Repeat the previous command.
Default key is \(oq\(haA\(cq.
.lp "#reqmenu "
-Prefix key to modify the behaviour or request menu from some commands.
+Prefix key to modify the behavior or request menu from some commands.
Prevents autopickup when used with movement commands.
Default key is \(oqm\(cq.
.lp "#retravel"
Default key is~`{\tt \^{}A}'.
%.lp
\item[\tb{\#reqmenu}]
-Prefix key to modify the behaviour or request menu from some commands.
+Prefix key to modify the behavior or request menu from some commands.
Prevents autopickup when used with movement commands.
Default key is `{\tt m}'.
%.lp
as if he was still in play, but he wouldn't be on migrating monsters
list so couldn't be brought back and wouldn't appear on Plane of Earth
(stale non-zero value for context.no_of_wizards)
-if a mind flayer's psychic blast targetted a hidden monster, feedback named
+if a mind flayer's psychic blast targeted a hidden monster, feedback named
the monster but it wasn't brought out of hiding
hero poly'd into a mind flayer who used #monster to emit a psychic blast was
able to harm mindless monsters with it
when make was invoked with -j makedefs instances could end up running in
parallel and could trample on each other's temp files; default to
using mkstemp(); allow a port runtime library implementation that lacks
- mkstemp() to define HAS_NO_MKSTEMP to revert to the old behaviour;
+ mkstemp() to define HAS_NO_MKSTEMP to revert to the old behavior;
provide a work-alike mkstemp() implementation for windows visual studio
in mdlib.c so there is no requirement to define HAS_NO_MKSTEMP there
make piranhas faster and give them extra bite attack
during engraving, spaces were counted instead of non-spaces [later: affected
code is gone, removed when engraving was converted into an occupation]
when an explosion scatters objects, make any that fly over sinks stop there
-output message when changing fastmove mode while cursor targetting
+output message when changing fastmove mode while cursor targeting
messages when Minetown watchmen become angry could report "you see an angry
guard approaching" even if he was invisible and hero can't see invis
when autopickup is on but disabled due to being inside a shop, have ^X say so
using bhitpos in flooreffects to handle erosion damage broke its original use
of tracking wand zaps if a teleportation zap hit an object; subsequent
zap traversal was done from object's landing spot rather than from its
- zap hit spot, resulting in scrambled wand targetting
+ zap hit spot, resulting in scrambled wand targeting
restore previous behavior of the 'altmeta' option (only wait for a second
character when getting a command keystroke, not other key input)
baby gold dragons weren't able to grow into adult gold dragons
|| glyph_is_obj_piletop(glyph))
#endif
-/* mgflags for altering map_glyphinfo() internal behaviour */
+/* mgflags for altering map_glyphinfo() internal behavior */
#define MG_FLAG_NORMAL 0x00
#define MG_FLAG_NOOVERRIDE 0x01 /* disregard accessibility override values */
/*
* Stuff that really isn't option or platform related and does not
* get saved and restored. They are set and cleared during the game
- * to control the internal behaviour of various NetHack functions
+ * to control the internal behavior of various NetHack functions
* and probably warrant a structure of their own elsewhere some day.
*/
struct instance_flags {
MS_IMITATE = 20, /* imitates others (leocrotta) */
MS_WERE = 21, /* lycanthrope in human form */
MS_ORC = 22, /* intelligent brutes */
- /* from here onward, can speach can be comprehended */
+ /* from here onward, can speech can be comprehended */
MS_HUMANOID = 23, /* generic traveling companion */
MS_ARREST = 24, /* "Stop in the name of the law!" (Kops) */
MS_SOLDIER = 25, /* army and watchmen expressions */
No, Yes, No, NoAlias, "edit menu colors")
NHOPTC(menuinvertmode, Advanced, 5, opt_in, set_in_game,
No, Yes, No, No, NoAlias,
- "experimental behaviour of menu inverts")
+ "experimental behavior of menu inverts")
NHOPTC(menustyle, Advanced, MENUTYPELEN, opt_in, set_in_game,
Yes, Yes, No, Yes, NoAlias,
"user interface for object selection")
struct spell {
short sp_id; /* spell id (== object.otyp) */
xint16 sp_lev; /* power level */
- int sp_know; /* knowlege of spell */
+ int sp_know; /* knowledge of spell */
};
enum spellknowledge {
something as challenging to compile as NetHack before you can
already build a Qtopia application for your target device.
