Place1TBS mandatory braces.
This commit is contained in:
parent
258b7703f2
commit
c11938aed5
4 changed files with 438 additions and 343 deletions
319
main.c
319
main.c
|
@ -38,8 +38,9 @@ static void sig_handler(int signo)
|
|||
}
|
||||
|
||||
#if defined ADVENT_AUTOSAVE
|
||||
if (signo == SIGHUP || signo == SIGTERM)
|
||||
if (signo == SIGHUP || signo == SIGTERM) {
|
||||
autosave();
|
||||
}
|
||||
#endif
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
@ -71,12 +72,14 @@ char *myreadline(const char *prompt)
|
|||
|
||||
char *next = settings.argv[settings.optind++];
|
||||
|
||||
if (settings.scriptfp != NULL && feof(settings.scriptfp))
|
||||
if (settings.scriptfp != NULL && feof(settings.scriptfp)) {
|
||||
fclose(settings.scriptfp);
|
||||
if (strcmp(next, "-") == 0)
|
||||
}
|
||||
if (strcmp(next, "-") == 0) {
|
||||
settings.scriptfp = stdin; // LCOV_EXCL_LINE
|
||||
else
|
||||
} else {
|
||||
settings.scriptfp = fopen(next, "r");
|
||||
}
|
||||
}
|
||||
|
||||
if (isatty(fileno(settings.scriptfp))) {
|
||||
|
@ -102,10 +105,12 @@ static void checkhints(void)
|
|||
{
|
||||
if (conditions[game.loc] >= game.conds) {
|
||||
for (int hint = 0; hint < NHINTS; hint++) {
|
||||
if (game.hints[hint].used)
|
||||
continue;
|
||||
if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
|
||||
if (game.hints[hint].used) {
|
||||
continue;
|
||||
}
|
||||
if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) {
|
||||
game.hints[hint].lc = -1;
|
||||
}
|
||||
++game.hints[hint].lc;
|
||||
/* Come here if he's been int enough at required loc(s) for some
|
||||
* unused hint. */
|
||||
|
@ -115,17 +120,20 @@ static void checkhints(void)
|
|||
switch (hint) {
|
||||
case 0:
|
||||
/* cave */
|
||||
if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS))
|
||||
break;
|
||||
if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS)) {
|
||||
break;
|
||||
}
|
||||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
case 1: /* bird */
|
||||
if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD)
|
||||
break;
|
||||
if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD) {
|
||||
break;
|
||||
}
|
||||
return;
|
||||
case 2: /* snake */
|
||||
if (HERE(SNAKE) && !HERE(BIRD))
|
||||
break;
|
||||
if (HERE(SNAKE) && !HERE(BIRD)) {
|
||||
break;
|
||||
}
|
||||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
case 3: /* maze */
|
||||
|
@ -137,15 +145,17 @@ static void checkhints(void)
|
|||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
case 4: /* dark */
|
||||
if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID))
|
||||
break;
|
||||
if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID)) {
|
||||
break;
|
||||
}
|
||||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
case 5: /* witt */
|
||||
break;
|
||||
case 6: /* urn */
|
||||
if (game.dflag == 0)
|
||||
break;
|
||||
if (game.dflag == 0) {
|
||||
break;
|
||||
}
|
||||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
case 7: /* woods */
|
||||
|
@ -160,12 +170,14 @@ static void checkhints(void)
|
|||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
}
|
||||
if (HERE(OGRE) && i == 0)
|
||||
if (HERE(OGRE) && i == 0) {
|
||||
break;
|
||||
}
|
||||
return;
|
||||
case 9: /* jade */
|
||||
if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE))
|
||||
break;
|
||||
if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE)) {
|
||||
break;
|
||||
}
|
||||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
