Reindentation, typo fix

This commit is contained in:
NHOrus 2018-11-23 20:19:22 +03:00
parent f1d3b75561
commit 524f035e76
2 changed files with 24 additions and 24 deletions

20
main.c
View file

@ -968,14 +968,14 @@ void clear_command(command_t *cmd)
cmd->obj = NO_OBJECT; cmd->obj = NO_OBJECT;
} }
/* /*
* This function probably does too many disparate things. It checks for hints, * This function probably does too many disparate things. It checks for hints,
* sees if the gamed is closed, checks for darkness, gets user input, increments * sees if the gamed is closed, checks for darkness, gets user input, increments
* the turns in the game state, checks to see if we should be closing, gets the * the turns in the game state, checks to see if we should be closing, gets the
* command input, and preprocesses some implied verbs in the case that the user * command input, and preprocesses some implied verbs in the case that the user
* put in a single word motion or object command. * put in a single word motion or object command.
* *
* This was the lesser evil -- it got rid of a really nasty goto in the main * This was the lesser evil -- it got rid of a really nasty goto in the main
* input parser/state transition engine. This should be refactored further. * input parser/state transition engine. This should be refactored further.
*/ */
bool get_preprocessed_command_input(command_t *command) bool get_preprocessed_command_input(command_t *command)
@ -1150,7 +1150,7 @@ static bool do_command()
listobjects(); listobjects();
clear_command(&command); clear_command(&command);
do { do {
// Get pre-processed command input from user // Get pre-processed command input from user
command_given = get_preprocessed_command_input(&command); command_given = get_preprocessed_command_input(&command);
@ -1205,7 +1205,7 @@ static bool do_command()
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
} }
if(command_given) { if (command_given) {
switch (action(command)) { switch (action(command)) {
case GO_TERMINATE: case GO_TERMINATE:
return true; return true;
@ -1216,7 +1216,7 @@ static bool do_command()
continue; /* back to top of main interpreter loop */ continue; /* back to top of main interpreter loop */
case GO_CLEAROBJ: case GO_CLEAROBJ:
clear_command(&command); clear_command(&command);
/* FALL THROUGH */ /* FALL THROUGH */
case GO_CHECKHINT: case GO_CHECKHINT:
command_given = false; command_given = false;
break; break;
@ -1247,7 +1247,7 @@ static bool do_command()
} }
} while (!command_executed); } while (!command_executed);
} while (!command_given); } while (!command_given);
} }
} }
/* end */ /* end */

28
misc.c
View file

@ -5,7 +5,7 @@
* Copyright (c) 2017 by Eric S. Raymond * Copyright (c) 2017 by Eric S. Raymond
* SPDX-License-Identifier: BSD-2-clause * SPDX-License-Identifier: BSD-2-clause
*/ */
#include <unistd.h> #include <unistd.h>
#include <stdlib.h> #include <stdlib.h>
#include <stdio.h> #include <stdio.h>
@ -476,9 +476,9 @@ static void tokenize(char* raw, command_t *cmd)
{ {
/* /*
* Be caereful about modifing this. We do not want to nuke the * Be caereful about modifing this. We do not want to nuke the
* the speech part or ID from the previous turn. * the speech part or ID from the previous turn.
*/ */
memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0],raw)); memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0].raw));
memset(&cmd->word[1].raw, '\0', sizeof(cmd->word[1].raw)); memset(&cmd->word[1].raw, '\0', sizeof(cmd->word[1].raw));
/* Bound prefix on the %s would be needed to prevent buffer /* Bound prefix on the %s would be needed to prevent buffer
@ -590,9 +590,9 @@ void carry(obj_t object, loc_t where)
if (game.place[object] == CARRIED) if (game.place[object] == CARRIED)
return; return;
game.place[object] = CARRIED; game.place[object] = CARRIED;
if (object!= BIRD) if (object != BIRD)
++game.holdng; ++game.holdng;
} }
if (game.atloc[where] == object) { if (game.atloc[where] == object) {
game.atloc[where] = game.link[object]; game.atloc[where] = game.link[object];
@ -613,14 +613,14 @@ void drop(obj_t object, loc_t where)
game.fixed[object - NOBJECTS] = where; game.fixed[object - NOBJECTS] = where;
else { else {
if (game.place[object] == CARRIED) if (game.place[object] == CARRIED)
if (object != BIRD) if (object != BIRD)
/* The bird has to be weightless. This ugly hack (and the /* The bird has to be weightless. This ugly hack (and the
* corresponding code in the drop function) brought to you * corresponding code in the drop function) brought to you
* by the fact that when the bird is caged, we need to be able * by the fact that when the bird is caged, we need to be able
* to either 'take bird' or 'take cage' and have the right thing * to either 'take bird' or 'take cage' and have the right thing
* happen. * happen.
*/ */
--game.holdng; --game.holdng;
game.place[object] = where; game.place[object] = where;
} }
if (where == LOC_NOWHERE || if (where == LOC_NOWHERE ||