--- deliantra/server/server/skills.C 2016/11/17 04:59:33 1.110 +++ deliantra/server/server/skills.C 2017/01/29 02:47:06 1.111 @@ -55,7 +55,7 @@ if (!victim->flag [FLAG_UNAGGRESSIVE]) roll = roll / 2; - /* Easier to steal from sleeping beings, or if the thief is + /* Easier to steal from sleeping beings, or if the thief is * unseen */ if (victim->flag [FLAG_SLEEP]) roll = roll * 3; @@ -63,7 +63,7 @@ roll = roll * 2; /* check stealing 'encumberance'. Having this equipment applied makes - * it quite a bit harder to steal. + * it quite a bit harder to steal. */ for (equip = op->inv; equip; equip = equip->below) { @@ -89,11 +89,11 @@ return roll; } -/* +/* * When stealing: dependent on the intelligence/wisdom of whom you're * stealing from (op in attempt_steal), offset by your dexterity and * skill at stealing. They may notice your attempt, whether successful - * or not. + * or not. * op is the target (person being pilfered) * who is the person doing the stealing. * skill is the skill object (stealing). @@ -109,7 +109,7 @@ /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) * they will try to prevent stealing if they can. Only unseen theives will - * have much chance of success. + * have much chance of success. */ if (!op->is_player () && op->flag [FLAG_NO_STEAL]) { @@ -145,14 +145,14 @@ { next = tmp->below; - /* you can't steal worn items, starting items, wiz stuff, - * innate abilities, or items w/o a type. Generally + /* you can't steal worn items, starting items, wiz stuff, + * innate abilities, or items w/o a type. Generally * speaking, the invisibility flag prevents experience or * abilities from being stolen since these types are currently * always invisible objects. I was implicit here so as to prevent - * future possible problems. -b.t. - * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL - * already -b.t. + * future possible problems. -b.t. + * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL + * already -b.t. */ if (tmp->flag [FLAG_APPLIED] @@ -164,7 +164,7 @@ continue; /* Okay, try stealing this item. Dependent on dexterity of thief, - * skill level, see the adj_stealroll fctn for more detail. + * skill level, see the adj_stealroll fctn for more detail. */ roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ @@ -198,7 +198,7 @@ /* If you arent high enough level, you might get something BUT * the victim will notice your stealing attempt. Ditto if you - * attempt to steal something heavy off them, they're bound to notice + * attempt to steal something heavy off them, they're bound to notice */ if ((roll >= skill->level) || !chance @@ -218,8 +218,8 @@ } op->clr_flag (FLAG_UNAGGRESSIVE); - /* all remaining npc items are guarded now. Set flag NO_STEAL - * on the victim. + /* all remaining npc items are guarded now. Set flag NO_STEAL + * on the victim. */ op->set_flag (FLAG_NO_STEAL); } @@ -327,9 +327,9 @@ int success = 0, number; /* did we get anything? */ - /* Try to pick the lock on this item (doors only for now). - * Dependent on dexterity/skill SK_level of the player and - * the map level difficulty. + /* Try to pick the lock on this item (doors only for now). + * Dependent on dexterity/skill SK_level of the player and + * the map level difficulty. */ number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; if (number < (pl->stats.Dex + skill->level - difficulty)) @@ -402,7 +402,7 @@ /* HIDE CODE. The user becomes undetectable (not just 'invisible') for * a short while (success and duration dependant on player SK_level, - * dexterity, charisma, and map difficulty). + * dexterity, charisma, and map difficulty). * Players have a good chance of becoming 'unhidden' if they move * and like invisiblity will be come visible if they attack * Implemented by b.t. (thomas@astro.psu.edu) @@ -418,7 +418,7 @@ return 0; /* Hiding success and duration dependant on skill level, - * op->stats.Dex, map difficulty and terrain. + * op->stats.Dex, map difficulty and terrain. */ number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; @@ -471,7 +471,7 @@ return 0; } -/* stop_jump() - End of jump. Clear flags, restore