1TBS reflow, the bracening.

This commit is contained in:
Eric S. Raymond 2024-01-29 12:14:56 -05:00
parent be429016af
commit 0175344caa
6 changed files with 122 additions and 68 deletions

View file

@ -66,8 +66,9 @@ static phase_codes_t attack(command_t command) {
++changes;
}
}
if (changes >= 2)
if (changes >= 2) {
return GO_UNKNOWN;
}
}
if (obj == BIRD) {
@ -128,8 +129,9 @@ static phase_codes_t attack(command_t command) {
drop(BLOOD, LOC_SECRET5);
for (obj_t i = 1; i <= NOBJECTS; i++) {
if (game.objects[i].place == objects[DRAGON].plac ||
game.objects[i].place == objects[DRAGON].fixd)
game.objects[i].place == objects[DRAGON].fixd) {
move(i, LOC_SECRET5);
}
}
game.loc = LOC_SECRET5;
return GO_MOVE;
@ -215,8 +217,9 @@ static phase_codes_t bigwords(vocab_t id) {
* before crossing. */
if (game.objects[EGGS].place == LOC_NOWHERE &&
game.objects[TROLL].place == LOC_NOWHERE &&
game.objects[TROLL].prop == TROLL_UNPAID)
game.objects[TROLL].prop == TROLL_UNPAID) {
game.objects[TROLL].prop = TROLL_PAIDONCE;
}
if (HERE(EGGS)) {
pspeak(EGGS, look, true, EGGS_VANISHED);
} else if (game.loc == objects[EGGS].plac) {
@ -243,9 +246,9 @@ static phase_codes_t bigwords(vocab_t id) {
static void blast(void) {
/* Blast. No effect unless you've got dynamite, which is a neat trick!
*/
if (PROP_IS_NOTFOUND(ROD2) || !game.closed)
if (PROP_IS_NOTFOUND(ROD2) || !game.closed) {
rspeak(REQUIRES_DYNAMITE);
else {
} else {
if (HERE(ROD2)) {
game.bonus = splatter;
rspeak(SPLATTER_MESSAGE);
@ -274,8 +277,9 @@ static phase_codes_t vbreak(verb_t verb, obj_t obj) {
}
case VASE:
if (game.objects[VASE].prop == VASE_WHOLE) {
if (TOTING(VASE))
if (TOTING(VASE)) {
drop(VASE, game.loc);
}
state_change(VASE, VASE_BROKEN);
game.objects[VASE].fixed = IS_FIXED;
break;
@ -435,8 +439,9 @@ static int chain(verb_t verb) {
}
game.objects[CHAIN].prop = CHAIN_HEAP;
game.objects[CHAIN].fixed = IS_FREE;
if (game.objects[BEAR].prop != BEAR_DEAD)
if (game.objects[BEAR].prop != BEAR_DEAD) {
game.objects[BEAR].prop = CONTENTED_BEAR;
}
switch (game.objects[BEAR].prop) {
// LCOV_EXCL_START
@ -465,8 +470,9 @@ static int chain(verb_t verb) {
game.objects[CHAIN].prop = CHAIN_FIXED;
if (TOTING(CHAIN))
if (TOTING(CHAIN)) {
drop(CHAIN, game.loc);
}
game.objects[CHAIN].fixed = IS_FIXED;
rspeak(CHAIN_LOCKED);
@ -622,8 +628,9 @@ static phase_codes_t eat(verb_t verb, obj_t obj) {
*/
switch (obj) {
case INTRANSITIVE:
if (!HERE(FOOD))
if (!HERE(FOOD)) {
return GO_UNKNOWN;
}
/* FALLTHRU */
case FOOD:
DESTROY(FOOD);
@ -797,8 +804,9 @@ phase_codes_t fill(verb_t verb, obj_t obj) {
speak(actions[verb].message);
return GO_CLEAROBJ;
}
if (obj == INTRANSITIVE && !HERE(BOTTLE))
if (obj == INTRANSITIVE && !HERE(BOTTLE)) {
return GO_UNKNOWN;
}
if (HERE(URN) && game.objects[URN].prop != URN_EMPTY) {
rspeak(URN_NOPOUR);
@ -891,18 +899,21 @@ static phase_codes_t inven(void) {
* burden. */
bool empty = true;
for (obj_t i = 1; i <= NOBJECTS; i++) {
if (i == BEAR || !TOTING(i))
if (i == BEAR || !TOTING(i)) {
continue;
}
if (empty) {
rspeak(NOW_HOLDING);
empty = false;
}
pspeak(i, touch, false, -1);
}
if (TOTING(BEAR))
if (TOTING(BEAR)) {
rspeak(TAME_BEAR);
if (empty)
}
if (empty) {
rspeak(NO_CARRY);
}
return GO_CLEAROBJ;
}
@ -919,8 +930,9 @@ static phase_codes_t light(verb_t verb, obj_t obj) {
obj = URN;
selects++;
}
if (selects != 1)
if (selects != 1) {
return GO_UNKNOWN;
}
}
switch (obj) {
@ -1181,9 +1193,9 @@ static phase_codes_t reservoir(void) {
state_change(RESER, game.objects[RESER].prop == WATERS_PARTED
? WATERS_UNPARTED
: WATERS_PARTED);
if (AT(RESER))
if (AT(RESER)) {
return GO_CLEAROBJ;
else {
} else {
game.oldlc2 = game.loc;
game.newloc = LOC_NOWHERE;
rspeak(NOT_BRIGHT);
@ -1266,8 +1278,9 @@ static phase_codes_t throwit(command_t command) {
} else {
if (atdwrf(game.loc) <= 0) {
if (AT(DRAGON) &&
game.objects[DRAGON].prop == DRAGON_BARS)
game.objects[DRAGON].prop == DRAGON_BARS) {
return throw_support(DRAGON_SCALES);
}
if (AT(TROLL)) {
return throw_support(TROLL_RETURNS);
}
@ -1357,10 +1370,11 @@ static phase_codes_t wave(verb_t verb, obj_t obj) {
: FREE_FLY);
return GO_CLEAROBJ;
}
if (HERE(BIRD))
if (HERE(BIRD)) {
rspeak((game.objects[BIRD].prop == BIRD_CAGED)
? CAGE_FLY
: FREE_FLY);
}
state_change(FISSURE, game.objects[FISSURE].prop == BRIDGED
? UNBRIDGED