Re-format to consistent indent style with "make indent".

This commit is contained in:
Eric S. Raymond 2017-06-18 06:18:51 -04:00
parent a37e578f63
commit b3057f038b
8 changed files with 2516 additions and 2419 deletions

258
init.c
View file

@ -30,7 +30,7 @@
* 1000 non-synonymous vocabulary words
* 300 locations
* 100 objects
* Note:
* Note:
* - the object count limit has been abstracted as NOBJECTS
* - the random message limit has been abstracted as RTXSIZ
* - maximum locations limit has been abstracted as LOCSIZ
@ -173,21 +173,21 @@
void initialise(void)
{
if (oldstyle)
printf("Initialising...\n");
printf("Initialising...\n");
for (int i=1; i<=NOBJECTS; i++) {
game.place[i] = NOWHERE;
game.prop[i] = 0;
game.link[i+NOBJECTS]=game.link[i]=0;
for (int i = 1; i <= NOBJECTS; i++) {
game.place[i] = NOWHERE;
game.prop[i] = 0;
game.link[i + NOBJECTS] = game.link[i] = 0;
}
for (int i=1; i<=LOCSIZ; i++) {
game.abbrev[i]=0;
if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
int k=KEY[i];
if(MOD(labs(TRAVEL[k]),1000) == 1)COND[i]=2;
}
game.atloc[i]=0;
for (int i = 1; i <= LOCSIZ; i++) {
game.abbrev[i] = 0;
if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
int k = KEY[i];
if (MOD(labs(TRAVEL[k]), 1000) == 1)COND[i] = 2;
}
game.atloc[i] = 0;
}
/* Set up the game.atloc and game.link arrays as described above.
@ -197,115 +197,115 @@ void initialise(void)
* This also sets up "game.place" and "fixed" as copies of "PLAC" and
* "FIXD". Also, since two-placed objects are typically best
* described last, we'll drop them first. */
for (int i=1; i<=NOBJECTS; i++) {
int k=NOBJECTS + 1 - i;
if(FIXD[k] > 0) {
DROP(k+NOBJECTS,FIXD[k]);
DROP(k,PLAC[k]);
}
for (int i = 1; i <= NOBJECTS; i++) {
int k = NOBJECTS + 1 - i;
if (FIXD[k] > 0) {
DROP(k + NOBJECTS, FIXD[k]);
DROP(k, PLAC[k]);
}
}
for (int i=1; i<=NOBJECTS; i++) {
int k=NOBJECTS + 1 - i;
game.fixed[k]=FIXD[k];
if(PLAC[k] != 0 && FIXD[k] <= 0)
DROP(k,PLAC[k]);
for (int i = 1; i <= NOBJECTS; i++) {
int k = NOBJECTS + 1 - i;
game.fixed[k] = FIXD[k];
if (PLAC[k] != 0 && FIXD[k] <= 0)
DROP(k, PLAC[k]);
}
/* Treasures, as noted earlier, are objects MINTRS through MAXTRS
* Their props are initially -1, and are set to 0 the first time
* they are described. game.tally keeps track of how many are
* not yet found, so we know when to close the cave. */
game.tally=0;
for (int treasure=MINTRS; treasure<=MAXTRS; treasure++) {
if(object_descriptions[treasure].inventory != 0)
game.prop[treasure]= -1;
game.tally=game.tally-game.prop[treasure];
game.tally = 0;
for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
if (object_descriptions[treasure].inventory != 0)
game.prop[treasure] = -1;
game.tally = game.tally - game.prop[treasure];
}
/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
* with cond bit i. game.hinted[i] is true iff hint i has been
* used. */
for (int i=1; i<=HNTMAX; i++) {
game.hinted[i]=false;
game.hintlc[i]=0;