default: // LCOV_EXCL_LINE
|
||||
|
@ -175,12 +187,14 @@ static void checkhints(void)
|
|||
|
||||
/* Fall through to hint display */
|
||||
game.hints[hint].lc = 0;
|
||||
if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
|
||||
if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) {
|
||||
return;
|
||||
}
|
||||
rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
|
||||
game.hints[hint].used = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
|
||||
if (game.hints[hint].used && game.limit > WARNTIME)
|
||||
if (game.hints[hint].used && game.limit > WARNTIME) {
|
||||
game.limit += WARNTIME * hints[hint].penalty;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -188,8 +202,9 @@ static void checkhints(void)
|
|||
|
||||
static bool spotted_by_pirate(int i)
|
||||
{
|
||||
if (i != PIRATE)
|
||||
return false;
|
||||
if (i != PIRATE) {
|
||||
return false;
|
||||
}
|
||||
|
||||
/* The pirate's spotted him. Pirate leaves him alone once we've
|
||||
* found chest. K counts if a treasure is here. If not, and
|
||||
|
@ -197,21 +212,24 @@ static bool spotted_by_pirate(int i)
|
|||
* that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's thrown
|
||||
* it to the troll, but in that case he's seen the chest
|
||||
* PROP_IS_FOUND(CHEST) == true. */
|
||||
if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST))
|
||||
if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST)) {
|
||||
return true;
|
||||
}
|
||||
int snarfed = 0;
|
||||
bool movechest = false, robplayer = false;
|
||||
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
|
||||
if (!objects[treasure].is_treasure)
|
||||
if (!objects[treasure].is_treasure) {
|
||||
continue;
|
||||
}
|
||||
/* Pirate won't take pyramid from plover room or dark
|
||||
* room (too easy!). */
|
||||
if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
|
||||
game.loc == objects[EMERALD].plac)) {
|
||||
continue;
|
||||
}
|
||||
if (TOTING(treasure) || HERE(treasure))
|
||||
if (TOTING(treasure) || HERE(treasure)) {
|
||||
++snarfed;
|
||||
}
|
||||
if (TOTING(treasure)) {
|
||||
movechest = true;
|
||||
robplayer = true;
|
||||
|
@ -233,20 +251,24 @@ static bool spotted_by_pirate(int i)
|
|||
} else {
|
||||
/* You might get a hint of the pirate's presence even if the
|
||||
* chest doesn't move... */
|
||||
if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20))
|
||||
rspeak(PIRATE_RUSTLES);
|
||||
if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20)) {
|
||||
rspeak(PIRATE_RUSTLES);
|
||||
}
|
||||
}
|
||||
if (robplayer) {
|
||||
rspeak(PIRATE_POUNCES);
|
||||
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
|
||||
if (!objects[treasure].is_treasure)
|
||||
continue;
|
||||
if (!objects[treasure].is_treasure) {
|
||||
continue;
|
||||
}
|
||||
if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
|
||||
game.loc == objects[EMERALD].plac))) {
|
||||
if (AT(treasure) && game.objects[treasure].fixed == IS_FREE)
|
||||
carry(treasure, game.loc);
|
||||
if (TOTING(treasure))
|
||||
drop(treasure, game.chloc);
|
||||
if (AT(treasure) && game.objects[treasure].fixed == IS_FREE) {
|
||||
carry(treasure, game.loc);
|
||||
}
|
||||
if (TOTING(treasure)) {
|
||||
drop(treasure, game.chloc);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -254,9 +276,8 @@ static bool spotted_by_pirate(int i)
|
|||
return true;
|
||||
}
|
||||
|
||||
static bool dwarfmove(void)
|
||||
static bool dwarfmove(void) {
|
||||
/* Dwarves move. Return true if player survives, false if he dies. */
|
||||
{
|
||||
int kk, stick, attack;
|
||||
loc_t tk[21];
|
||||
|
||||
|
@ -272,8 +293,9 @@ static bool dwarfmove(void)
|
|||
* steal return toll, and dwarves can't meet the bear. Also
|
||||
* means dwarves won't follow him into dead end in maze, but
|
||||
* c'est la vie. They'll wait for him outside the dead end. */
|
||||
if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
|
||||
if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) {
|
||||
return true;
|
||||
}
|
||||
|
||||
/* Dwarf activity level ratchets up */
|
||||
if (game.dflag == 0) {
|
||||
|
@ -287,20 +309,23 @@ static bool dwarfmove(void)
|
|||
* replace him with the alternate. */
|
||||
if (game.dflag == 1) {
|
||||
if (!INDEEP(game.loc) ||
|
||||
(PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
|
||||
(PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) {
|
||||
return true;
|
||||
}
|
||||
game.dflag = 2;
|
||||
for (int i = 1; i <= 2; i++) {
|
||||
int j = 1 + randrange(NDWARVES - 1);
|
||||
if (PCT(50))
|
||||
if (PCT(50)) {
|
||||
game.dwarves[j].loc = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* Alternate initial loc for dwarf, in case one of them
|
||||
* starts out on top of the adventurer. */
|
||||
for (int i = 1; i <= NDWARVES - 1; i++) {
|
||||
if (game.dwarves[i].loc == game.loc)
|
||||
game.dwarves[i].loc = DALTLC; //
|
||||
if (game.dwarves[i].loc == game.loc) {
|
||||
game.dwarves[i].loc = DALTLC;
|
||||
}
|
||||
game.dwarves[i].oldloc = game.dwarves[i].loc;
|
||||
}
|
||||
rspeak(DWARF_RAN);
|
||||
|
@ -318,8 +343,9 @@ static bool dwarfmove(void)
|
|||
attack = 0;
|
||||
stick = 0;
|
||||
for (int i = 1; i <= NDWARVES; i++) {
|
||||
if (game.dwarves[i].loc == 0)
|
||||
continue;
|
||||
if (game.dwarves[i].loc == 0) {
|
||||
continue;
|
||||
}
|
||||
/* Fill tk array with all the places this dwarf might go. */
|
||||
unsigned int j = 1;
|
||||
kk = tkey[game.dwarves[i].loc];
|
||||
|
@ -351,38 +377,46 @@ static bool dwarfmove(void)
|
|||
} while
|
||||
(!travel[kk++].stop);
|
||||
tk[j] = game.dwarves[i].oldloc;
|
||||
if (j >= 2)
|
||||
if (j >= 2) {
|
||||
--j;
|
||||
}
|
||||
j = 1 + randrange(j);
|
||||
game.dwarves[i].oldloc = game.dwarves[i].loc;
|
||||
game.dwarves[i].loc = tk[j];
|
||||
game.dwarves[i].seen = (game.dwarves[i].seen && INDEEP(game.loc)) ||
|
||||
(game.dwarves[i].loc == game.loc ||
|
||||
game.dwarves[i].oldloc == game.loc);
|
||||
if (!game.dwarves[i].seen)
|
||||
if (!game.dwarves[i].seen) {
|
||||
continue;
|
||||
}
|
||||
game.dwarves[i].loc = game.loc;
|
||||
if (spotted_by_pirate(i))
|
||||
if (spotted_by_pirate(i)) {
|
||||
continue;
|
||||
}
|
||||
/* This threatening little dwarf is in the room with him! */
|
||||
++game.dtotal;
|
||||
if (game.dwarves[i].oldloc == game.dwarves[i].loc) {
|
||||
++attack;
|
||||
if (game.knfloc >= LOC_NOWHERE)
|
||||
if (game.knfloc >= LOC_NOWHERE) {
|
||||
game.knfloc = game.loc;
|
||||
if (randrange(1000) < 95 * (game.dflag - 2))
|
||||
}
|
||||
if (randrange(1000) < 95 * (game.dflag - 2)) {
|
||||
++stick;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Now we know what's happening. Let's tell the poor sucker about it. */
|
||||
if (game.dtotal == 0)
|
||||
if (game.dtotal == 0) {
|
||||
return true;
|
||||
}
|
||||
rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
|
||||
if (attack == 0)
|
||||
if (attack == 0) {
|
||||
return true;
|
||||
if (game.dflag == 2)
|
||||
}
|
||||
