#define DISP_END (-6) /* Clean up. */
#define DISP_FREEMEM (-7) /* Free all memory during exit only. */
-/* Total number of cmap indices in the sheild_static[] array. */
+/* Total number of cmap indices in the shield_static[] array. */
#define SHIELD_COUNT 21
/*
/*
* This header is the supported external interface for the "tty" window
* package. This package sports care-free handling of "dumb" tty windows
- * (preferrably using monospaced fonts) - it does NOT remember the strings
+ * (preferably using monospaced fonts) - it does NOT remember the strings
* sent to it; rather, it uses an offscreen bitmap.
*
* For best performance, make sure it is aligned on a 32-pixel boundary
const char *leave_msg; /* Message when leaving */
long ttl; /* Time to live. -1 is forever */
short expire_f; /* Function to call when region's ttl expire */
- short can_enter_f; /* Function to call to check wether the player
+ short can_enter_f; /* Function to call to check whether the player
can, or can not, enter the region */
short enter_f; /* Function to call when the player enters*/
- short can_leave_f; /* Function to call to check wether the player
+ short can_leave_f; /* Function to call to check whether the player
can, or can not, leave the region */
short leave_f; /* Function to call when the player leaves */
short inside_f; /* Function to call every turn if player's
#include <windows.h>
-/* Detect the targe device */
+/* Detect the target device */
#if defined(WIN32_PLATFORM_PSPC)
#if _WIN32_WCE >= 300
#define WIN_CE_POCKETPC
#define NHW_NONE 0 /* Unallocated window type. Must be */
/* different from any other NHW_* type. */
-#define NO_CLICK 0 /* No click occured on the map window. Must */
+#define NO_CLICK 0 /* No click occurred on the map window. Must */
/* be different than CLICK_1 and CLICK_2. */
#define DEFAULT_MESSAGE_WIDTH 60 /* width in chars of the message window */
* lacerations, bruises, crushed body parts, bleeding.
*
* The following were evaluated and determined _NOT_ to be
- * susceptable to Half_physical_damage protection:
+ * susceptible to Half_physical_damage protection:
* Being caught in a fireball [fire damage]
* Sitting in lava [lava damage]
* Thrown potion (acid) [acid damage]
/* A small pool of static formatting buffers.
* PTRBUFSIZ: We assume that pointers will be formatted as integers in
- * hexadecimal, requring at least 16+1 characters for each buffer to handle
+ * hexadecimal, requiring at least 16+1 characters for each buffer to handle
* 64-bit systems, but the standard doesn't mandate that encoding and an
* implementation could do something different for %p, so we make some
* extra room.
/* strip user-supplied names */
/* Statue and some corpse names are left intact,
- presumeably in case they came from score file.
+ presumably in case they came from score file.
[TODO: this ought to be done differently--names
which came from such a source or came from any
stoned or killed monster should be flagged in
while (*namebuf) {
c = *namebuf & 0177;
if (c < ' ' || c == '\177') {
- /* non-printable or undesireable */
+ /* non-printable or undesirable */
*namebuf = '.';
} else if (c != *namebuf) {
/* expected to be printable if user wants such things */
query, we might be even more paranoid about all paranoia
responses (ie, ParanoidConfirm is set) in which case we
require "no" to reject in addition to "yes" to confirm
- (except we won't loop if respose is ESC; it means no) */
+ (except we won't loop if response is ESC; it means no) */
do {
Sprintf(qbuf, "%s%s %s", promptprefix, prompt, responsetype);
getlin(qbuf, ans);
}
}
- /* If the mimic is unsucessfully mimicing something, display the monster
+ /* If the mimic is unsuccessfully mimicing something, display the monster
*/
if (!mon_mimic || sensed) {
int num;
/*
* An open room or water location. Normally we wouldn't touch
* this, but we have to get rid of remembered boulder symbols.
- * This will only occur in rare occations when the hero goes
+ * This will only occur in rare occasions when the hero goes
* blind and doesn't find a boulder where expected (something
* came along and picked it up). We know that there is not a
* boulder at this location. Show fountains, pools, etc.
*/
typedef struct {
- xchar new; /* perhaps move this bit into the rm strucure. */
+ xchar new; /* perhaps move this bit into the rm structure. */
int glyph;
} gbuf_entry;
#endif /* WA_VERBOSE */
/*
- * Return 'which' if position is implies an unfinshed exterior. Return
+ * Return 'which' if position is implies an unfinished exterior. Return
* zero otherwise. Unfinished implies outer area is rock or a corridor.
