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authorharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2006-11-05 16:39:54 +0000
committerharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2006-11-05 16:39:54 +0000
commitbcf77b60c7738ac242310fac7f7dc0ba6f523142 (patch)
tree2b468300fbeffa6c96c5222ea391f206db9d5780
parent77bcb697eda706b161cd3b3493774a71da63d58a (diff)
downloadcrawl-ref-bcf77b60c7738ac242310fac7f7dc0ba6f523142.tar.gz
crawl-ref-bcf77b60c7738ac242310fac7f7dc0ba6f523142.zip
Implemented 1589868: lightning grounds on metal, fire/cold (including
fireball!) reflect off green crystal. Also put in a boatload of spacing fixes, sorry, they were driving me mad. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup@335 c06c8d41-db1a-0410-9941-cceddc491573
-rw-r--r--crawl-ref/source/beam.cc112
-rw-r--r--crawl-ref/source/direct.cc2
-rw-r--r--crawl-ref/source/dungeon.cc40
-rw-r--r--crawl-ref/source/effects.cc2
-rw-r--r--crawl-ref/source/fight.cc2
-rw-r--r--crawl-ref/source/food.cc2
-rw-r--r--crawl-ref/source/hiscores.cc14
-rw-r--r--crawl-ref/source/item_use.cc12
-rw-r--r--crawl-ref/source/itemname.cc2
-rw-r--r--crawl-ref/source/items.cc14
-rw-r--r--crawl-ref/source/libw32c.cc14
-rw-r--r--crawl-ref/source/mon-util.cc18
-rw-r--r--crawl-ref/source/monplace.cc8
-rw-r--r--crawl-ref/source/monspeak.cc4
-rw-r--r--crawl-ref/source/monstuff.cc40
-rw-r--r--crawl-ref/source/mstuff2.cc4
-rw-r--r--crawl-ref/source/newgame.cc6
-rw-r--r--crawl-ref/source/output.cc2
-rw-r--r--crawl-ref/source/spells2.cc2
-rw-r--r--crawl-ref/source/spells4.cc8
-rw-r--r--crawl-ref/source/spl-book.cc2
-rw-r--r--crawl-ref/source/spl-util.cc2
-rw-r--r--crawl-ref/source/stash.cc2
-rw-r--r--crawl-ref/source/stuff.cc4
-rw-r--r--crawl-ref/source/tags.cc24
-rw-r--r--crawl-ref/source/view.cc6
26 files changed, 164 insertions, 184 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index b878e11402..2404c82016 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -67,11 +67,11 @@ static int spready[] = { -1, 1, 0, 0 };
static int opdir[] = { 2, 1, 4, 3 };
static FixedArray < bool, 19, 19 > explode_map;
-// helper functions (some of these, esp. affect(), should probably
+// helper functions (some of these, esp. affect(), should probably
// be public):
static void sticky_flame_monster( int mn, bool source, int hurt_final );
static bool affectsWalls(struct bolt &beam);
-static bool isBouncy(struct bolt &beam);
+static bool isBouncy(struct bolt &beam, unsigned char gridtype);
static void beam_drop_object( struct bolt &beam, item_def *item, int x, int y );
static bool beam_term_on_target(struct bolt &beam, int x, int y);
static void beam_explodes(struct bolt &beam, int x, int y);
@@ -161,7 +161,7 @@ void zapping(char ztype, int power, struct bolt &pbolt)
#endif
// GDL: note that rangeMax is set to 0, which means that max range is
- // equal to range. This is OK, since rangeMax really only matters for
+ // equal to range. This is OK, since rangeMax really only matters for
// stuff monsters throw/zap.
// all of the following might be changed by zappy():
@@ -1179,10 +1179,10 @@ static void zappy( char z_type, int power, struct bolt &pbolt )
} // end zappy()
/* NEW (GDL):
- * Now handles all beamed/thrown items and spells, tracers, and their effects.
+ * Now handles all beamed/thrown items and spells, tracers, and their effects.
* item is used for items actually thrown/launched
*
- * if item is NULL, there is no physical object being thrown that could
+ * if item is NULL, there is no physical object being thrown that could
* land on the ground.
*/
@@ -1279,7 +1279,7 @@ void fire_beam( struct bolt &pbolt, item_def *item )
if (affectsWalls(pbolt))
{
// should we ever get a tracer with a wall-affecting
- // beam (possible I suppose), we'll quit tracing now.
+ // beam (possible I suppose), we'll quit tracing now.
if (!pbolt.is_tracer)
rangeRemaining -= affect(pbolt, tx, ty);
@@ -1290,7 +1290,7 @@ void fire_beam( struct bolt &pbolt, item_def *item )
else
{
// BEGIN bounce case
- if (!isBouncy(pbolt)) {
+ if (!isBouncy(pbolt, grd[tx][ty])) {
ray.regress();
tx = ray.x();
ty = ray.y();
@@ -1323,13 +1323,13 @@ void fire_beam( struct bolt &pbolt, item_def *item )
// cell (e.g. a mage wants an explosion to happen
// between two monsters)
- // in this case, don't affect the cell - players and
+ // in this case, don't affect the cell - players and
// monsters have no chance to dodge or block such
// a beam, and we want to avoid silly messages.
if (tx == pbolt.target_x && ty == pbolt.target_y)
beamTerminate = beam_term_on_target(pbolt, tx, ty);
- // affect the cell, except in the special case noted
+ // affect the cell, except in the special case noted
// above -- affect() will early out if something gets
// hit and the beam is type 'term on target'.
if (!beamTerminate || !pbolt.is_explosion)
@@ -1400,7 +1400,7 @@ void fire_beam( struct bolt &pbolt, item_def *item )
ray.advance();
} // end- while !beamTerminate
- // the beam has finished, and terminated at tx, ty
+ // the beam has finished, and terminated at tx, ty
// leave an object, if applicable
if (item)
@@ -1440,7 +1440,7 @@ void fire_beam( struct bolt &pbolt, item_def *item )
int mons_adjust_flavoured( struct monsters *monster, struct bolt &pbolt,
int hurted, bool doFlavouredEffects )
{
- // if we're not doing flavored effects, must be preliminary
+ // if we're not doing flavored effects, must be preliminary
// damage check only; do not print messages or apply any side
// effects!
int resist;
@@ -1826,7 +1826,7 @@ int mons_ench_f2(struct monsters *monster, struct bolt &pbolt)
switch (pbolt.flavour) /* put in magic resistance */
{
case BEAM_SLOW: /* 0 = slow monster */
- // try to remove haste, if monster is hasted
+ // try to remove haste, if monster is hasted
if (mons_del_ench(monster, ENCH_HASTE))
{
if (simple_monster_message(monster, " is no longer moving quickly."))
@@ -1835,7 +1835,7 @@ int mons_ench_f2(struct monsters *monster, struct bolt &pbolt)
return (MON_AFFECTED);
}
- // not hasted, slow it
+ // not hasted, slow it
if (mons_add_ench(monster, ENCH_SLOW))
{
// put in an exception for fungi, plants and other things you won't
@@ -2121,7 +2121,7 @@ void sticky_flame_monster( int mn, bool fromPlayer, int levels )
mons_del_ench( monster, ENCH_YOUR_STICKY_FLAME_I, ENCH_YOUR_STICKY_FLAME_IV,
true );
- // increase sticky flame strength, cap at 3 (level is 0..3)
+ // increase sticky flame strength, cap at 3 (level is 0..3)
currentStrength += levels;
if (currentStrength > 3)
@@ -2149,10 +2149,10 @@ void sticky_flame_monster( int mn, bool fromPlayer, int levels )
* fr_count, foe_count: a count of how many friends and foes will (probably)
* be hit by this beam
* fr_power, foe_power: a measure of how many 'friendly' hit dice it will
- * affect, and how many 'unfriendly' hit dice.
