#define LR_UPTELE 5
#define LR_DOWNTELE 6
-typedef struct dest_area { /* non-stairway level change indentifier */
+typedef struct dest_area { /* non-stairway level change identifier */
xchar lx, ly; /* "lower" left corner (near [0,0]) */
xchar hx, hy; /* "upper" right corner (near [COLNO,ROWNO]) */
xchar nlx, nly; /* outline of invalid area */
boolean num_pad; /* same as iflags.num_pad except during updates */
boolean pcHack_compat; /* for numpad: affects 5, M-5, and M-0 */
boolean phone_layout; /* inverted keypad: 1,2,3 above, 7,8,9 below */
- boolean swap_yz; /* German keyboads; use z to move NW, y to zap */
+ boolean swap_yz; /* German keyboards; use z to move NW, y to zap */
char move_W, move_NW, move_N, move_NE, move_E, move_SE, move_S, move_SW;
const char *dirchars; /* current movement/direction characters */
const char *alphadirchars; /* same as dirchars if !numpad */
/* bones preparation: perform the lamp transformation
before releasing the djinni in case the latter turns out
to be fatal (a hostile djinni has no chance to attack yet,
- but an indebtted one who grants a wish might bestow an
+ but an indebted one who grants a wish might bestow an
artifact which blasts the hero with lethal results) */
uwep->otyp = OIL_LAMP;
uwep->spe = 0; /* for safety */
/*
* TODO? Force off gloves if either or both rings are going to
* become unworn; force off cloak [suit] before suit [shirt].
- * The torso handling is hyphothetical; the case for gloves is
+ * The torso handling is hypothetical; the case for gloves is
* not, due to the possibility of unwearing silver rings.
*/
/* when wearing (or taking off) an unID'd item, this routine is used
to distinguish between observable +0 result and no-visible-effect
- due to an attribute not being able to exceed maximum or minimun */
+ due to an attribute not being able to exceed maximum or minimum */
boolean
extremeattr(attrindx) /* does attrindx's value match its max or min? */
int attrindx;
return 0;
}
/* Levitation might be blocked, but player can still use '>' to
- turn off controlled levitaiton */
+ turn off controlled levitation */
if (HLevitation || ELevitation) {
if ((HLevitation & I_SPECIAL) || (ELevitation & W_ARTI)) {
/* end controlled levitation */
disttmp = -4;
tmp += disttmp;
- /* gloves are a hinderance to proper use of bows */
+ /* gloves are a hindrance to proper use of bows */
if (uarmg && uwep && objects[uwep->otyp].oc_skill == P_BOW) {
switch (uarmg->otyp) {
case GAUNTLETS_OF_POWER: /* metal */
winid win;
int lastdun = -1;
- /* lazy intialization */
+ /* lazy initialization */
(void) recalc_mapseen();
win = create_nhwindow(NHW_MENU);
}
if (!mons[otmp->corpsenm].cnutrit) {
- /* no nutrution: rots away, no message if you passed out */
+ /* no nutrition: rots away, no message if you passed out */
if (!retcode)
pline_The("corpse rots away completely.");
if (carried(otmp))
boulder = sobj_at(BOULDER, x, y);
/* if a statue is displayed at the target location,
player is attempting to attack it [and boulder
- handlng below is suitable for handling that] */
+ handling below is suitable for handling that] */
if (glyph_is_statue(glyph)
|| (Hallucination && glyph_is_monster(glyph)))
boulder = sobj_at(STATUE, x, y);
* otmp2 = otmp->nobj;
* ...
* }
- * is inadeqate here. Use each object's bypass bit to keep
+ * is inadequate here. Use each object's bypass bit to keep
* track of which list elements have already been processed.
*/
bypass_objlist(*objchn, FALSE); /* clear chain's bypass bits */
drift ? "" : onwhat);
}
if (dfeature && !drift && !strcmp(dfeature, surface(u.ux, u.uy)))
- dfeature = 0; /* ice already identifed */
+ dfeature = 0; /* ice already identified */
if (!can_reach_floor(TRUE)) {
pline("But you can't reach it!");
return (0);
(void) snuff_lit(obj);
/*
- * All of this maniuplation is needed to keep the display correct.
+ * All of this manipulation is needed to keep the display correct.
* There is a flush at the next pline().
*/
ax = magr->mx;
/* put box/chest inside;
* 40% chance for at least 1 box, regardless of number
* of rooms; about 5 - 7.5% for 2 boxes, least likely
- * when few rooms; chance for 3 or more is neglible.
+ * when few rooms; chance for 3 or more is negligible.
*/
if (!rn2(nroom * 5 / 2))
(void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, somex(croom),
}
/* make a chameleon take on another shape, or a polymorph target
- (possibly self-infliced) become a different monster;
+ (possibly self-inflicted) become a different monster;
returns 1 if it actually changes form */
int
newcham(mtmp, mdat, polyspot, msg)
if (otmp->otyp == MAGIC_LAMP) { /* 1 */
/* normal use (ie, as light source) of a magic lamp never
degrades its value, but not charging anything would make
- identifcation too easy; charge an amount comparable to
+ identification too easy; charge an amount comparable to
what is charged for an ordinary lamp (don't bother with
angry shk surchage) */
if (!altusage)
* is based on air currents. This is
* consistent with that.
* The unexpected additional force of the
- * air currents once leviation
+ * air currents once levitation
* ceases knocks you off your feet.
*/
if (Hallucination)
* the glyph -- E.g. darken room spot, etc.
* o If we now could see the location (yet the location is not
* lit), but previously we couldn't see the location, or vice
- * versa. Update the spot because there there may be an infared
+ * versa. Update the spot because there there may be an infrared
* monster there.
*/
else {
}
/* fall through :-) */
- case STRAT_NONE: /* harrass */
+ case STRAT_NONE: /* harass */
if (!rn2(!mtmp->mflee ? 5 : 33))
mnexto(mtmp);
return (0);
otmp->corpsenm = NON_PM;
otmp->spe = 0;
- /* now change it into something layed by the hero */
+ /* now change it into something laid by the hero */
while (tryct--) {
mnum = can_be_hatched(random_monster());
if (mnum != NON_PM && !dead_species(mnum, TRUE)) {
- otmp->spe = 1; /* layed by hero */
+ otmp->spe = 1; /* laid by hero */
set_corpsenm(otmp, mnum); /* also sets hatch timer */
break;
}
}
/*
* It is possible that we can now merge some inventory.
- * Do a higly paranoid merge. Restart from the beginning
+ * Do a highly paranoid merge. Restart from the beginning
* until no merges.
*/
do {
{
int intell = ACURR(A_INT);
- /* Punish low intellegence before low level else low intellegence
+ /* Punish low intelligence before low level else low intelligence
gets punished only when high level */
if (intell <= 9) {
/* -3 penalty, but never reduce combined amount below 1