Removed unused code, reindented

This commit is contained in:
NHOrus 2017-07-13 20:20:11 +03:00 committed by Eric S. Raymond
parent 0e2c851131
commit 03b2f1c86e
3 changed files with 51 additions and 63 deletions

View file

@ -206,7 +206,6 @@ extern void packed_to_token(long, char token[]);
extern long token_to_packed(const char token[]);
extern void tokenize(char*, struct command_t *);
extern void vspeak(const char*, bool, va_list);
extern bool wordeq(token_t, token_t);
extern bool wordempty(token_t);
extern void wordclear(token_t *);
extern void speak(const char*, ...);

12
main.c
View file

@ -397,7 +397,7 @@ static bool dwarfmove(void)
else if (j > 1 && game.newloc == tk[j - 1])
continue;
else if (j >= DIM(tk) - 1)
/* This can't actually happen. */
/* This can't actually happen. */
continue; // LCOV_EXCL_LINE
else if (game.newloc == game.dloc[i])
continue;
@ -1126,7 +1126,7 @@ Lclosecheck:
command.id1 = command.id2;
command.id2 = WORD_EMPTY;
} else {
if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
if (AT(command.id2))
command.wd2 = token_to_packed("POUR");
}
@ -1143,9 +1143,9 @@ Lookup:
rspeak(GO_UNNEEDED);
}
packed_to_token(command.wd1, word1);
long defn;
enum wordtype type;
get_vocab_metadata(word1, &defn, &type);
long defn;
enum wordtype type;
get_vocab_metadata(word1, &defn, &type);
if (defn == WORD_NOT_FOUND) {
if (fallback_handler(command))
continue;
@ -1154,7 +1154,7 @@ Lookup:
goto Lclearobj;
}
switch (type) {
case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case MOTION:
playermove(defn);
return true;

101
misc.c
View file

@ -128,11 +128,6 @@ void tokenize(char* raw, struct command_t *cmd)
/* Hide the fact that wods are corrently packed longs */
bool wordeq(token_t a, token_t b)
{
return a == b;
}
bool wordempty(token_t a)
{
return a == 0;
@ -171,17 +166,17 @@ void vspeak(const char* msg, bool blank, va_list ap)
long previous_arg = 0;
for (int i = 0; i < msglen; i++) {
if (msg[i] != '%') {
/* Ugh. Least obtrusive way to deal with artifacts "on the floor"
* being dropped outside of both cave and building. */
if (strncmp(msg + i, "floor", 5) == 0 && strchr(" .", msg[i+5]) && !INSIDE(game.loc)) {
strcpy(renderp, "ground");
renderp += 6;
i += 4;
size -= 5;
} else {
*renderp++ = msg[i];
size--;
}
/* Ugh. Least obtrusive way to deal with artifacts "on the floor"
* being dropped outside of both cave and building. */
if (strncmp(msg + i, "floor", 5) == 0 && strchr(" .", msg[i + 5]) && !INSIDE(game.loc)) {
strcpy(renderp, "ground");
renderp += 6;
i += 4;
size -= 5;
} else {
*renderp++ = msg[i];
size--;
}
} else {
long arg = va_arg(ap, long);
if (arg == -1)
@ -525,59 +520,53 @@ int get_special_vocab_id(const char* word)
void get_vocab_metadata(const char* word, long* id, enum wordtype* type)
{
/* Check for an empty string */
if (strncmp(word, "", sizeof("")) == 0)
{
*id = WORD_EMPTY;
*type = NO_WORD_TYPE;
return;
/* Check for an empty string */
if (strncmp(word, "", sizeof("")) == 0) {
*id = WORD_EMPTY;
*type = NO_WORD_TYPE;
return;
}
long ref_num;
long ref_num;
ref_num = get_motion_vocab_id(word);
if (ref_num != WORD_NOT_FOUND)
{
*id = ref_num;
*type = MOTION;
return;
ref_num = get_motion_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) {
*id = ref_num;
*type = MOTION;
return;
}
ref_num = get_object_vocab_id(word);
if (ref_num != WORD_NOT_FOUND)
{
*id = ref_num;
*type = OBJECT;
return;
ref_num = get_object_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) {
*id = ref_num;
*type = OBJECT;
return;
}
ref_num = get_action_vocab_id(word);
if (ref_num != WORD_NOT_FOUND)
{
*id = ref_num;
*type = ACTION;
return;
ref_num = get_action_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) {
*id = ref_num;
*type = ACTION;
return;
}
ref_num = get_special_vocab_id(word);
if (ref_num != WORD_NOT_FOUND)
{
*id = ref_num;
*type = SPECIAL;
return;
ref_num = get_special_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) {
*id = ref_num;
*type = SPECIAL;
return;
}
// Check for the reservoir magic word.
if (strcasecmp(word, game.zzword) == 0)
{
*id = PART;
*type = ACTION;
return;
// Check for the reservoir magic word.
if (strcasecmp(word, game.zzword) == 0) {
*id = PART;
*type = ACTION;
return;
}
*id = WORD_NOT_FOUND;
*type = NO_WORD_TYPE;
return;
*id = WORD_NOT_FOUND;
*type = NO_WORD_TYPE;
return;
}
void juggle(obj_t object)