a few formatting bits for zap.c
This commit is contained in:
41
src/zap.c
41
src/zap.c
@@ -2190,7 +2190,11 @@ bhito(struct obj *obj, struct obj *otmp)
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/* returns nonzero if something was hit */
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int
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bhitpile(struct obj *obj, int (*fhito)(OBJ_P, OBJ_P), int tx, int ty, schar zz)
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bhitpile(
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struct obj *obj, /* wand or fake spellbook for type of zap */
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int (*fhito)(OBJ_P, OBJ_P), /* callback for each object being hit */
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int tx, int ty, /* target location */
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schar zz) /* direction for up/down zaps */
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{
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int hitanything = 0;
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register struct obj *otmp, *next_obj;
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@@ -2951,7 +2955,8 @@ zap_updown(struct obj *obj) /* wand or spell */
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case WAN_OPENING:
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case SPE_KNOCK:
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while (stway) {
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if (!stway->isladder && !stway->up && stway->tolev.dnum == u.uz.dnum)
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if (!stway->isladder && !stway->up
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&& stway->tolev.dnum == u.uz.dnum)
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break;
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stway = stway->next;
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}
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@@ -3193,7 +3198,8 @@ weffects(struct obj *obj)
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/* augment damage for a spell dased on the hero's intelligence (and level) */
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int
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spell_damage_bonus(int dmg) /* base amount to be adjusted by bonus or penalty */
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spell_damage_bonus(
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int dmg) /* base amount to be adjusted by bonus or penalty */
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{
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int intell = ACURR(A_INT);
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@@ -3282,11 +3288,9 @@ hit(const char *str, struct monst *mtmp,
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void
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miss(const char *str, struct monst *mtmp)
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{
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pline(
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"%s %s %s.", The(str), vtense(str, "miss"),
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((cansee(g.bhitpos.x, g.bhitpos.y) || canspotmon(mtmp)) && flags.verbose)
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? mon_nam(mtmp)
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: "it");
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pline("%s %s %s.", The(str), vtense(str, "miss"),
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((cansee(g.bhitpos.x, g.bhitpos.y) || canspotmon(mtmp))
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&& flags.verbose) ? mon_nam(mtmp) : "it");
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}
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static void
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@@ -3309,8 +3313,8 @@ skiprange(int range, int *skipstart, int *skipend)
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* when a light beam is flashed (FLASHED_LIGHT)
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* when a mirror is applied (INVIS_BEAM)
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* A thrown/kicked object falls down at end of its range or when a monster
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* is hit. The variable 'g.bhitpos' is set to the final position of the weapon
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* thrown/zapped. The ray of a wand may affect (by calling a provided
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* is hit. The variable 'g.bhitpos' is set to the final position of the
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* weapon thrown/zapped. The ray of a wand may affect (by calling a provided
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* function) several objects and monsters on its path. The return value
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* is the monster hit (weapon != ZAPPED_WAND), or a null monster pointer.
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*
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@@ -3474,7 +3478,8 @@ bhit(int ddx, int ddy, int range, /* direction and range */
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mtmp = (struct monst *) 0;
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if (mtmp) {
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g.notonhead = (g.bhitpos.x != mtmp->mx || g.bhitpos.y != mtmp->my);
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g.notonhead = (g.bhitpos.x != mtmp->mx
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|| g.bhitpos.y != mtmp->my);
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if (weapon == FLASHED_LIGHT) {
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/* FLASHED_LIGHT hitting invisible monster should
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pass through instead of stop so we call
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@@ -3710,11 +3715,14 @@ boomhit(struct obj *obj, int dx, int dy)
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/* used by buzz(); also used by munslime(muse.c); returns damage applied
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to mon; note: caller is responsible for killing mon if damage is fatal */
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int
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zhitm(struct monst *mon, int type, int nd,
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struct obj **ootmp) /* to return worn armor for caller to disintegrate */
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zhitm(
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struct monst *mon, /* monster being hit */
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int type, /* zap or breath type */
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int nd, /* number of hit dice to use */
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struct obj **ootmp) /* to return worn armor for caller to disintegrate */
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{
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register int tmp = 0;
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register int abstype = abs(type) % 10;
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int tmp = 0; /* damage amount */
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int abstype = abs(type) % 10;
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boolean sho_shieldeff = FALSE;
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boolean spellcaster = is_hero_spell(type); /* maybe get a bonus! */
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@@ -4619,7 +4627,8 @@ zap_over_floor(xchar x, xchar y, int type, boolean *shopdamage,
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bury_objs(x, y);
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if (see_it) {
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if (lava)
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Norep("The %s cools and solidifies.", hliquid("lava"));
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Norep("The %s cools and solidifies.",
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hliquid("lava"));
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else if (moat)
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Norep("The %s is bridged with ice!", buf);
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else
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