*
* Things that are ambiguous: lava
if (!otmp)
return 0;
- *buf = '\0'; /* lint suppresion */
+ *buf = '\0'; /* lint suppression */
/* special ring checks */
if (otmp == uright || otmp == uleft) {
* Last, place migrating monsters coming to this level.
*
* Hero might eventually be displaced (due to the third step, but
- * occuring later), which is the main reason to do the second step
+ * occurring later), which is the main reason to do the second step
* sooner (in turn necessitating the first step, rather than combining
* the list scans with monster placement).
*/
|| (acidic(fptr) && !resists_acid(mon))
|| (poisonous(fptr) && !resists_poison(mon)))
return POISON;
- /* turning into slime is preferrable to starvation */
+ /* turning into slime is preferable to starvation */
else if (fptr == &mons[PM_GREEN_SLIME] && !slimeproof(mon->data))
return (starving ? ACCFOOD : POISON);
else if (vegan(fptr))
}
}
} else {
- /* chance it goes wild anyway - Pet Semetary */
+ /* chance it goes wild anyway - Pet Sematary */
mtmp->mtame = rn2(mtmp->mtame + 1);
if (!mtmp->mtame)
mtmp->mpeaceful = rn2(2);
if (cursed_object_at(nx, ny)
&& !(edog->mhpmax_penalty && otyp < MANFOOD))
continue;
- /* skip completely unreacheable goals */
+ /* skip completely unreachable goals */
if (!could_reach_item(mtmp, nx, ny)
|| !can_reach_location(mtmp, mtmp->mx, mtmp->my, nx, ny))
continue;
* object is going to break.
* breakmsg() - which outputs a message about the breakage,
* appropriate for that particular object. Should
- * only be called after a positve breaktest().
+ * only be called after a positive breaktest().
* on the object and, if it going to be called,
* it must be called before calling breakobj().
* Calling breakmsg() is optional.
#include "hack.h"
#include "tcap.h"
-/* Relevent header information in rm.h, objclass.h, and monsym.h. */
+/* Relevant header information in rm.h, objclass.h, and monsym.h. */
#ifdef C
#undef C
/*
* Place a level. First, find the possible places on a dungeon map
* template. Next pick one. Then try to place the next level. If
- * sucessful, we're done. Otherwise, try another (and another) until
+ * successful, we're done. Otherwise, try another (and another) until
* all possible places have been tried. If all possible places have
* been exhausted, return false.
*/
} else {
res = depth(&u.uz);
/* depth() is the number of elevation units (levels) below
- the theorhetical surface; in a builds-up branch, that value
+ the theoretical surface; in a builds-up branch, that value
ends up making the harder to reach levels be treated as if
they were easier; adjust for the extra effort involved in
going down to the entrance and then up to the location */
mptr->flags.forgot = 1;
mptr->br = (branch *) 0;
- /* custom names are erased, not just forgotten until revisted */
+ /* custom names are erased, not just forgotten until revisited */
if (mptr->custom) {
mptr->custom_lth = 0;
free((genericptr_t) mptr->custom);
mptr->feat.naltar = count;
break;
/* An automatic annotation is added to the Castle and
- * to Fort Ludios once their struncture's main entrance
+ * to Fort Ludios once their structure's main entrance
* has been seen (in person or via magic mapping).
* DOOR: possibly a lowered drawbridge's open portcullis;
* DBWALL: a raised drawbridge's "closed door";
int
Hear_again(VOID_ARGS)
{
- /* Chance of deafness going away while fainted/sleepeing/etc. */
+ /* Chance of deafness going away while fainted/sleeping/etc. */
if (!rn2(2))
make_deaf(0L, FALSE);
return 0;
#ifdef DEBUG
/* used by debugpline() to decide whether to issue a message
- * from a partiular source file; caller passes __FILE__ and we check
+ * from a particular source file; caller passes __FILE__ and we check
* whether it is in the source file list supplied by SYSCF's DEBUGFILES
*
* pass FALSE to override wildcard matching; useful for files
menu_item *selected;
struct obj **oarray;
- /* overriden by global flag */
+ /* overridden by global flag */
if (flags.perm_invent) {
win = (lets && *lets) ? local_win : WIN_INVEN;
/* create the first time used */
don't show them unless obj_cnt is 0 */
int
look_here(obj_cnt, picked_some)
-int obj_cnt; /* obj_cnt > 0 implies that autopickup is in progess */
+int obj_cnt; /* obj_cnt > 0 implies that autopickup is in progress */
boolean picked_some;
{
struct obj *otmp;
}
if (portcullis || !IS_DOOR(door->typ)) {
- /* is_db_wall: closed porcullis */
+ /* is_db_wall: closed portcullis */
if (is_db_wall(x, y) || door->typ == DRAWBRIDGE_UP)
pline_The("drawbridge is already closed.");
else if (portcullis || door->typ == DRAWBRIDGE_DOWN)
*/
if (Blind && !Blind_telepat) {
if (!enexto(startp, u.ux, u.uy, (struct permonst *) 0))
- return FALSE; /* no good posiitons */
+ return FALSE; /* no good positions */
return TRUE;
}
STATIC_OVL boolean
md_stop(stopp, startp)
coord *stopp; /* stopping position (we fill it in) */
-coord *startp; /* starting positon (read only) */
+coord *startp; /* starting position (read only) */
{
int x, y, distance, min_distance = -1;
return 0;
} else {
/* make sure that the demand is unmeetable if the monster
- has the Amulet, preventing monster from being satisified
+ has the Amulet, preventing monster from being satisfied
and removed from the game (along with said Amulet...) */
if (mon_has_amulet(mtmp))
demand = cash + (long) rn1(1000, 40);
for (otmp = level.objects[mtmp->mx][mtmp->my]; otmp; otmp = otmp2) {
otmp2 = otmp->nexthere;
- /* touch senstive items */
+ /* touch sensitive items */
if (otmp->otyp == CORPSE && is_rider(&mons[otmp->corpsenm])) {
/* Rider corpse isn't just inedible; can't engulf it either */
(void) revive_corpse(otmp);
#ifndef LINT
mtmp->mhp = (int) (((long) hpn * (long) mtmp->mhp) / (long) hpd);
#endif
- /* sanity check (potentional overflow) */
+ /* sanity check (potential overflow) */
if (mtmp->mhp < 0 || mtmp->mhp > mtmp->mhpmax)
mtmp->mhp = mtmp->mhpmax;
/* unlikely but not impossible; a 1HD creature with 1HP that changes
return (struct attack *) 0;
}
-/* does monster-type have a paricular type of attack */
+/* does monster-type have a particular type of attack */
boolean
attacktype(ptr, atyp)
struct permonst *ptr;
cantvomit(ptr)
struct permonst *ptr;
{
- /* rats and mice are incapable of vomitting;
+ /* rats and mice are incapable of vomiting;
which other creatures have the same limitation? */
if (ptr->mlet == S_RODENT && ptr != &mons[PM_ROCK_MOLE]
&& ptr != &mons[PM_WOODCHUCK])
ty = STRAT_GOALY(mtmp->mstrategy);
struct monst *intruder = m_at(tx, ty);
/*
- * if there's a monster on the object or in possesion of it,
+ * if there's a monster on the object or in possession of it,
* attack it.
*/
if ((dist2(mtmp->mx, mtmp->my, tx, ty) < 2) && intruder
* * Use colors given in names wherever possible. If the class has `real'
* members with strong color associations, use those.
*
- * * Favor `cool' colors for cold-resistent monsters, `warm' ones for
- * fire-resistent ones.
+ * * Favor `cool' colors for cold-resistant monsters, `warm' ones for
+ * fire-resistant ones.
*
* * Try to reserve purple (magenta) for powerful `ruler' monsters (queen
* bee, kobold lord, &c.).
else if (!iflags.implicit_uncursed
/* For most items with charges or +/-, if you know how many
* charges are left or what the +/- is, then you must have
- * totally identified the item, so "uncursed" is unneccesary,
+ * totally identified the item, so "uncursed" is unnecessary,
* because an identified object not described as "blessed" or
* "cursed" must be uncursed.
*
Sprintf(eos(bp), " (weapon in %s)", hand_s);
if (warn_obj_cnt && obj == uwep && (EWarn_of_mon & W_WEP) != 0L) {
- /* presumeably can be felt when blind */
+ /* presumably can be felt when blind */
Strcat(bp, " (glowing");
if (!Blind)
Sprintf(eos(bp), " %s", glow_color(obj->oartifact));
*/
if (otmp->rknown
|| (otmp->oclass != ARMOR_CLASS && otmp->oclass != WEAPON_CLASS
- && !is_weptool(otmp) && /* (redunant) */
+ && !is_weptool(otmp) && /* (redundant) */
otmp->oclass != BALL_CLASS)) /* (useless) */
return FALSE;
else /* lack of `rknown' only matters for vulnerable objects */
English either way. See makeplural() for more on pair/pairs.
