more spelling and inconsistency corrections; comments and elsewhere

This commit is contained in:
nhmall
2026-01-11 21:12:25 -05:00
parent 904e3ffe67
commit c62d76b776
17 changed files with 68 additions and 68 deletions

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@@ -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.
*/

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@@ -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)

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@@ -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

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@@ -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);

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@@ -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

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@@ -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.
*/

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@@ -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)

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@@ -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...)

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@@ -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) {

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@@ -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) {

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@@ -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)

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@@ -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) {

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@@ -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;
}
}

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@@ -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 */

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@@ -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);

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@@ -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 */

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@@ -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) {