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1TBS reflow, the bracening.
[open-adventure.git]
/
actions.c
diff --git
a/actions.c
b/actions.c
index 97e5a48d56da9e0c5b7d7e167e5c9d5805b2d7b6..31a09c82f5bed6ee2f50dc68a00686b7e683c4ab 100644
(file)
--- a/
actions.c
+++ b/
actions.c
@@
-66,8
+66,9
@@
static phase_codes_t attack(command_t command) {
++changes;
}
}
++changes;
}
}
- if (changes >= 2)
+ if (changes >= 2)
{
return GO_UNKNOWN;
return GO_UNKNOWN;
+ }
}
if (obj == BIRD) {
}
if (obj == BIRD) {
@@
-128,8
+129,9
@@
static phase_codes_t attack(command_t command) {
drop(BLOOD, LOC_SECRET5);
for (obj_t i = 1; i <= NOBJECTS; i++) {
if (game.objects[i].place == objects[DRAGON].plac ||
drop(BLOOD, LOC_SECRET5);
for (obj_t i = 1; i <= NOBJECTS; i++) {
if (game.objects[i].place == objects[DRAGON].plac ||
- game.objects[i].place == objects[DRAGON].fixd)
+ game.objects[i].place == objects[DRAGON].fixd)
{
move(i, LOC_SECRET5);
move(i, LOC_SECRET5);
+ }
}
game.loc = LOC_SECRET5;
return GO_MOVE;
}
game.loc = LOC_SECRET5;
return GO_MOVE;
@@
-215,8
+217,9
@@
static phase_codes_t bigwords(vocab_t id) {
* before crossing. */
if (game.objects[EGGS].place == LOC_NOWHERE &&
game.objects[TROLL].place == LOC_NOWHERE &&
* before crossing. */
if (game.objects[EGGS].place == LOC_NOWHERE &&
game.objects[TROLL].place == LOC_NOWHERE &&
- game.objects[TROLL].prop == TROLL_UNPAID)
+ game.objects[TROLL].prop == TROLL_UNPAID)
{
game.objects[TROLL].prop = TROLL_PAIDONCE;
game.objects[TROLL].prop = TROLL_PAIDONCE;
+ }
if (HERE(EGGS)) {
pspeak(EGGS, look, true, EGGS_VANISHED);
} else if (game.loc == objects[EGGS].plac) {
if (HERE(EGGS)) {
pspeak(EGGS, look, true, EGGS_VANISHED);
} else if (game.loc == objects[EGGS].plac) {
@@
-243,9
+246,9
@@
static phase_codes_t bigwords(vocab_t id) {
static void blast(void) {
/* Blast. No effect unless you've got dynamite, which is a neat trick!
*/
static void blast(void) {
/* Blast. No effect unless you've got dynamite, which is a neat trick!
*/
- if (PROP_IS_NOTFOUND(ROD2) || !game.closed)
+ if (PROP_IS_NOTFOUND(ROD2) || !game.closed)
{
rspeak(REQUIRES_DYNAMITE);
rspeak(REQUIRES_DYNAMITE);
- else {
+
}
else {
if (HERE(ROD2)) {
game.bonus = splatter;
rspeak(SPLATTER_MESSAGE);
if (HERE(ROD2)) {
game.bonus = splatter;
rspeak(SPLATTER_MESSAGE);
@@
-274,8
+277,9
@@
static phase_codes_t vbreak(verb_t verb, obj_t obj) {
}
case VASE:
if (game.objects[VASE].prop == VASE_WHOLE) {
}
case VASE:
if (game.objects[VASE].prop == VASE_WHOLE) {
- if (TOTING(VASE))
+ if (TOTING(VASE))
{
drop(VASE, game.loc);
drop(VASE, game.loc);
+ }
state_change(VASE, VASE_BROKEN);
game.objects[VASE].fixed = IS_FIXED;
break;
state_change(VASE, VASE_BROKEN);
game.objects[VASE].fixed = IS_FIXED;
break;
@@
-435,8
+439,9
@@
static int chain(verb_t verb) {
}
game.objects[CHAIN].prop = CHAIN_HEAP;
game.objects[CHAIN].fixed = IS_FREE;
}
game.objects[CHAIN].prop = CHAIN_HEAP;
game.objects[CHAIN].fixed = IS_FREE;
- if (game.objects[BEAR].prop != BEAR_DEAD)
+ if (game.objects[BEAR].prop != BEAR_DEAD)
{
game.objects[BEAR].prop = CONTENTED_BEAR;
game.objects[BEAR].prop = CONTENTED_BEAR;
+ }
switch (game.objects[BEAR].prop) {
// LCOV_EXCL_START
switch (game.objects[BEAR].prop) {
// LCOV_EXCL_START
@@
-465,8
+470,9
@@
static int chain(verb_t verb) {
game.objects[CHAIN].prop = CHAIN_FIXED;
