From c11938aed5e261ac40a562781325996628663610 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Sun, 28 Jan 2024 07:11:21 -0500 Subject: [PATCH] Place1TBS mandatory braces. --- actions.c | 381 ++++++++++++++++++++++++++++-------------------------- init.c | 9 +- main.c | 319 +++++++++++++++++++++++++++------------------ score.c | 72 +++++++---- 4 files changed, 438 insertions(+), 343 deletions(-) diff --git a/actions.c b/actions.c index ec62447..fed70b9 100644 --- a/actions.c +++ b/actions.c @@ -14,12 +14,11 @@ static phase_codes_t fill(verb_t, obj_t); -static phase_codes_t attack(command_t command) +static phase_codes_t attack(command_t command) { /* Attack. Assume target if unambiguous. "Throw" also links here. * Attackable objects fall into two categories: enemies (snake, * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2 * enemies, or no enemies but 2 others. */ -{ verb_t verb = command.verb; obj_t obj = command.obj; @@ -137,9 +136,9 @@ static phase_codes_t attack(command_t command) if (obj == OGRE) { rspeak(OGRE_DODGE); - if (atdwrf(game.loc) == 0) + if (atdwrf(game.loc) == 0) { return GO_CLEAROBJ; - + } rspeak(KNIFE_THROWN); DESTROY(OGRE); int dwarves = 0; @@ -185,12 +184,11 @@ static phase_codes_t attack(command_t command) return GO_CLEAROBJ; } -static phase_codes_t bigwords(vocab_t id) +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 * already there). */ -{ int foobar = abs(game.foobar); /* Only FEE can start a magic-word sequence. */ @@ -219,30 +217,31 @@ static phase_codes_t bigwords(vocab_t id) if (game.objects[EGGS].place == LOC_NOWHERE && game.objects[TROLL].place == LOC_NOWHERE && game.objects[TROLL].prop == TROLL_UNPAID) game.objects[TROLL].prop = TROLL_PAIDONCE; - if (HERE(EGGS)) + if (HERE(EGGS)) { pspeak(EGGS, look, true, EGGS_VANISHED); - else if (game.loc == objects[EGGS].plac) + } else if (game.loc == objects[EGGS].plac) { pspeak(EGGS, look, true, EGGS_HERE); - else + } else { pspeak(EGGS, look, true, EGGS_DONE); + } move(EGGS, objects[EGGS].plac); return GO_CLEAROBJ; } } else { /* Magic-word sequence was started but is incorrect */ - if (settings.oldstyle || game.seenbigwords) - rspeak(START_OVER); - else + if (settings.oldstyle || game.seenbigwords) { + rspeak(START_OVER); + } else { rspeak(WELL_POINTLESS); + } game.foobar = WORD_EMPTY; return GO_CLEAROBJ; } } -static void blast(void) +static void blast(void) { /* Blast. No effect unless you've got dynamite, which is a neat trick! */ -{ if (PROP_IS_NOTFOUND(ROD2) || !game.closed) rspeak(REQUIRES_DYNAMITE); else { @@ -260,9 +259,8 @@ static void blast(void) } } -static phase_codes_t vbreak(verb_t verb, obj_t obj) +static phase_codes_t vbreak(verb_t verb, obj_t obj) { /* Break. Only works for mirror in repository and, of course, the vase. */ -{ switch (obj) { case MIRROR: if (game.closed) { @@ -287,26 +285,25 @@ static phase_codes_t vbreak(verb_t verb, obj_t obj) return (GO_CLEAROBJ); } -static phase_codes_t brief(void) +static phase_codes_t brief(void) { /* Brief. Intransitive only. Suppress full descriptions after first time. */ -{ game.abbnum = 10000; game.detail = 3; rspeak(BRIEF_CONFIRM); return GO_CLEAROBJ; } -static phase_codes_t vcarry(verb_t verb, obj_t obj) +static phase_codes_t vcarry(verb_t verb, obj_t obj) { /* Carry an object. Special cases for bird and cage (if bird in cage, can't * take one without the other). Liquids also special, since they depend on * status of bottle. Also various side effects, etc. */ -{ if (obj == INTRANSITIVE) { /* Carry, no object given yet. OK if only one object present. */ if (game.locs[game.loc].atloc == NO_OBJECT || game.link[game.locs[game.loc].atloc] != 0 || - atdwrf(game.loc) > 0) + atdwrf(game.loc) > 0) { return GO_UNKNOWN; + } obj = game.locs[game.loc].atloc; } @@ -362,8 +359,9 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) } if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) { return (fill(verb, BOTTLE)); - } else + } else { rspeak(BOTTLE_FULL); + } return GO_CLEAROBJ; } obj = BOTTLE; @@ -399,8 +397,9 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) carry(obj, game.loc); - if (obj == BOTTLE && LIQUID() != NO_OBJECT) + if (obj == BOTTLE && LIQUID() != NO_OBJECT) { game.objects[LIQUID()].place = CARRIED; + } if (GSTONE(obj) && !PROP_IS_FOUND(obj)) { PROP_SET_FOUND(obj); @@ -410,9 +409,8 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int chain(verb_t verb) +static int chain(verb_t verb) { /* Do something to the bear's chain */ -{ if (verb != LOCK) { if (game.objects[BEAR].prop == UNTAMED_BEAR) { rspeak(BEAR_BLOCKS); @@ -462,11 +460,10 @@ static int chain(verb_t verb) return GO_CLEAROBJ; } -static phase_codes_t discard(verb_t verb, obj_t obj) +static phase_codes_t discard(verb_t verb, obj_t obj) { /* Discard object. "Throw" also comes here for most objects. Special cases for * bird (might attack snake or dragon) and cage (might contain bird) and vase. * Drop coins at vending machine for extra batteries. */ -{ if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) { obj = ROD2; } @@ -482,17 +479,19 @@ static phase_codes_t discard(verb_t verb, obj_t obj) game.objects[CAVITY].prop = CAVITY_FULL; if (HERE(RUG) && ((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) || (obj == RUBY && game.objects[RUG].prop == RUG_HOVER))) { - if (obj == RUBY) - rspeak(RUG_SETTLES); - else if (TOTING(RUG)) - rspeak(RUG_WIGGLES); - else - rspeak(RUG_RISES); + if (obj == RUBY) { + rspeak(RUG_SETTLES); + } else if (TOTING(RUG)) { + rspeak(RUG_WIGGLES); + } else { + rspeak(RUG_RISES); + } if (!TOTING(RUG) || obj == RUBY) { int k = (game.objects[RUG].prop == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER; game.objects[RUG].prop = k; - if (k == RUG_HOVER) + if (k == RUG_HOVER) { k = objects[SAPPH].plac; + } move(RUG + NOBJECTS, k); } } @@ -507,8 +506,9 @@ static phase_codes_t discard(verb_t verb, obj_t obj) return GO_CLEAROBJ; } - if (LIQUID() == obj) + if (LIQUID() == obj) { obj = BOTTLE; + } if (obj == BOTTLE && LIQUID() != NO_OBJECT) { game.objects[LIQUID()].place = LOC_NOWHERE; } @@ -529,8 +529,9 @@ static phase_codes_t discard(verb_t verb, obj_t obj) state_change(VASE, AT(PILLOW) ? VASE_WHOLE : VASE_DROPPED); - if (game.objects[VASE].prop != VASE_WHOLE) + if (game.objects[VASE].prop != VASE_WHOLE) { game.objects[VASE].fixed = IS_FIXED; + } drop(obj, game.loc); return GO_CLEAROBJ; } @@ -548,13 +549,15 @@ static phase_codes_t discard(verb_t verb, obj_t obj) } if (HERE(SNAKE)) { rspeak(BIRD_ATTACKS); - if (game.closed) + if (game.closed) { return GO_DWARFWAKE; + } DESTROY(SNAKE); /* Set game.prop for use by travel options */ game.objects[SNAKE].prop = SNAKE_CHASED; - } else + } else { rspeak(OK_MAN); + } game.objects[BIRD].prop = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED; drop(obj, game.loc); @@ -566,10 +569,9 @@ static phase_codes_t discard(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static phase_codes_t drink(verb_t verb, obj_t obj) +static phase_codes_t drink(verb_t verb, obj_t obj) { /* Drink. If no object, assume water and look for it here. If water is in * the bottle, drink that, else must be at a water loc, so drink stream. */ -{ if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE))) { return GO_UNKNOWN; @@ -596,10 +598,9 @@ static phase_codes_t drink(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static phase_codes_t eat(verb_t verb, obj_t obj) +static phase_codes_t eat(verb_t verb, obj_t obj) { /* Eat. Intransitive: assume food if present, else ask what. Transitive: food * ok, some things lose appetite, rest are ridiculous. */ -{ switch (obj) { case INTRANSITIVE: if (!HERE(FOOD)) @@ -626,16 +627,18 @@ static phase_codes_t eat(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static phase_codes_t extinguish(verb_t verb, obj_t obj) +static phase_codes_t extinguish(verb_t verb, obj_t obj) { /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ -{ if (obj == INTRANSITIVE) { - if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) - obj = LAMP; - if (HERE(URN) && game.objects[URN].prop == URN_LIT) - obj = URN; - if (obj == INTRANSITIVE) - return GO_UNKNOWN; + if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) { + obj = LAMP; + } + if (HERE(URN) && game.objects[URN].prop == URN_LIT) { + obj = URN; + } + if (obj == INTRANSITIVE) { + return GO_UNKNOWN; + } } switch (obj) { @@ -662,26 +665,27 @@ static phase_codes_t extinguish(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static phase_codes_t feed(verb_t verb, obj_t obj) +static phase_codes_t feed(verb_t verb, obj_t obj) { /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him * mad. Bear, special. */ -{ switch (obj) { case BIRD: rspeak(BIRD_PINING); break; case DRAGON: - if (game.objects[DRAGON].prop != DRAGON_BARS) - rspeak(RIDICULOUS_ATTEMPT); - else - rspeak(NOTHING_EDIBLE); + if (game.objects[DRAGON].prop != DRAGON_BARS) { + rspeak(RIDICULOUS_ATTEMPT); + } else { + rspeak(NOTHING_EDIBLE); + } break; case SNAKE: if (!game.closed && HERE(BIRD)) { DESTROY(BIRD); rspeak(BIRD_DEVOURED); - } else + } else { rspeak(NOTHING_EDIBLE); + } break; case TROLL: rspeak(TROLL_VICES); @@ -690,8 +694,9 @@ static phase_codes_t feed(verb_t verb, obj_t obj) if (HERE(FOOD)) { game.dflag += 2; rspeak(REALLY_MAD); - } else + } else { speak(actions[verb].message); + } break; case BEAR: if (game.objects[BEAR].prop == BEAR_DEAD) { @@ -704,17 +709,19 @@ static phase_codes_t feed(verb_t verb, obj_t obj) game.objects[AXE].fixed = IS_FREE; game.objects[AXE].prop = AXE_HERE; state_change(BEAR, SITTING_BEAR); - } else + } else { rspeak(NOTHING_EDIBLE); + } break; } speak(actions[verb].message); break; case OGRE: - if (HERE(FOOD)) - rspeak(OGRE_FULL); - else - speak(actions[verb].message); + if (HERE(FOOD)) { + rspeak(OGRE_FULL); + } else { + speak(actions[verb].message); + } break; default: rspeak(AM_GAME); @@ -722,10 +729,9 @@ static phase_codes_t feed(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -phase_codes_t fill(verb_t verb, obj_t obj) +phase_codes_t fill(verb_t verb, obj_t obj) { /* Fill. Bottle or urn must be empty, and liquid available. (Vase * is nasty.) */ -{ if (obj == VASE) { if (LIQLOC(game.loc) == NO_OBJECT) { rspeak(FILL_INVALID); @@ -793,14 +799,14 @@ phase_codes_t fill(verb_t verb, obj_t obj) state_change(BOTTLE, (LIQLOC(game.loc) == OIL) ? OIL_BOTTLE : WATER_BOTTLE); - if (TOTING(BOTTLE)) + if (TOTING(BOTTLE)) { game.objects[LIQUID()].place = CARRIED; + } return GO_CLEAROBJ; } -static phase_codes_t find(verb_t verb, obj_t obj) +static phase_codes_t find(verb_t verb, obj_t obj) { /* Find. Might be carrying it, or it might be here. Else give caveat. */ -{ if (TOTING(obj)) { rspeak(ALREADY_CARRYING); return GO_CLEAROBJ; @@ -822,9 +828,8 @@ static phase_codes_t find(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static phase_codes_t fly(verb_t verb, obj_t obj) +static phase_codes_t fly(verb_t verb, obj_t obj) { /* Fly. Snide remarks unless hovering rug is here. */ -{ if (obj == INTRANSITIVE) { if (!HERE(RUG)) { rspeak(FLAP_ARMS); @@ -865,9 +870,8 @@ static phase_codes_t fly(verb_t verb, obj_t obj) return GO_TERMINATE; } -static phase_codes_t inven(void) +static phase_codes_t inven(void) { /* Inventory. If object, treat same as find. Else report on current burden. */ -{ bool empty = true; for (obj_t i = 1; i <= NOBJECTS; i++) { if (i == BEAR || !TOTING(i)) @@ -885,9 +889,8 @@ static phase_codes_t inven(void) return GO_CLEAROBJ; } -static phase_codes_t light(verb_t verb, obj_t obj) +static phase_codes_t light(verb_t verb, obj_t obj) { /* Light. Applicable only to lamp and urn. */ -{ if (obj == INTRANSITIVE) { int selects = 0; if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_DARK && game.limit >= 0) { @@ -914,8 +917,9 @@ static phase_codes_t light(verb_t verb, obj_t obj) break; } state_change(LAMP, LAMP_BRIGHT); - if (game.wzdark) + if (game.wzdark) { return GO_TOP; + } break; default: speak(actions[verb].message); @@ -923,53 +927,61 @@ static phase_codes_t light(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static phase_codes_t listen(void) +static phase_codes_t listen(void) { /* Listen. Intransitive only. Print stuff based on object sound properties. */ -{ bool soundlatch = false; vocab_t sound = locations[game.loc].sound; if (sound != SILENT) { rspeak(sound); - if (!locations[game.loc].loud) + if (!locations[game.loc].loud) { rspeak(NO_MESSAGE); + } soundlatch = true; } for (obj_t i = 1; i <= NOBJECTS; i++) { - if (!HERE(i) || objects[i].sounds[0] == NULL || PROP_IS_STASHED_OR_UNSEEN(i)) - continue; + if (!HERE(i) || objects[i].sounds[0] == NULL || PROP_IS_STASHED_OR_UNSEEN(i)) { + continue; + } int mi = game.objects[i].prop; /* (ESR) Some unpleasant magic on object states here. Ideally * we'd have liked the bird to be a normal object