Indent cleanup.

This commit is contained in:
Eric S. Raymond 2022-04-18 10:31:13 -04:00
parent f7d6884ded
commit d320212622
4 changed files with 75 additions and 75 deletions

102
main.c
View file

@ -140,42 +140,42 @@ char *myreadline(const char *prompt)
{
/*
* This function isbn't required for gameplay, readline() straight
* up would suffice for tat. It's where we interpret command-line
* up would suffice for tat. It's where we interpret command-line
* logfiles for testing purposes.
*/
/* Normal case - no script arguments */
if (settings.argc == 0)
return readline(prompt);
return readline(prompt);
char *buf = malloc(LINESIZE+1);
char *buf = malloc(LINESIZE + 1);
for (;;) {
if (settings.scriptfp == NULL || feof(settings.scriptfp)) {
if (settings.optind >= settings.argc) {
free(buf);
return NULL;
}
if (settings.scriptfp == NULL || feof(settings.scriptfp)) {
if (settings.optind >= settings.argc) {
free(buf);
return NULL;
}
char *next = settings.argv[settings.optind++];
if (settings.scriptfp != NULL && feof(settings.scriptfp))
fclose(settings.scriptfp);
if (strcmp(next, "-") == 0)
settings.scriptfp = stdin; // LCOV_EXCL_LINE
else
settings.scriptfp = fopen(next, "r");
}
char *next = settings.argv[settings.optind++];
if (isatty(fileno(settings.scriptfp))) {
free(buf); // LCOV_EXCL_LINE
return readline(prompt); // LCOV_EXCL_LINE
} else {
char *ln = fgets(buf, LINESIZE, settings.scriptfp);
if (ln != NULL) {
fputs(PROMPT, stdout);
fputs(ln, stdout);
return ln;
}
}
if (settings.scriptfp != NULL && feof(settings.scriptfp))
fclose(settings.scriptfp);
if (strcmp(next, "-") == 0)
settings.scriptfp = stdin; // LCOV_EXCL_LINE
else
settings.scriptfp = fopen(next, "r");
}
if (isatty(fileno(settings.scriptfp))) {
free(buf); // LCOV_EXCL_LINE
return readline(prompt); // LCOV_EXCL_LINE
} else {
char *ln = fgets(buf, LINESIZE, settings.scriptfp);
if (ln != NULL) {
fputs(PROMPT, stdout);
fputs(ln, stdout);
return ln;
}
}
}
return NULL;
@ -255,7 +255,7 @@ static void checkhints(void)
game.hintlc[hint] = 0;
return;
default: // LCOV_EXCL_LINE
// Should never hap[pen
// Should never hap[pen
BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
@ -521,12 +521,12 @@ static void croak(void)
terminate(endgame);
} else if (!yes_or_no(query, yes_response, arbitrary_messages[OK_MAN])
|| game.numdie == NDEATHS) {
/* Player is asked if he wants to try again. If not, or if
/* Player is asked if he wants to try again. If not, or if
* he's already used all of his lives, we end the game */
terminate(endgame);
} else {
/* If player wishes to continue, we empty the liquids in the
* user's inventory, turn off the lamp, and drop all items
/* If player wishes to continue, we empty the liquids in the
* user's inventory, turn off the lamp, and drop all items
* where he died. */
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
if (TOTING(LAMP))
@ -542,11 +542,11 @@ 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.abbrev[game.loc], game.abbnum) == 0 ||
msg == NO_MESSAGE)
msg = locations[game.loc].description.big;
@ -559,7 +559,7 @@ static void describe_location(void)
rspeak(TAME_BEAR);
speak(msg);
if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
rspeak(SAYS_PLUGH);
}
@ -1047,20 +1047,20 @@ static void listobjects(void)
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":
* - "enter water" or "enter stream":
* wierd specific case that gets the user wet, and then kicks us back to get another command
* - <object> <verb>:
* Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
* Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
* furtherprocessing.
* - "grate":
* If in location with grate, we move to that grate. If we're in a number of other places,
* If in location with grate, we move to that grate. If we're in a number of other places,
* we move to the entrance.
* - "water plant", "oil plant", "water door", "oil door":
* Change to "pour water" or "pour oil" based on context
* - "cage bird":
* If bird is present, we change to "carry bird"
*
* Returns true if pre-processing is complete, and we're ready to move to the primary command
* Returns true if pre-processing is complete, and we're ready to move to the primary command
* processing, false otherwise. */
{
if (command->word[0].type == MOTION && command->word[0].id == ENTER
@ -1093,7 +1093,7 @@ static bool preprocess_command(command_t *command)
command->word[0].id = ENTRANCE;
}
}
if ((command->word[0].id == WATER || command->word[0].id == OIL) &&
if ((command->word[0].id == WATER || command->word[0].id == OIL) &&
(command->word[1].id == PLANT || command->word[1].id == DOOR)) {
if (AT(command->word[1].id)) {
command->word[1] = command->word[0];
@ -1109,16 +1109,16 @@ static bool preprocess_command(command_t *command)
}
/* If no word type is given for the first word, we assume it's a motion. */
if(command->word[0].type == NO_WORD_TYPE)
if (command->word[0].type == NO_WORD_TYPE)
command->word[0].type = MOTION;
command->state = PREPROCESSED;
return true;
}
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). */
@ -1180,16 +1180,16 @@ static bool do_command()
listobjects();
/* Command not yet given; keep getting commands from user
/* Command not yet given; keep getting commands from user
* until valid command is both given and executed. */
clear_command(&command);
while (command.state <= GIVEN) {
if (game.closed) {
/* If closing time, check for any objects being toted with
* game.prop < 0 and stash them. This way objects won't be
* described until they've been picked up and put down
* separate from their respective piles. */
/* If closing time, check for any objects being toted with
* game.prop < 0 and stash them. This way objects won't be
* described until they've been picked up and put down
* separate from their respective piles. */
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
@ -1198,7 +1198,7 @@ static bool do_command()
}
}
/* Check to see if the room is dark. If the knife is here,
/* 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)
@ -1219,7 +1219,7 @@ static bool do_command()
}
/* check if game is closed, and exit if it is */
if (closecheck() )
if (closecheck() )
return true;
/* loop until all words in command are procesed */
@ -1267,7 +1267,7 @@ static bool do_command()
}
break;// LCOV_EXCL_LINE
default: // LCOV_EXCL_LINE
case NO_WORD_TYPE: // LCOV_EXCL_LINE
case NO_WORD_TYPE: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}