if (game.dflag == 2) {
|
||||
game.dflag = 3;
|
||||
}
|
||||
if (attack > 1) {
|
||||
rspeak(THROWN_KNIVES, attack);
|
||||
rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
|
||||
|
@ -390,8 +424,9 @@ static bool dwarfmove(void)
|
|||
rspeak(KNIFE_THROWN);
|
||||
rspeak(stick ? GETS_YOU : MISSES_YOU);
|
||||
}
|
||||
if (stick == 0)
|
||||
if (stick == 0) {
|
||||
return true;
|
||||
}
|
||||
game.oldlc2 = game.loc;
|
||||
return false;
|
||||
}
|
||||
|
@ -415,9 +450,8 @@ static bool dwarfmove(void)
|
|||
* building (and heaven help him if he tries to xyzzy back into the
|
||||
* cave without the lamp!). game.oldloc is zapped so he can't just
|
||||
* "retreat". */
|
||||
static void croak(void)
|
||||
static void croak(void) {
|
||||
/* Okay, he's dead. Let's get on with it. */
|
||||
{
|
||||
const char* query = obituaries[game.numdie].query;
|
||||
const char* yes_response = obituaries[game.numdie].yes_response;
|
||||
|
||||
|
@ -451,9 +485,8 @@ static void croak(void)
|
|||
}
|
||||
}
|
||||
|
||||
static void describe_location(void)
|
||||
static void describe_location(void) {
|
||||
/* Describe the location to the user */
|
||||
{
|
||||
const char* msg = locations[game.loc].description.small;
|
||||
|
||||
if (MOD(game.locs[game.loc].abbrev, game.abbnum) == 0 || msg == NO_MESSAGE)
|
||||
|
@ -463,8 +496,9 @@ static void describe_location(void)
|
|||
msg = arbitrary_messages[PITCH_DARK];
|
||||
}
|
||||
|
||||
if (TOTING(BEAR))
|
||||
if (TOTING(BEAR)) {
|
||||
rspeak(TAME_BEAR);
|
||||
}
|
||||
|
||||
speak(msg);
|
||||
|
||||
|
@ -473,9 +507,8 @@ static void describe_location(void)
|
|||
}
|
||||
|
||||
|
||||
static bool traveleq(int a, int b)
|
||||
static bool traveleq(int a, int b) {
|
||||
/* Are two travel entries equal for purposes of skip after failed condition? */
|
||||
{
|
||||
return (travel[a].condtype == travel[b].condtype)
|
||||
&& (travel[a].condarg1 == travel[b].condarg1)
|
||||
&& (travel[a].condarg2 == travel[b].condarg2)
|
||||
|
@ -494,11 +527,12 @@ static void playermove(int motion)
|
|||
{
|
||||
int scratchloc, travel_entry = tkey[game.loc];
|
||||
game.newloc = game.loc;
|
||||
if (travel_entry == 0)
|
||||
if (travel_entry == 0) {
|
||||
BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
|
||||
if (motion == NUL)
|
||||
}
|
||||
if (motion == NUL) {
|
||||
return;
|
||||
else if (motion == BACK) {
|
||||
} else if (motion == BACK) {
|
||||
/* Handle "go back". Look for verb which goes from game.loc to
|
||||
* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
|
||||
* te_tmp saves entry -> forced loc -> previous loc. */
|
||||
|
@ -545,8 +579,9 @@ static void playermove(int motion)
|
|||
/* Look. Can't give more detail. Pretend it wasn't dark
|
||||
* (though it may now be dark) so he won't fall into a
|
||||
* pit while staring into the gloom. */
|
||||
if (game.detail < 3)
|
||||
rspeak(NO_MORE_DETAIL);
|
||||
if (game.detail < 3) {
|
||||
rspeak(NO_MORE_DETAIL);
|
||||
}
|
||||
++game.detail;
|
||||
game.wzdark = false;
|
||||
game.locs[game.loc].abbrev = 0;
|
||||
|
@ -626,8 +661,9 @@ static void playermove(int motion)
|
|||
else if (TOTING(condarg1) || (condtype == cond_with && AT(condarg1)))
|
||||
break;
|
||||
/* else fall through to check [not OBJ STATE] */
|
||||
} else if (game.objects[condarg1].prop != condarg2)
|
||||
} else if (game.objects[condarg1].prop != condarg2) {
|
||||
break;
|
||||
}
|
||||
|
||||
/* We arrive here on conditional failure.