that we can * use state_change() on; can't do it, because there are * actually two different series of per-state birdsounds * depending on whether player has drunk dragon's blood. */ - if (i == BIRD) + if (i == BIRD) { mi += 3 * game.blooded; + } pspeak(i, hear, true, mi, game.zzword); rspeak(NO_MESSAGE); - if (i == BIRD && mi == BIRD_ENDSTATE) + if (i == BIRD && mi == BIRD_ENDSTATE) { DESTROY(BIRD); + } soundlatch = true; } - if (!soundlatch) + if (!soundlatch) { rspeak(ALL_SILENT); + } return GO_CLEAROBJ; } -static phase_codes_t lock(verb_t verb, obj_t obj) +static phase_codes_t lock(verb_t verb, obj_t obj) { /* Lock, unlock, no object given. Assume various things if present. */ -{ if (obj == INTRANSITIVE) { - if (HERE(CLAM)) - obj = CLAM; - if (HERE(OYSTER)) - obj = OYSTER; - if (AT(DOOR)) - obj = DOOR; - if (AT(GRATE)) - obj = GRATE; - if (HERE(CHAIN)) - obj = CHAIN; + if (HERE(CLAM)) { + obj = CLAM; + } + if (HERE(OYSTER)) { + obj = OYSTER; + } + if (AT(DOOR)) { + obj = DOOR; + } + if (AT(GRATE)) { + obj = GRATE; + } + if (HERE(CHAIN)) { + obj = CHAIN; + } if (obj == INTRANSITIVE) { rspeak(NOTHING_LOCKED); return GO_CLEAROBJ; @@ -983,32 +995,35 @@ static phase_codes_t lock(verb_t verb, obj_t obj) case CHAIN: if (HERE(KEYS)) { return chain(verb); - } else + } else { rspeak(NO_KEYS); + } break; case GRATE: if (HERE(KEYS)) { if (game.closng) { rspeak(EXIT_CLOSED); - if (!game.panic) + if (!game.panic) { game.clock2 = PANICTIME; + } game.panic = true; } else { state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN); } - } else + } else { rspeak(NO_KEYS); + } break; case CLAM: - if (verb == LOCK) - rspeak(HUH_MAN); - else if (TOTING(CLAM)) - rspeak(DROP_CLAM); - else if (!TOTING(TRIDENT)) - rspeak(CLAM_OPENER); - else { + if (verb == LOCK) { + rspeak(HUH_MAN); + } else if (TOTING(CLAM)) { + rspeak(DROP_CLAM); + } else if (!TOTING(TRIDENT)) { + rspeak(CLAM_OPENER); + } else { DESTROY(CLAM); drop(OYSTER, game.loc); drop(PEARL, LOC_CULDESAC); @@ -1016,14 +1031,15 @@ static phase_codes_t lock(verb_t verb, obj_t obj) } break; case OYSTER: - if (verb == LOCK) - rspeak(HUH_MAN); - else if (TOTING(OYSTER)) - rspeak(DROP_OYSTER); - else if (!TOTING(TRIDENT)) - rspeak(OYSTER_OPENER); - else - rspeak(OYSTER_OPENS); + if (verb == LOCK) { + rspeak(HUH_MAN); + } else if (TOTING(OYSTER)) { + rspeak(DROP_OYSTER); + } else if (!TOTING(TRIDENT)) { + rspeak(OYSTER_OPENER); + } else { + rspeak(OYSTER_OPENS); + } break; case DOOR: rspeak((game.objects[DOOR].prop == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR); @@ -1041,14 +1057,15 @@ static phase_codes_t lock(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static phase_codes_t pour(verb_t verb, obj_t obj) +static phase_codes_t pour(verb_t verb, obj_t obj) { /* Pour. If no object, or object is bottle, assume contents of bottle. * special tests for pouring water or oil on plant or rusty door. */ -{ - if (obj == BOTTLE || obj == INTRANSITIVE) - obj = LIQUID(); - if (obj == NO_OBJECT) - return GO_UNKNOWN; + if (obj == BOTTLE || obj == INTRANSITIVE) { + obj = LIQUID(); + } + if (obj == NO_OBJECT) { + return GO_UNKNOWN; + } if (!TOTING(obj)) { speak(actions[verb].message); return GO_CLEAROBJ; @@ -1058,8 +1075,9 @@ static phase_codes_t pour(verb_t verb, obj_t obj) rspeak(CANT_POUR); return GO_CLEAROBJ; } - if (HERE(URN) && game.objects[URN].prop == URN_EMPTY) + if (HERE(URN) && game.objects[URN].prop == URN_EMPTY) { return fill(verb, URN); + } game.objects[BOTTLE].prop = EMPTY_BOTTLE; game.objects[obj].place = LOC_NOWHERE; if (!(AT(PLANT) || AT(DOOR))) { @@ -1084,11 +1102,11 @@ static phase_codes_t pour(verb_t verb, obj_t obj) } } -static phase_codes_t quit(void) +static phase_codes_t quit(void) { /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ -{ - if (yes_or_no(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) - terminate(quitgame); + if (yes_or_no(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) { + terminate(quitgame); + } return GO_CLEAROBJ; } @@ -1098,11 +1116,13 @@ static phase_codes_t read(command_t command) if (command.obj == INTRANSITIVE) { command.obj = NO_OBJECT; for (int i = 1; i <= NOBJECTS; i++) { - if (HERE(i) && objects[i].texts[0] != NULL && !PROP_IS_STASHED(i)) - command.obj = command.obj * NOBJECTS + i; + if (HERE(i) && objects[i].texts[0] != NULL && !PROP_IS_STASHED(i)) { + command.obj = command.obj * NOBJECTS + i; + } } - if (command.obj > NOBJECTS || command.obj == NO_OBJECT || DARK(game.loc)) + if (command.obj > NOBJECTS || command.obj == NO_OBJECT || DARK(game.loc)) { return GO_UNKNOWN; + } } if (DARK(game.loc)) { @@ -1117,14 +1137,14 @@ static phase_codes_t read(command_t command) } } else if (objects[command.obj].texts[0] == NULL || PROP_IS_NOTFOUND(command.obj)) { speak(actions[command.verb].message); - } else + } else { pspeak(command.obj, study, true, game.objects[command.obj].prop); + } return GO_CLEAROBJ; } -static phase_codes_t reservoir(void) +static phase_codes_t reservoir(void) { /* Z'ZZZ (word gets recomputed at startup; different each game). */ -{ if (!AT(RESER) && game.loc != LOC_RESBOTTOM) { rspeak(NOTHING_HAPPENS); return GO_CLEAROBJ; @@ -1142,9 +1162,8 @@ static phase_codes_t reservoir(void) } } -static phase_codes_t rub(verb_t verb, obj_t obj) +static phase_codes_t rub(verb_t verb, obj_t obj) { /* Rub. Yields various snide remarks except for lit urn. */ -{ if (obj == URN && game.objects[URN].prop == URN_LIT) { DESTROY(URN); drop(AMBER, game.loc); @@ -1160,17 +1179,17 @@ static phase_codes_t rub(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static phase_codes_t say(command_t command) +static phase_codes_t say(command_t command) { /* Say. Echo WD2. Magic words override. */ -{ if (command.word[1].type == MOTION && (command.word[1].id == XYZZY || command.word[1].id == PLUGH || command.word[1].id == PLOVER)) { return GO_WORD2; } - if (command.word[1].type == ACTION && command.word[1].id == PART) + if (command.word[1].type == ACTION && command.word[1].id == PART) { return reservoir(); + } if (command.word[1].type == ACTION && (command.word[1].id == FEE || @@ -1192,12 +1211,11 @@ static phase_codes_t throw_support(vocab_t spk) return GO_MOVE; } -static phase_codes_t throwit(command_t command) +static phase_codes_t throwit(command_t command) { /* Throw. Same as discard unless axe. Then same as attack except * ignore bird, and if dwarf is present then