the map, and +/* stop_jump() - End of jump. Clear flags, restore the map, and * freeze the jumper a while to simulate the exhaustion * of jumping. */ @@ -493,9 +493,9 @@ /* Jump loop. Go through spaces object wants to jump. Halt the * jump if a wall or creature is in the way. We set FLAG_FLYING - * temporarily to allow player to aviod exits/archs that are not + * temporarily to allow player to aviod exits/archs that are not * fly_on, fly_off. This will also prevent pickup of objects - * while jumping over them. + * while jumping over them. */ pl->remove (); pl->move_type |= MOVE_FLY_LOW; @@ -660,7 +660,7 @@ } /* Helper function for do_skill_ident, so that we can loop - * over inventory AND objects on the ground conveniently. + * over inventory AND objects on the ground conveniently. */ static int do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) @@ -785,8 +785,8 @@ } /* players using this skill can 'charm' a monster -- - * into working for them. It can only be used on - * non-special (see below) 'neutral' creatures. + * into working for them. It can only be used on + * non-special (see below) 'neutral' creatures. * -b.t. (thomas@astro.psu.edu) */ int @@ -916,13 +916,13 @@ } /* Singing() -this skill allows the player to pacify nearby creatures. - * There are few limitations on who/what kind of + * There are few limitations on who/what kind of * non-player creatures that may be pacified. Right now, a player * may pacify creatures which have Int == 0. In this routine, once - * successfully pacified the creature gets Int=1. Thus, a player - * may only pacify a creature once. + * successfully pacified the creature gets Int=1. Thus, a player + * may only pacify a creature once. * BTW, I appologize for the naming of the skill, I couldnt think - * of anything better! -b.t. + * of anything better! -b.t. */ int singing (object *pl, int dir, object *skill) @@ -1014,7 +1014,7 @@ maptile *m; /* First we search all around us for runes and traps, which are - * all type RUNE + * all type RUNE */ for (i = 0; i < 9; i++) { @@ -1066,8 +1066,8 @@ return expsum; } -/* remove_trap() - This skill will disarm any previously discovered trap - * the algorithm is based (almost totally) on the old command_disarm() - b.t. +/* remove_trap() - This skill will disarm any previously discovered trap + * the algorithm is based (almost totally) on the old command_disarm() - b.t. */ int remove_trap (object *op, int dir, object *skill) @@ -1171,11 +1171,11 @@ return 0; } -/* This skill allows the player to regain a few sp or hp for a - * brief period of concentration. No armour or weapons may be +/* This skill allows the player to regain a few sp or hp for a + * brief period of concentration. No armour or weapons may be * wielded/applied for this to work. The amount of time needed * to concentrate and the # of points regained is dependant on - * the level of the user. - b.t. thomas@astro.psu.edu + * the level of the user. - b.t. thomas@astro.psu.edu */ void meditate (object *pl, object *skill) @@ -1493,7 +1493,7 @@ /* this should prevent us from throwing away * cursed items, worn armour, etc. Only weapons - * can be thrown from 'hand'. + * can be thrown from 'hand'. */ if (!tmp) return 0; @@ -1594,7 +1594,7 @@ /* Because throwing effectiveness must be reduced by the * encumbrance of the thrower and weight of the object. THus, - * we use the concept of 'effective strength' as defined below. + * we use the concept of 'effective strength' as defined below. */ /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ @@ -1659,7 +1659,7 @@ left = throw_ob; /* these are throwing objects left to the player */ /* sometimes get_split_ob can't split an object (because op->nrof==0?) - * and returns NULL. We must use 'left' then + * and returns NULL. We must use 'left' then */ if (!(throw_ob = throw_ob->split ())) { @@ -1720,7 +1720,7 @@ /* the properties of objects which are meant to be thrown (ie dart, * throwing knife, etc) will differ from ordinary items. Lets tailor - * this stuff in here. + * this stuff in here. */ if (throw_ob->inv->flag [FLAG_IS_THROWN])