- 2. If you are cross-compiling (eg. targetting an ARM-based handheld),
+ 2. If you are cross-compiling (eg. targeting an ARM-based handheld),
be sure to follow the steps for cross-compiling in the Makefile.src
and Makefile.utl files.
}
void NetHackQtYnDialog::keyPressEvent(QKeyEvent* event)
{
- // Don't want QDialog's Return/Esc behaviour
+ // Don't want QDialog's Return/Esc behavior
event->ignore();
}
return ECMD_TIME;
/* couldsee(mtmp->mx, mtmp->my) is implied by the fact that bhit()
- targetted it, so we can ignore possibility of X-ray vision */
+ targeted it, so we can ignore possibility of X-ray vision */
vis = canseemon(mtmp);
/* ways to directly see monster (excludes X-ray vision, telepathy,
extended detection, type-specific warning) */
continue;
} else if (x != u.ux || y != u.uy) {
/*
- * Wand breakage is targetting a square adjacent to the hero,
+ * Wand breakage is targeting a square adjacent to the hero,
* which might contain a monster or a pile of objects or both.
* Handle objects last; avoids having undead turning raise an
* undead's corpse and then attack resulting undead monster.
}
} else {
/*
- * Wand breakage is targetting the hero. Using xdir[]+ydir[]
+ * Wand breakage is targeting the hero. Using xdir[]+ydir[]
* deltas for location selection causes this case to happen
* after all the surrounding squares have been handled.
* Process objects first, in case damage is fatal and leaves
exercise(A_WIS, TRUE);
feel_newsym(trap->tx, trap->ty);
- /* The "Hallucination ||" is to preserve 3.6.1 behaviour, but this
- behaviour might need a rework in the hallucination case
+ /* The "Hallucination ||" is to preserve 3.6.1 behavior, but this
+ behavior might need a rework in the hallucination case
(e.g. to not prompt if any trap glyph appears on the square). */
if (Hallucination ||
levl[trap->tx][trap->ty].glyph != trap_to_glyph(trap)) {
getpos_help(force, goal);
else /* ^R */
docrt(); /* redraw */
- /* update message window to reflect that we're still targetting */
+ /* update message window to reflect that we're still targeting */
show_goal_msg = TRUE;
msg_given = TRUE;
} else if (c == g.Cmd.spkeys[NHKF_GETPOS_SHOWVALID]
the text had been trodden upon, sometimes picking
punctuation instead of an arbitrary letter;
unfortunately, we have to cover the possibility of
- it targetting spaces so failing to make any change
+ it targeting spaces so failing to make any change
(we know that it must eventually target a nonspace
because buf[] matches a valid artifact name) */
Strcpy(bufcpy, buf);
omy = mtmp->my;
/* If we are carrying something then we drop it (perhaps near @).
- * Note: if apport == 1 then our behaviour is independent of udist.
+ * Note: if apport == 1 then our behavior is independent of udist.
* Use udist+1 so steed won't cause divide by zero.
*/
if (droppables(mtmp)) {
exercise(A_WIS, TRUE);
*dmg_p += xtra_dmg;
}
- /* targetting another mind flayer or your own underlying species
+ /* targeting another mind flayer or your own underlying species
is cannibalism */
(void) maybe_cannibal(monsndx(pd), TRUE);
(all failures and most successful escapes leave hero at original spot) */
static boolean
trapmove(
- coordxy x, coordxy y, /* targetted destination, <u.ux+u.dx,u.uy+u.dy> */
+ coordxy x, coordxy y, /* targeted destination, <u.ux+u.dx,u.uy+u.dy> */
struct trap *desttrap) /* nonnull if another trap at <x,y> */
{
boolean anchored = FALSE;
if (boulder) {
Strcpy(buf, ansimpleoname(boulder));
} else if (Underwater && !is_pool(x, y)) {
- /* Underwater, targetting non-water; the map just shows blank
+ /* Underwater, targeting non-water; the map just shows blank
because you don't see remembered terrain while underwater;
although the hero can attack an adjacent monster this way,
assume he can't reach out far enough to distinguish terrain */
return ECMD_TIME;
/* when choosing a direction is impaired, use a turn
- regardless of whether a door is successfully targetted */
+ regardless of whether a door is successfully targeted */
if (Confusion || Stunned)
res = ECMD_TIME;
return ECMD_TIME;
/* when choosing a direction is impaired, use a turn
- regardless of whether a door is successfully targetted */
+ regardless of whether a door is successfully targeted */
if (Confusion || Stunned)
res = ECMD_TIME;
/* if count has reached the limit of 255, we don't know whether
that just happened when creating this monster or the threshold
- had already been reached and further incrments were suppressed;
+ had already been reached and further increments were suppressed;
assume the latter */
if (countbirth && g.mvitals[mndx].born > 0 && g.mvitals[mndx].born < 255)
g.mvitals[mndx].born -= 1;
* removes it when they match. So magr is still at mdef's
* former spot these days.