one might be killed. * (Only way to do so!) Axe also special for dragon, bear, and * troll. Treasures special for troll. */ -{ if (!TOTING(command.obj)) { speak(actions[command.verb].message); return GO_CLEAROBJ; @@ -1218,16 +1236,18 @@ static phase_codes_t throwit(command_t command) command.obj = BEAR; return (feed(command.verb, command.obj)); } - if (command.obj != AXE) + if (command.obj != AXE) { return (discard(command.verb, command.obj)); - else { + } else { if (atdwrf(game.loc) <= 0) { if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) return throw_support(DRAGON_SCALES); - if (AT(TROLL)) - return throw_support(TROLL_RETURNS); - if (AT(OGRE)) + if (AT(TROLL)) { + return throw_support(TROLL_RETURNS); + } + if (AT(OGRE)) { return throw_support(OGRE_DODGE); + } if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) { /* This'll teach him to throw the axe at the bear! */ drop(AXE, game.loc); @@ -1253,9 +1273,8 @@ static phase_codes_t throwit(command_t command) } } -static phase_codes_t wake(verb_t verb, obj_t obj) +static phase_codes_t wake(verb_t verb, obj_t obj) { /* Wake. Only use is to disturb the dwarves. */ -{ if (obj != DWARF || !game.closed) { speak(actions[verb].message); return GO_CLEAROBJ; @@ -1265,9 +1284,8 @@ static phase_codes_t wake(verb_t verb, obj_t obj) } } -static phase_codes_t seed(verb_t verb, const char *arg) +static phase_codes_t seed(verb_t verb, const char *arg) { /* Set seed */ -{ int32_t seed = strtol(arg, NULL, 10); speak(actions[verb].message, seed); set_seed(seed); @@ -1275,17 +1293,15 @@ static phase_codes_t seed(verb_t verb, const char *arg) return GO_TOP; } -static phase_codes_t waste(verb_t verb, turn_t turns) +static phase_codes_t waste(verb_t verb, turn_t turns) { /* Burn turns */ -{ game.limit -= turns; speak(actions[verb].message, (int)game.limit); return GO_TOP; } -static phase_codes_t wave(verb_t verb, obj_t obj) +static phase_codes_t wave(verb_t verb, obj_t obj) { /* Wave. No effect unless waving rod at fissure or at bird. */ -{ if (obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) { speak(((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2))) ? @@ -1325,11 +1341,10 @@ static phase_codes_t wave(verb_t verb, obj_t obj) } } -phase_codes_t action(command_t command) +phase_codes_t action(command_t command) { /* Analyse a verb. Remember what it was, go back for object if second word * unless verb is "say", which snarfs arbitrary second word. */ -{ /* Previously, actions that result in a message, but don't do anything * further were called "specials". Now they're handled here as normal * actions. If noaction is true, then we spit out the message and return */ @@ -1346,14 +1361,14 @@ phase_codes_t action(command_t command) * 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(command.obj)) - /* FALL THROUGH */; - 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))) - /* FALL THROUGH */; - else if (command.obj == OIL && HERE(URN) && game.objects[URN].prop != URN_EMPTY) { + if (HERE(command.obj)) { + /* FALL THROUGH */; + } 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))) { + /* FALL THROUGH */; + } else if (command.obj == OIL && HERE(URN) && game.objects[URN].prop != URN_EMPTY) { command.obj = URN; /* FALL THROUGH */; } else if (command.obj == PLANT && AT(PLANT2) && game.objects[PLANT2].prop != PLANT_THIRSTY) { @@ -1367,26 +1382,29 @@ phase_codes_t action(command_t command) command.obj = ROD2; /* FALL THROUGH */; } else if ((command.verb == FIND || - command.verb == INVENTORY) && (command.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND)) + command.verb == INVENTORY) && (command.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND)) { /* FALL THROUGH */; - else { + } else { sspeak(NO_SEE, command.word[0].raw); return GO_CLEAROBJ; } - if (command.verb != 0) + if (command.verb != 0) { command.part = transitive; + } } switch (command.part) { case intransitive: - if (command.word[1].raw[0] != '\0' && command.verb != SAY) - return GO_WORD2; - if (command.verb == SAY) - /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE - * will do here. We're preventing interpretation as an intransitive - * verb when the word is unknown. */ - command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT; + if (command.word[1].raw[0] != '\0' && command.verb != SAY) { + return GO_WORD2; + } + if (command.verb == SAY) { + /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE + * will do here. We're preventing interpretation as an intransitive + * verb when the word is unknown. */ + command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT; + } if (command.obj == NO_OBJECT || command.obj == INTRANSITIVE) { /* Analyse an intransitive verb (ie, no object given yet). */ switch (command.verb) { @@ -1522,10 +1540,9 @@ phase_codes_t action(command_t command) return rub(command.verb, command.obj); case THROW: return throwit(command); - case QUIT: { + case QUIT: speak(actions[command.verb].message); return GO_CLEAROBJ; - } case FIND: return find(command.verb, command.obj); case INVENTORY: @@ -1537,42 +1554,36 @@ phase_codes_t action(command_t command) case BLAST: blast(); return GO_CLEAROBJ; - case SCORE: { + case SCORE: speak(actions[command.verb].message); return GO_CLEAROBJ; - } case FEE: case FIE: case FOE: case FOO: - case FUM: { + case FUM: speak(actions[command.verb].message); return GO_CLEAROBJ; - } - case BRIEF: { + case BRIEF: speak(actions[command.verb].message); return GO_CLEAROBJ; - } case READ: return read(command); case BREAK: return vbreak(command.verb, command.obj); case WAKE: return wake(command.verb, command.obj); - case SAVE: { + case SAVE: speak(actions[command.verb].message); return GO_CLEAROBJ; - } - case RESUME: { + case RESUME: speak(actions[command.verb].message); return GO_CLEAROBJ; - } case FLY: return fly(command.verb, command.obj); - case LISTEN: { + case LISTEN: speak(actions[command.verb].message); return GO_CLEAROBJ; - } // LCOV_EXCL_START // This case should never happen - here only as placeholder case PART: @@ -1593,3 +1604,5 @@ phase_codes_t action(command_t command) BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE } } + +// end diff --git a/init.c b/init.c index a620b2c..94c972d 100644 --- a/init.c +++ b/init.c @@ -56,8 +56,9 @@ int initialise(void) for (int i = 1; i <= NLOCATIONS; i++) { if (!