|
||||
* Skip to next non-matching destination */
|
||||
|
@ -644,8 +680,9 @@ static void playermove(int motion)
|
|||
/* Found an eligible rule, now execute it */
|
||||
enum desttype_t desttype = travel[travel_entry].desttype;
|
||||
game.newloc = travel[travel_entry].destval;
|
||||
if (desttype == dest_goto)
|
||||
if (desttype == dest_goto) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (desttype == dest_speak) {
|
||||
/* Execute a speak rule */
|
||||
|
@ -710,8 +747,9 @@ static void playermove(int motion)
|
|||
game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
|
||||
if (game.objects[TROLL].prop == TROLL_UNPAID)
|
||||
game.objects[TROLL].prop = TROLL_PAIDONCE;
|
||||
if (!TOTING(BEAR))
|
||||
if (!TOTING(BEAR)) {
|
||||
return;
|
||||
}
|
||||
state_change(CHASM, BRIDGE_WRECKED);
|
||||
game.objects[TROLL].prop = TROLL_GONE;
|
||||
drop(BEAR, game.newloc);
|
||||
|
@ -731,11 +769,11 @@ static void playermove(int motion)
|
|||
(false);
|
||||
}
|
||||
|
||||
static void lampcheck(void)
|
||||
static void lampcheck(void) {
|
||||
/* Check game limit and lamp timers */
|
||||
{
|
||||
if (game.objects[LAMP].prop == LAMP_BRIGHT)
|
||||
--game.limit;
|
||||
if (game.objects[LAMP].prop == LAMP_BRIGHT) {
|
||||
--game.limit;
|
||||
}
|
||||
|
||||
/* Another way we can force an end to things is by having the
|
||||
* lamp give out. When it gets close, we come here to warn him.
|
||||
|
@ -752,30 +790,32 @@ static void lampcheck(void)
|
|||
* No tests ever passed the guard, and with the guard removed
|
||||
* the game hangs when the lamp limit is reached.
|
||||
*/
|
||||
if (TOTING(BATTERY))
|
||||
if (TOTING(BATTERY)) {
|
||||
drop(BATTERY, game.loc);
|
||||
}
|
||||
#endif
|
||||
game.limit += BATTERYLIFE;
|
||||
game.lmwarn = false;
|
||||
} else if (!game.lmwarn && HERE(LAMP)) {
|
||||
game.lmwarn = true;
|
||||
if (game.objects[BATTERY].prop == DEAD_BATTERIES)
|
||||
if (game.objects[BATTERY].prop == DEAD_BATTERIES) {
|
||||
rspeak(MISSING_BATTERIES);
|
||||
else if (game.objects[BATTERY].place == LOC_NOWHERE)
|
||||
} else if (game.objects[BATTERY].place == LOC_NOWHERE) {
|
||||
rspeak(LAMP_DIM);
|
||||
else
|
||||
} else {
|
||||
rspeak(GET_BATTERIES);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (game.limit == 0) {
|
||||
game.limit = -1;
|
||||
game.objects[LAMP].prop = LAMP_DARK;
|
||||
if (HERE(LAMP))
|
||||
if (HERE(LAMP)) {
|
||||
rspeak(LAMP_OUT);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static bool closecheck(void)
|
||||
/* Handle the closing of the cave. The cave closes "clock1" turns
|
||||
* after the last treasure has been located (including the pirate's
|
||||
* chest, which may of course never show up). Note that the
|
||||
|
@ -794,7 +834,7 @@ static bool closecheck(void)
|
|||
* separating him from all the treasures. Most of these problems
|
||||
* arise from the use of negative prop numbers to suppress the object
|
||||
* descriptions until he's actually moved the objects. */
|
||||
{
|
||||
static bool closecheck(void) {
|
||||
/* If a turn threshold has been met, apply penalties and tell
|
||||
* the player about it. */
|
||||
for (int i = 0; i < NTHRESHOLDS; ++i) {
|
||||
|
@ -805,8 +845,9 @@ static bool closecheck(void)
|
|||
}
|
||||
|
||||
/* Don't tick game.clock1 unless well into cave (and not at Y2). */
|
||||
if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
