Reindentation
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0fbd79b608
4 changed files with 72 additions and 73 deletions
36
actions.c
36
actions.c
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@ -265,7 +265,7 @@ static int vbreak(verb_t verb, obj_t obj)
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game.fixed[VASE] = IS_FIXED;
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break;
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}
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/* FALLTHRU */
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/* FALLTHRU */
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default:
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speak(actions[verb].message);
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}
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@ -592,7 +592,7 @@ static int eat(verb_t verb, obj_t obj)
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case INTRANSITIVE:
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if (!HERE(FOOD))
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return GO_UNKNOWN;
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/* FALLTHRU */
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/* FALLTHRU */
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case FOOD:
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DESTROY(FOOD);
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rspeak(THANKS_DELICIOUS);
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@ -1145,21 +1145,21 @@ static int say(command_t command)
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/* Say. Echo WD2. Magic words override. */
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{
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if (command.word[1].type == MOTION &&
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(command.word[1].id == XYZZY ||
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command.word[1].id == PLUGH ||
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command.word[1].id == PLOVER)) {
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return GO_WORD2;
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(command.word[1].id == XYZZY ||
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command.word[1].id == PLUGH ||
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command.word[1].id == PLOVER)) {
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return GO_WORD2;
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}
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if (command.word[1].type == ACTION && command.word[1].id == PART)
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return reservoir();
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if (command.word[1].type == ACTION &&
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(command.word[1].id == FEE ||
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command.word[1].id == FIE ||
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command.word[1].id == FOE ||
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command.word[1].id == FOO ||
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command.word[1].id == FUM ||
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command.word[1].id == PART)) {
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command.word[1].id == FIE ||
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command.word[1].id == FOE ||
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command.word[1].id == FOO ||
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command.word[1].id == FUM ||
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command.word[1].id == PART)) {
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return bigwords(command.word[1].id);
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}
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sspeak(OKEY_DOKEY, command.word[1].raw);
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@ -1369,9 +1369,9 @@ int action(command_t command)
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if (command.word[1].raw[0] != '\0' && command.verb != SAY)
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return GO_WORD2;
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if (command.verb == SAY)
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/* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
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* will do here. We're preventing interpretation as an intransitive
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* verb when the word is unknown. */
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/* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
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* will do here. We're preventing interpretation as an intransitive
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* verb when the word is unknown. */
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command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT;
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if (command.obj == NO_OBJECT ||
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command.obj == INTRANSITIVE) {
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@ -1508,7 +1508,7 @@ int action(command_t command)
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case RUB:
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return rub(command.verb, command.obj);
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case THROW:
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return throw(command);
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return throw (command);
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case QUIT: {
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speak(actions[command.verb].message);
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return GO_CLEAROBJ;
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@ -1560,11 +1560,11 @@ int action(command_t command)
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speak(actions[command.verb].message);
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return GO_CLEAROBJ;
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}
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// LCOV_EXCL_START
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// This case should never happen - here only as placeholder
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// LCOV_EXCL_START
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// This case should never happen - here only as placeholder
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case PART:
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return reservoir();
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// LCOV_EXCL_STOP
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// LCOV_EXCL_STOP
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case SEED:
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return seed(command.verb, command.word[1].raw);
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case WASTE:
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14
advent.h
14
advent.h
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@ -134,7 +134,7 @@ struct game_t {
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long dflag;
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long dkill; // dwarves killed
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long dtotal; // total dwarves (including pirate)
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long dtotal; // total dwarves (including pirate) in loc
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long foobar; // progress in saying "FEE FIE FOE FOO".
