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:
parent
b626371b6c
commit
59243cf8bc
6 changed files with 131 additions and 131 deletions
86
main.c
86
main.c
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@ -156,12 +156,12 @@ int main(int argc, char *argv[])
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initialise();
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/* Start-up, dwarf stuff */
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game.zzword = RNDVOC(3, 0);
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game.zzword = rndvoc(3, 0);
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game.newloc = LOC_START;
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game.loc = LOC_START;
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game.limit = GAMELIMIT;
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if (!rfp) {
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game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
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game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
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if (game.novice)
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game.limit = NOVICELIMIT;
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} else {
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@ -190,7 +190,7 @@ static bool fallback_handler(char *buf)
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// autogenerated, so don't charge user time for it.
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--game.turns;
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// here we reconfigure any global game state that uses random numbers
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game.zzword = RNDVOC(3, 0);
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game.zzword = rndvoc(3, 0);
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return true;
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}
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return false;
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@ -256,7 +256,7 @@ static void checkhints(void)
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break;
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return;
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case 8: /* ogre */
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i = ATDWRF(game.loc);
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i = atdwrf(game.loc);
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if (i < 0) {
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game.hintlc[hint] = 0;
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return;
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@ -276,10 +276,10 @@ static void checkhints(void)
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/* Fall through to hint display */
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game.hintlc[hint] = 0;
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if (!YES(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
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if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
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return;
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rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
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game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
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game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
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if (game.hinted[hint] && game.limit > WARNTIME)
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game.limit += WARNTIME * hints[hint].penalty;
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}
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@ -325,8 +325,8 @@ static bool spotted_by_pirate(int i)
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/* Do things in this order (chest move before robbery) so chest is listed
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* last at the maze location. */
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if (movechest) {
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MOVE(CHEST, game.chloc);
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MOVE(MESSAG, game.chloc2);
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move(CHEST, game.chloc);
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move(MESSAG, game.chloc2);
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game.dloc[PIRATE] = game.chloc;
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game.odloc[PIRATE] = game.chloc;
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game.dseen[PIRATE] = false;
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@ -343,9 +343,9 @@ static bool spotted_by_pirate(int i)
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continue;
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if (!(treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac))) {
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if (AT(treasure) && game.fixed[treasure] == 0)
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CARRY(treasure, game.loc);
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carry(treasure, game.loc);
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if (TOTING(treasure))
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DROP(treasure, game.chloc);
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drop(treasure, game.chloc);
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}
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}
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}
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@ -400,7 +400,7 @@ static bool dwarfmove(void)
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game.odloc[i] = game.dloc[i];
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}
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rspeak(DWARF_RAN);
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DROP(AXE, game.loc);
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drop(AXE, game.loc);
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return true;
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}
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@ -513,7 +513,7 @@ static void croak(void)
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* death and exit. */
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rspeak(DEATH_CLOSING);
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terminate(endgame);
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} else if (game.numdie == NDEATHS || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
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} else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
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terminate(endgame);
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else {
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game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
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@ -523,7 +523,7 @@ static void croak(void)
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int i = NOBJECTS + 1 - j;
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if (TOTING(i)) {
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/* Always leave lamp where it's accessible aboveground */
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DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
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drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
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}
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}
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game.loc = LOC_BUILDING;
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@ -686,7 +686,7 @@ static bool playermove(token_t verb, int motion)
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* special travel if toting it), so he's forced to use the
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* plover-passage to get it out. Having dropped it, go back and
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* pretend he wasn't carrying it after all. */
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DROP(EMERALD, game.loc);
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drop(EMERALD, game.loc);
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do {
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if (TRAVEL[kk] < 0)
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BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
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@ -707,11 +707,11 @@ static bool playermove(token_t verb, int motion)
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if (game.prop[TROLL] == 1) {
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pspeak(TROLL,look, 1);
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game.prop[TROLL] = 0;
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MOVE(TROLL2, 0);
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MOVE(TROLL2 + NOBJECTS, 0);
