Removed unused code, reindented
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parent
0e2c851131
commit
03b2f1c86e
3 changed files with 51 additions and 63 deletions
101
misc.c
101
misc.c
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@ -128,11 +128,6 @@ void tokenize(char* raw, struct command_t *cmd)
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/* Hide the fact that wods are corrently packed longs */
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bool wordeq(token_t a, token_t b)
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{
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return a == b;
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}
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bool wordempty(token_t a)
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{
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return a == 0;
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@ -171,17 +166,17 @@ void vspeak(const char* msg, bool blank, va_list ap)
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long previous_arg = 0;
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for (int i = 0; i < msglen; i++) {
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if (msg[i] != '%') {
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/* Ugh. Least obtrusive way to deal with artifacts "on the floor"
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* being dropped outside of both cave and building. */
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if (strncmp(msg + i, "floor", 5) == 0 && strchr(" .", msg[i+5]) && !INSIDE(game.loc)) {
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strcpy(renderp, "ground");
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renderp += 6;
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i += 4;
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size -= 5;
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} else {
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*renderp++ = msg[i];
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size--;
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}
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/* Ugh. Least obtrusive way to deal with artifacts "on the floor"
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* being dropped outside of both cave and building. */
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if (strncmp(msg + i, "floor", 5) == 0 && strchr(" .", msg[i + 5]) && !INSIDE(game.loc)) {
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strcpy(renderp, "ground");
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renderp += 6;
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i += 4;
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size -= 5;
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} else {
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*renderp++ = msg[i];
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size--;
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}
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} else {
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long arg = va_arg(ap, long);
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if (arg == -1)
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@ -525,59 +520,53 @@ int get_special_vocab_id(const char* word)
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void get_vocab_metadata(const char* word, long* id, enum wordtype* type)
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{
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/* Check for an empty string */
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if (strncmp(word, "", sizeof("")) == 0)
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{
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*id = WORD_EMPTY;
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*type = NO_WORD_TYPE;
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return;
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/* Check for an empty string */
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if (strncmp(word, "", sizeof("")) == 0) {
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*id = WORD_EMPTY;
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*type = NO_WORD_TYPE;
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return;
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}
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long ref_num;
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long ref_num;
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ref_num = get_motion_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND)
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{
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*id = ref_num;
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*type = MOTION;
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return;
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ref_num = get_motion_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND) {
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*id = ref_num;
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*type = MOTION;
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return;
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}
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ref_num = get_object_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND)
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{
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*id = ref_num;
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*type = OBJECT;
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return;
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ref_num = get_object_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND) {
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*id = ref_num;
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*type = OBJECT;
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return;
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}
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ref_num = get_action_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND)
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{
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*id = ref_num;
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*type = ACTION;
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return;
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ref_num = get_action_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND) {
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*id = ref_num;
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*type = ACTION;
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return;
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}
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ref_num = get_special_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND)
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{
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*id = ref_num;
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*type = SPECIAL;
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return;
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ref_num = get_special_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND) {
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*id = ref_num;
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*type = SPECIAL;
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return;
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}
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// Check for the reservoir magic word.
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if (strcasecmp(word, game.zzword) == 0)
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{
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*id = PART;
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*type = ACTION;
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return;
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// Check for the reservoir magic word.
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if (strcasecmp(word, game.zzword) == 0) {
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*id = PART;
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*type = ACTION;
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return;
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}
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*id = WORD_NOT_FOUND;
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*type = NO_WORD_TYPE;
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return;
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*id = WORD_NOT_FOUND;
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*type = NO_WORD_TYPE;
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return;
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}
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void juggle(obj_t object)
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