From d32021262288346da36d861a494006da360c9395 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Mon, 18 Apr 2022 10:31:13 -0400 Subject: [PATCH] Indent cleanup. --- actions.c | 40 +++++++++---------- cheat.c | 2 +- main.c | 106 +++++++++++++++++++++++++-------------------------- saveresume.c | 6 +-- 4 files changed, 77 insertions(+), 77 deletions(-) diff --git a/actions.c b/actions.c index 6110eb7..a2105f8 100644 --- a/actions.c +++ b/actions.c @@ -189,7 +189,7 @@ static phase_codes_t attack(command_t command) 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) || @@ -207,8 +207,8 @@ static phase_codes_t bigwords(vocab_t id) (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. */ @@ -225,7 +225,7 @@ static phase_codes_t bigwords(vocab_t id) return GO_CLEAROBJ; } } else { - fum: +fum: if (game.loc == LOC_GIANTROOM) { rspeak(START_OVER); } else { @@ -851,19 +851,19 @@ static phase_codes_t fly(verb_t verb, obj_t obj) } 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; @@ -959,7 +959,7 @@ static phase_codes_t listen(void) soundlatch = true; } if (!soundlatch) - rspeak(ALL_SILENT); + rspeak(ALL_SILENT); return GO_CLEAROBJ; } @@ -1012,7 +1012,7 @@ static phase_codes_t lock(verb_t verb, obj_t obj) if (verb == LOCK) rspeak(HUH_MAN); else if (TOTING(CLAM)) - rspeak(DROP_CLAM); + rspeak(DROP_CLAM); else if (!TOTING(TRIDENT)) rspeak(CLAM_OPENER); else { @@ -1119,13 +1119,13 @@ static phase_codes_t read(command_t command) 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); @@ -1368,7 +1368,7 @@ phase_codes_t action(command_t command) 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; diff --git a/cheat.c b/cheat.c index 7d9474a..92500e4 100644 --- a/cheat.c +++ b/cheat.c @@ -99,7 +99,7 @@ int main(int argc, char *argv[]) } // LCOV_EXCL_START -/* +/* * Ugh...unused, but required for linkage. * See the actually useful version of this in main.c */ diff --git a/main.c b/main.c index 514ae59..eb89362 100644 --- a/main.c +++ b/main.c @@ -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; - } - - 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; @@ -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 * - : - * Irregular form of input, but should be allowed. We switch back to form for + * Irregular form of input, but should be allowed. We switch back to 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 } diff --git a/saveresume.c b/saveresume.c index f4d986a..b5205d3 100644 --- a/saveresume.c +++ b/saveresume.c @@ -107,9 +107,9 @@ int resume(void) while (fp == NULL) { char* name = myreadline("\nFile name: "); - // Autocomplete can leave the input with an extra trailing space. - if (name != NULL && strlen(name) > 0 && name[strlen(name) - 1] == ' ') - name[strlen(name) - 1] = '\0'; + // Autocomplete can leave the input with an extra trailing space. + if (name != NULL && strlen(name) > 0 && name[strlen(name) - 1] == ' ') + name[strlen(name) - 1] = '\0'; if (name == NULL) return GO_TOP; fp = fopen(name, READ_MODE); -- 2.31.1