X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=misc.c;h=756e5cbfb223a443d3909fe4d3025b199bc3cb55;hp=4844fb89ba8208db7195edd548d5a8d630608a48;hb=03b2f1c86e4a7e856fadff2244b9c6456ccd8835;hpb=0e2c8511318f0df697120296c5e849202c0ac09f diff --git a/misc.c b/misc.c index 4844fb8..756e5cb 100644 --- a/misc.c +++ b/misc.c @@ -128,11 +128,6 @@ void tokenize(char* raw, struct command_t *cmd) /* Hide the fact that wods are corrently packed longs */ -bool wordeq(token_t a, token_t b) -{ - return a == b; -} - bool wordempty(token_t a) { return a == 0; @@ -171,17 +166,17 @@ void vspeak(const char* msg, bool blank, va_list ap) long previous_arg = 0; for (int i = 0; i < msglen; i++) { if (msg[i] != '%') { - /* Ugh. Least obtrusive way to deal with artifacts "on the floor" - * being dropped outside of both cave and building. */ - if (strncmp(msg + i, "floor", 5) == 0 && strchr(" .", msg[i+5]) && !INSIDE(game.loc)) { - strcpy(renderp, "ground"); - renderp += 6; - i += 4; - size -= 5; - } else { - *renderp++ = msg[i]; - size--; - } + /* Ugh. Least obtrusive way to deal with artifacts "on the floor" + * being dropped outside of both cave and building. */ + if (strncmp(msg + i, "floor", 5) == 0 && strchr(" .", msg[i + 5]) && !INSIDE(game.loc)) { + strcpy(renderp, "ground"); + renderp += 6; + i += 4; + size -= 5; + } else { + *renderp++ = msg[i]; + size--; + } } else { long arg = va_arg(ap, long); if (arg == -1) @@ -525,59 +520,53 @@ int get_special_vocab_id(const char* word) void get_vocab_metadata(const char* word, long* id, enum wordtype* type) { - /* Check for an empty string */ - if (strncmp(word, "", sizeof("")) == 0) - { - *id = WORD_EMPTY; - *type = NO_WORD_TYPE; - return; + /* Check for an empty string */ + if (strncmp(word, "", sizeof("")) == 0) { + *id = WORD_EMPTY; + *type = NO_WORD_TYPE; + return; } - long ref_num; + long ref_num; - ref_num = get_motion_vocab_id(word); - if (ref_num != WORD_NOT_FOUND) - { - *id = ref_num; - *type = MOTION; - return; + ref_num = get_motion_vocab_id(word); + if (ref_num != WORD_NOT_FOUND) { + *id = ref_num; + *type = MOTION; + return; } - ref_num = get_object_vocab_id(word); - if (ref_num != WORD_NOT_FOUND) - { - *id = ref_num; - *type = OBJECT; - return; + ref_num = get_object_vocab_id(word); + if (ref_num != WORD_NOT_FOUND) { + *id = ref_num; + *type = OBJECT; + return; } - ref_num = get_action_vocab_id(word); - if (ref_num != WORD_NOT_FOUND) - { - *id = ref_num; - *type = ACTION; - return; + ref_num = get_action_vocab_id(word); + if (ref_num != WORD_NOT_FOUND) { + *id = ref_num; + *type = ACTION; + return; } - ref_num = get_special_vocab_id(word); - if (ref_num != WORD_NOT_FOUND) - { - *id = ref_num; - *type = SPECIAL; - return; + ref_num = get_special_vocab_id(word); + if (ref_num != WORD_NOT_FOUND) { + *id = ref_num; + *type = SPECIAL; + return; } - // Check for the reservoir magic word. - if (strcasecmp(word, game.zzword) == 0) - { - *id = PART; - *type = ACTION; - return; + // Check for the reservoir magic word. + if (strcasecmp(word, game.zzword) == 0) { + *id = PART; + *type = ACTION; + return; } - *id = WORD_NOT_FOUND; - *type = NO_WORD_TYPE; - return; + *id = WORD_NOT_FOUND; + *type = NO_WORD_TYPE; + return; } void juggle(obj_t object)