for (int i = 1; i <= HNTMAX; i++) {
game.hinted[i] = false;
game.hintlc[i] = 0;
}
/* Define some handy mnemonics. These correspond to object numbers. */
AXE=VOCWRD(12405,1);
BATTER=VOCWRD(201202005,1);
BEAR=VOCWRD(2050118,1);
BIRD=VOCWRD(2091804,1);
BLOOD=VOCWRD(212151504,1);
BOTTLE=VOCWRD(215202012,1);
CAGE=VOCWRD(3010705,1);
CAVITY=VOCWRD(301220920,1);
CHASM=VOCWRD(308011913,1);
CLAM=VOCWRD(3120113,1);
DOOR=VOCWRD(4151518,1);
DRAGON=VOCWRD(418010715,1);
DWARF=VOCWRD(423011806,1);
FISSUR=VOCWRD(609191921,1);
FOOD=VOCWRD(6151504,1);
GRATE=VOCWRD(718012005,1);
KEYS=VOCWRD(11052519,1);
KNIFE=VOCWRD(1114090605,1);
LAMP=VOCWRD(12011316,1);
MAGZIN=VOCWRD(1301070126,1);
MESSAG=VOCWRD(1305191901,1);
MIRROR=VOCWRD(1309181815,1);
OGRE=VOCWRD(15071805,1);
OIL=VOCWRD(150912,1);
OYSTER=VOCWRD(1525192005,1);
PILLOW=VOCWRD(1609121215,1);
PLANT=VOCWRD(1612011420,1);
PLANT2=PLANT+1;
RESER=VOCWRD(1805190518,1);
ROD=VOCWRD(181504,1);
ROD2=ROD+1;
SIGN=VOCWRD(19090714,1);
SNAKE=VOCWRD(1914011105,1);
STEPS=VOCWRD(1920051619,1);
TROLL=VOCWRD(2018151212,1);
TROLL2=TROLL+1;
URN=VOCWRD(211814,1);
VEND=VOCWRD(1755140409,1);
VOLCAN=VOCWRD(1765120301,1);
WATER=VOCWRD(1851200518,1);
AXE = VOCWRD(12405, 1);
BATTER = VOCWRD(201202005, 1);
BEAR = VOCWRD(2050118, 1);
BIRD = VOCWRD(2091804, 1);
BLOOD = VOCWRD(212151504, 1);
BOTTLE = VOCWRD(215202012, 1);
CAGE = VOCWRD(3010705, 1);
CAVITY = VOCWRD(301220920, 1);
CHASM = VOCWRD(308011913, 1);
CLAM = VOCWRD(3120113, 1);
DOOR = VOCWRD(4151518, 1);
DRAGON = VOCWRD(418010715, 1);
DWARF = VOCWRD(423011806, 1);
FISSUR = VOCWRD(609191921, 1);
FOOD = VOCWRD(6151504, 1);
GRATE = VOCWRD(718012005, 1);
KEYS = VOCWRD(11052519, 1);
KNIFE = VOCWRD(1114090605, 1);
LAMP = VOCWRD(12011316, 1);
MAGZIN = VOCWRD(1301070126, 1);
MESSAG = VOCWRD(1305191901, 1);
MIRROR = VOCWRD(1309181815, 1);
OGRE = VOCWRD(15071805, 1);
OIL = VOCWRD(150912, 1);
OYSTER = VOCWRD(1525192005, 1);
PILLOW = VOCWRD(1609121215, 1);
PLANT = VOCWRD(1612011420, 1);
PLANT2 = PLANT + 1;
RESER = VOCWRD(1805190518, 1);
ROD = VOCWRD(181504, 1);
ROD2 = ROD + 1;
SIGN = VOCWRD(19090714, 1);
SNAKE = VOCWRD(1914011105, 1);
STEPS = VOCWRD(1920051619, 1);
TROLL = VOCWRD(2018151212, 1);
TROLL2 = TROLL + 1;
URN = VOCWRD(211814, 1);
VEND = VOCWRD(1755140409, 1);
VOLCAN = VOCWRD(1765120301, 1);
WATER = VOCWRD(1851200518, 1);
/* Objects from MINTRS through MAXTRS are treasures. Here are a few. */
AMBER=VOCWRD(113020518,1);
CHAIN=VOCWRD(308010914,1);
CHEST=VOCWRD(308051920,1);
COINS=VOCWRD(315091419,1);
EGGS=VOCWRD(5070719,1);
EMRALD=VOCWRD(513051801,1);
JADE=VOCWRD(10010405,1);
NUGGET=VOCWRD(7151204,1);
PEARL=VOCWRD(1605011812,1);
PYRAM=VOCWRD(1625180113,1);
RUBY=VOCWRD(18210225,1);
RUG=VOCWRD(182107,1);
SAPPH=VOCWRD(1901161608,1);
TRIDNT=VOCWRD(2018090405,1);
VASE=VOCWRD(22011905,1);
AMBER = VOCWRD(113020518, 1);
CHAIN = VOCWRD(308010914, 1);
CHEST = VOCWRD(308051920, 1);
COINS = VOCWRD(315091419, 1);
EGGS = VOCWRD(5070719, 1);
EMRALD = VOCWRD(513051801, 1);
JADE = VOCWRD(10010405, 1);
NUGGET = VOCWRD(7151204, 1);
PEARL = VOCWRD(1605011812, 1);
PYRAM = VOCWRD(1625180113, 1);
RUBY = VOCWRD(18210225, 1);
RUG = VOCWRD(182107, 1);
SAPPH = VOCWRD(1901161608, 1);
TRIDNT = VOCWRD(2018090405, 1);
VASE = VOCWRD(22011905, 1);
/* These are motion-verb numbers. */
BACK=VOCWRD(2010311,0);
CAVE=VOCWRD(3012205,0);
DPRSSN=VOCWRD(405161805,0);
ENTER=VOCWRD(514200518,0);
ENTRNC=VOCWRD(514201801,0);
LOOK=VOCWRD(12151511,0);
NUL=VOCWRD(14211212,0);
STREAM=VOCWRD(1920180501,0);
BACK = VOCWRD(2010311, 0);
CAVE = VOCWRD(3012205, 0);
DPRSSN = VOCWRD(405161805, 0);
ENTER = VOCWRD(514200518, 0);
ENTRNC = VOCWRD(514201801, 0);
LOOK = VOCWRD(12151511, 0);
NUL = VOCWRD(14211212, 0);
STREAM = VOCWRD(1920180501, 0);
/* And some action verbs. */
FIND=VOCWRD(6091404,2);
INVENT=VOCWRD(914220514,2);
LOCK=VOCWRD(12150311,2);
SAY=VOCWRD(190125,2);
THROW=VOCWRD(2008181523,2);
FIND = VOCWRD(6091404, 2);
INVENT = VOCWRD(914220514, 2);
LOCK = VOCWRD(12150311, 2);
SAY = VOCWRD(190125, 2);
THROW = VOCWRD(2008181523, 2);
/* Initialise the dwarves. game.dloc is loc of dwarves,
* hard-wired in. game.odloc is prior loc of each dwarf,
@ -325,16 +325,16 @@ void initialise(void)
* loc stored in game.chloc2. */
game.chloc = LOC_DEADEND12;
game.chloc2 = LOC_DEADEND13;
for (int i=1; i<=NDWARVES; i++) {
game.dseen[i]=false;
for (int i = 1; i <= NDWARVES; i++) {
game.dseen[i] = false;
}
game.dflag=0;
game.dflag = 0;
game.dloc[1] = LOC_KINGHALL;
game.dloc[2] = LOC_WESTBANK;
game.dloc[3] = LOC_Y2;
game.dloc[4] = LOC_ALIKE3;
game.dloc[5] = LOC_COMPLEX;
game.dloc[6]=game.chloc;
game.dloc[6] = game.chloc;
/* Other random flags and counters, as follows:
* game.abbnum How often we should print non-abbreviated descriptions
@ -357,30 +357,30 @@ void initialise(void)
* game.trnluz # points lost so far due to number of turns used
* game.turns Tallies how many commands he's given (ignores yes/no)
* Logicals were explained earlier */
game.turns=0;
game.trndex=1;
game.thresh= -1;
game.turns = 0;
game.trndex = 1;
game.thresh = -1;
if (TRNVLS > 0)
game.thresh=MOD(TRNVAL[1],100000)+1;
game.trnluz=0;
game.lmwarn=false;
game.iwest=0;
game.knfloc=0;
game.detail=0;
game.abbnum=5;
game.numdie=0;
game.holdng=0;
game.dkill=0;
game.foobar=0;
game.bonus=0;
game.clock1=30;
game.clock2=50;
game.conds=SETBIT(11);
game.saved=0;
game.closng=false;
game.panic=false;
game.closed=false;
game.clshnt=false;
game.novice=false;
game.blklin=true;
game.thresh = MOD(TRNVAL[1], 100000) + 1;
game.trnluz = 0;
game.lmwarn = false;
game.iwest = 0;
game.knfloc = 0;
game.detail = 0;
game.abbnum = 5;
game.numdie = 0;
game.holdng = 0;
game.dkill = 0;
game.foobar = 0;
game.bonus = 0;
game.clock1 = 30;
game.clock2 = 50;
game.conds = SETBIT(11);
game.saved = 0;
game.closng = false;
game.panic = false;
game.closed = false;
game.clshnt = false;
game.novice = false;
game.blklin = true;
}