|
||||
if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) {
|
||||
--game.clock1;
|
||||
}
|
||||
|
||||
/* When the first warning comes, we lock the grate, destroy
|
||||
* the bridge, kill all the dwarves (and the pirate), remove
|
||||
|
@ -833,8 +874,9 @@ static bool closecheck(void)
|
|||
move(TROLL2, objects[TROLL].plac);
|
||||
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
|
||||
juggle(CHASM);
|
||||
if (game.objects[BEAR].prop != BEAR_DEAD)
|
||||
if (game.objects[BEAR].prop != BEAR_DEAD) {
|
||||
DESTROY(BEAR);
|
||||
}
|
||||
game.objects[CHAIN].prop = CHAIN_HEAP;
|
||||
game.objects[CHAIN].fixed = IS_FREE;
|
||||
game.objects[AXE].prop = AXE_HERE;
|
||||
|
@ -885,8 +927,9 @@ static bool closecheck(void)
|
|||
game.objects[MIRROR].fixed = LOC_SW;
|
||||
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
if (TOTING(i))
|
||||
DESTROY(i);
|
||||
if (TOTING(i)) {
|
||||
DESTROY(i);
|
||||
}
|
||||
}
|
||||
|
||||
rspeak(CAVE_CLOSED);
|
||||
|
@ -898,7 +941,7 @@ static bool closecheck(void)
|
|||
return false;
|
||||
}
|
||||
|
||||
static void listobjects(void)
|
||||
static void listobjects(void) {
|
||||
/* Print out descriptions of objects at this location. If
|
||||
* not closing and property value is negative, tally off
|
||||
* another treasure. Rug is special case; once seen, its
|
||||
|
@ -906,29 +949,34 @@ static void listobjects(void)
|
|||
* Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
|
||||
* bear). These hacks are because game.prop=0 is needed to
|
||||
* get full score. */
|
||||
{
|
||||
if (!DARK(game.loc)) {
|
||||
++game.locs[game.loc].abbrev;
|
||||
for (int i = game.locs[game.loc].atloc; i != 0; i = game.link[i]) {
|
||||
obj_t obj = i;
|
||||
if (obj > NOBJECTS)
|
||||
if (obj > NOBJECTS) {
|
||||
obj = obj - NOBJECTS;
|
||||
if (obj == STEPS && TOTING(NUGGET))
|
||||
}
|
||||
if (obj == STEPS && TOTING(NUGGET)) {
|
||||
continue;
|
||||
}
|
||||
/* (ESR) Warning: it looks like you could get away with
|
||||
* running this code only on objects with the treasure
|
||||
* property set. Nope. There is mystery here.
|
||||
*/
|
||||
if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
|
||||
if (game.closed)
|
||||
continue;
|
||||
if (game.closed) {
|
||||
continue;
|
||||
}
|
||||
PROP_SET_FOUND(obj);
|
||||
if (obj == RUG)
|
||||
if (obj == RUG) {
|
||||
game.objects[RUG].prop = RUG_DRAGON;
|
||||
if (obj == CHAIN)
|
||||
}
|
||||
if (obj == CHAIN) {
|
||||
game.objects[CHAIN].prop = CHAINING_BEAR;
|
||||
if (obj == EGGS)
|
||||
}
|
||||
if (obj == EGGS) {
|
||||
game.seenbigwords = true;
|
||||
}
|
||||
--game.tally;
|
||||
/* Note: There used to be a test here to see whether the
|
||||
* player had blown it so badly that he could never ever see
|
||||
|
@ -946,16 +994,16 @@ static void listobjects(void)
|
|||
* (so goes the rationalisation). */
|
||||
}
|
||||
int kk = game.objects[obj].prop;
|
||||
if (obj == STEPS)
|
||||
if (obj == STEPS) {
|
||||
kk = (game.loc == game.objects[STEPS].fixed)
|
||||
? STEPS_UP
|
||||
: STEPS_DOWN;
|
||||
}
|
||||
pspeak(obj, look, true, kk);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static bool preprocess_command(command_t *command)
|
||||
/* Pre-processes a command input to see if we need to tease out a few specific cases:
|
||||
* - "enter water" or "enter stream":
|
||||