+ * affect, and how many 'unfriendly' hit dice.
*
- * note that beam properties must be set, as the tracer will take them
- * into account, as well as the monster's intelligence.
+ * note that beam properties must be set, as the tracer will take them
+ * into account, as well as the monster's intelligence.
*
*/
void fire_tracer(struct monsters *monster, struct bolt &pbolt)
@@ -2216,12 +2216,15 @@ void mimic_alert(struct monsters *mimic)
monster_teleport( mimic, !one_chance_in(3) );
} // end mimic_alert()
-static bool isBouncy(struct bolt &beam)
+static bool isBouncy(struct bolt &beam, unsigned char gridtype)
{
- // at present, only non-enchantment electrical beams bounce.
- if (beam.name[0] != '0' && beam.flavour == BEAM_ELECTRICITY)
- return (true);
-
+ if (beam.name[0] == '0')
+ return false;
+ if (beam.flavour == BEAM_ELECTRICITY && gridtype != DNGN_METAL_WALL)
+ return true;
+ if ( (beam.flavour == BEAM_FIRE || beam.flavour == BEAM_COLD) &&
+ (gridtype == DNGN_GREEN_CRYSTAL_WALL) )
+ return true;
return (false);
}
@@ -2338,7 +2341,7 @@ static bool beam_term_on_target(struct bolt &beam, int x, int y)
// generic - all explosion-type beams can be targetted at empty space,
// and will explode there. This semantic also means that a creature
- // in the target cell will have no chance to dodge or block, so we
+ // in the target cell will have no chance to dodge or block, so we
// DON'T affect() the cell if this function returns true!
if (beam.is_explosion || beam.is_big_cloud)
@@ -2405,29 +2408,6 @@ static void beam_drop_object( struct bolt &beam, item_def *item, int x, int y )
} // if (thing_throw == 2) ...
}
-// somewhat complicated BOUNCE function
-// returns # of times beam bounces during routine (usually 1)
-//
-// step 1 is always the step value from the stepping direction.
-#define B_HORZ 1
-#define B_VERT 2
-#define B_BOTH 3
-
-
-// affects a single cell.
-// returns the amount of extra range 'used up' by this beam
-// during the affectation.
-//
-// pseudo-code:
-//
-// 1. If wall, and wall affecting non-tracer, affect the wall.
-// 1b. If for some reason the wall-affect didn't make it into
-// a non-wall, return affect_wall()
-// 2. for non-tracers, produce cloud effects affect_place_clouds()
-// 3. if cell holds player, affect player affect_player()
-// 4. if cell holds monster, affect monster affect_monster()
-// 5. return range used affectation.
-
int affect(struct bolt &beam, int x, int y)
{
// extra range used by hitting something
@@ -2446,7 +2426,7 @@ int affect(struct bolt &beam, int x, int y)
{
rangeUsed += affect_wall(beam, x, y);
}
- // if it's still a wall, quit - we can't do anything else to
+ // if it's still a wall, quit - we can't do anything else to
// a wall. Otherwise effects (like clouds, etc) are still possible.
if (grid_is_solid(grd[x][y]))
return (rangeUsed);
@@ -2458,7 +2438,7 @@ int affect(struct bolt &beam, int x, int y)
if (!beam.is_tracer)
rangeUsed += affect_place_clouds(beam, x, y);
- // if player is at this location, try to affect unless term_on_target
+ // if player is at this location, try to affect unless term_on_target
if (x == you.x_pos && y == you.y_pos)
{
// Done this way so that poison blasts affect the target once (via
@@ -2475,7 +2455,7 @@ int affect(struct bolt &beam, int x, int y)
return (BEAM_STOP);
}
- // if there is a monster at this location, affect it
+ // if there is a monster at this location, affect it
// submerged monsters aren't really there -- bwr
int mid = mgrd[x][y];
if (mid != NON_MONSTER && !mons_has_ench( &menv[mid], ENCH_SUBMERGED ))
@@ -2509,7 +2489,7 @@ static bool affectsWalls(struct bolt &beam)
if (beam.flavour == BEAM_DISINTEGRATION && beam.damage.num >= 3)
return (true);
- // eye of devestation?
+ // eye of devastation?
if (beam.flavour == BEAM_NUKE)
return (true);
@@ -2915,7 +2895,7 @@ static int affect_player( struct bolt &beam )
// BEGIN real beam code
beam.msg_generated = true;
- // use beamHit, NOT beam.hit, for modification of tohit.. geez!
+ // use beamHit, NOT beam.hit, for modification of tohit.. geez!
beamHit = beam.hit;
if (beam.name[0] != '0')
@@ -3267,7 +3247,7 @@ static int beam_source(const bolt &beam)
}
// return amount of range used up by affectation of this monster
-static int affect_monster(struct bolt &beam, struct monsters *mon)
+static int affect_monster(struct bolt &beam, struct monsters *mon)
{
int tid = mgrd[mon->x][mon->y];
int hurt;
@@ -3370,7 +3350,7 @@ static int affect_monster(struct bolt &beam, struct monsters *mon)
if (mons_has_ench( mon, ENCH_SUBMERGED ) && !beam.aimed_at_feet)
return (0); // missed me!
- // we need to know how much the monster _would_ be hurt by this, before
+ // we need to know how much the monster _would_ be hurt by this, before
// we decide if it actually hits.
// Roll the damage:
@@ -3398,7 +3378,7 @@ static int affect_monster(struct bolt &beam, struct monsters *mon)
const int old_hurt = hurt_final;
#endif
- // check monster resists, _without_ side effects (since the
+ // check monster resists, _without_ side effects (since the
// beam/missile might yet miss!)
hurt_final = mons_adjust_flavoured( mon, beam, hurt_final, false );
@@ -3413,17 +3393,17 @@ static int affect_monster(struct bolt &beam, struct monsters *mon)
}
#endif
- // now, we know how much this monster would (probably) be
+ // now, we know how much this monster would (probably) be
// hurt by this beam.
if (beam.is_tracer)
{
if (hurt_final != 0)
{
- // monster could be hurt somewhat, but only apply the
+ // monster could be hurt somewhat, but only apply the
// monster's power based on how badly it is affected.
- // For example, if a fire giant (power 16) threw a
- // fireball at another fire giant, and it only took
- // 1/3 damage, then power of 5 would be applied to
+ // For example, if a fire giant (power 16) threw a
+ // fireball at another fire giant, and it only took
+ // 1/3 damage, then power of 5 would be applied to
// foe_power or fr_power.
if (beam.is_friendly ^ mons_friendly(mon))
{
@@ -3446,7 +3426,7 @@ static int affect_monster(struct bolt &beam, struct monsters *mon)
// player beams which hit friendly MIGHT annoy them and be considered
// naughty if they do much damage (this is so as not to penalize
// players that fling fireballs into a melee with fire elementals
- // on their side - the elementals won't give a sh*t, after all)
+ // on their side - the elementals won't give a sh*t, after all)
if (nasty_beam(mon, beam))
{
@@ -3994,7 +3974,7 @@ static void explosion1(struct bolt &pbolt)
// explosion is considered to emanate from beam->target_x, target_y
// and has a radius equal to ex_size. The explosion will respect
-// boundaries like walls, but go through/around statues/idols/etc.
