Take FORTRANish upper-case function names to C-style lowercase...

...except for a few we're planning to get rid of.  This will avoid some
upcoming collisions with macros defined from YAML.
This commit is contained in:
Eric S. Raymond 2017-06-26 10:19:33 -04:00
parent b626371b6c
commit 59243cf8bc
6 changed files with 131 additions and 131 deletions

View file

@ -104,21 +104,21 @@ extern void rspeak(vocab_t, ...);
extern bool GETIN(FILE *, token_t*, token_t*, token_t*, token_t*);
extern void echo_input(FILE*, char*, char*);
extern char* get_input(void);
extern bool YES(const char*, const char*, const char*);
extern bool yes(const char*, const char*, const char*);
extern long GETTXT(bool, bool, bool);
extern token_t MAKEWD(long);
extern long VOCAB(long, long);
extern void JUGGLE(long);
extern void MOVE(long, long);
extern long PUT(long, long, long);
extern void CARRY(long, long);
extern void DROP(long, long);
extern long ATDWRF(long);
extern long SETBIT(long);
extern bool TSTBIT(long, int);
extern long RNDVOC(long, long);
extern long vocab(long, long);
extern void juggle(long);
extern void move(long, long);
extern long put(long, long, long);
extern void carry(long, long);
extern void drop(long, long);
extern long atdwrf(long);
extern long setbit(long);
extern bool tstbit(long, int);
extern long rndvoc(long, long);
extern bool MAPLIN(FILE *);
extern void DATIME(long*, long*);
extern void datime(long*, long*);
enum termination {endgame, quitgame, scoregame};
@ -145,7 +145,7 @@ extern int restore(FILE *);
* PCT(N) = true N% of the time (N integer from 0 to 100)
* TOTING(OBJ) = true if the OBJ is being carried */
#define DESTROY(N) MOVE(N, LOC_NOWHERE)
#define DESTROY(N) move(N, LOC_NOWHERE)
#define MOD(N,M) ((N) % (M))
#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
@ -153,13 +153,13 @@ extern int restore(FILE *);
#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
#define CNDBIT(L,N) (TSTBIT(conditions[L],N))
#define CNDBIT(L,N) (tstbit(conditions[L],N))
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
#define DARK(DUMMY) ((!TSTBIT(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
#define VOCWRD(LETTRS,SECT) (vocab(MAKEWD(LETTRS),SECT))
#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))