cmd->obj = NO_OBJECT;
}
-/*
+/*
* This function probably does too many disparate things. It checks for hints,
- * sees if the gamed is closed, checks for darkness, gets user input, increments
- * the turns in the game state, checks to see if we should be closing, gets the
- * command input, and preprocesses some implied verbs in the case that the user
+ * sees if the gamed is closed, checks for darkness, gets user input, increments
+ * the turns in the game state, checks to see if we should be closing, gets the
+ * command input, and preprocesses some implied verbs in the case that the user
* put in a single word motion or object command.
- *
- * This was the lesser evil -- it got rid of a really nasty goto in the main
+ *
+ * This was the lesser evil -- it got rid of a really nasty goto in the main
* input parser/state transition engine. This should be refactored further.
*/
bool get_preprocessed_command_input(command_t *command)
listobjects();
clear_command(&command);
-
+
do {
// Get pre-processed command input from user
command_given = get_preprocessed_command_input(&command);
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
- if(command_given) {
+ if (command_given) {
switch (action(command)) {
case GO_TERMINATE:
return true;
continue; /* back to top of main interpreter loop */
case GO_CLEAROBJ:
clear_command(&command);
- /* FALL THROUGH */
+ /* FALL THROUGH */
case GO_CHECKHINT:
command_given = false;
break;
}
} while (!command_executed);
} while (!command_given);
- }
+ }
}
/* end */
* Copyright (c) 2017 by Eric S. Raymond
* SPDX-License-Identifier: BSD-2-clause
*/
-
+
#include <unistd.h>
#include <stdlib.h>
#include <stdio.h>
{
/*
* Be caereful about modifing this. We do not want to nuke the
- * the speech part or ID from the previous turn.
+ * the speech part or ID from the previous turn.
*/
- memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0],raw));
+ memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0].raw));
memset(&cmd->word[1].raw, '\0', sizeof(cmd->word[1].raw));
/* Bound prefix on the %s would be needed to prevent buffer
if (game.place[object] == CARRIED)
return;
game.place[object] = CARRIED;
-
- if (object!= BIRD)
- ++game.holdng;
+
+ if (object != BIRD)
+ ++game.holdng;
}
if (game.atloc[where] == object) {
game.atloc[where] = game.link[object];
game.fixed[object - NOBJECTS] = where;
else {
if (game.place[object] == CARRIED)
- if (object != BIRD)
- /* The bird has to be weightless. This ugly hack (and the
- * corresponding code in the drop function) brought to you
- * by the fact that when the bird is caged, we need to be able
- * to either 'take bird' or 'take cage' and have the right thing
- * happen.
- */
- --game.holdng;
+ if (object != BIRD)
+ /* The bird has to be weightless. This ugly hack (and the
+ * corresponding code in the drop function) brought to you
+ * by the fact that when the bird is caged, we need to be able
+ * to either 'take bird' or 'take cage' and have the right thing
+ * happen.
+ */
+ --game.holdng;
game.place[object] = where;
}
if (where == LOC_NOWHERE ||