Reindentation, typo fix
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parent
f1d3b75561
commit
524f035e76
2 changed files with 24 additions and 24 deletions
20
main.c
20
main.c
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@ -968,14 +968,14 @@ void clear_command(command_t *cmd)
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cmd->obj = NO_OBJECT;
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cmd->obj = NO_OBJECT;
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}
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}
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/*
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/*
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* This function probably does too many disparate things. It checks for hints,
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* This function probably does too many disparate things. It checks for hints,
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* sees if the gamed is closed, checks for darkness, gets user input, increments
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* sees if the gamed is closed, checks for darkness, gets user input, increments
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* the turns in the game state, checks to see if we should be closing, gets the
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* the turns in the game state, checks to see if we should be closing, gets the
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* command input, and preprocesses some implied verbs in the case that the user
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* command input, and preprocesses some implied verbs in the case that the user
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* put in a single word motion or object command.
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* put in a single word motion or object command.
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*
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*
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* This was the lesser evil -- it got rid of a really nasty goto in the main
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* This was the lesser evil -- it got rid of a really nasty goto in the main
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* input parser/state transition engine. This should be refactored further.
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* input parser/state transition engine. This should be refactored further.
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*/
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*/
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bool get_preprocessed_command_input(command_t *command)
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bool get_preprocessed_command_input(command_t *command)
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@ -1150,7 +1150,7 @@ static bool do_command()
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listobjects();
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listobjects();
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clear_command(&command);
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clear_command(&command);
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do {
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do {
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// Get pre-processed command input from user
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// Get pre-processed command input from user
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command_given = get_preprocessed_command_input(&command);
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command_given = get_preprocessed_command_input(&command);
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@ -1205,7 +1205,7 @@ static bool do_command()
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BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
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BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
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}
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}
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if(command_given) {
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if (command_given) {
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switch (action(command)) {
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switch (action(command)) {
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case GO_TERMINATE:
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case GO_TERMINATE:
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return true;
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return true;
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@ -1216,7 +1216,7 @@ static bool do_command()
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continue; /* back to top of main interpreter loop */
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continue; /* back to top of main interpreter loop */
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case GO_CLEAROBJ:
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case GO_CLEAROBJ:
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clear_command(&command);
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clear_command(&command);
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/* FALL THROUGH */
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/* FALL THROUGH */
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case GO_CHECKHINT:
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case GO_CHECKHINT:
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command_given = false;
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command_given = false;
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break;
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break;
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@ -1247,7 +1247,7 @@ static bool do_command()
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}
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}
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} while (!command_executed);
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} while (!command_executed);
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} while (!command_given);
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} while (!command_given);
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}
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}
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}
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}
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/* end */
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/* end */
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28
misc.c
28
misc.c
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@ -5,7 +5,7 @@
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* Copyright (c) 2017 by Eric S. Raymond
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* Copyright (c) 2017 by Eric S. Raymond
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* SPDX-License-Identifier: BSD-2-clause
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* SPDX-License-Identifier: BSD-2-clause
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*/
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*/
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#include <unistd.h>
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#include <unistd.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdio.h>
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@ -476,9 +476,9 @@ static void tokenize(char* raw, command_t *cmd)
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{
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{
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/*
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/*
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* Be caereful about modifing this. We do not want to nuke the
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* Be caereful about modifing this. We do not want to nuke the
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* the speech part or ID from the previous turn.
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* the speech part or ID from the previous turn.
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*/
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*/
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memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0],raw));
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memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0].raw));
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memset(&cmd->word[1].raw, '\0', sizeof(cmd->word[1].raw));
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memset(&cmd->word[1].raw, '\0', sizeof(cmd->word[1].raw));
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/* Bound prefix on the %s would be needed to prevent buffer
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/* Bound prefix on the %s would be needed to prevent buffer
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@ -590,9 +590,9 @@ void carry(obj_t object, loc_t where)
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if (game.place[object] == CARRIED)
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if (game.place[object] == CARRIED)
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return;
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return;
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game.place[object] = CARRIED;
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game.place[object] = CARRIED;
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if (object!= BIRD)
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if (object != BIRD)
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++game.holdng;
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++game.holdng;
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}
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}
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if (game.atloc[where] == object) {
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if (game.atloc[where] == object) {
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game.atloc[where] = game.link[object];
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game.atloc[where] = game.link[object];
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@ -613,14 +613,14 @@ void drop(obj_t object, loc_t where)
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game.fixed[object - NOBJECTS] = where;
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game.fixed[object - NOBJECTS] = where;
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else {
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else {
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if (game.place[object] == CARRIED)
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if (game.place[object] == CARRIED)
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if (object != BIRD)
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if (object != BIRD)
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/* The bird has to be weightless. This ugly hack (and the
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/* The bird has to be weightless. This ugly hack (and the
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* corresponding code in the drop function) brought to you
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* corresponding code in the drop function) brought to you
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* by the fact that when the bird is caged, we need to be able
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* by the fact that when the bird is caged, we need to be able
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* to either 'take bird' or 'take cage' and have the right thing
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* to either 'take bird' or 'take cage' and have the right thing
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* happen.
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* happen.
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*/
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*/
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--game.holdng;
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--game.holdng;
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game.place[object] = where;
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game.place[object] = where;
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}
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}
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if (where == LOC_NOWHERE ||
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if (where == LOC_NOWHERE ||
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