static phase_codes_t bigwords(vocab_t id)
/* Only called on FEE FIE FOE FOO (AND FUM). Advance to next state if given
* in proper order. Look up foo in special section of vocab to determine which
- * word we've got. Last word zips the eggs back to the giant room (unless
+ * word we've got. Last word zips the eggs back to the giant room (unless
* already there). */
{
if ((game.foobar == WORD_EMPTY && id == FEE) ||
(TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
- } else if (id == FUM) {
- goto fum;
+ } else if (id == FUM) {
+ goto fum;
} else {
/* Bring back troll if we steal the eggs back from him before
* crossing. */
return GO_CLEAROBJ;
}
} else {
- fum:
+fum:
if (game.loc == LOC_GIANTROOM) {
rspeak(START_OVER);
} else {
}
if (game.loc == LOC_CLIFF) {
- game.oldlc2 = game.oldloc;
- game.oldloc = game.loc;
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
game.newloc = LOC_LEDGE;
rspeak(RUG_GOES);
} else if (game.loc == LOC_LEDGE) {
- game.oldlc2 = game.oldloc;
- game.oldloc = game.loc;
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
game.newloc = LOC_CLIFF;
rspeak(RUG_RETURNS);
} else {
// LCOV_EXCL_START
- /* should never happen */
- rspeak(NOTHING_HAPPENS);
+ /* should never happen */
+ rspeak(NOTHING_HAPPENS);
// LCOV_EXCL_STOP
}
return GO_TERMINATE;
soundlatch = true;
}
if (!soundlatch)
- rspeak(ALL_SILENT);
+ rspeak(ALL_SILENT);
return GO_CLEAROBJ;
}
if (verb == LOCK)
rspeak(HUH_MAN);
else if (TOTING(CLAM))
- rspeak(DROP_CLAM);
+ rspeak(DROP_CLAM);
else if (!TOTING(TRIDENT))
rspeak(CLAM_OPENER);
else {
if (DARK(game.loc)) {
sspeak(NO_SEE, command.word[0].raw);
} else if (command.obj == OYSTER) {
- if (!TOTING(OYSTER) || !game.closed) {
- rspeak(DONT_UNDERSTAND);
- } else if (!game.clshnt) {
- game.clshnt = yes_or_no(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
- } else {
- pspeak(OYSTER, hear, true, 1); // Not really a sound, but oh well.
- }
+ if (!TOTING(OYSTER) || !game.closed) {
+ rspeak(DONT_UNDERSTAND);
+ } else if (!game.clshnt) {
+ game.clshnt = yes_or_no(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
+ } else {
+ pspeak(OYSTER, hear, true, 1); // Not really a sound, but oh well.
+ }
} else if (objects[command.obj].texts[0] == NULL ||
game.prop[command.obj] == STATE_NOTFOUND) {
speak(actions[command.verb].message);
else if (command.obj == DWARF && atdwrf(game.loc) > 0)
/* FALL THROUGH */;
else if (!game.closed && ((LIQUID() == command.obj && HERE(BOTTLE)) ||
- command.obj == LIQLOC(game.loc)))
+ command.obj == LIQLOC(game.loc)))
/* FALL THROUGH */;
else if (command.obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
command.obj = URN;
{
/*
* 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;
- }
-
- 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");
- }
-
- 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)) {
+ 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");
+ }
+
+ 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;
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
}
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))
}
}
-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;
rspeak(TAME_BEAR);
speak(msg);
-
+
if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
rspeak(SAYS_PLUGH);
}
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
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];
}
/* 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). */
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++) {
}
}
- /* 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)
}
/* check if game is closed, and exit if it is */
- if (closecheck() )
+ if (closecheck() )
return true;
/* loop until all words in command are procesed */
}
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
}