We should only double count if the object in question is not
- refered to as a "pair of". E.g. We should double if the player
+ referred to as a "pair of". E.g. We should double if the player
types "pair of spears", but not if the player types "pair of
- lenses". Luckily (?) all objects that are refered to as pairs
+ lenses". Luckily (?) all objects that are referred to as pairs
-- boots, gloves, and lenses -- are also not mergable, so cnt is
ignored anyway.
*/
*(bp + 2) = 'a';
if ((p = strstri(bp, "armour")) != 0) {
- /* skip past "armo", then copy remainer beyond "u" */
+ /* skip past "armo", then copy remainder beyond "u" */
p += 4;
while ((*p = *(p + 1)) != '\0')
++p; /* self terminating */
num = 0;
while (*op) {
oc_sym = def_char_to_objclass(*op);
- /* make sure all are valid obj symbols occuring once */
+ /* make sure all are valid obj symbols occurring once */
if (oc_sym != MAXOCLASSES
&& !index(flags.pickup_types, oc_sym)) {
flags.pickup_types[num] = (char) oc_sym;
verb = telekinesis ? "acquire" : "lift";
}
} else {
- /* lint supppression */
+ /* lint suppression */
*obj_nambuf = *where = '\0';
verb = "";
}
(void) encumber_msg();
retouch_equipment(2);
- /* this might trigger a recursize call to polymon() [stone golem
+ /* this might trigger a recursive call to polymon() [stone golem
wielding cockatrice corpse and hit by stone-to-flesh, becomes
flesh golem above, now gets transformed back into stone golem] */
if (!uarmg)
if (is_flimsy(otmp) && !donning(otmp)) {
char hornbuf[BUFSZ];
- /* Future possiblities: This could damage/destroy helmet */
+ /* Future possibilities: This could damage/destroy helmet */
Sprintf(hornbuf, "horn%s", plur(num_horns(youmonst.data)));
Your("%s %s through %s.", hornbuf, vtense(hornbuf, "pierce"),
yname(otmp));
desecrate_high_altar:
/*
* REAL BAD NEWS!!! High altars cannot be converted. Even an attempt
- * gets the god who owns it truely pissed off.
+ * gets the god who owns it truly pissed off.
*/
You_feel("the air around you grow charged...");
pline("Suddenly, you realize that %s has noticed you...", a_gname());
}
/*
- * check wether a monster enters/leaves one or more region.
+ * check whether a monster enters/leaves one or more region.
*/
boolean
m_in_out_region(mon, x, y)
/* completely harmless if you don't need to breathe */
if (nonliving(youmonst.data) || Breathless)
continue;
- /* minor inconvenience if you're posion resistant;
+ /* minor inconvenience if you're poison resistant;
not harmful enough to be a prayer-level trouble */
if (Poison_resistance)
continue;
repo.shopkeeper = 0;
/*
- * Scan all shopkeepres on the level, to prioritize them:
+ * Scan all shopkeepers on the level, to prioritize them:
* 1) keeper of shop hero is inside and who is owed money,
* 2) keeper of shop hero is inside who isn't owed any money,
* 3) other shk who is owed money, 4) other shk who is angry,
degrades its value, but not charging anything would make
identification too easy; charge an amount comparable to
what is charged for an ordinary lamp (don't bother with
- angry shk surchage) */
+ angry shk surcharge) */
if (!altusage)
tmp = (long) objects[OIL_LAMP].oc_cost;
else
if (is_silent(ptr))
return (0);
- /* leader might be poly'd; if he can still speak, give leader speach */
+ /* leader might be poly'd; if he can still speak, give leader speech */
if (mtmp->m_id == quest_status.leader_m_id && msound > MS_ANIMAL)
msound = MS_LEADER;
- /* make sure it's your role's quest quardian; adjust if not */
+ /* make sure it's your role's quest guardian; adjust if not */
else if (msound == MS_GUARDIAN && ptr != &mons[urole.guardnum])
msound = mons[genus(monsndx(ptr), 1)].msound;
/* some normally non-speaking types can/will speak if hero is similar */
* Pri are very aware of healing magic through theological research
* Ran avoid magic, preferring to fight unseen and unheard
* Rog are moderately aware of magic through trickery
- * Sam have limited magical awareness, prefering meditation to conjuring
+ * Sam have limited magical awareness, preferring meditation to conjuring
* Tou are aware of magic from all the great films they have seen
- * Val have limited magical awareness, prefering fighting
+ * Val have limited magical awareness, preferring fighting
* Wiz are trained mages
*
* The arms penalty is lessened for trained fighters Bar, Kni, Ran,
/* The more u.uspellprot you already have, the less you get,
* and the better your natural ac, the less you get.
