yet more src reformatting
Last of the suspicious block comments, plus the usual miscellaneous stuff in files that hadn't been subjected to it before.
This commit is contained in:
185
src/timeout.c
185
src/timeout.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 timeout.c $NHDT-Date: 1440120659 2015/08/21 01:30:59 $ $NHDT-Branch: master $:$NHDT-Revision: 1.60 $ */
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/* NetHack 3.6 timeout.c $NHDT-Date: 1446861771 2015/11/07 02:02:51 $ $NHDT-Branch: master $:$NHDT-Revision: 1.63 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -43,8 +43,8 @@ stoned_dialogue()
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nomul(0);
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break;
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case 4: /* limbs stiffening */
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/* just one move left to save oneself so quit fiddling around;
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don't stop attempt to eat tin--might be lizard or acidic */
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/* just one move left to save oneself so quit fiddling around;
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don't stop attempt to eat tin--might be lizard or acidic */
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if (!Popeye(STONED))
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stop_occupation();
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if (multi > 0)
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@@ -451,8 +451,8 @@ boolean wakeup_msg;
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}
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/* Attach an egg hatch timeout to the given egg.
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* when = Time to hatch, usually only passed if re-creating an
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* existing hatch timer. Pass 0L for random hatch time.
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* when = Time to hatch, usually only passed if re-creating an
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* existing hatch timer. Pass 0L for random hatch time.
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*/
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void
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attach_egg_hatch_timeout(egg, when)
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@@ -546,33 +546,28 @@ long timeout;
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hatchcount -= i;
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egg->quan -= (long) hatchcount;
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}
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}
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#if 0
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/*
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* We could possibly hatch while migrating, but the code isn't
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* set up for it...
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*/
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else if (obj->where == OBJ_MIGRATING) {
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/*
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We can do several things. The first ones that come to
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mind are:
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+ Create the hatched monster then place it on the migrating
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mons list. This is tough because all makemon() is made
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to place the monster as well. Makemon() also doesn't
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lend itself well to splitting off a "not yet placed"
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subroutine.
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+ Mark the egg as hatched, then place the monster when we
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place the migrating objects.
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+ Or just kill any egg which gets sent to another level.
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Falling is the usual reason such transportation occurs.
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*/
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cansee_hatchspot = FALSE;
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mon = ???
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}
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/*
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* We could possibly hatch while migrating, but the code isn't
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* set up for it...
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*/
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} else if (obj->where == OBJ_MIGRATING) {
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/*
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* We can do several things. The first ones that come to
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* mind are:
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* + Create the hatched monster then place it on the migrating
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* mons list. This is tough because all makemon() is made
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* to place the monster as well. Makemon() also doesn't lend
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* itself well to splitting off a "not yet placed" subroutine.
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* + Mark the egg as hatched, then place the monster when we
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* place the migrating objects.
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* + Or just kill any egg which gets sent to another level.
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* Falling is the usual reason such transportation occurs.
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*/
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cansee_hatchspot = FALSE;
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mon = ???;
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#endif
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}
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if (mon) {
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char monnambuf[BUFSZ], carriedby[BUFSZ];
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@@ -630,8 +625,8 @@ long timeout;
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}
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break;
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#if 0
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case OBJ_MIGRATING:
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break;
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case OBJ_MIGRATING:
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break;
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#endif
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default:
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impossible("egg hatched where? (%d)", (int) egg->where);
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@@ -703,17 +698,16 @@ slip_or_trip()
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otmp = 0;
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if (otmp && on_foot) { /* trip over something in particular */
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/*
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If there is only one item, it will have just been named
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during the move, so refer to by via pronoun; otherwise,
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if the top item has been or can be seen, refer to it by
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name; if not, look for rocks to trip over; trip over
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anonymous "something" if there aren't any rocks.
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*/
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what =
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(iflags.last_msg == PLNMSG_ONE_ITEM_HERE)
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? ((otmp->quan == 1L) ? "it" : Hallucination ? "they"
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: "them")
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/*
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If there is only one item, it will have just been named
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during the move, so refer to by via pronoun; otherwise,
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if the top item has been or can be seen, refer to it by
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name; if not, look for rocks to trip over; trip over
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anonymous "something" if there aren't any rocks.
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*/
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what = (iflags.last_msg == PLNMSG_ONE_ITEM_HERE)
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? ((otmp->quan == 1L) ? "it"
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: Hallucination ? "they" : "them")
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: (otmp->dknown || !Blind)
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? doname(otmp)
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: ((otmp2 = sobj_at(ROCK, u.ux, u.uy)) == 0
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@@ -1100,17 +1094,15 @@ long timeout;
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* a timer.
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*
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* Burn rules:
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* potions of oil, lamps & candles:
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* age = # of turns of fuel left
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* spe = <unused>
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*
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* magic lamps:
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* age = <unused>
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* spe = 0 not lightable, 1 lightable forever
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*
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* candelabrum:
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* age = # of turns of fuel left
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* spe = # of candles
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* potions of oil, lamps & candles:
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* age = # of turns of fuel left
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* spe = <unused>
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* magic lamps:
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* age = <unused>
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* spe = 0 not lightable, 1 lightable forever
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* candelabrum:
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* age = # of turns of fuel left
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* spe = # of candles
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*
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* Once the burn begins, the age will be set to the amount of fuel
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* remaining _once_the_burn_finishes_. If the burn is terminated
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@@ -1314,56 +1306,55 @@ do_storms()
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* Interface:
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*
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* General:
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* boolean start_timer(long timeout,short kind,short func_index,
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* anything *arg)
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* Start a timer of kind 'kind' that will expire at time
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* monstermoves+'timeout'. Call the function at 'func_index'
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* in the timeout table using argument 'arg'. Return TRUE if
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* a timer was started. This places the timer on a list ordered
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* "sooner" to "later". If an object, increment the object's
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* timer count.
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* boolean start_timer(long timeout,short kind,short func_index,
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* anything *arg)
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* Start a timer of kind 'kind' that will expire at time
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* monstermoves+'timeout'. Call the function at 'func_index'
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* in the timeout table using argument 'arg'. Return TRUE if
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* a timer was started. This places the timer on a list ordered
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* "sooner" to "later". If an object, increment the object's
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* timer count.
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*
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* long stop_timer(short func_index, anything *arg)
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* Stop a timer specified by the (func_index, arg) pair. This
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* assumes that such a pair is unique. Return the time the
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* timer would have gone off. If no timer is found, return 0.
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* If an object, decrement the object's timer count.
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* long stop_timer(short func_index, anything *arg)
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* Stop a timer specified by the (func_index, arg) pair. This
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* assumes that such a pair is unique. Return the time the
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* timer would have gone off. If no timer is found, return 0.
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* If an object, decrement the object's timer count.
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*
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* long peek_timer(short func_index, anything *arg)
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* Return time specified timer will go off (0 if no such timer).
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*
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* void run_timers(void)
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* Call timers that have timed out.
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* long peek_timer(short func_index, anything *arg)
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* Return time specified timer will go off (0 if no such timer).
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*
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* void run_timers(void)
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* Call timers that have timed out.
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*
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* Save/Restore:
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* void save_timers(int fd, int mode, int range)
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* Save all timers of range 'range'. Range is either global
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* or local. Global timers follow game play, local timers
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* are saved with a level. Object and monster timers are
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* saved using their respective id's instead of pointers.
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* void save_timers(int fd, int mode, int range)
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* Save all timers of range 'range'. Range is either global
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* or local. Global timers follow game play, local timers
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* are saved with a level. Object and monster timers are
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* saved using their respective id's instead of pointers.
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*
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* void restore_timers(int fd, int range, boolean ghostly, long adjust)
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* Restore timers of range 'range'. If from a ghost pile,
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* adjust the timeout by 'adjust'. The object and monster
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* ids are not restored until later.
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* void restore_timers(int fd, int range, boolean ghostly, long adjust)
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* Restore timers of range 'range'. If from a ghost pile,
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* adjust the timeout by 'adjust'. The object and monster
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* ids are not restored until later.
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*
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* void relink_timers(boolean ghostly)
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* Relink all object and monster timers that had been saved
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* using their object's or monster's id number.
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* void relink_timers(boolean ghostly)
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* Relink all object and monster timers that had been saved
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* using their object's or monster's id number.
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*
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* Object Specific:
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* void obj_move_timers(struct obj *src, struct obj *dest)
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* Reassign all timers from src to dest.
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* void obj_move_timers(struct obj *src, struct obj *dest)
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* Reassign all timers from src to dest.
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*
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* void obj_split_timers(struct obj *src, struct obj *dest)
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* Duplicate all timers assigned to src and attach them to dest.
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* void obj_split_timers(struct obj *src, struct obj *dest)
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* Duplicate all timers assigned to src and attach them to dest.
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*
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* void obj_stop_timers(struct obj *obj)
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* Stop all timers attached to obj.
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* void obj_stop_timers(struct obj *obj)
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* Stop all timers attached to obj.
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*
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* boolean obj_has_timer(struct obj *object, short timer_type)
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* Check whether object has a timer of type timer_type.
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* boolean obj_has_timer(struct obj *object, short timer_type)
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* Check whether object has a timer of type timer_type.
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*/
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STATIC_DCL const char *FDECL(kind_name, (SHORT_P));
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@@ -1672,7 +1663,7 @@ short timer_type;
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{
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long timeout = peek_timer(timer_type, obj_to_any(object));
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return (boolean)(timeout != 0L);
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return (boolean) (timeout != 0L);
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}
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/*
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@@ -1933,12 +1924,12 @@ boolean write_it;
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* timers.
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*
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* Global range:
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* + timeouts that follow the hero (global)
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* + timeouts that follow obj & monst that are migrating
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* + timeouts that follow the hero (global)
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* + timeouts that follow obj & monst that are migrating
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*
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* Level range:
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* + timeouts that are level specific (e.g. storms)
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* + timeouts that stay with the level (obj & monst)
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* + timeouts that are level specific (e.g. storms)
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* + timeouts that stay with the level (obj & monst)
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*/
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void
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save_timers(fd, mode, range)
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