+/*
+ * Actions for the duneon-running code.
+ *
+ * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
+ * Copyright (c) 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-clause
+ */
+
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
#include "advent.h"
#include "dungeon.h"
+#include <inttypes.h>
static int fill(verb_t, obj_t);
game.fixed[VASE] = IS_FIXED;
break;
}
- /* FALLTHRU */
+ /* FALLTHRU */
default:
speak(actions[verb].message);
}
case INTRANSITIVE:
if (!HERE(FOOD))
return GO_UNKNOWN;
- /* FALLTHRU */
+ /* FALLTHRU */
case FOOD:
DESTROY(FOOD);
rspeak(THANKS_DELICIOUS);
/* Say. Echo WD2. Magic words override. */
{
if (command.word[1].type == MOTION &&
- (command.word[1].id == XYZZY ||
- command.word[1].id == PLUGH ||
- command.word[1].id == PLOVER)) {
- return GO_WORD2;
+ (command.word[1].id == XYZZY ||
+ command.word[1].id == PLUGH ||
+ command.word[1].id == PLOVER)) {
+ return GO_WORD2;
}
if (command.word[1].type == ACTION && command.word[1].id == PART)
return reservoir();
-
+
if (command.word[1].type == ACTION &&
(command.word[1].id == FEE ||
- command.word[1].id == FIE ||
- command.word[1].id == FOE ||
- command.word[1].id == FOO ||
- command.word[1].id == FUM ||
- command.word[1].id == PART)) {
+ command.word[1].id == FIE ||
+ command.word[1].id == FOE ||
+ command.word[1].id == FOO ||
+ command.word[1].id == FUM ||
+ command.word[1].id == PART)) {
return bigwords(command.word[1].id);
}
sspeak(OKEY_DOKEY, command.word[1].raw);
static int seed(verb_t verb, const char *arg)
/* Set seed */
{
- int seed = atoi(arg);
+ int32_t seed = strtol(arg, NULL, 10);
speak(actions[verb].message, seed);
set_seed(seed);
--game.turns;
* unless verb is "say", which snarfs arbitrary second word.
*/
{
- /* Previously, actions that result in a message, but don't do anything
- * further were called "specials". Now they're handled here as normal
+ /* Previously, actions that result in a message, but don't do anything
+ * further were called "specials". Now they're handled here as normal
* actions. If noaction is true, then we spit out the message and return */
if (actions[command.verb].noaction) {
speak(actions[command.verb].message);
return GO_CLEAROBJ;
}
-
+
if (command.part == unknown) {
/* Analyse an object word. See if the thing is here, whether
* we've got a verb yet, and so on. Object must be here
if (command.word[1].raw[0] != '\0' && command.verb != SAY)
return GO_WORD2;
if (command.verb == SAY)
- /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
- * will do here. We're preventing interpretation as an intransitive
- * verb when the word is unknown. */
+ /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
+ * will do here. We're preventing interpretation as an intransitive
+ * verb when the word is unknown. */
command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT;
if (command.obj == NO_OBJECT ||
command.obj == INTRANSITIVE) {
case RUB:
return rub(command.verb, command.obj);
case THROW:
- return throw(command);
+ return throw (command);
case QUIT: {
speak(actions[command.verb].message);
return GO_CLEAROBJ;
speak(actions[command.verb].message);
return GO_CLEAROBJ;
}
- // LCOV_EXCL_START
- // This case should never happen - here only as placeholder
+ // LCOV_EXCL_START
+ // This case should never happen - here only as placeholder
case PART:
return reservoir();
- // LCOV_EXCL_STOP
+ // LCOV_EXCL_STOP
case SEED:
return seed(command.verb, command.word[1].raw);
case WASTE: