some zap.c formatting
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65
src/zap.c
65
src/zap.c
@@ -340,11 +340,10 @@ bhitm(struct monst *mtmp, struct obj *otmp)
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pline("%s turns transparent!", nambuf);
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reveal_invis = TRUE;
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learn_it = TRUE;
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}
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else if (couldsee && !canseemon(mtmp)) {
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} else if (couldsee && !canseemon(mtmp)) {
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/* keep the immediate effects of make invisible and teleportation
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* ambiguous by using the same message that's used if we teleported
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* mtmp (and it ended up somewhere you can't see) */
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ambiguous by using the same message that's used if we
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teleported mtmp (and it ended up somewhere you can't see) */
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pline("%s vanishes!", nambuf);
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}
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break;
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@@ -5442,8 +5441,8 @@ break_statue(struct obj *obj)
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return TRUE;
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}
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/* Return TRUE if obj is eligible to pass to maybe_destroy_item given the type of
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* elemental damage it's being subjected to.
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/* Return TRUE if obj is eligible to pass to maybe_destroy_item given
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* the type of elemental damage it's being subjected to.
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* Note that things like the Book of the Dead are eligible even though they
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* won't get destroyed, because it will attempt to be destroyed but print a
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* special message instead. */
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@@ -5621,10 +5620,10 @@ const char *const destroy_strings[][3] = {
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};
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/* guts of destroy_items();
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caller must decide whether obj is eligible, though there's one case (Book of
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the Dead) in which an eligible item shouldn't be destroyed (it prints a
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caller must decide whether obj is eligible, though there's one case (Book
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of the Dead) in which an eligible item shouldn't be destroyed (it prints a
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special message instead).
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Returns the amount of damage done, but this is used differently depending on
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Returns the amount of damage done, but it's used differently depending on
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whether it's the player or a monster having an item destroyed: players lose
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the HP and possibly die in this function, and the return value is unused,
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whereas monsters return the damage to their caller to be taken off later */
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@@ -5735,19 +5734,19 @@ maybe_destroy_item(
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return 0;
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if (u_carry || vis) {
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mult = (cnt == 1L)
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? ((quan == 1L) ? "" /* 1 of 1 */
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: "One of ") /* 1 of N */
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: ((cnt < quan) ? "Some of " /* n of N */
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: (quan == 2L) ? "Both of " /* 2 of 2 */
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: "All of "); /* N of N */
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mult = (cnt == 1L) ? ((quan == 1L) ? "" /* 1 of 1 */
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: "One of ") /* 1 of N */
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: ((cnt < quan) ? "Some of " /* n of N */
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: (quan == 2L) ? "Both of " /* 2 of 2 */
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: "All of "); /* N of N */
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pline("%s%s %s!", mult,
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(cnt == 1L && quan == 1L) ? Yname2(obj) : yname(obj),
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destroy_strings[dindx][(cnt > 1L)]);
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}
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if (u_carry) { /* effects that happen only to the player */
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if (osym == POTION_CLASS && dmgtyp != AD_COLD
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&& (!breathless(gy.youmonst.data) || haseyes(gy.youmonst.data))) {
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&& (!breathless(gy.youmonst.data)
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|| haseyes(gy.youmonst.data))) {
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potionbreathe(obj);
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}
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if (obj->owornmask) { /* m_useup handles these for monster */
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@@ -5787,20 +5786,20 @@ maybe_destroy_item(
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return dmg;
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}
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/* scaling factor; dmg/5 stacks of items will be subjected to destroy_items() */
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/* scaling factor; dmg/5 stacks will be subjected to destroy_items() */
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#define DMG_DESTROY_SCALE 5
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/* largest amount of stacks that will be destroyed in a single call */
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#define MAX_ITEMS_DESTROYED 20
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/* target items of specified class in mon's inventory for possible destruction
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* return total amount of damage inflicted, though this is unused if mon is the
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* player */
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return total amount of damage inflicted, though this is unused if mon is
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the player */
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int
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destroy_items(
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struct monst *mon, /* monster whose invent is being subjected to
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* destruction */
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int dmgtyp, /* AD_**** - currently only cold, fire, elec */
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int dmg_in) /* the amount of HP damage the attack dealt */
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int dmgtyp, /* AD_**** - currently only cold, fire, elec */
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int dmg_in) /* the amount of HP damage the attack dealt */
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{
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struct obj *obj;
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int i, defer;
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@@ -5822,9 +5821,9 @@ destroy_items(
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items_to_destroy[i].deferred = FALSE;
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}
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/* Don't straight up destroy all items with an equal chance; limit it based
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* on the amount of damage being dealt by the source of the item
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* destruction. */
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/* don't straight up destroy all items with an equal chance; limit it
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based on the amount of damage being dealt by the source of the item
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destruction */
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limit = dmg_in / DMG_DESTROY_SCALE;
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if (dmg_in % DMG_DESTROY_SCALE > rn2(DMG_DESTROY_SCALE)) {
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limit++; /* dmg = 9: 20% chance of limit=1, 80% of limit=2, etc */
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@@ -5895,8 +5894,7 @@ destroy_items(
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|| (obj->otyp == POT_WATER && ismnum(u.ulycn)
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&& (Upolyd ? obj->blessed : obj->cursed)))) {
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items_to_destroy[i].deferred = TRUE;
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}
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else {
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} else {
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items_to_destroy[i].deferred = FALSE;
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}
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}
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@@ -5919,8 +5917,8 @@ destroy_items(
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}
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}
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}
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/* almost certainly not everything was destroyed; remove bypass bit after it
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* was set earlier */
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/* almost certainly not everything was destroyed; clear bypass bit after
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it was set earlier */
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bypass_objlist(*objchn, FALSE);
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return dmg_out;
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}
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@@ -6123,7 +6121,7 @@ makewish(void)
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else
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livelog_printf((LL_WISH | maybe_LL_arti), "wished for %s", wish);
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/* TODO? maybe generate a second event describing what was received since
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those just echo player's request rather than show actual result */
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these just echo player's request rather than show actual result */
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const char *verb = ((Is_airlevel(&u.uz) || u.uinwater) ? "slip" : "drop"),
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*oops_msg = (u.uswallow
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@@ -6153,12 +6151,11 @@ flash_str(
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typ = zaptype(typ);
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if (Hallucination && !nohallu) {
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/* always return "blast of foo" for simplicity.
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* This could be extended with hallucinatory rays, but probably
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* not worth it at this time. */
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/* always return "blast of foo" for simplicity;
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this could be extended with hallucinatory rays, but probably
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not worth it at this time */
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Sprintf(fltxt, "blast of %s", rnd_hallublast());
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}
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else {
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} else {
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Strcpy(fltxt, flash_types[typ]);
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}
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return fltxt;
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