(locations[i].description.big == 0 || tkey[i] == 0)) { int k = tkey[i]; - if (travel[k].motion == HERE) + if (travel[k].motion == HERE) { conditions[i] |= (1 << COND_FORCED); + } } } @@ -77,8 +78,9 @@ int initialise(void) for (int i = 1; i <= NOBJECTS; i++) { int k = NOBJECTS + 1 - i; game.objects[k].fixed = objects[k].fixd; - if (objects[k].plac != 0 && objects[k].fixd <= 0) + if (objects[k].plac != 0 && objects[k].fixd <= 0) { drop(k, objects[k].plac); + } } /* Treasure props are initially STATE_NOTFOUND, and are set to @@ -88,8 +90,9 @@ int initialise(void) for (int treasure = 1; treasure <= NOBJECTS; treasure++) { if (objects[treasure].is_treasure) { ++game.tally; - if (objects[treasure].inventory != 0) + if (objects[treasure].inventory != 0) { PROP_SET_NOT_FOUND(treasure); + } } } game.conds = setbit(COND_HBASE); diff --git a/main.c b/main.c index e0fdb69..fd0852f 100644 --- a/main.c +++ b/main.c @@ -38,8 +38,9 @@ static void sig_handler(int signo) } #if defined ADVENT_AUTOSAVE - if (signo == SIGHUP || signo == SIGTERM) + if (signo == SIGHUP || signo == SIGTERM) { autosave(); + } #endif exit(EXIT_FAILURE); } @@ -71,12 +72,14 @@ char *myreadline(const char *prompt) char *next = settings.argv[settings.optind++]; - if (settings.scriptfp != NULL && feof(settings.scriptfp)) + if (settings.scriptfp != NULL && feof(settings.scriptfp)) { fclose(settings.scriptfp); - if (strcmp(next, "-") == 0) + } + if (strcmp(next, "-") == 0) { settings.scriptfp = stdin; // LCOV_EXCL_LINE - else + } else { settings.scriptfp = fopen(next, "r"); + } } if (isatty(fileno(settings.scriptfp))) { @@ -102,10 +105,12 @@ static void checkhints(void) { if (conditions[game.loc] >= game.conds) { for (int hint = 0; hint < NHINTS; hint++) { - if (game.hints[hint].used) - continue; - if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) + if (game.hints[hint].used) { + continue; + } + if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) { game.hints[hint].lc = -1; + } ++game.hints[hint].lc; /* Come here if he's been int enough at required loc(s) for some * unused hint. */ @@ -115,17 +120,20 @@ static void checkhints(void) switch (hint) { case 0: /* cave */ - if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS)) - break; + if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS)) { + break; + } game.hints[hint].lc = 0; return; case 1: /* bird */ - if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD) - break; + if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD) { + break; + } return; case 2: /* snake */ - if (HERE(SNAKE) && !HERE(BIRD)) - break; + if (HERE(SNAKE) && !HERE(BIRD)) { + break; + } game.hints[hint].lc = 0; return; case 3: /* maze */ @@ -137,15 +145,17 @@ static void checkhints(void) game.hints[hint].lc = 0; return; case 4: /* dark */ - if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID)) - break; + if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID)) { + break; + } game.hints[hint].lc = 0; return; case 5: /* witt */ break; case 6: /* urn */ - if (game.dflag == 0) - break; + if (game.dflag == 0) { + break; + } game.hints[hint].lc = 0; return; case 7: /* woods */ @@ -160,12 +170,14 @@ static void checkhints(void) game.hints[hint].lc = 0; return; } - if (HERE(OGRE) && i == 0) + if (HERE(OGRE) && i == 0) { break; + } return; case 9: /* jade */ - if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE)) - break; + if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE)) { + break; + } game.hints[hint].lc = 0; return; default: // LCOV_EXCL_LINE @@ -175,12 +187,14 @@ static void checkhints(void) /* Fall through to hint display */ game.hints[hint].lc = 0; - if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) + if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) { return; + } rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty); game.hints[hint].used = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]); - if (game.hints[hint].used && game.limit > WARNTIME) + if (game.hints[hint].used && game.limit > WARNTIME) { game.limit += WARNTIME * hints[hint].penalty; + } } } } @@ -188,8 +202,9 @@ static void checkhints(void) static bool spotted_by_pirate(int i) { - if (i != PIRATE) - return false; + if (i != PIRATE) { + return false; + } /* The pirate's spotted him. Pirate leaves him alone once we've * found chest. K counts if a treasure is here. If not, and @@ -197,21 +212,24 @@ static bool spotted_by_pirate(int i) * that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's thrown * it to the troll, but in that case he's seen the chest * PROP_IS_FOUND(CHEST) == true. */ - if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST)) + if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST)) { return true; + } int snarfed = 0; bool movechest = false, robplayer = false; for (int treasure = 1; treasure <= NOBJECTS; treasure++) { - if (!objects[treasure].is_treasure) + if (!objects[treasure].is_treasure) { continue; + } /* Pirate won't take pyramid from plover room or dark * room (too easy!). */ if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) { continue; } - if (TOTING(treasure) || HERE(treasure)) + if (TOTING(treasure) || HERE(treasure)) { ++snarfed; + } if (TOTING(treasure)) { movechest = true; robplayer = true; @@ -233,20 +251,24 @@ static bool spotted_by_pirate(int i) } else { /* You might get a hint of the pirate's presence even if the * chest doesn't move... */ - if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20)) - rspeak(PIRATE_RUSTLES); + if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20)) { + rspeak(PIRATE_RUSTLES); + } } if (robplayer) { rspeak(PIRATE_POUNCES); for (int treasure = 1; treasure <= NOBJECTS; treasure++) { - if (!objects[treasure].is_treasure) - continue; + if (!objects[treasure].is_treasure) { + continue; + } if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) { - if (AT(treasure) && game.objects[treasure].fixed == IS_FREE) - carry(treasure, game.loc); - if (TOTING(treasure)) - drop(treasure, game.chloc); + if (AT(treasure) && game.objects[treasure].fixed == IS_FREE) { + carry(treasure, game.loc); + } + if (TOTING(treasure)) { + drop(treasure, game.chloc); + } } } } @@ -254,9 +276,8 @@ static bool spotted_by_pirate(int i) return true; } -static bool dwarfmove(void) +static bool dwarfmove(void) { /* Dwarves move. Return true if player survives, false if he dies. */ -{ int kk, stick, attack; loc_t tk[21]; @@ -272,8 +293,9 @@ static bool