some zap.c formatting

This commit is contained in:
PatR
2024-04-01 14:18:25 -07:00
parent 40e3b3b64a
commit de69dd750b

View File

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