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MOVE(TROLL, object_descriptions[TROLL].plac);
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MOVE(TROLL + NOBJECTS, object_descriptions[TROLL].fixd);
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JUGGLE(CHASM);
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move(TROLL2, 0);
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move(TROLL2 + NOBJECTS, 0);
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move(TROLL, object_descriptions[TROLL].plac);
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move(TROLL + NOBJECTS, object_descriptions[TROLL].fixd);
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juggle(CHASM);
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game.newloc = game.loc;
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return true;
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} else {
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@ -721,7 +721,7 @@ static bool playermove(token_t verb, int motion)
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rspeak(BRIDGE_COLLAPSE);
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game.prop[CHASM] = 1;
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game.prop[TROLL] = 2;
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DROP(BEAR, game.newloc);
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drop(BEAR, game.newloc);
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game.fixed[BEAR] = -1;
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game.prop[BEAR] = 3;
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game.oldlc2 = game.newloc;
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@ -786,11 +786,11 @@ static bool closecheck(void)
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game.dseen[i] = false;
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game.dloc[i] = 0;
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}
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MOVE(TROLL, 0);
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MOVE(TROLL + NOBJECTS, 0);
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MOVE(TROLL2, object_descriptions[TROLL].plac);
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MOVE(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd);
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JUGGLE(CHASM);
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move(TROLL, 0);
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move(TROLL + NOBJECTS, 0);
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move(TROLL2, object_descriptions[TROLL].plac);
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move(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd);
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juggle(CHASM);
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if (game.prop[BEAR] != 3)DESTROY(BEAR);
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game.prop[CHAIN] = 0;
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game.fixed[CHAIN] = 0;
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@ -818,27 +818,27 @@ static bool closecheck(void)
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* objects he might be carrying (lest he have some which
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* could cause trouble, such as the keys). We describe the
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* flash of light and trundle back. */
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game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, EMPTY_BOTTLE);
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game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
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game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
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game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
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game.prop[ROD] = PUT(ROD, LOC_NE, 0);
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game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
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game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
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game.prop[PLANT] = put(PLANT, LOC_NE, 0);
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game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
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game.prop[LAMP] = put(LAMP, LOC_NE, 0);
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game.prop[ROD] = put(ROD, LOC_NE, 0);
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game.prop[DWARF] = put(DWARF, LOC_NE, 0);
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game.loc = LOC_NE;
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game.oldloc = LOC_NE;
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game.newloc = LOC_NE;
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/* Leave the grate with normal (non-negative) property.
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* Reuse sign. */
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PUT(GRATE, LOC_SW, 0);
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PUT(SIGN, LOC_SW, 0);
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put(GRATE, LOC_SW, 0);
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put(SIGN, LOC_SW, 0);
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game.prop[SIGN] = ENDGAME_SIGN;
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game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
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game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
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game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
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game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
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game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
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game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
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game.prop[BIRD] = put(BIRD, LOC_SW, 1);
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game.prop[CAGE] = put(CAGE, LOC_SW, 0);
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game.prop[ROD2] = put(ROD2, LOC_SW, 0);
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game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
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game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
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game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
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game.fixed[MIRROR] = LOC_SW;
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for (int i = 1; i <= NOBJECTS; i++) {
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@ -870,7 +870,7 @@ static void lampcheck(void)
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rspeak(REPLACE_BATTERIES);
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game.prop[BATTERY] = DEAD_BATTERIES;
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if (TOTING(BATTERY))
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DROP(BATTERY, game.loc);
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drop(BATTERY, game.loc);
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game.limit += BATTERYLIFE;
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game.lmwarn = false;
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} else if (game.limit == 0) {
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@ -1062,8 +1062,8 @@ L2607:
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} else
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lampcheck();
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V1 = VOCAB(command.wd1, -1);
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V2 = VOCAB(command.wd2, -1);
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V1 = vocab(command.wd1, -1);
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V2 = vocab(command.wd2, -1);
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if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
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if (LIQLOC(game.loc) == WATER) {
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rspeak(FEET_WET);
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@ -1097,7 +1097,7 @@ L2620:
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rspeak(GO_UNNEEDED);
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}
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Lookup:
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defn = VOCAB(command.wd1, -1);
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defn = vocab(command.wd1, -1);
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if (defn == -1) {
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/* Gee, I don't understand. */
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if (fallback_handler(rawbuf))
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