dwarfmove(void) * steal return toll, and dwarves can't meet the bear. Also * means dwarves won't follow him into dead end in maze, but * c'est la vie. They'll wait for him outside the dead end. */ - if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) + if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) { return true; + } /* Dwarf activity level ratchets up */ if (game.dflag == 0) { @@ -287,20 +309,23 @@ static bool dwarfmove(void) * replace him with the alternate. */ if (game.dflag == 1) { if (!INDEEP(game.loc) || - (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) + (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) { return true; + } game.dflag = 2; for (int i = 1; i <= 2; i++) { int j = 1 + randrange(NDWARVES - 1); - if (PCT(50)) + if (PCT(50)) { game.dwarves[j].loc = 0; + } } /* Alternate initial loc for dwarf, in case one of them * starts out on top of the adventurer. */ for (int i = 1; i <= NDWARVES - 1; i++) { - if (game.dwarves[i].loc == game.loc) - game.dwarves[i].loc = DALTLC; // + if (game.dwarves[i].loc == game.loc) { + game.dwarves[i].loc = DALTLC; + } game.dwarves[i].oldloc = game.dwarves[i].loc; } rspeak(DWARF_RAN); @@ -318,8 +343,9 @@ static bool dwarfmove(void) attack = 0; stick = 0; for (int i = 1; i <= NDWARVES; i++) { - if (game.dwarves[i].loc == 0) - continue; + if (game.dwarves[i].loc == 0) { + continue; + } /* Fill tk array with all the places this dwarf might go. */ unsigned int j = 1; kk = tkey[game.dwarves[i].loc]; @@ -351,38 +377,46 @@ static bool dwarfmove(void) } while (!travel[kk++].stop); tk[j] = game.dwarves[i].oldloc; - if (j >= 2) + if (j >= 2) { --j; + } j = 1 + randrange(j); game.dwarves[i].oldloc = game.dwarves[i].loc; game.dwarves[i].loc = tk[j]; game.dwarves[i].seen = (game.dwarves[i].seen && INDEEP(game.loc)) || (game.dwarves[i].loc == game.loc || game.dwarves[i].oldloc == game.loc); - if (!game.dwarves[i].seen) + if (!game.dwarves[i].seen) { continue; + } game.dwarves[i].loc = game.loc; - if (spotted_by_pirate(i)) + if (spotted_by_pirate(i)) { continue; + } /* This threatening little dwarf is in the room with him! */ ++game.dtotal; if (game.dwarves[i].oldloc == game.dwarves[i].loc) { ++attack; - if (game.knfloc >= LOC_NOWHERE) + if (game.knfloc >= LOC_NOWHERE) { game.knfloc = game.loc; - if (randrange(1000) < 95 * (game.dflag - 2)) + } + if (randrange(1000) < 95 * (game.dflag - 2)) { ++stick; + } } } /* Now we know what's happening. Let's tell the poor sucker about it. */ - if (game.dtotal == 0) + if (game.dtotal == 0) { return true; + } rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal); - if (attack == 0) + if (attack == 0) { return true; - if (game.dflag == 2) + } + if (game.dflag == 2) { game.dflag = 3; + } if (attack > 1) { rspeak(THROWN_KNIVES, attack); rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick); @@ -390,8 +424,9 @@ static bool dwarfmove(void) rspeak(KNIFE_THROWN); rspeak(stick ? GETS_YOU : MISSES_YOU); } - if (stick == 0) + if (stick == 0) { return true; + } game.oldlc2 = game.loc; return false; } @@ -415,9 +450,8 @@ static bool dwarfmove(void) * building (and heaven help him if he tries to xyzzy back into the * cave without the lamp!). game.oldloc is zapped so he can't just * "retreat". */ -static void croak(void) +static void croak(void) { /* Okay, he's dead. Let's get on with it. */ -{ const char* query = obituaries[game.numdie].query; const char* yes_response = obituaries[game.numdie].yes_response; @@ -451,9 +485,8 @@ 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.locs[game.loc].abbrev, game.abbnum) == 0 || msg == NO_MESSAGE) @@ -463,8 +496,9 @@ static void describe_location(void) msg = arbitrary_messages[PITCH_DARK]; } - if (TOTING(BEAR)) + if (TOTING(BEAR)) { rspeak(TAME_BEAR); + } speak(msg); @@ -473,9 +507,8 @@ static void describe_location(void) } -static bool traveleq(int a, int b) +static bool traveleq(int a, int b) { /* Are two travel entries equal for purposes of skip after failed condition? */ -{ return (travel[a].condtype == travel[b].condtype) && (travel[a].condarg1 == travel[b].condarg1) && (travel[a].condarg2 == travel[b].condarg2) @@ -494,11 +527,12 @@ static void playermove(int motion) { int scratchloc, travel_entry = tkey[game.loc]; game.newloc = game.loc; - if (travel_entry == 0) + if (travel_entry == 0) { BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE - if (motion == NUL) + } + if (motion == NUL) { return; - else if (motion == BACK) { + } else if (motion == BACK) { /* Handle "go back". Look for verb which goes from game.loc to * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion. * te_tmp saves entry -> forced loc -> previous loc. */ @@ -545,8 +579,9 @@ static void playermove(int motion) /* Look. Can't give more detail. Pretend it wasn't dark * (though it may now be dark) so he won't fall into a * pit while staring into the gloom. */ - if (game.detail < 3) - rspeak(NO_MORE_DETAIL); + if (game.detail < 3) { + rspeak(NO_MORE_DETAIL); + } ++game.detail; game.wzdark = false; game.locs[game.loc].abbrev = 0; @@ -626,8 +661,9 @@ static void playermove(int motion) else if (TOTING(condarg1) || (condtype == cond_with && AT(condarg1))) break; /* else fall through to check [not OBJ STATE] */ - } else if (game.objects[condarg1].prop != condarg2) + } else if (game.objects[condarg1].prop != condarg2) { break; + } /* We arrive here on conditional failure. * Skip to next non-matching destination */ @@ -644,8 +680,9 @@ static void playermove(int motion) /* Found an eligible rule, now execute it */ enum desttype_t desttype = travel[travel_entry].desttype; game.newloc = travel[travel_entry].destval; - if (desttype == dest_goto) + if (desttype == dest_goto) { return; + } if (desttype == dest_speak) { /* Execute a speak rule */ @@ -710,8 +747,9 @@ static void playermove(int motion) game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc; if (game.objects[TROLL].prop == TROLL_UNPAID) game.objects[TROLL].prop = TROLL_PAIDONCE; - if (!TOTING(BEAR)) + if (!TOTING(BEAR)) { return; + } state_change(CHASM, BRIDGE_WRECKED); game.objects[TROLL].prop = TROLL_GONE; drop(BEAR, game.newloc); @@ -731,11 +769,11 @@ static void playermove(int motion) (false); } -static void lampcheck(void) +static void lampcheck(void) { /* Check game limit and lamp timers */ -{ - if (game.objects[LAMP].prop == LAMP_BRIGHT) - --game.limit; + if (game.objects[LAMP].prop == LAMP_BRIGHT) { + --game.limit; + } /* Another way we can force an end to things is by having the * lamp give out. When it gets close, we come here to warn him. @@ -752,30 +790,32 @@ static void lampcheck(void) * No tests ever passed the guard, and with the guard removed * the game hangs when the lamp limit is reached. */ - if (TOTING(BATTERY)) + if (TOTING(BATTERY)) { drop(BATTERY, game.loc); + } #endif game.limit += BATTERYLIFE; game.lmwarn = false; } else if (!game.lmwarn && HERE(LAMP)) { game.lmwarn = true; - if (game.objects[BATTERY].prop == DEAD_BATTERIES) + if (game.objects[BATTERY].prop == DEAD_BATTERIES) { rspeak(MISSING_BATTERIES); - else if (game.objects[BATTERY].place == LOC_NOWHERE) + } else if (game.objects[BATTERY].place == LOC_NOWHERE) { rspeak(LAMP_DIM); - else + } else { rspeak(GET_BATTERIES); + } } } if (game.limit == 0) { game.limit = -1; game.objects[LAMP].prop = LAMP_DARK; - if (HERE(LAMP)) + if (HERE(LAMP)) { rspeak(LAMP_OUT); + } } } -static bool closecheck(void) /* Handle the closing of the cave. The cave closes "clock1" turns * after the last treasure has been located (including the pirate's * chest, which may of course never show up). Note that the @@ -794,7 +834,7 @@ static bool closecheck(void) * separating him from all the treasures. Most of these problems * arise from the use of negative prop numbers to suppress the object * descriptions until he's actually moved the objects. */ -{ +static bool closecheck(void) { /* If a turn threshold has been met, apply penalties and tell * the player about it. */ for (int i = 0; i < NTHRESHOLDS; ++i) { @@ -805,8 +845,9 @@ static bool closecheck(void) } /* Don't tick game.clock1 unless well into cave (and not at Y2). */ - if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) + if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) { --game.clock1; + } /* When the first warning comes, we lock the grate, destroy * the bridge, kill all the dwarves (and the pirate), remove @@ -833,8 +874,9 @@ static bool closecheck(void) move(TROLL2, objects[TROLL].plac); move(TROLL2 + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); - if (game.objects[BEAR].prop != BEAR_DEAD) + if (game.objects[BEAR].prop != BEAR_DEAD) { DESTROY(BEAR); + } game.objects[CHAIN].prop = CHAIN_HEAP; game.objects[CHAIN].fixed = IS_FREE; game.objects[AXE].prop = AXE_HERE; @@ -885,8 +927,9 @@ static bool closecheck(void) game.objects[MIRROR].fixed = LOC_SW; for (int i = 1; i <= NOBJECTS; i++) { - if (TOTING(i)) - DESTROY(i); + if (TOTING(i)) { + DESTROY(i); + } } rspeak(CAVE_CLOSED); @@ -898,7 +941,7 @@ static bool closecheck(void) return false; } -static void listobjects(void) +static void listobjects(void) { /* Print out descriptions of objects at this location. If * not closing and property value is negative, tally off * another treasure. Rug is special case; once seen, its @@ -906,29 +949,34 @@ static void listobjects(void) * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to * bear). These hacks are because game.prop=0 is needed to * get full score. */ -{ if (!DARK(game.loc)) { ++game.locs[game.loc].abbrev; for (int i = game.locs[game.loc].atloc; i != 0; i = game.link[i]) { obj_t obj = i; - if (obj > NOBJECTS) + if (obj > NOBJECTS) { obj = obj - NOBJECTS; - if (obj == STEPS && TOTING(NUGGET)) + } + if (obj == STEPS && TOTING(NUGGET)) { continue; + } /* (ESR) Warning: it looks like you could get away with * running this code only on objects with the treasure * property set. Nope. There is mystery here. */ if (PROP_IS_STASHED_OR_UNSEEN(obj)) { - if (game.closed) - continue; + if (game.closed) { + continue; + } PROP_SET_FOUND(obj); - if (obj == RUG) + if (obj == RUG) { game.objects[RUG].prop = RUG_DRAGON; - if (obj == CHAIN) + } + if (obj == CHAIN) { game.objects[CHAIN].prop = CHAINING_BEAR; - if (obj == EGGS) + } + if (obj == EGGS) { game.seenbigwords = true; + } --game.tally; /* Note: There used to be a test here to see whether the * player had blown it so badly that he could never ever see @@ -946,16 +994,16 @@ static void listobjects(void) * (so goes the rationalisation). */ } int kk = game.objects[obj].prop; - if (obj == STEPS) + if (obj == STEPS) { kk = (game.loc == game.objects[STEPS].fixed) ? STEPS_UP : STEPS_DOWN; + } pspeak(obj, look, true, kk); } } } -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": * weird specific case that gets the user wet, and then kicks us back to get another command @@ -972,13 +1020,14 @@ static bool preprocess_command(command_t *command) * * Returns true if pre-processing is complete, and we're ready to move to the primary command * processing, false otherwise. */ -{ +static bool preprocess_command(command_t *command) { if (command->word[0].type == MOTION && command->word[0].id == ENTER && (command->word[1].id == STREAM || command->word[1].id == WATER)) { - if (LIQLOC(game.loc) == WATER) - rspeak(FEET_WET); - else - rspeak(WHERE_QUERY); + if (LIQLOC(game.loc) == WATER) { + rspeak(FEET_WET); + } else { + rspeak(WHERE_QUERY); + } } else { if (command->word[0].type == OBJECT) { /* From OV to VO form */ @@ -1028,15 +1077,15 @@ static bool preprocess_command(command_t *command) 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). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { rspeak(EXIT_CLOSED); game.newloc = game.loc; - if (!game.panic) + if (!game.panic) { game.clock2 = PANICTIME; + } game.panic = true; } @@ -1055,11 +1104,13 @@ static bool do_move(void) } game.loc = game.newloc; - if (!dwarfmove()) + if (!dwarfmove()) { croak(); + } - if (game.loc == LOC_NOWHERE) + if (game.loc == LOC_NOWHERE) { croak(); + } /* The easiest way to get killed is to fall into a pit in * pitch darkness. */ @@ -1073,9 +1124,8 @@ static bool do_move(void) return true; } -static bool do_command(void) +static bool do_command(void) { /* Get and execute a command */ -{ static command_t command; clear_command(&command); @@ -1101,8 +1151,9 @@ static bool do_command(void) * won't be described until they've been picked up * and put down separate from their respective * piles. */ - if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER)) - pspeak(OYSTER, look, true, 1); + if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER)) { + pspeak(OYSTER, look, true, 1); + } for (size_t i = 1; i <= NOBJECTS; i++) { if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i))) game.objects[i].prop = PROP_STASHED(i); @@ -1112,8 +1163,9 @@ static bool do_command(void) /* 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) + if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc) { game.knfloc = LOC_NOWHERE; + } /* Check some for hints, get input from user, increment * turn, and pre-process commands. Keep going until @@ -1122,8 +1174,9 @@ static bool do_command(void) checkhints(); /* Get command input from user */ - if (!get_command_input(&command)) + if (!get_command_input(&command)) { return false; + } /* Every input, check "foobar" flag. If zero, nothing's going * on. If pos, make neg. If neg, he skipped a word, so make it @@ -1136,8 +1189,9 @@ static bool do_command(void) } /* check if game is closed, and exit if it is */ - if (closecheck() ) + if (closecheck()) { return true; + } /* loop until all words in command are processed */ while (command.state == PREPROCESSED ) { @@ -1152,12 +1206,14 @@ static bool do_command(void) /* Give user hints of shortcuts */ if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) { - if (++game.iwest == 10) - rspeak(W_IS_WEST); + if (++game.iwest == 10) { + rspeak(W_IS_WEST); + } } if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) { - if (++game.igo == 10) - rspeak(GO_UNNEEDED); + if (++game.igo == 10) { + rspeak(GO_UNNEEDED); + } } switch (command.word[0].type) { @@ -1170,10 +1226,11 @@ static bool do_command(void) command.obj = command.word[0].id; break; case ACTION: - if (command.word[1].type == NUMERIC) - command.part = transitive; - else - command.part = intransitive; + if (command.word[1].type == NUMERIC) { + command.part = transitive; + } else { + command.part = intransitive; + } command.verb = command.word[0].id; break; case NUMERIC: @@ -1275,10 +1332,11 @@ int main(int argc, char *argv[]) break; // LCOV_EXCL_LINE case 'l': settings.logfp = fopen(optarg, "w"); - if (settings.logfp == NULL) + if (settings.logfp == NULL) { fprintf(stderr, "advent: can't open logfile %s for write\n", optarg); + } signal(SIGINT, sig_handler); break; case 'o': @@ -1295,10 +1353,11 @@ int main(int argc, char *argv[]) #elif !defined ADVENT_NOSAVE case 'r': rfp = fopen(optarg, "r"); - if (rfp == NULL) + if (rfp == NULL) { fprintf(stderr, "advent: can't open save file %s for read\n", optarg); + } break; #endif default: @@ -1331,8 +1390,9 @@ int main(int argc, char *argv[]) #if !defined ADVENT_NOSAVE if (!rfp) { game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); - if (game.novice) + if (game.novice) { game.limit = NOVICELIMIT; + } } else { restore(rfp); #if defined ADVENT_AUTOSAVE @@ -1354,18 +1414,21 @@ int main(int argc, char *argv[]) game.limit = NOVICELIMIT; #endif - if (settings.logfp) + if (settings.logfp) { fprintf(settings.logfp, "seed %d\n", seedval); + } /* interpret commands until EOF or interrupt */ for (;;) { // if we're supposed to move, move - if (!do_move()) - continue; + if (!do_move()) { + continue; + } - // get command - if (!do_command()) - break; + // get command + if (!do_command()) { + break; + } } /* show score and exit */ terminate(quitgame); diff --git a/score.c b/score.c index 1c9a397..473ec6a 100644 --- a/score.c +++ b/score.c @@ -10,10 +10,9 @@ static int mxscor; /* ugh..the price for having score() not exit. */ -int score(enum termination mode) +int score(enum termination mode) { /* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died * or won */ -{ int score = 0; /* The present scoring algorithm is as follows: @@ -39,18 +38,23 @@ int score(enum termination mode) * Give the poor guy 2 points just for finding each treasure. */ mxscor = 0; for (int i = 1; i <= NOBJECTS; i++) { - if (!objects[i].is_treasure) - continue; + if (!objects[i].is_treasure) { + continue; + } if (objects[i].inventory != 0) { int k = 12; - if (i == CHEST) + if (i == CHEST) { k = 14; - if (i > CHEST) + } + if (i > CHEST) { k = 16; - if (!PROP_IS_STASHED(i) && !PROP_IS_NOTFOUND(i)) + } + if (!PROP_IS_STASHED(i) && !PROP_IS_NOTFOUND(i)) { score += 2; - if (game.objects[i].place == LOC_BUILDING && PROP_IS_FOUND(i)) + } + if (game.objects[i].place == LOC_BUILDING && PROP_IS_FOUND(i)) { score += k - 2; + } mxscor += k; } } @@ -63,30 +67,38 @@ int score(enum termination mode) * mundane exits or 133, 134, 135 if he blew it (so to speak). */ score += (NDEATHS - game.numdie) * 10; mxscor += NDEATHS * 10; - if (mode == endgame) + if (mode == endgame) { score += 4; + } mxscor += 4; - if (game.dflag != 0) + if (game.dflag != 0) { score += 25; + } mxscor += 25; - if (game.closng) + if (game.closng) { score += 25; + } mxscor += 25; if (game.closed) { - if (game.bonus == none) - score += 10; - if (game.bonus == splatter) - score += 25; - if (game.bonus == defeat) - score += 30; - if (game.bonus == victory) - score += 45; + if (game.bonus == none) { + score += 10; + } + if (game.bonus == splatter) { + score += 25; + } + if (game.bonus == defeat) { + score += 30; + } + if (game.bonus == victory) { + score += 45; + } } mxscor += 45; /* Did he come to Witt's End as he should? */ - if (game.objects[MAGAZINE].place == LOC_WITTSEND) + if (game.objects[MAGAZINE].place == LOC_WITTSEND) { score += 1; + } mxscor += 1; /* Round it off. */ @@ -95,13 +107,16 @@ int score(enum termination mode) /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */ for (int i = 0; i < NHINTS; i++) { - if (game.hints[i].used) - score = score - hints[i].penalty; + if (game.hints[i].used) { + score = score - hints[i].penalty; + } } - if (game.novice) + if (game.novice) { score -= 5; - if (game.clshnt) + } + if (game.clshnt) { score -= 10; + } score = score - game.trnluz - game.saved; /* Return to score command if that's where we came from. */ @@ -112,18 +127,19 @@ int score(enum termination mode) return score; } -void terminate(enum termination mode) +void terminate(enum termination mode) { /* End of game. Let's tell him all about it. */ -{ int points = score(mode); #if defined ADVENT_AUTOSAVE autosave(); #endif - if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0) + if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0) { rspeak(TOOK_LONG); - if (points + game.saved + 1 >= mxscor && game.saved != 0) + } + if (points + game.saved + 1 >= mxscor && game.saved != 0) { rspeak(WITHOUT_SUSPENDS); + } rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns); for (int i = 1; i <= (int)NCLASSES; i++) { if (classes[i].threshold >= points) { -- 2.31.1