Indent cleanup.
This commit is contained in:
parent
f7d6884ded
commit
d320212622
4 changed files with 75 additions and 75 deletions
40
actions.c
40
actions.c
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@ -189,7 +189,7 @@ static phase_codes_t attack(command_t command)
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static phase_codes_t bigwords(vocab_t id)
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/* Only called on FEE FIE FOE FOO (AND FUM). Advance to next state if given
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* in proper order. Look up foo in special section of vocab to determine which
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* word we've got. Last word zips the eggs back to the giant room (unless
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* word we've got. Last word zips the eggs back to the giant room (unless
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* already there). */
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{
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if ((game.foobar == WORD_EMPTY && id == FEE) ||
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@ -207,8 +207,8 @@ static phase_codes_t bigwords(vocab_t id)
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(TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
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rspeak(NOTHING_HAPPENS);
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return GO_CLEAROBJ;
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} else if (id == FUM) {
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goto fum;
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} else if (id == FUM) {
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goto fum;
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} else {
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/* Bring back troll if we steal the eggs back from him before
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* crossing. */
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@ -225,7 +225,7 @@ static phase_codes_t bigwords(vocab_t id)
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return GO_CLEAROBJ;
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}
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} else {
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fum:
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fum:
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if (game.loc == LOC_GIANTROOM) {
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rspeak(START_OVER);
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} else {
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@ -851,19 +851,19 @@ static phase_codes_t fly(verb_t verb, obj_t obj)
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}
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if (game.loc == LOC_CLIFF) {
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game.oldlc2 = game.oldloc;
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game.oldloc = game.loc;
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game.oldlc2 = game.oldloc;
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game.oldloc = game.loc;
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game.newloc = LOC_LEDGE;
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rspeak(RUG_GOES);
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} else if (game.loc == LOC_LEDGE) {
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game.oldlc2 = game.oldloc;
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game.oldloc = game.loc;
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game.oldlc2 = game.oldloc;
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game.oldloc = game.loc;
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game.newloc = LOC_CLIFF;
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rspeak(RUG_RETURNS);
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} else {
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// LCOV_EXCL_START
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/* should never happen */
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rspeak(NOTHING_HAPPENS);
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/* should never happen */
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rspeak(NOTHING_HAPPENS);
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// LCOV_EXCL_STOP
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}
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return GO_TERMINATE;
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@ -959,7 +959,7 @@ static phase_codes_t listen(void)
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soundlatch = true;
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}
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if (!soundlatch)
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rspeak(ALL_SILENT);
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rspeak(ALL_SILENT);
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return GO_CLEAROBJ;
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}
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@ -1012,7 +1012,7 @@ static phase_codes_t lock(verb_t verb, obj_t obj)
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if (verb == LOCK)
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rspeak(HUH_MAN);
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else if (TOTING(CLAM))
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rspeak(DROP_CLAM);
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rspeak(DROP_CLAM);
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else if (!TOTING(TRIDENT))
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rspeak(CLAM_OPENER);
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else {
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@ -1119,13 +1119,13 @@ static phase_codes_t read(command_t command)
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if (DARK(game.loc)) {
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sspeak(NO_SEE, command.word[0].raw);
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} else if (command.obj == OYSTER) {
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if (!TOTING(OYSTER) || !game.closed) {
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rspeak(DONT_UNDERSTAND);
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} else if (!game.clshnt) {
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game.clshnt = yes_or_no(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
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} else {
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pspeak(OYSTER, hear, true, 1); // Not really a sound, but oh well.
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}
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if (!TOTING(OYSTER) || !game.closed) {
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rspeak(DONT_UNDERSTAND);
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} else if (!game.clshnt) {
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game.clshnt = yes_or_no(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
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} else {
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pspeak(OYSTER, hear, true, 1); // Not really a sound, but oh well.
