nocreate variables...) diff --git a/src/uhitm.c b/src/uhitm.c index 954a0f1ea..8b00bcdc0 100644 --- a/src/uhitm.c +++ b/src/uhitm.c @@ -198,7 +198,7 @@ attack_checks( return FALSE; if (svc.context.forcefight) { - /* Do this in the caller, after we checked that the monster + /* Do this in the caller, after we have checked that the monster * didn't die from the blow. Reason: putting the 'I' there * causes the hero to forget the square's contents since * both 'I' and remembered contents are stored in .glyph. @@ -1027,7 +1027,7 @@ hmon_hitmon_weapon_melee( && (is_ammo(obj) || is_missile(obj))) { if (ammo_and_launcher(obj, uwep)) { /* elves and samurai do extra damage using their own - bows with own arrows; they're highly trained */ + bows with their own arrows; they're highly trained */ if (Role_if(PM_SAMURAI) && obj->otyp == YA && uwep->otyp == YUMI) hmd->dmg++; @@ -1823,7 +1823,7 @@ hmon_hitmon( mon->mhp -= hmd.dmg; } /* adjustments might have made tmp become less than what - a level draining artifact has already done to max HP */ + a level-draining artifact has already done to max HP */ if (mon->mhp > mon->mhpmax) mon->mhp = mon->mhpmax; if (mon->mx == 0) { diff --git a/src/vision.c b/src/vision.c index 3f33d726c..709f54d02 100644 --- a/src/vision.c +++ b/src/vision.c @@ -399,7 +399,7 @@ staticfn int new_angle(struct rm *, unsigned char *, int, int); * this is good enough. * * + When this function is called we don't have all of the seen - * information (we're doing a top down scan in vision_recalc). + * information (we're doing a top-down scan in vision_recalc). * We would need to scan once to set all IN_SIGHT and COULD_SEE * bits, then again to correctly set the seenv bits. * + I'm trying to make this as cheap as possible. The display @@ -561,7 +561,7 @@ vision_recalc(int control) /* * Our own version of the update loop below. We know we can't see - * anything, so we only need update positions we used to be able + * anything, so we only need to update positions we used to be able * to see. */ temp_array = gv.viz_array; /* set gv.viz_array so newsym() will work */ @@ -588,7 +588,7 @@ vision_recalc(int control) if (Underwater && !Is_waterlevel(&u.uz)) { /* - * The hero is under water. Only see surrounding locations if + * The hero is underwater. Only see surrounding locations if * they are also underwater. This overrides night vision but * does not override x-ray vision. */ @@ -714,7 +714,7 @@ vision_recalc(int control) * + Set the IN_SIGHT bit for places that we could see and are lit. * + Reset changed places. * - * There is one thing that make deciding what the hero can see + * There is one thing that makes deciding what the hero can see * difficult: * * 1. Directional lighting. Items that block light create problems. @@ -761,10 +761,9 @@ vision_recalc(int control) || IS_WALL(lev->typ)) && !viz_clear[row][col]) { /* * Make sure doors, walls, boulders or mimics don't show - * up - * at the end of dark hallways. We do this by checking + * up at the end of dark hallways. We do this by checking * the adjacent position. If it is lit, then we can see - * the door or wall, otherwise we can't. + * the door or wall; otherwise we can't. */ dx = u.ux - col; dx = sign(dx); @@ -1786,7 +1785,7 @@ right_side( * * Otherwise, we know we can see the right edge of the current row. * - * This must be a strict less than so that we can always see a + * This must be a strict "less than" so that we can always see a * horizontal wall, even if it is adjacent to us. */ if (right_mark < right_edge) { diff --git a/src/weapon.c b/src/weapon.c index 317fd7c08..bd21b93b2 100644 --- a/src/weapon.c +++ b/src/weapon.c @@ -155,7 +155,7 @@ hitval(struct obj *otmp, struct monst *mon) if (Is_weapon) tmp += otmp->spe; - /* Put weapon specific "to hit" bonuses in below: */ + /* Put weapon-specific "to hit" bonuses in below: */ tmp += objects[otmp->otyp].oc_hitbon; /* Put weapon vs. monster type "to hit" bonuses in below: */ @@ -302,7 +302,7 @@ dmgval(struct obj *otmp, struct monst *mon) } if (objects[otyp].oc_material <= LEATHER && thick_skinned(ptr)) - /* thick skinned/scaled creatures don't feel it */ + /* thick-skinned or scaled creatures don't feel it */ tmp = 0; if (ptr == &mons[PM_SHADE] && !shade_glare(otmp)) tmp = 0; @@ -1387,7 +1387,7 @@ enhance_weapon_skill(void) n = selected[0].item.a_int - 1; /* get item selected */ free((genericptr_t) selected); skill_advance(n); - /* check for more skills able to advance, if so then .. */ + /* check for more skills able to advance; if so, then... */ for (n = i = 0; i < P_NUM_SKILLS; i++) { if (can_advance(i, speedy)) { if (!speedy) diff --git a/src/wield.c b/src/wield.c index f24ae8e1e..7b24b3df7 100644 --- a/src/wield.c +++ b/src/wield.c @@ -86,7 +86,7 @@ static const char * 1. Initializing the slot during character generation or a * restore. * 2. Setting the slot due to a player's actions. - * 3. If one of the objects in the slot are split off, these + * 3. If one of the objects in the slot is split off, these * functions can be used to put the remainder back in the slot. * 4. Putting an item that was thrown and returned back into the slot. * 5. Emptying the slot, by passing a null object. NEVER pass @@ -1021,7 +1021,7 @@ chwepon(struct obj *otmp, int amount) /* * Enchantment, which normally improves a weapon, has an - * addition adverse reaction on Magicbane whose effects are + * additional adverse reaction on Magicbane whose effects are * spe dependent. Give an obscure clue here. */ if (u_wield_art(ART_MAGICBANE) && uwep->spe >= 0) { diff --git a/src/wizard.c b/src/wizard.c index 2f4b0bdb9..674b4db6e 100644 --- a/src/wizard.c +++ b/src/wizard.c @@ -631,7 +631,7 @@ nasty(struct monst *summoner) * randomized so it won't always do so. */ for (j = 0; j < 20; j++) { - /* Don't create more spellcasters of the monsters' level or + /* Don't create more spellcasters of the monster's level or * higher--avoids chain summoners filling up the level. */ trylimit = 10 + 1; /* 10 tries */ @@ -704,7 +704,7 @@ nasty(struct monst *summoner) return count; } -/* Let's resurrect the wizard, for some unexpected fun. */ +/* Let's resurrect the Wizard, for some unexpected fun. */ void resurrect(void) { @@ -744,7 +744,7 @@ resurrect(void) if (!mtmp->mx) mtmp = 0; /* note: there might be a second Wizard; if so, - he'll have to wait til the next resurrection */ + he'll have to wait until the next resurrection */ break; } } diff --git a/src/worm.c b/src/worm.c index e2bb61c3b..d687389da 100644 --- a/src/worm.c +++ b/src/worm.c @@ -31,7 +31,7 @@ staticfn struct wseg *create_worm_tail(int); /* may return NULL */ * If wormno == 0 this does not mean that the monster is not a worm, * it just means that the monster does not have a long worm tail. * - * The actual segments of a worm are not full blown monst structs. + * The actual segments of a worm are not full0blown monst structs. * They are small wseg structs, and their position in the levels.monsters[][] * array is held by the monst struct of the head of the worm. This makes * things like probing and hit point bookkeeping much easier. @@ -46,7 +46,7 @@ staticfn struct wseg *create_worm_tail(int); /* may return NULL */ * wheads: The last (end) of a linked list of segments. This points to * the segment that is at the same position as the real monster * (the head). Note that the segment that wheads[wormno] points - * to, is not displayed. It is simply there to keep track of + * to is not displayed. It is simply there to keep track of * where the head came from, so that worm movement and display * are simplified later. * Keeping the head segment of the worm at the end of the list @@ -113,8 +113,8 @@ get_wormno(void) * Initialize the worm entry. This will set up the worm grow time, and * create and initialize the dummy segment for wheads[] and wtails[]. * - * If the worm has no tail (ie get_wormno() fails) then this function need - * not be called. + * If the worm has no tail (ie get_wormno() fails) then this function + * need not be called. */ void initworm(struct monst *worm, int wseg_count) @@ -282,7 +282,7 @@ worm_move(struct monst *worm) * * Check for mon->wormno before calling this function! * - * The worm don't move so it should shrink. + * The worm doesn't move, so it should shrink. */ void worm_nomove(struct monst *worm) @@ -379,7 +379,7 @@ cutworm(struct monst *worm, coordxy x, coordxy y, int cut_chance, new_wnum; if (!wnum) - return; /* bullet proofing */ + return; /* bullet-proofing */ if (x == worm->mx && y == worm->my) return; /* hit on head */ @@ -420,7 +420,7 @@ cutworm(struct monst *worm, coordxy x, coordxy y, /* * At this point, the old worm is correct. Any new worm will have - * it's head at "curr" and its tail at "new_tail". The old worm + * its head at "curr" and its tail at "new_tail". The old worm * must be at least level 3 in order to produce a new worm. */ new_worm = 0; @@ -804,7 +804,7 @@ random_dir(int x, int y, int *nx, int *ny) { *nx = x + (x > 1 /* extreme left ? */ ? (x < COLNO - 1 /* extreme right ? */ - ? (rn2(3) - 1) /* neither so +1, 0, or -1 */ + ? (rn2(3) - 1) /* neither, so +1, 0, or -1 */ : -rn2(2)) /* right edge, use -1 or 0 */ : rn2(2)); /* left edge, use 0 or 1 */ if (*nx != x) /* if x has changed, do same thing with y */ diff --git a/src/worn.c b/src/worn.c index e3464d04a..176a7793c 100644 --- a/src/worn.c +++ b/src/worn.c @@ -487,7 +487,7 @@ mon_adjust_speed( switch (adjust) { case 2: mon->permspeed = MFAST; - give_msg = FALSE; /* special case monster creation */ + give_msg = FALSE; /* special-case monster creation */ break; case 1: if (mon->permspeed == MSLOW) @@ -980,7 +980,7 @@ m_dowear_type( } } update_mon_extrinsics(mon, best, TRUE, creation); - /* if couldn't see it but now can, or vice versa, */ + /* if couldn't see it but now can, or vice versa */ if (!creation && (sawmon ^ canseemon(mon))) { if (mon->minvis && !See_invisible) { pline("Suddenly you cannot see %s.", nambuf); diff --git a/src/write.c b/src/write.c index f90c13b06..d7a1eddb4 100644 --- a/src/write.c +++ b/src/write.c @@ -8,7 +8,7 @@ staticfn int write_ok(struct obj *) NO_NNARGS; staticfn char *new_book_description(int, char *) NONNULL NONNULLPTRS; /* - * returns basecost of a scroll or a spellbook + * returns base cost of a scroll or a spellbook */ staticfn int cost(struct obj *otmp) @@ -351,7 +351,7 @@ dowrite(struct obj *pen) return ECMD_TIME; } - /* useup old scroll / spellbook */ + /* use up old scroll / spellbook */ useup(paper); /* success */ diff --git a/src/zap.c b/src/zap.c index 779d8b32e..d3fdf72eb 100644 --- a/src/zap.c +++ b/src/zap.c @@ -1643,7 +1643,7 @@ do_osshock(struct obj *obj) go.obj_zapped = TRUE; if (gp.poly_zapped < 0) { - /* some may metamorphosize */ + /* some may metamorphose */ for (i = obj->quan; i; i--) if (!rn2(Luck + 45)) { gp.poly_zapped = objects[obj->otyp].oc_material; @@ -1714,7 +1714,7 @@ poly_obj(struct obj *obj, int id) if (obj->otyp == UNICORN_HORN && obj->degraded_horn) magic_obj = 0; /* Try up to 3 times to make the magic-or-not status of - the new item be the same as it was for the old one. */ + the new item the same as the old item. */ otmp = (struct obj *) 0; do { if (otmp) @@ -1736,7 +1736,7 @@ poly_obj(struct obj *obj, int id) /* preserve quantity */ otmp->quan = obj->quan; - /* preserve the shopkeepers (lack of) interest */ + /* preserve the shopkeeper's (lack of) interest */ otmp->no_charge = obj->no_charge; /* preserve inventory letter if in inventory */ if (obj_location == OBJ_INVENT) @@ -2005,7 +2005,7 @@ stone_to_flesh_obj(struct obj *obj) /* nonnull */ return 0; (void) get_obj_location(obj, &oox, &ooy, 0); - /* add more if stone objects are added.. */ + /* add more if stone objects are added... */ switch (objects[obj->otyp].oc_class) { case ROCK_CLASS: /* boulders and statues */ case TOOL_CLASS: /* figurines */ @@ -3490,7 +3490,7 @@ spell_damage_bonus( } /* - * Generate the to hit bonus for a spell. Based on the hero's skill in + * Generate the to-hit bonus for a spell. Based on the hero's skill in * spell class and dexterity. */ staticfn int @@ -3986,7 +3986,7 @@ bhit( through instead of stop so we call flash_hits_mon() directly rather than returning mtmp back to caller. That allows the flash to keep on going. Note that we - use mtmp->minvis not canspotmon() because it makes no + use mtmp->minvis, not canspotmon(), because it makes no difference whether hero can see the monster or not. */ if (mtmp->minvis) { obj->ox = u.ux, obj->oy = u.uy; @@ -4731,7 +4731,7 @@ dobuzz( int spell_type; int hdmgtype = Hallucination ? rn2(6) : damgtype; - /* if it's a Hero Spell then get its SPE_TYPE */ + /* if it's a hero spell then get its SPE_TYPE */ spell_type = is_hero_spell(type) ? SPE_MAGIC_MISSILE + damgtype : 0; if (u.uswallow) {