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 long token_to_packed(const char token[]);
extern void tokenize(char*, struct command_t *); extern void tokenize(char*, struct command_t *);
extern void vspeak(const char*, bool, va_list); extern void vspeak(const char*, bool, va_list);
extern bool wordeq(token_t, token_t);
extern bool wordempty(token_t); extern bool wordempty(token_t);
extern void wordclear(token_t *); extern void wordclear(token_t *);
extern void speak(const char*, ...); extern void speak(const char*, ...);

25
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 */ /* 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) bool wordempty(token_t a)
{ {
return a == 0; return a == 0;
@ -173,7 +168,7 @@ void vspeak(const char* msg, bool blank, va_list ap)
if (msg[i] != '%') { if (msg[i] != '%') {
/* Ugh. Least obtrusive way to deal with artifacts "on the floor" /* Ugh. Least obtrusive way to deal with artifacts "on the floor"
* being dropped outside of both cave and building. */ * being dropped outside of both cave and building. */
if (strncmp(msg + i, "floor", 5) == 0 && strchr(" .", msg[i+5]) && !INSIDE(game.loc)) { if (strncmp(msg + i, "floor", 5) == 0 && strchr(" .", msg[i + 5]) && !INSIDE(game.loc)) {
strcpy(renderp, "ground"); strcpy(renderp, "ground");
renderp += 6; renderp += 6;
i += 4; i += 4;
@ -526,8 +521,7 @@ int get_special_vocab_id(const char* word)
void get_vocab_metadata(const char* word, long* id, enum wordtype* type) void get_vocab_metadata(const char* word, long* id, enum wordtype* type)
{ {
/* Check for an empty string */ /* Check for an empty string */
if (strncmp(word, "", sizeof("")) == 0) if (strncmp(word, "", sizeof("")) == 0) {
{
*id = WORD_EMPTY; *id = WORD_EMPTY;
*type = NO_WORD_TYPE; *type = NO_WORD_TYPE;
return; return;
@ -536,40 +530,35 @@ void get_vocab_metadata(const char* word, long* id, enum wordtype* type)
long ref_num; long ref_num;
ref_num = get_motion_vocab_id(word); ref_num = get_motion_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) if (ref_num != WORD_NOT_FOUND) {
{
*id = ref_num; *id = ref_num;
*type = MOTION; *type = MOTION;
return; return;
} }
ref_num = get_object_vocab_id(word); ref_num = get_object_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) if (ref_num != WORD_NOT_FOUND) {
{
*id = ref_num; *id = ref_num;
*type = OBJECT; *type = OBJECT;
return; return;
} }
ref_num = get_action_vocab_id(word); ref_num = get_action_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) if (ref_num != WORD_NOT_FOUND) {
{
*id = ref_num; *id = ref_num;
*type = ACTION; *type = ACTION;
return; return;
} }
ref_num = get_special_vocab_id(word); ref_num = get_special_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) if (ref_num != WORD_NOT_FOUND) {
{
*id = ref_num; *id = ref_num;
*type = SPECIAL; *type = SPECIAL;
return; return;
} }
// Check for the reservoir magic word. // Check for the reservoir magic word.
if (strcasecmp(word, game.zzword) == 0) if (strcasecmp(word, game.zzword) == 0) {
{
*id = PART; *id = PART;
*type = ACTION; *type = ACTION;
return; return;