a few formatting bits for zap.c

This commit is contained in:
PatR
2021-06-04 15:51:36 -07:00
parent 7439c8b060
commit e7cc458225

View File

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