+// boundaries like walls, but go through/around statues/idols/etc.
// for each cell affected by the explosion, affect() is called.
@@ -4036,9 +4016,9 @@ void explosion( struct bolt &beam, bool hole_in_the_middle )
// as the recursion runs approximately as R^2
explosion_map(beam, 0, 0, 0, 0, r);
- // go through affected cells, drawing effect and
+ // go through affected cells, drawing effect and
// calling affect() and affect_items() for each.
- // now, we get a bit fancy, drawing all radius 0
+ // now, we get a bit fancy, drawing all radius 0
// effects, then radius 1, radius 2, etc. It looks
// a bit better that way.
@@ -4172,7 +4152,7 @@ static void explosion_map( struct bolt &beam, int x, int y,
return;
// 3. check to see if we're blocked by something
- // specifically, we're blocked by WALLS. Not
+ // specifically, we're blocked by WALLS. Not
// statues, idols, etc.
int dngn_feat = grd[beam.target_x + x][beam.target_y + y];
@@ -4206,8 +4186,8 @@ static void explosion_map( struct bolt &beam, int x, int y,
// returns true if the beam is harmful (ignoring monster
// resists) -- mon is given for 'special' cases where,
-// for example, "Heal" might actually hurt undead, or
-// "Holy Word" being ignored by holy monsters, etc.
+// for example, "Heal" might actually hurt undead, or
+// "Holy Word" being ignored by holy monsters, etc.
//
// only enchantments should need the actual monster type
// to determine this; non-enchantments are pretty
diff --git a/crawl-ref/source/direct.cc b/crawl-ref/source/direct.cc
index 2b13815bd7..a3706fa9fe 100644
--- a/crawl-ref/source/direct.cc
+++ b/crawl-ref/source/direct.cc
@@ -876,7 +876,7 @@ static char find_square( unsigned char xps, unsigned char yps,
onlyVis = (los & LOS_VISIBLE);
onlyHidden = (los & LOS_HIDDEN);
- const int minx = VIEW_SX, maxx = VIEW_EX,
+ const int minx = VIEW_SX, maxx = VIEW_EX,
miny = VIEW_SY - VIEW_Y_DIFF, maxy = VIEW_EY + VIEW_Y_DIFF,
ctrx = VIEW_CX, ctry = VIEW_CY;
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc
index 0beabda197..e2d037fa71 100644
--- a/crawl-ref/source/dungeon.cc
+++ b/crawl-ref/source/dungeon.cc
@@ -129,8 +129,8 @@ static bool treasure_area(int level_number, unsigned char ta1_x,
static bool is_weapon_special(int the_weapon);
static void set_weapon_special(int the_weapon, int spwpn);
static void big_room(int level_number);
-static void chequerboard(spec_room &sr, unsigned char
- target, unsigned char floor1, unsigned char floor2);
+static void chequerboard(spec_room &sr, unsigned char target,
+ unsigned char floor1, unsigned char floor2);
static void roguey_level(int level_number, spec_room &sr);
static void morgue(spec_room &sr);
@@ -292,7 +292,7 @@ void builder(int level_number, char level_type)
}
}
- // hook up the special room (if there is one, and it hasn't
+ // hook up the special room (if there is one, and it hasn't
// been hooked up already in roguey_level()
if (sr.created && !sr.hooked_up)
specr_2(sr);
@@ -341,7 +341,7 @@ void builder(int level_number, char level_type)
if (level_number > 5 && one_chance_in(500 - 5 * level_number))
items_wanted = 10 + random2avg( 90, 2 ); // rich level!
- // change pre-rock (105) to rock, and pre-floor (106) to floor
+ // change pre-rock (105) to rock, and pre-floor (106) to floor
replace_area( 0,0,GXM-1,GYM-1, DNGN_BUILDER_SPECIAL_WALL, DNGN_ROCK_WALL );
replace_area( 0,0,GXM-1,GYM-1, DNGN_BUILDER_SPECIAL_FLOOR, DNGN_FLOOR );
@@ -351,7 +351,7 @@ void builder(int level_number, char level_type)
// place monsters
builder_monsters(level_number, level_type, mon_wanted);
- // place shops, if appropriate
+ // place shops, if appropriate
if (player_in_branch( BRANCH_MAIN_DUNGEON )
|| player_in_branch( BRANCH_ORCISH_MINES )
|| player_in_branch( BRANCH_ELVEN_HALLS )
@@ -3644,7 +3644,7 @@ static bool find_in_area(int sx, int sy, int ex, int ey, unsigned char feature)
return (false);
}
-// stamp a box. can avoid a possible type, and walls and floors can
+// stamp a box. can avoid a possible type, and walls and floors can
// be different (or not stamped at all)
// Note that the box boundaries are INclusive.
static bool make_box(int room_x1, int room_y1, int room_x2, int room_y2,
@@ -3684,7 +3684,7 @@ static bool make_box(int room_x1, int room_y1, int room_x2, int room_y2,
// take care of labyrinth, abyss, pandemonium
// returns 1 if we should skip further generation,
-// -1 if we should immediately quit, and 0 otherwise.
+// -1 if we should immediately quit, and 0 otherwise.
static int builder_by_type(int level_number, char level_type)
{
if (level_type == LEVEL_LABYRINTH)
@@ -3740,7 +3740,7 @@ static int builder_by_type(int level_number, char level_type)
}
// returns 1 if we should skip further generation,
-// -1 if we should immediately quit, and 0 otherwise.
+// -1 if we should immediately quit, and 0 otherwise.
static int builder_by_branch(int level_number)
{
switch (you.where_are_you)
@@ -3987,7 +3987,7 @@ static int builder_normal(int level_number, char level_type, spec_room &sr)
}
}
- // maybe create a special room, if roguey_level hasn't done it
+ // maybe create a special room, if roguey_level hasn't done it
// already.
if (!sr.created && level_number > 5 && !done_city && one_chance_in(5))
special_room(level_number, sr);
@@ -3995,7 +3995,7 @@ static int builder_normal(int level_number, char level_type, spec_room &sr)
return 0;
}
-// returns 1 if we should skip extras(), otherwise 0
+// returns 1 if we should skip extras(), otherwise 0
static int builder_basic(int level_number)
{
int temp_rand;
@@ -4621,7 +4621,7 @@ static void builder_monsters(int level_number, char level_type, int mon_wanted)
while(which_unique < 0 || you.unique_creatures[which_unique])
{
- // sometimes, we just quit if a unique is already placed.
+ // sometimes, we just quit if a unique is already placed.
if (which_unique >= 0 && !one_chance_in(3))
{
which_unique = -1;
@@ -4800,7 +4800,7 @@ static void builder_items(int level_number, char level_type, int items_wanted)
// the entire intent of this function is to find a
// hallway from a special room to a floor space somewhere,
// changing the special room wall (DNGN_BUILDER_SPECIAL_WALL)
-// to a closed door, and normal rock wall to pre-floor.
+// to a closed door, and normal rock wall to pre-floor.