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long holdng; // number of objects being carried
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long igo; // # uses of "go" instead of a direction
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@ -183,9 +183,9 @@ struct settings_t {
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};
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typedef struct {
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char raw[LINESIZE];
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vocab_t id;
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word_type_t type;
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char raw[LINESIZE];
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vocab_t id;
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word_type_t type;
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} command_word_t;
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typedef struct {
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@ -231,9 +231,9 @@ void bug(enum bugtype, const char *) __attribute__((__noreturn__));
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/* represent an empty command word */
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static const command_word_t empty_command_word = {
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.raw = "",
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.id = WORD_EMPTY,
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.type = NO_WORD_TYPE,
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.raw = "",
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.id = WORD_EMPTY,
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.type = NO_WORD_TYPE,
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};
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/* end */
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76
main.c
76
main.c
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@ -1050,43 +1050,43 @@ Lclearobj:
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if (game.knfloc > 0 && game.knfloc != game.loc)
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game.knfloc = 0;
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/* Preserve state from last command for reuse when required */
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command_t preserve = command;
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/* Preserve state from last command for reuse when required */
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command_t preserve = command;
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// Get command input from user
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// Get command input from user
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if (!get_command_input(&command))
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return false;
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#ifdef GDEBUG
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/* Needs to stay synced with enum word_type_t */
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const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
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/* needs to stay synced with enum speechpart */
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const char *roles[] = {"unknown", "intransitive", "transitive"};
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printf("Preserve: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
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roles[preserve.part],
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types[preserve.word[0].type],
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preserve.word[0].id,
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types[preserve.word[1].type],
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preserve.word[1].id);
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printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
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roles[command.part],
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types[command.word[0].type],
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command.word[0].id,
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types[command.word[1].type],
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command.word[1].id);
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/* Needs to stay synced with enum word_type_t */
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const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
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/* needs to stay synced with enum speechpart */
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const char *roles[] = {"unknown", "intransitive", "transitive"};
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printf("Preserve: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
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roles[preserve.part],
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types[preserve.word[0].type],
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preserve.word[0].id,
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types[preserve.word[1].type],
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preserve.word[1].id);
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printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
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roles[command.part],
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types[command.word[0].type],
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command.word[0].id,
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types[command.word[1].type],
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command.word[1].id);
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#endif
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/* Handle of objectless action followed by actionless object */
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if (preserve.word[0].type == ACTION && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 0)
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command.verb = preserve.verb;
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/* Handle of objectless action followed by actionless object */
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if (preserve.word[0].type == ACTION && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 0)
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command.verb = preserve.verb;
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#ifdef BROKEN
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/* Handling of actionless object followed by objectless action */
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if (preserve.type1 == OBJECT && preserve.type2 == NO_WORD_TYPE && command.id2 == 0)
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command.obj = preserve.obj;
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/* Handling of actionless object followed by objectless action */
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if (preserve.type1 == OBJECT && preserve.type2 == NO_WORD_TYPE && command.id2 == 0)
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command.obj = preserve.obj;
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#endif
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++game.turns;
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++game.turns;
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if (closecheck()) {
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if (game.closed)
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@ -1122,8 +1122,8 @@ Lclearobj:
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}
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if ((command.word[0].id == WATER || command.word[0].id == OIL) && (command.word[1].id == PLANT || command.word[1].id == DOOR)) {
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if (AT(command.word[1].id)) {
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command.word[1] = command.word[0];
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command.word[0].id = POUR;
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command.word[1] = command.word[0];
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command.word[0].id = POUR;
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command.word[0].type = ACTION;
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strncpy(command.word[0].raw, "pour", LINESIZE - 1);
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}
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@ -1133,12 +1133,12 @@ Lclearobj:
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command.word[0].type = ACTION;
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}
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/* From OV to VO form */
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if (command.word[0].type==OBJECT && command.word[1].type==ACTION) {
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command_word_t stage = command.word[0];
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command.word[0] = command.word[1];
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command.word[1] = stage;
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}
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/* From OV to VO form */
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if (command.word[0].type == OBJECT && command.word[1].type == ACTION) {
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command_word_t stage = command.word[0];
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command.word[0] = command.word[1];
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command.word[1] = stage;
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}
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}
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Lookup:
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@ -1165,7 +1165,7 @@ Lookup:
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command.obj = command.word[0].id;
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break;
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case ACTION:
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if(command.word[1].type == NUMERIC)
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if (command.word[1].type == NUMERIC)
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command.part = transitive;
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else
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command.part = intransitive;
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@ -1186,11 +1186,11 @@ Lookup:
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continue; /* back to top of main interpreter loop */
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case GO_WORD2:
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#ifdef GDEBUG
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printf("Word shift\n");
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printf("Word shift\n");
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#endif /* GDEBUG */
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/* Get second word for analysis. */
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command.word[0] = command.word[1];
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command.word[1] = empty_command_word;
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command.word[0] = command.word[1];
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command.word[1] = empty_command_word;
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goto Lookup;
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case GO_UNKNOWN:
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/* Random intransitive verbs come here. Clear obj just in case
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3
misc.c
3
misc.c
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@ -402,8 +402,7 @@ static bool is_valid_int(const char *str)
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return false; // LCOV_EXCL_LINE
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// Check for non-digit chars in the rest of the stirng.
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while (*str)
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{
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while (*str) {
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if (!isdigit(*str))
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return false;
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else
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