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}
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} else if (objects[command.obj].texts[0] == NULL ||
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game.prop[command.obj] == STATE_NOTFOUND) {
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speak(actions[command.verb].message);
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@ -1368,7 +1368,7 @@ phase_codes_t action(command_t command)
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else if (command.obj == DWARF && atdwrf(game.loc) > 0)
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/* FALL THROUGH */;
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else if (!game.closed && ((LIQUID() == command.obj && HERE(BOTTLE)) ||
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command.obj == LIQLOC(game.loc)))
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command.obj == LIQLOC(game.loc)))
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/* FALL THROUGH */;
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else if (command.obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
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command.obj = URN;
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2
cheat.c
2
cheat.c
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@ -99,7 +99,7 @@ int main(int argc, char *argv[])
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}
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// LCOV_EXCL_START
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/*
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/*
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* Ugh...unused, but required for linkage.
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* See the actually useful version of this in main.c
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*/
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102
main.c
102
main.c
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@ -140,42 +140,42 @@ char *myreadline(const char *prompt)
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{
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/*
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* This function isbn't required for gameplay, readline() straight
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* up would suffice for tat. It's where we interpret command-line
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* up would suffice for tat. It's where we interpret command-line
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* logfiles for testing purposes.
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*/
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/* Normal case - no script arguments */
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if (settings.argc == 0)
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return readline(prompt);
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return readline(prompt);
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char *buf = malloc(LINESIZE+1);
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char *buf = malloc(LINESIZE + 1);
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for (;;) {
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if (settings.scriptfp == NULL || feof(settings.scriptfp)) {
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if (settings.optind >= settings.argc) {
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free(buf);
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return NULL;
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}
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if (settings.scriptfp == NULL || feof(settings.scriptfp)) {
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if (settings.optind >= settings.argc) {
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free(buf);
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return NULL;
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}
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char *next = settings.argv[settings.optind++];
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if (settings.scriptfp != NULL && feof(settings.scriptfp))
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fclose(settings.scriptfp);
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if (strcmp(next, "-") == 0)
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settings.scriptfp = stdin; // LCOV_EXCL_LINE
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else
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settings.scriptfp = fopen(next, "r");
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}
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char *next = settings.argv[settings.optind++];
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if (isatty(fileno(settings.scriptfp))) {
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free(buf); // LCOV_EXCL_LINE
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return readline(prompt); // LCOV_EXCL_LINE
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} else {
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char *ln = fgets(buf, LINESIZE, settings.scriptfp);
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if (ln != NULL) {
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fputs(PROMPT, stdout);
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fputs(ln, stdout);
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return ln;
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}
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}
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if (settings.scriptfp != NULL && feof(settings.scriptfp))
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fclose(settings.scriptfp);
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if (strcmp(next, "-") == 0)
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settings.scriptfp = stdin; // LCOV_EXCL_LINE
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else
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settings.scriptfp = fopen(next, "r");
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}
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if (isatty(fileno(settings.scriptfp))) {
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free(buf); // LCOV_EXCL_LINE
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return readline(prompt); // LCOV_EXCL_LINE
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} else {
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char *ln = fgets(buf, LINESIZE, settings.scriptfp);
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if (ln != NULL) {
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fputs(PROMPT, stdout);
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fputs(ln, stdout);
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return ln;
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}
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}
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}
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return NULL;
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@ -255,7 +255,7 @@ static void checkhints(void)
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game.hintlc[hint] = 0;
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return;
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default: // LCOV_EXCL_LINE
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// Should never hap[pen
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// Should never hap[pen
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BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
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}
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@ -521,12 +521,12 @@ static void croak(void)
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terminate(endgame);
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} else if (!yes_or_no(query, yes_response, arbitrary_messages[OK_MAN])
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|| game.numdie == NDEATHS) {
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/* Player is asked if he wants to try again. If not, or if
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/* Player is asked if he wants to try again. If not, or if
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* he's already used all of his lives, we end the game */
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terminate(endgame);
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} else {
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/* If player wishes to continue, we empty the liquids in the
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* user's inventory, turn off the lamp, and drop all items
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/* If player wishes to continue, we empty the liquids in the
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* user's inventory, turn off the lamp, and drop all items
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* where he died. */
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game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
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if (TOTING(LAMP))
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}
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}
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static void describe_location(void)
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static void describe_location(void)
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/* Describe the location to the user */
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{
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const char* msg = locations[game.loc].description.small;
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if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
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msg == NO_MESSAGE)
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msg = locations[game.loc].description.big;
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rspeak(TAME_BEAR);
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speak(msg);
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if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
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rspeak(SAYS_PLUGH);
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}
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static bool preprocess_command(command_t *command)
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/* Pre-processes a command input to see if we need to tease out a few specific cases:
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* - "enter water" or "enter stream":
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* - "enter water" or "enter stream":
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* wierd specific case that gets the user wet, and then kicks us back to get another command
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* - <object> <verb>:
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* Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
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* Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
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* furtherprocessing.