// Anything that might otherwise block the hallway is changed
// to pre-floor.
static void specr_2(spec_room &sr)
@@ -5234,7 +5234,7 @@ static void beehive(spec_room &sr)
mons_place( one_chance_in(7) ? MONS_KILLER_BEE_LARVA
: MONS_KILLER_BEE,
- BEH_SLEEP, MHITNOT, true, x, y );
+ BEH_SLEEP, MHITNOT, true, x, y );
}
}
@@ -7681,7 +7681,7 @@ static int box_room_door_spot(int x, int y)
static int box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors)
{
- int good_doors[200]; // 1 == good spot, 2 == door placed!
+ int good_doors[200]; // 1 == good spot, 2 == door placed!
int spot;
int i,j;
int doors_placed = new_doors;
@@ -7690,7 +7690,7 @@ static int box_room_doors( int bx1, int bx2, int by1, int by2, int new_doors)
if ( 2 * ( (bx2 - bx1) + (by2-by1) ) > 200)
return 0;
- // go through, building list of good door spots, and replacing wall
+ // go through, building list of good door spots, and replacing wall
// with door if we're about to block off another door.
int spot_count = 0;
@@ -8077,7 +8077,7 @@ static void big_room(int level_number)
// helper function for chequerboard rooms
// note that box boundaries are INclusive
-static void chequerboard( spec_room &sr, unsigned char target,
+static void chequerboard( spec_room &sr, unsigned char target,
unsigned char floor1, unsigned char floor2 )
{
int i, j;
@@ -8418,8 +8418,8 @@ void define_zombie( int mid, int ztype, int cs, int power )
if (cls == MONS_PROGRAM_BUG)
continue;
- // on certain branches, zombie creation will fail if we use
- // the mons_rarity() functions, because (for example) there
+ // on certain branches, zombie creation will fail if we use
+ // the mons_rarity() functions, because (for example) there
// are NO zombifiable "native" abyss creatures. Other branches
// where this is a problem are hell levels and the crypt.
// we have to watch for summoned zombies on other levels, too,
@@ -8478,8 +8478,8 @@ void define_zombie( int mid, int ztype, int cs, int power )
break;
}
- // every so often, we'll relax the OOD restrictions. Avoids
- // infinite loops (if we don't do this, things like creating
+ // every so often, we'll relax the OOD restrictions. Avoids
+ // infinite loops (if we don't do this, things like creating
// a large skeleton on level 1 may hang the game!
if (one_chance_in(5))
relax++;
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index 8e539e1aa2..42ecec871f 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -43,7 +43,7 @@
// torment_monsters is called with power 0 because torment is
// UNRESISTABLE except for being undead or having torment
-// resistance! Even if we used maximum power of 1000, high
+// resistance! Even if we used maximum power of 1000, high
// level monsters and characters would save too often. (GDL)
int torment_monsters(int x, int y, int pow, int caster)
diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc
index 3ebeae6505..93de92044b 100644
--- a/crawl-ref/source/fight.cc
+++ b/crawl-ref/source/fight.cc
@@ -1992,7 +1992,7 @@ void monster_attack(int monster_attacking)
return;
}
- // if a friend wants to help, they can attack <monster_attacking>
+ // if a friend wants to help, they can attack <monster_attacking>
if (you.pet_target == MHITNOT)
you.pet_target = monster_attacking;
diff --git a/crawl-ref/source/food.cc b/crawl-ref/source/food.cc
index 2e634defbc..b5cfb840b9 100644
--- a/crawl-ref/source/food.cc
+++ b/crawl-ref/source/food.cc
@@ -511,7 +511,7 @@ static bool food_change(bool suppress_message)
} // end food_change()
-// food_increment is positive for eating, negative for hungering
+// food_increment is positive for eating, negative for hungering
static void describe_food_change(int food_increment)
{
int magnitude = (food_increment > 0)?food_increment:(-food_increment);
diff --git a/crawl-ref/source/hiscores.cc b/crawl-ref/source/hiscores.cc
index 45d1ba7a36..84041fba62 100644
--- a/crawl-ref/source/hiscores.cc
+++ b/crawl-ref/source/hiscores.cc
@@ -126,7 +126,7 @@ void hiscores_new_entry( const scorefile_entry &ne )
}
}
- // special case: lowest score, with room
+ // special case: lowest score, with room
if (!inserted && i < SCORE_FILE_ENTRIES)
{
newest_entry = i;
@@ -685,7 +685,7 @@ static void hs_write( FILE *scores, scorefile_entry &se )
static void hs_parse_string(char *inbuf, struct scorefile_entry &se)
{
/* old entries are of the following format (Brent introduced some
- spacing at one point, we have to take this into account):
+ spacing at one point, we have to take this into account):
// Actually, I believe it might have been Brian who added the spaces,
// I was quite happy with the condensed version, given the 80 column
@@ -701,7 +701,7 @@ static void hs_parse_string(char *inbuf, struct scorefile_entry &se)
4. All numerics up to the comma are the clevel
5. From the comma, search for known fixed substrings and
translate to death_type. Leave death source = 0 for old
- scores, and just copy in the monster name.
+ scores, and just copy in the monster name.
6. Look for the branch type (again, substring search for
fixed strings) and level.
@@ -917,8 +917,8 @@ static void hs_search_death(char *inbuf, struct scorefile_entry &se)
// whew!
- // now, if we're still KILLED_BY_MONSTER, make sure that there is
- // a "killed by" somewhere, or else we're setting it to UNKNOWN.
+ // now, if we're still KILLED_BY_MONSTER, make sure that there is
+ // a "killed by" somewhere, or else we're setting it to UNKNOWN.
if (se.death_type == KILLED_BY_MONSTER)
{
if (strstr(inbuf, "killed by") == NULL)
@@ -988,7 +988,7 @@ static void hs_search_where(char *inbuf, struct scorefile_entry &se)
return;
}
- // from here, we have branch and level.
+ // from here, we have branch and level.
char *p = strstr(inbuf, "on L");
if (p != NULL)
{
@@ -1620,7 +1620,7 @@ std::string scorefile_entry::death_place(death_desc_verbosity verbosity) const
if (verbosity == DDV_ONELINE || verbosity == DDV_TERSE)
{
- snprintf( scratch, sizeof scratch, " (%s)",
+ snprintf( scratch, sizeof scratch, " (%s)",
place_name(get_packed_place(branch, dlvl, level_type),
false, true).c_str());
return (scratch);
diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc
index 0a7b9ca576..fd03ce64f3 100644
--- a/crawl-ref/source/item_use.cc
+++ b/crawl-ref/source/item_use.cc
@@ -337,7 +337,7 @@ void warn_shield_penalties()
}
// provide a function for handling initial wielding of 'special'
-// weapons, or those whose function is annoying to reproduce in
+// weapons, or those whose function is annoying to reproduce in
// other places *cough* auto-butchering *cough* {gdl}
void wield_effects(int item_wield_2, bool showMsgs)
@@ -1339,7 +1339,7 @@ bool throw_it(struct bolt &pbolt, int throw_2, monsters *dummy_target)
thr.ty = you.y_pos + random2(13) - 6;
}
- // even though direction is allowed, we're throwing so we
+ // even though direction is allowed, we're throwing so we
// want to use tx, ty to make the missile fly to map edge.
pbolt.set_target(thr);
@@ -1485,9 +1485,9 @@ bool throw_it(struct bolt &pbolt, int throw_2, monsters *dummy_target)
}
}
- // for all launched weapons, maximum effective specific skill
+ // for all launched weapons, maximum effective specific skill
// is twice throwing skill. This models the fact that no matter
- // how 'good' you are with a bow, if you know nothing about
+ // how 'good' you are with a bow, if you know nothing about
// trajectories you're going to be a damn poor bowman. Ditto
// for crossbows and slings.