*
- * LEVEL AC SPELLPROT from sucessive SPE_PROTECTION casts
+ * LEVEL AC SPELLPROT from successive SPE_PROTECTION casts
* 1 10 0, 1, 2, 3, 4
* 1 0 0, 1, 2, 3
* 1 -10 0, 1, 2
}
freeinv(obj);
} else {
- /* not carried; presumeably thrown or kicked */
+ /* not carried; presumably thrown or kicked */
if (canspotmon(mon))
pline("%s absorbs %s!", Monnam(mon), yname(obj));
}
* instead
* calling them first and calling pickup() afterwards. But it
* would take a lot of work to keep this change from having any
- * unforseen side effects (for instance, you would no longer be
+ * unforeseen side effects (for instance, you would no longer be
* able to walk onto a square with a hole, and autopickup before
* falling into the hole).
*/
*
* Attempt to find a good place for the given monster type in the closest
* position to (xx,yy). Do so in successive square rings around (xx,yy).
- * If there is more than one valid positon in the ring, choose one randomly.
+ * If there is more than one valid position in the ring, choose one randomly.
* Return TRUE and the position chosen when successful, FALSE otherwise.
*/
boolean
move_bc(0, bc, bx, by, cx, cy);
/* marking the trap unseen forces dotrap() to treat it like a new
discovery and prevents pickup() -> look_here() -> check_here()
- from giving a redudant "there is a <trap> here" message when
+ from giving a redundant "there is a <trap> here" message when
there are objects covering this trap */
ttmp->tseen = 0; /* hack for check_here() */
/* trigger the trap */
/*
* Player uses theft attack against monster.
*
- * If the target is wearing body armor, take all of its possesions;
+ * If the target is wearing body armor, take all of its possessions;
* otherwise, take one object. [Is this really the behavior we want?]
*/
STATIC_OVL void
* changed; now such wands won't be discovered. But if the type is
* already discovered, then the individual wand whose effect was just
* observed will be flagged as if seen. [You already know wands of
- * striking; you zap "a wand" and observe striking effect (presumeably
+ * striking; you zap "a wand" and observe striking effect (presumably
* by sound or touch); it'll become shown in inventory as "a wand of
* striking".]
*
#define MIN_ICE_TIME 50
#define MAX_ICE_TIME 2000
/*
- * Uusally start a melt_ice timer; sometimes the ice will become
+ * Usually start a melt_ice timer; sometimes the ice will become
* permanent instead.
*/
void
if (!otmp)
return; /* for safety; should never happen */
} else if (otmp == ¬hing) {
- /* explicitly wished for "nothing", presumeably attempting
+ /* explicitly wished for "nothing", presumably attempting
to retain wishless conduct */
return;
}
return general_failure;
/*
- * Simple macro for deciding wether we draw at once or delay
+ * Simple macro for deciding whether we draw at once or delay
*/
#define DRAW_DIRECT (TA_ALWAYS_REFRESH & record->attribute[TTY_ATTRIB_FLAGS])
}
if (!IS_7BIT(inittyb))
curttyb.inputflags &= ~STRIPHI;
- /* If an interrupt character is used, it will be overriden and
+ /* If an interrupt character is used, it will be overridden and
* set to ^C.
*/
if (intr_char != nonesuch && curttyb2.intr_sym != '\003') {
/* adjust role/race/alignment/gender list - filter out
invalid combinations
- changed_sel points to the list where selection occured
+ changed_sel points to the list where selection occurred
(-1 if unknown)
*/
void
/* adjust role/race/alignment/gender list - filter out
invalid combinations
- changed_sel points to the list where selection occured
+ changed_sel points to the list where selection occurred
(-1 if unknown)
*/
void