game.objects[CHAIN].prop = CHAIN_FIXED;
- if (TOTING(CHAIN))
+ if (TOTING(CHAIN))
{
drop(CHAIN, game.loc);
drop(CHAIN, game.loc);
+ }
game.objects[CHAIN].fixed = IS_FIXED;
rspeak(CHAIN_LOCKED);
game.objects[CHAIN].fixed = IS_FIXED;
rspeak(CHAIN_LOCKED);
@@
-622,8
+628,9
@@
static phase_codes_t eat(verb_t verb, obj_t obj) {
*/
switch (obj) {
case INTRANSITIVE:
*/
switch (obj) {
case INTRANSITIVE:
- if (!HERE(FOOD))
+ if (!HERE(FOOD))
{
return GO_UNKNOWN;
return GO_UNKNOWN;
+ }
/* FALLTHRU */
case FOOD:
DESTROY(FOOD);
/* FALLTHRU */
case FOOD:
DESTROY(FOOD);
@@
-797,8
+804,9
@@
phase_codes_t fill(verb_t verb, obj_t obj) {
speak(actions[verb].message);
return GO_CLEAROBJ;
}
speak(actions[verb].message);
return GO_CLEAROBJ;
}
- if (obj == INTRANSITIVE && !HERE(BOTTLE))
+ if (obj == INTRANSITIVE && !HERE(BOTTLE))
{
return GO_UNKNOWN;
return GO_UNKNOWN;
+ }
if (HERE(URN) && game.objects[URN].prop != URN_EMPTY) {
rspeak(URN_NOPOUR);
if (HERE(URN) && game.objects[URN].prop != URN_EMPTY) {
rspeak(URN_NOPOUR);
@@
-891,18
+899,21
@@
static phase_codes_t inven(void) {
* burden. */
bool empty = true;
for (obj_t i = 1; i <= NOBJECTS; i++) {
* burden. */
bool empty = true;
for (obj_t i = 1; i <= NOBJECTS; i++) {
- if (i == BEAR || !TOTING(i))
+ if (i == BEAR || !TOTING(i))
{
continue;
continue;
+ }
if (empty) {
rspeak(NOW_HOLDING);
empty = false;
}
pspeak(i, touch, false, -1);
}
if (empty) {
rspeak(NOW_HOLDING);
empty = false;
}
pspeak(i, touch, false, -1);
}
- if (TOTING(BEAR))
+ if (TOTING(BEAR))
{
rspeak(TAME_BEAR);
rspeak(TAME_BEAR);
- if (empty)
+ }
+ if (empty) {
rspeak(NO_CARRY);
rspeak(NO_CARRY);
+ }
return GO_CLEAROBJ;
}
return GO_CLEAROBJ;
}
@@
-919,8
+930,9
@@
static phase_codes_t light(verb_t verb, obj_t obj) {
obj = URN;
selects++;
}
obj = URN;
selects++;
}
- if (selects != 1)
+ if (selects != 1)
{
return GO_UNKNOWN;
return GO_UNKNOWN;
+ }
}
switch (obj) {
}
switch (obj) {
@@
-1181,9
+1193,9
@@
static phase_codes_t reservoir(void) {
state_change(RESER, game.objects[RESER].prop == WATERS_PARTED
? WATERS_UNPARTED
: WATERS_PARTED);
state_change(RESER, game.objects[RESER].prop == WATERS_PARTED
? WATERS_UNPARTED
: WATERS_PARTED);
- if (AT(RESER))
+ if (AT(RESER))
{
return GO_CLEAROBJ;
return GO_CLEAROBJ;
- else {
+
}
else {
game.oldlc2 = game.loc;
game.newloc = LOC_NOWHERE;
rspeak(NOT_BRIGHT);
game.oldlc2 = game.loc;
game.newloc = LOC_NOWHERE;
rspeak(NOT_BRIGHT);
@@
-1266,8
+1278,9
@@
static phase_codes_t throwit(command_t command) {
} else {
if (atdwrf(game.loc) <= 0) {
if (AT(DRAGON) &&
} else {
if (atdwrf(game.loc) <= 0) {
if (AT(DRAGON) &&
- game.objects[DRAGON].prop == DRAGON_BARS)
+ game.objects[DRAGON].prop == DRAGON_BARS)
{
return throw_support(DRAGON_SCALES);
return throw_support(DRAGON_SCALES);
+ }
if (AT(TROLL)) {
return throw_support(TROLL_RETURNS);
}
if (AT(TROLL)) {
return throw_support(TROLL_RETURNS);
}
@@
-1357,10
+1370,11
@@
static phase_codes_t wave(verb_t verb, obj_t obj) {
: FREE_FLY);
return GO_CLEAROBJ;
}
: FREE_FLY);
return GO_CLEAROBJ;
}
- if (HERE(BIRD))
+ if (HERE(BIRD))
{
rspeak((game.objects[BIRD].prop == BIRD_CAGED)
? CAGE_FLY
: FREE_FLY);
rspeak((game.objects[BIRD].prop == BIRD_CAGED)
? CAGE_FLY
: FREE_FLY);
+ }
state_change(FISSURE, game.objects[FISSURE].prop == BRIDGED
? UNBRIDGED
state_change(FISSURE, game.objects[FISSURE].prop == BRIDGED
? UNBRIDGED