Readability fix.
authorEric S. Raymond <esr@thyrsus.com>
Sat, 10 Jun 2017 17:58:18 +0000 (13:58 -0400)
committerEric S. Raymond <esr@thyrsus.com>
Sat, 10 Jun 2017 17:58:18 +0000 (13:58 -0400)
actions.c

index df76463cc9cf8650d2a5f7fd32c5c8d940c19b27..8f852aa2a1b0bcd4e2229e1884d22e08ef2e78d6 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -897,56 +897,56 @@ int action(FILE *input, enum speechpart part, long verb, long obj)
 
     if (part == unknown)
     {
-           /*  Analyse an object word.  See if the thing is here, whether
-            *  we've got a verb yet, and so on.  Object must be here
-            *  unless verb is "find" or "invent(ory)" (and no new verb
-            *  yet to be analysed).  Water and oil are also funny, since
-            *  they are never actually dropped at any location, but might
-            *  be here inside the bottle or urn or as a feature of the
-            *  location. */
-           if (HERE(obj))
-               /* FALL THROUGH */;
-           else if (obj == GRATE) {
-               if (game.loc == 1 || game.loc == 4 || game.loc == 7)
-                   obj=DPRSSN;
-               if (game.loc > 9 && game.loc < 15)
-                   obj=ENTRNC;
-               if (obj != GRATE)
-                   return(8);
-           }
-           else if (obj == DWARF && ATDWRF(game.loc) > 0)
-               /* FALL THROUGH */;
-           else if ((LIQ(0) == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
-               /* FALL THROUGH */;
-           else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
-               obj=URN;
-               /* FALL THROUGH */;
-           }
-           else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
-               obj=PLANT2;
-               /* FALL THROUGH */;
-           }
-           else if (obj == KNIFE && game.knfloc == game.loc) {
-               game.knfloc= -1;
-               SPK=116;
-               return(2011);
-           }
-           else if (obj == ROD && HERE(ROD2)) {
-               obj=ROD2;
-               /* FALL THROUGH */;
-           }
-           else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
-               /* FALL THROUGH */;
-           else {
-               SETPRM(1,WD1,WD1X);
-               RSPEAK(256);
-               return(2012);
-           }
+       /*  Analyse an object word.  See if the thing is here, whether
+        *  we've got a verb yet, and so on.  Object must be here
+        *  unless verb is "find" or "invent(ory)" (and no new verb
+        *  yet to be analysed).  Water and oil are also funny, since
+        *  they are never actually dropped at any location, but might
+        *  be here inside the bottle or urn or as a feature of the
+        *  location. */
+       if (HERE(obj))
+           /* FALL THROUGH */;
+       else if (obj == GRATE) {
+           if (game.loc == 1 || game.loc == 4 || game.loc == 7)
+               obj=DPRSSN;
+           if (game.loc > 9 && game.loc < 15)
+               obj=ENTRNC;
+           if (obj != GRATE)
+               return(8);
+       }
+       else if (obj == DWARF && ATDWRF(game.loc) > 0)
+           /* FALL THROUGH */;
+       else if ((LIQ(0) == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
+           /* FALL THROUGH */;
+       else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
+           obj=URN;
+           /* FALL THROUGH */;
+       }
+       else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
+           obj=PLANT2;
+           /* FALL THROUGH */;
+       }
+       else if (obj == KNIFE && game.knfloc == game.loc) {
+           game.knfloc= -1;
+           SPK=116;
+           return(2011);
+       }
+       else if (obj == ROD && HERE(ROD2)) {
+           obj=ROD2;
+           /* FALL THROUGH */;
+       }
+       else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
+           /* FALL THROUGH */;
+       else {
+           SETPRM(1,WD1,WD1X);
+           RSPEAK(256);
+           return(2012);
+       }
 
-           if (WD2 > 0)
-               return(2800);
-           if (verb != 0)
-               part = transitive;
+       if (WD2 > 0)
+           return(2800);
+       if (verb != 0)
+           part = transitive;
     }
 
     switch(part)
@@ -1036,6 +1036,7 @@ int action(FILE *input, enum speechpart part, long verb, long obj)
            }
            BUG(24);
        case unknown:
+           /* Unknown verb, couldn't deduce object - might need hint */
            SETPRM(1,WD1,WD1X);
            RSPEAK(255);
            return(2600);