Your("warning senses cause you to take a second %s.",
Blind ? "to check nearby" : "look close by");
display_nhwindow(WIN_MESSAGE, FALSE); /* flush messages */
- }
+ }
mtmp->mundetected = 0;
newsym(x, y);
goto find;
obj, doname, thesimpleoname, "that")) != 'y')
return 0;
}
- if (!wield_tool(obj, "use"))
+ if (!wield_tool(obj, "use"))
return 0;
res = 1;
}
}
/*
- * freehand - returns true if player has a free hand
+ * freehand - returns true if player has a free hand
*/
int
freehand()
RING_CLASS, 0 };
/* Mohs' Hardness Scale:
- * 1 - Talc 6 - Orthoclase
- * 2 - Gypsum 7 - Quartz
- * 3 - Calcite 8 - Topaz
- * 4 - Fluorite 9 - Corundum
- * 5 - Apatite 10 - Diamond
+ * 1 - Talc 6 - Orthoclase
+ * 2 - Gypsum 7 - Quartz
+ * 3 - Calcite 8 - Topaz
+ * 4 - Fluorite 9 - Corundum
+ * 5 - Apatite 10 - Diamond
*
* Since granite is an igneous rock hardness ~ 7, anything >= 8 should
* probably be able to scratch the rock.
* Devaluation of less hard gems is not easily possible because obj struct
* does not contain individual oc_cost currently. 7/91
*
- * steel - 5-8.5 (usu. weapon)
- * diamond - 10 * jade - 5-6 (nephrite)
- * ruby - 9 (corundum) * turquoise - 5-6
- * sapphire - 9 (corundum) * opal - 5-6
- * topaz - 8 * glass - ~5.5
- * emerald - 7.5-8 (beryl) * dilithium - 4-5??
- * aquamarine - 7.5-8 (beryl) * iron - 4-5
- * garnet - 7.25 (var. 6.5-8) * fluorite - 4
- * agate - 7 (quartz) * brass - 3-4
- * amethyst - 7 (quartz) * gold - 2.5-3
- * jasper - 7 (quartz) * silver - 2.5-3
- * onyx - 7 (quartz) * copper - 2.5-3
- * moonstone - 6 (orthoclase) * amber - 2-2.5
+ * steel - 5-8.5 (usu. weapon)
+ * diamond - 10 * jade - 5-6 (nephrite)
+ * ruby - 9 (corundum) * turquoise - 5-6
+ * sapphire - 9 (corundum) * opal - 5-6
+ * topaz - 8 * glass - ~5.5
+ * emerald - 7.5-8 (beryl) * dilithium - 4-5??
+ * aquamarine - 7.5-8 (beryl) * iron - 4-5
+ * garnet - 7.25 (var. 6.5-8) * fluorite - 4
+ * agate - 7 (quartz) * brass - 3-4
+ * amethyst - 7 (quartz) * gold - 2.5-3
+ * jasper - 7 (quartz) * silver - 2.5-3
+ * onyx - 7 (quartz) * copper - 2.5-3
+ * moonstone - 6 (orthoclase) * amber - 2-2.5
*/
/* return 1 if action took 1 (or more) moves, 0 if error or aborted */
/* NetHack 3.6 fountain.c $NHDT-Date: 1455402364 2016/02/13 22:26:04 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.56 $ */
-/* Copyright Scott R. Turner, srt@ucla, 10/27/86 */
+/* Copyright Scott R. Turner, srt@ucla, 10/27/86 */
/* NetHack may be freely redistributed. See license for details. */
/* Code for drinking from fountains. */
case 29: /* You see coins */
/* We make fountains have more coins the closer you are to the
* surface. After all, there will have been more people going
- * by. Just like a shopping mall! Chris Woodbury */
+ * by. Just like a shopping mall! Chris Woodbury */
if (FOUNTAIN_IS_LOOTED(u.ux, u.uy))
break;
}
/*
- * As these are spells, the damage is related to the level
- * of the monster casting the spell.
+ * As these are spells, the damage is related to the level
+ * of the monster casting the spell.
*/
if (!foundyou) {
dmg = 0;
}
/*
- * If we have drawn a map without walls, this allows us to
- * auto-magically wallify it. Taken from lev_main.c.
+ * If we have drawn a map without walls, this allows us to
+ * auto-magically wallify it. Taken from lev_main.c.
*/
STATIC_OVL void
wallify_map()
struct rm *lev;
int FDECL((*loc_f), (int, int));
int bits;
- int locale[3][3]; /* rock or wall status surrounding positions */
+ int locale[3][3]; /* rock or wall status surrounding positions */
/*
* Value 0 represents a free-standing wall. It could be anything,
/*
* Search for a special room given its type (zoo, court, etc...)
- * Special values :
- * - ANY_SHOP
- * - ANY_TYPE
+ * Special values :
+ * - ANY_SHOP
+ * - ANY_TYPE
*/
struct mkroom *
search_special(type)
i < NUM_OBJECTS && (!oclass || objects[i].oc_class == oclass);
++i) {
/* don't match extra descriptions (w/o real name) */
- if ((zn = OBJ_NAME(objects[i])) == 0)
+ if ((zn = OBJ_NAME(objects[i])) == 0)
continue;
if (wishymatch(name, zn, TRUE)
|| ((zn = OBJ_DESCR(objects[i])) != 0
num = 0;
if (!index(op, GOLD_SYM))
- buf[num++] = COIN_CLASS;
+ buf[num++] = COIN_CLASS;
for (sp = op; *sp; sp++) {
oc_sym = def_char_to_objclass(*sp);
}
if (yn(question) == 'y')
yes_to_moreinfo = TRUE;
- }
+ }
if (user_typed_name || without_asking || yes_to_moreinfo) {
if (dlb_fseek(fp, (long) txt_offset + entry_offset,
Strcat(info, ", asleep");
#if 0 /* unfortunately mfrozen covers temporary sleep and being busy \
(donning armor, for instance) as well as paralysis */
- else if (mtmp->mfrozen) Strcat(info, ", paralyzed");
+ else if (mtmp->mfrozen)
+ Strcat(info, ", paralyzed");
#else
else if (mtmp->mfrozen || !mtmp->mcanmove)
Strcat(info, ", can't move");
/* NetHack 3.6 rect.c $NHDT-Date: 1432512774 2015/05/25 00:12:54 $ $NHDT-Branch: master $:$NHDT-Revision: 1.11 $ */
-/* Copyright (c) 1990 by Jean-Christophe Collet */
+/* Copyright (c) 1990 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
|| !strcmpi(buf, "Creosote")) {
if (!mvitals[PM_CROESUS].died) {
if (Deaf) {
- if (!Blind) pline("%s waves goodbye.", noit_Monnam(guard));
+ if (!Blind)
+ pline("%s waves goodbye.", noit_Monnam(guard));
} else {
verbalize(
- "Oh, yes, of course. Sorry to have disturbed you.");
+ "Oh, yes, of course. Sorry to have disturbed you.");
}
mongone(guard);
} else {
if (Deaf) {
if (!Blind)
pline("%s mouths something and looks very angry!",
- noit_Monnam(guard));
- } else {
- verbalize("Back from the dead, are you? I'll remedy that!");
- }
+ noit_Monnam(guard));
+ } else {
+ verbalize(
+ "Back from the dead, are you? I'll remedy that!");
+ }
/* don't want guard to waste next turn wielding a weapon */
if (!MON_WEP(guard)) {
guard->weapon_check = NEED_HTH_WEAPON;
if (!umoney && !hidden_gold()) {
if (Deaf)
pline("%s stomps%s.", noit_Monnam(guard),
- (Blind) ? "" : " and beckons");
+ (Blind) ? "" : " and beckons");
else
verbalize("Please follow me.");
} else {
if (Deaf) {
if (!Blind)
pline("%s glares at you%s.", noit_Monnam(guard),
- invent ? "r stuff" : "");
+ invent ? "r stuff" : "");
} else {
verbalize("You have hidden gold.");
- }
+ }
}
if (Deaf) {
if (!Blind)
- pline("%s holds out %s palm and beckons with %s other hand.",
- noit_Monnam(guard), mhis(guard), mhis(guard));
- } else {
+ pline(
+ "%s holds out %s palm and beckons with %s other hand.",
+ noit_Monnam(guard), mhis(guard), mhis(guard));
+ } else {
verbalize(
"Most likely all your gold was stolen from this vault.");
verbalize("Please drop that gold and follow me.");
- }
+ }
}
EGD(guard)->gdx = gx;
EGD(guard)->gdy = gy;
noit_Monnam(grd), mhis(grd));
} else {
verbalize("Drop all your gold, scoundrel!");
- }
+ }
return 0;
} else {
if (Deaf) {
if (!Blind)
pline("%s rubs %s hands with enraged delight!",
- noit_Monnam(grd), mhis(grd));
+ noit_Monnam(grd), mhis(grd));
} else {
verbalize("So be it, rogue!");
- }
+ }
grd->mpeaceful = 0;
return -1;
}