@@ -1783,7 +1783,7 @@ bool throw_it(struct bolt &pbolt, int throw_2, monsters *dummy_target)
(10 * (you.skills[SK_RANGED_COMBAT] / 2 + you.strength - 10)) / 12;
// now, exDamBonus is a multiplier. The full multiplier
- // is applied to base damage, but only a third is applied
+ // is applied to base damage, but only a third is applied
// to the magical modifier.
exDamBonus = (exDamBonus * (3 * baseDam + ammoDamBonus)) / 30;
}
@@ -1924,7 +1924,7 @@ bool throw_it(struct bolt &pbolt, int throw_2, monsters *dummy_target)
else
strcpy(info, "You throw ");
- item_name( item, DESC_NOCAP_A, str_pass );
+ item_name( item, DESC_NOCAP_A, str_pass );
strcat(info, str_pass);
strcat(info, ".");
diff --git a/crawl-ref/source/itemname.cc b/crawl-ref/source/itemname.cc
index b7560150da..ecc7cff7c0 100644
--- a/crawl-ref/source/itemname.cc
+++ b/crawl-ref/source/itemname.cc
@@ -112,7 +112,7 @@ const char *item_name( const item_def &item, char descrip,
if (descrip == DESC_INVENTORY_EQUIP || descrip == DESC_INVENTORY)
{
if (in_inventory(item)) // actually in inventory
- snprintf( buff, ITEMNAME_SIZE, (terse) ? "%c) " : "%c - ",
+ snprintf( buff, ITEMNAME_SIZE, (terse) ? "%c) " : "%c - ",
index_to_letter( item.link ) );
else
descrip = DESC_CAP_A;
diff --git a/crawl-ref/source/items.cc b/crawl-ref/source/items.cc
index c88c5b48d4..96b860a63f 100644
--- a/crawl-ref/source/items.cc
+++ b/crawl-ref/source/items.cc
@@ -108,7 +108,7 @@ void link_items(void)
{
if (!is_valid_item(mitm[i]) || (mitm[i].x == 0 && mitm[i].y == 0))
{
- // item is not assigned, or is monster item. ignore.
+ // item is not assigned, or is monster item. ignore.
mitm[i].link = NON_ITEM;
continue;
}
@@ -2593,9 +2593,9 @@ void handle_time( long time_delta )
int added_contamination = 0;
// Account for mutagenic radiation. Invis and haste will give the
- // player about .1 points per turn, mutagenic randarts will give
- // about 1.5 points on average, so they can corrupt the player
- // quite quickly. Wielding one for a short battle is OK, which is
+ // player about .1 points per turn, mutagenic randarts will give
+ // about 1.5 points on average, so they can corrupt the player
+ // quite quickly. Wielding one for a short battle is OK, which is
// as things should be. -- GDL
if (you.invis && random2(10) < 6)
added_contamination++;
@@ -2621,7 +2621,7 @@ void handle_time( long time_delta )
{
mpr("Your body shudders with the violent release of wild energies!", MSGCH_WARN);
- // for particularly violent releases, make a little boom
+ // for particularly violent releases, make a little boom
if (you.magic_contamination > 25 && one_chance_in(3))
{
struct bolt boom;
@@ -2647,13 +2647,13 @@ void handle_time( long time_delta )
explosion(boom);
}
- // we want to warp the player, not do good stuff!
+ // we want to warp the player, not do good stuff!
if (one_chance_in(5))
mutate(100);
else
give_bad_mutation(coinflip());
- // we're meaner now, what with explosions and whatnot, but
+ // we're meaner now, what with explosions and whatnot, but
// we dial down the contamination a little faster if its actually
// mutating you. -- GDL
contaminate_player( -(random2(you.magic_contamination / 4) + 1) );
diff --git a/crawl-ref/source/libw32c.cc b/crawl-ref/source/libw32c.cc
index 7af0c1c517..60062c36ea 100644
--- a/crawl-ref/source/libw32c.cc
+++ b/crawl-ref/source/libw32c.cc
@@ -302,12 +302,12 @@ void setStringInput(bool value)
outmodes = 0;
}
- if ( SetConsoleMode( inbuf, inmodes ) == 0) {
+ if ( SetConsoleMode( inbuf, inmodes ) == 0) {
fputs("Error initialising console input mode.", stderr);
exit(0);
}
- if ( SetConsoleMode( outbuf, outmodes ) == 0) {
+ if ( SetConsoleMode( outbuf, outmodes ) == 0) {
fputs("Error initialising console output mode.", stderr);
exit(0);
}
@@ -356,7 +356,7 @@ void init_libw32c(void)
init_colors(oldTitle);
- // by default, set string input to false: use char-input only
+ // by default, set string input to false: use char-input only
setStringInput( false );
if (SetConsoleMode( outbuf, 0 ) == 0) {
fputs("Error initialising console output mode.", stderr);
@@ -442,7 +442,7 @@ void _setcursortype_internal(int curstype)
SetConsoleCursorInfo( outbuf, &cci );
CLOCKOUT(1)
- // now, if we just changed from NOCURSOR to CURSOR,
+ // now, if we just changed from NOCURSOR to CURSOR,
// actually move screen cursor
if (current_cursor != _NOCURSOR)
gotoxy(cx+1, cy+1);
@@ -602,7 +602,7 @@ void putch(char c)
// translate virtual keys
#define VKEY_MAPPINGS 10
-static int vk_tr[4][VKEY_MAPPINGS] = // virtual key, unmodified, shifted, control
+static int vk_tr[4][VKEY_MAPPINGS] = // virtual key, unmodified, shifted, control
{
{ VK_END, VK_DOWN, VK_NEXT, VK_LEFT, VK_CLEAR, VK_RIGHT, VK_HOME, VK_UP, VK_PRIOR, VK_INSERT },
{ CK_END, CK_DOWN, CK_PGDN, CK_LEFT, CK_CLEAR, CK_RIGHT, CK_HOME, CK_UP, CK_PGUP , CK_INSERT },
@@ -814,8 +814,8 @@ int getConsoleString(char *buf, int maxlen)
if (ReadConsole( inbuf, buf, (DWORD)(maxlen-1), &nread, NULL) == 0)
fputs("Error in ReadConsole()!", stderr);
- // terminate string, then strip CRLF, replace with \0
- buf[maxlen-1] = '\0';
+ // terminate string, then strip CRLF, replace with \0
+ buf[maxlen-1] = 0;
for (unsigned i=(nread<3 ? 0 : nread-3); i<nread; i++)
{
if (buf[i] == 0x0A || buf[i] == 0x0D)
diff --git a/crawl-ref/source/mon-util.cc b/crawl-ref/source/mon-util.cc
index ed278e924a..2007337d43 100644
--- a/crawl-ref/source/mon-util.cc
+++ b/crawl-ref/source/mon-util.cc
@@ -75,8 +75,8 @@ static const char *monster_spell_name[] = {
"Throw Frost",
"Paralysis",
"Slow",
- "Haste",
- "Confuse",
+ "Haste",
+ "Confuse",
"Venom Bolt",
"Fire Bolt",
"Cold Bolt",
@@ -95,32 +95,32 @@ static const char *monster_spell_name[] = {
"Orb Energy",
"Brain Feed",
"Level Summon",
- "Fake Rakshasa Summon",
+ "Fake Rakshasa Summon",
"Steam Ball",
"Summon Demon",
"Animate Dead",
"Pain",
- "Smite",
+ "Smite",
"Sticky Flame",
"Poison Blast",
"Summon Demon Lesser",
"Summon Ufetubus",
- "Purple Blast",
+ "Purple Blast",
"Summon Beast",
"Energy Bolt",
"Sting",
"Iron Bolt",
- "Stone Arrow",
+ "Stone Arrow",
"Poison Splash",
"Summon Undead",
- "Mutation",
+ "Mutation",
"Cantrip",
"Disintegrate",
"Marsh Gas",
"Quicksilver Bolt",
"Torment",
"Hellfire",
- "Metal Splinters",
+ "Metal Splinters",
"Summon Demon Greater",
"Banishment",
"Controlled Blink",
@@ -1551,7 +1551,7 @@ int mons_intel_type(int mc) //jmf: new, used by my spells
int mons_power(int mc)
{
- // for now, just return monster hit dice.
+ // for now, just return monster hit dice.
return (smc->hpdice[0]);
}
diff --git a/crawl-ref/source/monplace.cc b/crawl-ref/source/monplace.cc
index 140508d026..11399fa7fe 100644
--- a/crawl-ref/source/monplace.cc
+++ b/crawl-ref/source/monplace.cc
@@ -345,7 +345,7 @@ bool place_monster(int &id, int mon_type, int power, char behaviour,
proxOK = false;
break;
}
- // swap the monster and the player spots, unless the
+ // swap the monster and the player spots, unless the
// monster was generated in lava or deep water.
if (grd[px][py] == DNGN_LAVA || grd[px][py] == DNGN_DEEP_WATER)
{
@@ -378,8 +378,8 @@ bool place_monster(int &id, int mon_type, int power, char behaviour,
id = place_monster_aux( mon_type, behaviour, target, px, py, lev_mons,
extra, true);
- // now, forget about banding if the first placement failed, or there's too
- // many monsters already, or we successfully placed by stairs
+ // now, forget about banding if the first placement failed, or there's too
+ // many monsters already, or we successfully placed by stairs
if (id < 0 || id+30 > MAX_MONSTERS)
return false;
@@ -583,7 +583,7 @@ static int place_monster_aux( int mon_type, char behaviour, int target,
// setting attitude will always make the
// monster wander.. if you want sleeping
- // hostiles, use BEH_SLEEP since the default
+ // hostiles, use BEH_SLEEP since the default
// attitude is hostile.
if (behaviour > NUM_BEHAVIOURS)
{
diff --git a/crawl-ref/source/monspeak.cc b/crawl-ref/source/monspeak.cc
index 93025ed306..c8899f0528 100644
--- a/crawl-ref/source/monspeak.cc
+++ b/crawl-ref/source/monspeak.cc
@@ -1291,7 +1291,7 @@ bool mons_speaks(struct monsters *monster)
break;
case 11:
strcat(info,
- " says, \"I love to fight, but killing is better.\"");
+ " says, \"I love to fight, but killing is better.\"");
break;
}
break; // end Erica
@@ -2117,7 +2117,7 @@ bool mons_speaks(struct monsters *monster)
switch (random2(13))
{
case 0:
- strcat(info, " roars, \"DIE, PUNY ONE!\"");
+ strcat(info, " roars, \"DIE, PUNY ONE!\"");
break;
case 1:
strcat(info, " growls, \"YOU BORE ME SO.\"");
diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc
index 3158255c32..b1dfe5580e 100644
--- a/crawl-ref/source/monstuff.cc
+++ b/crawl-ref/source/monstuff.cc
@@ -902,7 +902,7 @@ static bool valid_morph( struct monsters *monster, int new_mclass )
{
unsigned char current_tile = grd[monster->x][monster->y];
- // morph targets are _always_ "base" classes, not derived ones.
+ // morph targets are _always_ "base" classes, not derived ones.
new_mclass = mons_species(new_mclass);
/* various inappropriate polymorph targets */
@@ -1313,7 +1313,7 @@ void behaviour_event( struct monsters *mon, int event, int src,
case ME_WHACK:
case ME_ANNOY:
- // will turn monster against <src>, unless they
+ // will turn monster against <src>, unless they
// are BOTH friendly and stupid. Hitting someone
// over the head, of course, always triggers this code.
if ( event == ME_WHACK ||
@@ -1340,7 +1340,7 @@ void behaviour_event( struct monsters *mon, int event, int src,
case ME_ALERT:
// will alert monster to <src> and turn them
- // against them, unless they have a current foe.
+ // against them, unless they have a current foe.
// it won't turn friends hostile either.
if (mon->behaviour != BEH_CORNERED)
mon->behaviour = BEH_SEEK;
@@ -1468,7 +1468,7 @@ static void handle_behaviour(struct monsters *mon)
}
// unfriendly monsters fighting other monsters will usually
- // target the player, if they're healthy
+ // target the player, if they're healthy
if (!isFriendly && mon->foe != MHITYOU && mon->foe != MHITNOT
&& proxPlayer && !one_chance_in(3) && isHealthy)
{
@@ -1559,7 +1559,7 @@ static void handle_behaviour(struct monsters *mon)
{
// if we've arrived at our target x,y
// do a stealth check. If the foe
- // fails, monster will then start
+ // fails, monster will then start
// tracking foe's CURRENT position,
// but only for a few moves (smell and
// intuition only go so far)
@@ -1627,7 +1627,7 @@ static void handle_behaviour(struct monsters *mon)
// by updating target x,y
if (mon->foe == MHITYOU)
{
- // sometimes, your friends will wander a bit.
+ // sometimes, your friends will wander a bit.
if (isFriendly && one_chance_in(8))
{
mon->target_x = 10 + random2(GXM - 10);
@@ -1679,9 +1679,9 @@ static void handle_behaviour(struct monsters *mon)
mon->target_y = 10 + random2(GYM - 10);
}
- // during their wanderings, monsters will
+ // during their wanderings, monsters will
// eventually relax their guard (stupid
- // ones will do so faster, smart monsters
+ // ones will do so faster, smart monsters
// have longer memories
if (!proxFoe && mon->foe != MHITNOT)
{
@@ -1696,7 +1696,7 @@ static void handle_behaviour(struct monsters *mon)
new_beh = BEH_SEEK;
// smart monsters flee until they can
// flee no more... possible to get a
- // 'CORNERED' event, at which point
+ // 'CORNERED' event, at which point
// we can jump back to WANDER if the foe
// isn't present.
@@ -2179,7 +2179,7 @@ static void handle_movement(struct monsters *monster)
// reproduced here is some semi-legacy code that makes monsters
// move somewhat randomly along oblique paths. It is an exceedingly
- // good idea, given crawl's unique line of sight properties.
+ // good idea, given crawl's unique line of sight properties.
//
// Added a check so that oblique movement paths aren't used when
// close to the target square. -- bwr
@@ -2478,7 +2478,7 @@ static bool handle_special_ability(struct monsters *monster, bolt & beem)
if (mons_has_ench(monster, ENCH_CONFUSION))
break;
- // friendly fiends won't use torment, preferring hellfire
+ // friendly fiends won't use torment, preferring hellfire
// (right now there is no way a monster can predict how
// badly they'll damage the player with torment) -- GDL
if (one_chance_in(4))
@@ -2544,12 +2544,12 @@ static bool handle_special_ability(struct monsters *monster, bolt & beem)
if (!mons_near(monster))
break;
- // the fewer spikes the manticore has left, the less
+ // the fewer spikes the manticore has left, the less
// likely it will use them.
if (random2(16) >= static_cast<int>(monster->number))
break;
- // do the throwing right here, since the beam is so
+ // do the throwing right here, since the beam is so
// easy to set up and doesn't involve inventory.
// set up the beam
@@ -3477,7 +3477,7 @@ static bool handle_throw(struct monsters *monster, bolt & beem)
return (false);
// recent addition {GDL} - monsters won't throw if they can do melee.
- // wastes valuable ammo, and most monsters are better at melee anyway.
+ // wastes valuable ammo, and most monsters are better at melee anyway.
if (adjacent( beem.target_x, beem.target_y, monster->x, monster->y ))
return (false);
@@ -4477,7 +4477,7 @@ static void monster_move(struct monsters *monster)
// we're hostile (even if we're heading somewhere
// else)
- // smacking another monster is good, if the monsters
+ // smacking another monster is good, if the monsters
// are aligned differently
if (mgrd[targ_x][targ_y] != NON_MONSTER)
{
@@ -4552,7 +4552,7 @@ static void monster_move(struct monsters *monster)
continue;
break;
- // this isn't harmful, but dumb critters might think so.
+ // this isn't harmful, but dumb critters might think so.
case CLOUD_GREY_SMOKE:
case CLOUD_GREY_SMOKE_MON:
if (mons_intel(monster->type) > I_ANIMAL || coinflip())
@@ -4652,10 +4652,10 @@ static void monster_move(struct monsters *monster)
}
- // now, if a monster can't move in its intended direction, try
- // either side. If they're both good, move in whichever dir
+ // now, if a monster can't move in its intended direction, try
+ // either side. If they're both good, move in whichever dir
// gets it closer(farther for fleeing monsters) to its target.
- // If neither does, do nothing.
+ // If neither does, do nothing.
if (good_move[mmov_x + 1][mmov_y + 1] == false)
{
int current_distance = grid_distance( monster->x, monster->y,
@@ -4679,7 +4679,7 @@ static void monster_move(struct monsters *monster)
int dist[2];
- // first 1 away, then 2 (3 is silly)
+ // first 1 away, then 2 (3 is silly)
for (int j = 1; j <= 2; j++)
{
int sdir, inc;
diff --git a/crawl-ref/source/mstuff2.cc b/crawl-ref/source/mstuff2.cc
index cd68e70cc9..d479c75374 100644
--- a/crawl-ref/source/mstuff2.cc
+++ b/crawl-ref/source/mstuff2.cc
@@ -1150,8 +1150,8 @@ bool mons_throw(struct monsters *monster, struct bolt &pbolt, int hand_used)
if (mons_intel(monster->type) == I_HIGH)
exHitBonus += 10;
- // now, if a monster is, for some reason, throwing something really
- // stupid, it will have baseHit of 0 and damage of 0. Ah well.
+ // now, if a monster is, for some reason, throwing something really
+ // stupid, it will have baseHit of 0 and damage of 0. Ah well.
strcpy(info, ptr_monam( monster, DESC_CAP_THE) );
strcat(info, (launched) ? " shoots " : " throws ");
diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc
index cbdc6845ab..97718a3691 100644
--- a/crawl-ref/source/newgame.cc
+++ b/crawl-ref/source/newgame.cc
@@ -444,8 +444,8 @@ bool new_game(void)
you.is_undead = ((you.species == SP_MUMMY) ? US_UNDEAD :
(you.species == SP_GHOUL) ? US_HUNGRY_DEAD : US_ALIVE);
- // before we get into the inventory init, set light radius based
- // on species vision. currently, all species see out to 8 squares.
+ // before we get into the inventory init, set light radius based
+ // on species vision. currently, all species see out to 8 squares.
you.normal_vision = 8;
you.current_vision = 8;
@@ -3044,7 +3044,7 @@ spec_query:
return true;
}
-// returns true if a class was chosen, false if we should go back to
+// returns true if a class was chosen, false if we should go back to
// race selection.
bool choose_class(void)
diff --git a/crawl-ref/source/output.cc b/crawl-ref/source/output.cc
index 3bd2f8d2e1..9d510e9216 100644
--- a/crawl-ref/source/output.cc
+++ b/crawl-ref/source/output.cc
@@ -643,7 +643,7 @@ void get_full_detail(char* buffer, bool calc_unid)
}
else
{
- snprintf(CUR_AD, "HP : %3d/%d (%d)",
+ snprintf(CUR_AD, "HP : %3d/%d (%d)",
you.hp, you.hp_max, you.hp_max + player_rotted() );
}
diff --git a/crawl-ref/source/spells2.cc b/crawl-ref/source/spells2.cc
index b5023cd8b0..8fbd11ac3d 100644
--- a/crawl-ref/source/spells2.cc
+++ b/crawl-ref/source/spells2.cc
@@ -374,7 +374,7 @@ int animate_dead( int power, int corps_beh, int corps_hit, int actual )
return number_raised;
} // end animate_dead()
-int animate_a_corpse( int axps, int ayps, int corps_beh, int corps_hit,
+int animate_a_corpse( int axps, int ayps, int corps_beh, int corps_hit,
int class_allowed )
{
if (igrd[axps][ayps] == NON_ITEM)
diff --git a/crawl-ref/source/spells4.cc b/crawl-ref/source/spells4.cc
index ded812df5e..1c665cec12 100644
--- a/crawl-ref/source/spells4.cc
+++ b/crawl-ref/source/spells4.cc
@@ -2702,7 +2702,7 @@ void cast_twist(int pow)
if (pow > 25)
pow = 25;
- // Get target, using DIR_TARGET for targetting only,
+ // Get target, using DIR_TARGET for targetting only,
// since we don't use fire_beam() for this spell.
if (spell_direction(targ, tmp, DIR_TARGET) == -1)
return;
@@ -2754,7 +2754,7 @@ void cast_far_strike(int pow)
struct dist targ;
struct bolt tmp; // used, but ignored
- // Get target, using DIR_TARGET for targetting only,
+ // Get target, using DIR_TARGET for targetting only,
// since we don't use fire_beam() for this spell.
if (spell_direction(targ, tmp, DIR_TARGET) == -1)
return;
@@ -3061,8 +3061,8 @@ static int quadrant_blink(int x, int y, int pow, int garbage)
// setup: Brent's new algorithm
// we are interested in two things: distance of a test point from
- // the ideal 'line', and the distance of a test point from two
- // actual points, one in the 'correct' direction and one in the
+ // the ideal 'line', and the distance of a test point from two
+ // actual points, one in the 'correct' direction and one in the
// 'incorrect' direction.