*
- * We still potentially do one fixup: if the gulp targetted
+ * We still potentially do one fixup: if the gulp targeted
* an inhospitable location, magr will return to its previous
* spot instead of staying.
*/
* Place deposits of minerals (gold and misc gems) in the stone
* surrounding the rooms on the map.
* Also place kelp in water.
- * mineralize(-1, -1, -1, -1, FALSE); => "default" behaviour
+ * mineralize(-1, -1, -1, -1, FALSE); => "default" behavior
*/
void
mineralize(int kelp_pool, int kelp_moat, int goldprob, int gemprob,
/* Monster against monster special attacks; for the specified monster
combinations, this allows one monster to attack another adjacent one
- in the absence of Conflict. There is no provision for targetting
+ in the absence of Conflict. There is no provision for targeting
other monsters; just hand to hand fighting when they happen to be
next to each other. */
static long
newsym(x, y);
cleanup:
- /* punish bad behaviour */
+ /* punish bad behavior */
if (is_human(mdat)
&& (!always_hostile(mdat) && mtmp->malign <= 0)
&& (mndx < PM_ARCHEOLOGIST || mndx > PM_WIZARD)
&& !uwep && !uarmu && !uarm && !uarmh
&& !uarms && !uarmg && !uarmc && !uarmf)
return FALSE;
- /* all offensive items require orthogonal or diagonal targetting */
+ /* all offensive items require orthogonal or diagonal targeting */
if (!lined_up(mtmp))
return FALSE;
&& u_at(mtmp->mux, mtmp->muy)
&& next2u(mtmp->mx, mtmp->my)
/* don't bother if it can't work (this doesn't
- prevent cursed weapons from being targetted) */
+ prevent cursed weapons from being targeted) */
&& (canletgo(uwep, "")
|| (u.twoweap && canletgo(uswapwep, "")))) {
g.m.misc = obj;
* DISCLOSE_SPECIAL_WITHOUT_PROMPT ...to set up sort order.
*
* Those setting values can be used in the option
- * string as a prefix to get the desired behaviour.
+ * string as a prefix to get the desired behavior.
*
* For backward compatibility, no prefix is required,
* and the presence of a i,a,g,v, or c without a prefix
int
query_category(const char *qstr, /* query string */
struct obj *olist, /* the list to pick from */
- int qflags, /* behaviour modification flags */
+ int qflags, /* behavior modification flags */
menu_item **pick_list, /* return list of items picked */
int how) /* type of query */
{
looted_mon = TRUE;
}
/* always use a turn when choosing a direction is impaired,
- even if you've successfully targetted a saddled creature
+ even if you've successfully targeted a saddled creature
and then answered "no" to the "remove its saddle?" prompt */
if (Confusion || Stunned)
timepassed = 1;
- /* Preserve pre-3.3.1 behaviour for containers.
+ /* Preserve pre-3.3.1 behavior for containers.
* Adjust this if-block to allow container looting
* from one square away to change that in the future.
*/
mtmp->mundetected = 1;
if (d->sleeping)
mtmp->msleeping = 1;
- /* iff asking for 'hidden', show locaton of every created monster
+ /* iff asking for 'hidden', show location of every created monster
that can't be seen--whether that's due to successfully hiding
or vision issues (line-of-sight, invisibility, blindness) */
if (d->hidden && !canspotmon(mtmp)) {
int dam = reg->arg.a_int;
/*
- * Gas clouds can't be targetted at water locations, but they can
+ * Gas clouds can't be targeted at water locations, but they can
* start next to water and spread over it.