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* - "grate":
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* If in location with grate, we move to that grate. If we're in a number of other places,
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* If in location with grate, we move to that grate. If we're in a number of other places,
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* we move to the entrance.
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* - "water plant", "oil plant", "water door", "oil door":
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* Change to "pour water" or "pour oil" based on context
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* - "cage bird":
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* If bird is present, we change to "carry bird"
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*
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* Returns true if pre-processing is complete, and we're ready to move to the primary command
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* Returns true if pre-processing is complete, and we're ready to move to the primary command
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* processing, false otherwise. */
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{
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if (command->word[0].type == MOTION && command->word[0].id == ENTER
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command->word[0].id = ENTRANCE;
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}
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}
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if ((command->word[0].id == WATER || command->word[0].id == OIL) &&
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if ((command->word[0].id == WATER || command->word[0].id == OIL) &&
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(command->word[1].id == PLANT || command->word[1].id == DOOR)) {
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if (AT(command->word[1].id)) {
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command->word[1] = command->word[0];
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}
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/* If no word type is given for the first word, we assume it's a motion. */
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if(command->word[0].type == NO_WORD_TYPE)
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if (command->word[0].type == NO_WORD_TYPE)
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command->word[0].type = MOTION;
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command->state = PREPROCESSED;
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return true;
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}
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return false;
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}
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static bool do_move(void)
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static bool do_move(void)
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/* Actually execute the move to the new location and dwarf movement */
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{
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/* Can't leave cave once it's closing (except by main office). */
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@ -1180,16 +1180,16 @@ static bool do_command()
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listobjects();
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/* Command not yet given; keep getting commands from user
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/* Command not yet given; keep getting commands from user
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* until valid command is both given and executed. */
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clear_command(&command);
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while (command.state <= GIVEN) {
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if (game.closed) {
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/* If closing time, check for any objects being toted with
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* game.prop < 0 and stash them. This way objects won't be
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* described until they've been picked up and put down
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* separate from their respective piles. */
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/* If closing time, check for any objects being toted with
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* game.prop < 0 and stash them. This way objects won't be
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* described until they've been picked up and put down
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* separate from their respective piles. */
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if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
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pspeak(OYSTER, look, true, 1);
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for (size_t i = 1; i <= NOBJECTS; i++) {
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@ -1198,7 +1198,7 @@ static bool do_command()
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}
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}
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/* Check to see if the room is dark. If the knife is here,
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/* Check to see if the room is dark. If the knife is here,
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* and it's dark, the knife permanently disappears */
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game.wzdark = DARK(game.loc);
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if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc)
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}
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/* check if game is closed, and exit if it is */
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if (closecheck() )
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if (closecheck() )
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return true;
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/* loop until all words in command are procesed */
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@ -1267,7 +1267,7 @@ static bool do_command()
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}
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break;// LCOV_EXCL_LINE
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default: // LCOV_EXCL_LINE
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case NO_WORD_TYPE: // LCOV_EXCL_LINE
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case NO_WORD_TYPE: // LCOV_EXCL_LINE
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BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
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}
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@ -107,9 +107,9 @@ int resume(void)
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while (fp == NULL) {
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char* name = myreadline("\nFile name: ");
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// Autocomplete can leave the input with an extra trailing space.
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if (name != NULL && strlen(name) > 0 && name[strlen(name) - 1] == ' ')
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name[strlen(name) - 1] = '\0';
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// Autocomplete can leave the input with an extra trailing space.
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if (name != NULL && strlen(name) > 0 && name[strlen(name) - 1] == ' ')
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name[strlen(name) - 1] = '\0';
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if (name == NULL)
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return GO_TOP;
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fp = fopen(name, READ_MODE);
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