// scale distance by 10 for more interesting numbers.
diff --git a/crawl-ref/source/spl-book.cc b/crawl-ref/source/spl-book.cc
index 101b8d6f07..4f6e040563 100644
--- a/crawl-ref/source/spl-book.cc
+++ b/crawl-ref/source/spl-book.cc
@@ -1509,7 +1509,7 @@ int staff_spell( int staff )
if (!is_valid_spell_in_book( staff, spell ))
goto whattt;
- specspell = which_spell_in_book( type, spell );
+ specspell = which_spell_in_book( type, spell );
if (specspell == SPELL_NO_SPELL)
goto whattt;
diff --git a/crawl-ref/source/spl-util.cc b/crawl-ref/source/spl-util.cc
index 34d7c48933..020e5fa0c2 100644
--- a/crawl-ref/source/spl-util.cc
+++ b/crawl-ref/source/spl-util.cc
@@ -65,7 +65,7 @@ void init_playerspells(void)
for (x = 0; x < NUM_SPELLS; x++)
plyrspell_list[x] = -1;
- // can only use up to PLYRSPELLDATASIZE _MINUS ONE_, or the
+ // can only use up to PLYRSPELLDATASIZE _MINUS ONE_, or the
// last entry tries to set plyrspell_list[SPELL_NO_SPELL]
// which corrupts the heap.
for (x = 0; x < PLYRSPELLDATASIZE - 1; x++)
diff --git a/crawl-ref/source/stash.cc b/crawl-ref/source/stash.cc
index f09851b52a..653f0bfcc9 100644
--- a/crawl-ref/source/stash.cc
+++ b/crawl-ref/source/stash.cc
@@ -695,7 +695,7 @@ std::string ShopInfo::description() const
return (name);
}
-bool ShopInfo::matches_search(const std::string &prefix,
+bool ShopInfo::matches_search(const std::string &prefix,
const base_pattern &search,
stash_search_result &res) const
{
diff --git a/crawl-ref/source/stuff.cc b/crawl-ref/source/stuff.cc
index 4e33dc2f0c..e9b97624ea 100644
--- a/crawl-ref/source/stuff.cc
+++ b/crawl-ref/source/stuff.cc
@@ -144,8 +144,8 @@ void tag_followers( void )
if (fmenv->speed_increment < 50)
continue;
- // only friendly monsters, or those actively seeking the
- // player, will follow up/down stairs.
+ // only friendly monsters, or those actively seeking the
+ // player, will follow up/down stairs.
if (!(mons_friendly(fmenv) ||
(fmenv->behaviour == BEH_SEEK && fmenv->foe == MHITYOU)))
{
diff --git a/crawl-ref/source/tags.cc b/crawl-ref/source/tags.cc
index 3ed5734355..789451f3a2 100644
--- a/crawl-ref/source/tags.cc
+++ b/crawl-ref/source/tags.cc
@@ -17,7 +17,7 @@
than anything else, it is not actually saved as a tag) to TAG_XXX. NUM_TAGS
is equal to the actual number of defined tags.
-2. Tags are created with tag_construct(), which forwards the construction
+2. Tags are created with tag_construct(), which forwards the construction
request appropriately. tag_write() is then used to write the tag to an
output stream.
@@ -25,15 +25,15 @@
forwards the request appropriately, returning the ID of the tag it found,
or zero if no tag was found.
-4. In order to know which tags are used by a particular file type, a client
+4. In order to know which tags are used by a particular file type, a client
calls tag_set_expected( fileType ), which sets up an array of chars.
Within the array, a value of 1 means the tag is expected; -1 means that
the tag is not expected. A client can then set values in this array to
anything other than 1 to indicate a successful tag_read() of that tag.
5. A case should be provided in tag_missing() for any tag which might be
- missing from a tagged save file. For example, if a developer adds
- TAG_YOU_NEW_STUFF to the player save file, he would have to provide a
+ missing from a tagged save file. For example, if a developer adds
+ TAG_YOU_NEW_STUFF to the player save file, he would have to provide a
case in tag_missing() for this tag since it might not be there in
earlier savefiles. The tags defined with the original tag system (and
so not needing cases in tag_missing()) are as follows:
@@ -487,7 +487,7 @@ int tag_read(FILE *fp, char minorVersion)
// For now, none are supported.
// This function will be called AFTER all other tags for
-// the savefile are read, so everything that can be
+// the savefile are read, so everything that can be
// initialized should have been by now.
// minorVersion is available for any child functions that need
@@ -539,12 +539,12 @@ void tag_set_expected(char tags[], int fileType)
}
}
-// NEVER _MODIFY_ THE CONSTRUCT/READ FUNCTIONS, EVER. THAT IS THE WHOLE POINT
+// NEVER _MODIFY_ THE CONSTRUCT/READ FUNCTIONS, EVER. THAT IS THE WHOLE POINT
// OF USING TAGS. Apologies for the screaming.
// Note anyway that the formats are somewhat flexible; you could change map
-// size, the # of slots in player inventory, etc. Constants like GXM,
-// NUM_EQUIP, and NUM_DURATIONS are saved, so the appropriate amount will
+// size, the # of slots in player inventory, etc. Constants like GXM,
+// NUM_EQUIP, and NUM_DURATIONS are saved, so the appropriate amount will
// be restored even if a later version increases these constants.
// --------------------------- player tags (foo.sav) -------------------- //
@@ -774,7 +774,7 @@ static void tag_construct_you_items(struct tagHeader &th)
marshallByte(th, 50);
// this is really dumb. We copy the id[] array from itemname
- // to the stack, for no good reason that I can see.
+ // to the stack, for no good reason that I can see.
char identy[4][50];
save_id(identy);
@@ -1771,8 +1771,8 @@ static void tag_read_level_monsters(struct tagHeader &th, char minorVersion)
menv[i].target_y = unmarshallByte(th);
menv[i].flags = unmarshallByte(th);
- // VERSION NOTICE: for pre 4.2 files, flags was either 0
- // or 1. Now, we can transfer ENCH_CREATED_FRIENDLY over
+ // VERSION NOTICE: for pre 4.2 files, flags was either 0
+ // or 1. Now, we can transfer ENCH_CREATED_FRIENDLY over
// from the enchantments array to flags.
// Also need to take care of ENCH_FRIEND_ABJ_xx flags
@@ -1855,7 +1855,7 @@ void tag_missing_level_attitude()
// a foe first time through handle_monster() if
// there's one around.
- // as for attitude, a couple simple checks
+ // as for attitude, a couple simple checks
// can be used to determine friendly/neutral/
// hostile.
int i;
diff --git a/crawl-ref/source/view.cc b/crawl-ref/source/view.cc
index 486d961049..3339341caf 100644
--- a/crawl-ref/source/view.cc
+++ b/crawl-ref/source/view.cc
@@ -702,9 +702,9 @@ bool check_awaken(int mons_aw)
+ mons_see_invis(monster) * 5;
// critters that are wandering still have MHITYOU as their foe are
- // still actively on guard for the player, even if they can't see
+ // still actively on guard for the player, even if they can't see
// him. Give them a large bonus (handle_behaviour() will nuke 'foe'
- // after a while, removing this bonus.
+ // after a while, removing this bonus.
if (monster->behaviour == BEH_WANDER && monster->foe == MHITYOU)
mons_perc += 15;
@@ -968,7 +968,7 @@ bool noisy( int loudness, int nois_x, int nois_y, const char *msg )
#define LOS_MAX_RANGE 9
// the following two constants represent the 'middle' of the sh array.
-// since the current shown area is 19x19, centering the view at (9,9)
+// since the current shown area is 19x19, centering the view at (9,9)
// means it will be exactly centered.
// This is done to accomodate possible future changes in viewable screen
// area - simply change sh_xo and sh_yo to the new view center.