*/
* CapMons[] init doesn't kick in until needed. To force this name
* dump, set DEBUGFILES to "CapMons" in your environment (or in
* sysconf) prior to starting nethack, wish for a statue of an Archon
- * and drop it if held, then step away and apply a stethscope towards
+ * and drop it if held, then step away and apply a stethoscope towards
* it to trigger a message that passes "Archon" to the() which will
* then call CapitalMon() which in turn will call init_CapMons().
*/
pointers into invent (uwep, uarmg, uamul, &c) are set to Null too */
saveobjchn(nhfp, &g.invent);
- /* save ball and chain if they happen to be in an unusal state */
+ /* save ball and chain if they happen to be in an unusual state */
save_bc(nhfp);
saveobjchn(nhfp, &g.migrating_objs); /* frees objs and sets to Null */
bwrite(nhfp->fd, (genericptr_t) stway, sizeof *stway);
}
if (use_relative) {
- /* reset staiway dlevel back to absolute */
+ /* reset stairway dlevel back to absolute */
stway->tolev.dlevel += u.uz.dlevel;
}
}
pline_msg = "threatens you.";
break;
}
- /* Generic peaceful humanoid behaviour. */
+ /* Generic peaceful humanoid behavior. */
if (mtmp->mflee)
pline_msg = "wants nothing to do with you.";
else if (mtmp->mhp < mtmp->mhpmax / 4)
}
if (!otmp) {
- /* if we didn't find any quest arifact, find another valuable item */
+ /* if we didn't find any quest artifact, find another valuable item */
if (u.uhave.amulet) {
real = AMULET_OF_YENDOR;
fake = FAKE_AMULET_OF_YENDOR;
}
if (otmp) { /* we have something to snatch */
- /* take off outer gear if we're targetting [hypothetical]
+ /* take off outer gear if we're targeting [hypothetical]
quest artifact suit, shirt, gloves, or rings */
if ((otmp == uarm || otmp == uarmu) && uarmc)
remove_worn_item(uarmc, FALSE);
coordxy omx = mon->mx, omy = mon->my;
long unwornmask = obj->owornmask;
/* call distant_name() for its possible side-effects even if the result
- might not be printed, and do it before extracing obj from minvent */
+ might not be printed, and do it before extracting obj from minvent */
char *obj_name = distant_name(obj, doname);
extract_from_minvent(mon, obj, FALSE, TRUE);
}
}
-/* for magic unlocking; returns true if targetted monster (which might
+/* for magic unlocking; returns true if targeted monster (which might
be hero) gets untrapped; the trap remains intact */
boolean
openholdingtrap(
return TRUE;
}
-/* for magic locking; returns true if targetted monster (which might
+/* for magic locking; returns true if targeted monster (which might
be hero) gets hit by a trap (might avoid actually becoming trapped) */
boolean
closeholdingtrap(
return result;
}
-/* for magic unlocking; returns true if targetted monster (which might
+/* for magic unlocking; returns true if targeted monster (which might
be hero) gets hit by a trap (target might avoid its effect) */
boolean
openfallingtrap(
else if ((otmp = on_ground(otyp)))
return STRAT(STRAT_GROUND, otmp->ox, otmp->oy, mask);
else if ((mtmp2 = other_mon_has_arti(mtmp, otyp)) != 0
- /* when seeking the Amulet, avoid targetting the Wizard
+ /* when seeking the Amulet, avoid targeting the Wizard
or temple priests (to protect Moloch's high priest) */
&& (otyp != AMULET_OF_YENDOR
|| (!mtmp2->iswiz && !inhistemple(mtmp2))))
* rehumanization could also drop hero onto a trap, and there's no
* straightforward way to defer that. Things could be improved by
* redoing this to use two passes, first to collect a list or array
- * of o_id and quantity of what is targetted for destruction,
+ * of o_id and quantity of what is targeted for destruction,
* second pass to handle the destruction.]
*/
bypass_objlist(g.invent, FALSE); /* clear bypass bit for invent */
(defaults.nh only)
This option is only provided because some people on
r.g.r.n mentioned how they liked to modify the color
- values from the default ANSI.SYS behaviour, and were
+ values from the default ANSI.SYS behavior, and were
"upset" to find out that they could no longer do so
under 3.1.2. The color map is as accurate as possible
on standard PC video hardware as it stands, and any
if (num_args)
XtSetValues(wp->w, args, num_args);
- /* We want the user to acknowlege. */
+ /* We want the user to acknowledge. */
if (blocking) {
(void) x_event(EXIT_ON_EXIT);
nh_XtPopdown(wp->popup);