* weird specific case that gets the user wet, and then kicks us back to get another command
|
||||
|
@ -972,13 +1020,14 @@ static bool preprocess_command(command_t *command)
|
|||
*
|
||||
* Returns true if pre-processing is complete, and we're ready to move to the primary command
|
||||
* processing, false otherwise. */
|
||||
{
|
||||
static bool preprocess_command(command_t *command) {
|
||||
if (command->word[0].type == MOTION && command->word[0].id == ENTER
|
||||
&& (command->word[1].id == STREAM || command->word[1].id == WATER)) {
|
||||
if (LIQLOC(game.loc) == WATER)
|
||||
rspeak(FEET_WET);
|
||||
else
|
||||
rspeak(WHERE_QUERY);
|
||||
if (LIQLOC(game.loc) == WATER) {
|
||||
rspeak(FEET_WET);
|
||||
} else {
|
||||
rspeak(WHERE_QUERY);
|
||||
}
|
||||
} else {
|
||||
if (command->word[0].type == OBJECT) {
|
||||
/* From OV to VO form */
|
||||
|
@ -1028,15 +1077,15 @@ static bool preprocess_command(command_t *command)
|
|||
return false;
|
||||
}
|
||||
|
||||
static bool do_move(void)
|
||||
static bool do_move(void) {
|
||||
/* Actually execute the move to the new location and dwarf movement */
|
||||
{
|
||||
/* Can't leave cave once it's closing (except by main office). */
|
||||
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
|
||||
rspeak(EXIT_CLOSED);
|
||||
game.newloc = game.loc;
|
||||
if (!game.panic)
|
||||
if (!game.panic) {
|
||||
game.clock2 = PANICTIME;
|
||||
}
|
||||
game.panic = true;
|
||||
}
|
||||
|
||||
|
@ -1055,11 +1104,13 @@ static bool do_move(void)
|
|||
}
|
||||
game.loc = game.newloc;
|
||||
|
||||
if (!dwarfmove())
|
||||
if (!dwarfmove()) {
|
||||
croak();
|
||||
}
|
||||
|
||||
if (game.loc == LOC_NOWHERE)
|
||||
if (game.loc == LOC_NOWHERE) {
|
||||
croak();
|
||||
}
|
||||
|
||||
/* The easiest way to get killed is to fall into a pit in
|
||||
* pitch darkness. */
|
||||
|
@ -1073,9 +1124,8 @@ static bool do_move(void)
|
|||
return true;
|
||||
}
|
||||
|
||||
static bool do_command(void)
|
||||
static bool do_command(void) {
|
||||
/* Get and execute a command */
|
||||
{
|
||||
static command_t command;
|
||||
clear_command(&command);
|
||||
|
||||
|
@ -1101,8 +1151,9 @@ static bool do_command(void)
|
|||
* won't be described until they've been picked up
|
||||
* and put down separate from their respective
|
||||
* piles. */
|
||||
if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER))
|
||||
pspeak(OYSTER, look, true, 1);
|
||||
if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER)) {
|
||||
pspeak(OYSTER, look, true, 1);
|
||||
}
|
||||
for (size_t i = 1; i <= NOBJECTS; i++) {
|
||||
if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i)))
|
||||
game.objects[i].prop = PROP_STASHED(i);
|
||||
|
@ -1112,8 +1163,9 @@ static bool do_command(void)
|
|||
/* Check to see if the room is dark. If the knife is here,
|
||||
* and it's dark, the knife permanently disappears */
|
||||
game.wzdark = DARK(game.loc);
|
||||
if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc)
|
||||
if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc) {
|
||||
game.knfloc = LOC_NOWHERE;
|
||||
}
|
||||
|
||||
/* Check some for hints, get input from user, increment
|
||||
* turn, and pre-process commands. Keep going until
|
||||
|
@ -1122,8 +1174,9 @@ static bool do_command(void)
|
|||
checkhints();
|
||||
|
||||
/* Get command input from user */
|
||||
if (!get_command_input(&command))
|
||||
if (!get_command_input(&command)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Every input, check "foobar" flag. If zero, nothing's going
|
||||
* on. If pos, make neg. If neg, he skipped a word, so make it
|
||||
|
@ -1136,8 +1189,9 @@ static bool do_command(void)
|
|||
}
|
||||
|
||||
/* check if game is closed, and exit if it is */
|
||||
if (closecheck() )
|
||||
if (closecheck()) {
|
||||
return true;
|
||||
}
|
||||
|
||||
/* loop until all words in command are processed */
|
||||
while (command.state == PREPROCESSED ) {
|
||||
|
@ -1152,12 +1206,14 @@ static bool do_command(void)
|
|||
|
||||
/* Give user hints of shortcuts */
|
||||
if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
|
||||
if (++game.iwest == 10)
|
||||
rspeak(W_IS_WEST);
|
||||
if (++game.iwest == 10) {
|
||||
rspeak(W_IS_WEST);
|
||||
}
|
||||
}
|
||||
if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
|
||||
if (++game.igo == 10)
|
||||
rspeak(GO_UNNEEDED);
|
||||
if (++game.igo == 10) {
|
||||
rspeak(GO_UNNEEDED);
|
||||
}
|
||||
}
|
||||
|
||||
switch (command.word[0].type) {
|
||||
|
@ -1170,10 +1226,11 @@ static bool do_command(void)
|
|||
command.obj = command.word[0].id;
|
||||
break;
|
||||
case ACTION:
|
||||
if (command.word[1].type == NUMERIC)
|
||||
command.part = transitive;
|
||||
else
|
||||
command.part = intransitive;
|
||||
if (command.word[1].type == NUMERIC) {
|
||||
command.part = transitive;
|
||||
} else {
|
||||
command.part = intransitive;
|
||||
}
|
||||
command.verb = command.word[0].id;
|
||||
break;
|
||||
case NUMERIC:
|
||||
|
@ -1275,10 +1332,11 @@ int main(int argc, char *argv[])
|
|||
break; // LCOV_EXCL_LINE
|
||||
case 'l':
|
||||
settings.logfp = fopen(optarg, "w");
|
||||
if (settings.logfp == NULL)
|
||||
if (settings.logfp == NULL) {
|
||||
fprintf(stderr,
|
||||
"advent: can't open logfile %s for write\n",
|
||||
optarg);
|
||||
}
|
||||
signal(SIGINT, sig_handler);
|
||||
break;
|
||||
case 'o':
|
||||
|
@ -1295,10 +1353,11 @@ int main(int argc, char *argv[])
|
|||
#elif !defined ADVENT_NOSAVE
|
||||
case 'r':
|
||||
rfp = fopen(optarg, "r");
|
||||
if (rfp == NULL)
|
||||
if (rfp == NULL) {
|
||||
fprintf(stderr,
|
||||
"advent: can't open save file %s for read\n",
|
||||
optarg);
|
||||
}
|
||||
break;
|
||||
#endif
|
||||
default:
|
||||
|
@ -1331,8 +1390,9 @@ int main(int argc, char *argv[])
|
|||
#if !defined ADVENT_NOSAVE
|
||||
if (!rfp) {
|
||||
game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
|
||||
if (game.novice)
|
||||
if (game.novice) {
|
||||
game.limit = NOVICELIMIT;
|
||||
}
|
||||
} else {
|
||||
restore(rfp);
|
||||
#if defined ADVENT_AUTOSAVE
|
||||
|
@ -1354,18 +1414,21 @@ int main(int argc, char *argv[])
|
|||
game.limit = NOVICELIMIT;
|
||||
#endif
|
||||
|
||||
if (settings.logfp)
|
||||
if (settings.logfp) {
|
||||
fprintf(settings.logfp, "seed %d\n", seedval);
|
||||
}
|
||||
|
||||
/* interpret commands until EOF or interrupt */
|
||||
for (;;) {
|
||||
// if we're supposed to move, move
|
||||
if (!do_move())
|
||||
continue;
|
||||
if (!do_move()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// get command
|
||||
if (!do_command())
|
||||
break;
|
||||
// get command
|
||||
if (!do_command()) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
/* show score and exit */
|
||||
terminate(quitgame);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue