From e7dc3eab5d7eb798199e59081e846582af7205a7 Mon Sep 17 00:00:00 2001 From: Aaron Traas Date: Fri, 7 Dec 2018 10:36:42 -0500 Subject: [PATCH] Correct return types for all of the action handling functions in actions, so it's clear we're not just using arbitrary ints --- actions.c | 63 ++++++++++++++++++++++++++++--------------------------- advent.h | 6 +++--- 2 files changed, 35 insertions(+), 34 deletions(-) diff --git a/actions.c b/actions.c index 9c3eb77..5460848 100644 --- a/actions.c +++ b/actions.c @@ -13,9 +13,9 @@ #include "dungeon.h" #include -static int fill(verb_t, obj_t); +static phase_codes_t fill(verb_t, obj_t); -static int 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 @@ -84,6 +84,7 @@ static int attack(command_t command) if (obj == VEND) { state_change(VEND, game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); + return GO_CLEAROBJ; } @@ -185,7 +186,7 @@ static int attack(command_t command) return GO_CLEAROBJ; } -static int bigwords(vocab_t id) +static phase_codes_t bigwords(vocab_t id) /* 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). */ @@ -254,7 +255,7 @@ static void blast(void) } } -static int 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) { @@ -281,7 +282,7 @@ static int vbreak(verb_t verb, obj_t obj) return (GO_CLEAROBJ); } -static int brief(void) +static phase_codes_t brief(void) /* Brief. Intransitive only. Suppress full descriptions after first time. */ { game.abbnum = 10000; @@ -290,7 +291,7 @@ static int brief(void) return GO_CLEAROBJ; } -static int 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. */ @@ -459,7 +460,7 @@ static int chain(verb_t verb) return GO_CLEAROBJ; } -static int 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. */ @@ -563,7 +564,7 @@ static int discard(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int 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. */ { @@ -593,7 +594,7 @@ static int drink(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int 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. */ { @@ -623,7 +624,7 @@ static int eat(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int 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) { @@ -659,7 +660,7 @@ static int extinguish(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int 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. */ { @@ -719,7 +720,7 @@ static int feed(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -int 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.) */ { @@ -795,7 +796,7 @@ int fill(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int 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)) { @@ -821,7 +822,7 @@ static int find(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int 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) { @@ -857,7 +858,7 @@ static int fly(verb_t verb, obj_t obj) return GO_TERMINATE; } -static int inven(void) +static phase_codes_t inven(void) /* Inventory. If object, treat same as find. Else report on current burden. */ { bool empty = true; @@ -878,7 +879,7 @@ static int inven(void) return GO_CLEAROBJ; } -static int 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) { @@ -916,7 +917,7 @@ static int light(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int listen(void) +static phase_codes_t listen(void) /* Listen. Intransitive only. Print stuff based on object sound proprties. */ { vocab_t sound = locations[game.loc].sound; @@ -949,7 +950,7 @@ static int listen(void) return GO_CLEAROBJ; } -static int 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) { @@ -1032,7 +1033,7 @@ static int lock(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int 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. */ { @@ -1077,7 +1078,7 @@ static int pour(verb_t verb, obj_t obj) } } -static int quit(void) +static phase_codes_t quit(void) /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ { if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) @@ -1085,7 +1086,7 @@ static int quit(void) return GO_CLEAROBJ; } -static int read(command_t command) +static phase_codes_t read(command_t command) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { if (command.obj == INTRANSITIVE) { @@ -1112,7 +1113,7 @@ static int read(command_t command) return GO_CLEAROBJ; } -static int 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) { @@ -1132,7 +1133,7 @@ static int reservoir(void) } } -static int 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.prop[URN] == URN_LIT) { @@ -1150,7 +1151,7 @@ static int rub(verb_t verb, obj_t obj) return GO_CLEAROBJ; } -static int say(command_t command) +static phase_codes_t say(command_t command) /* Say. Echo WD2. Magic words override. */ { if (command.word[1].type == MOTION && @@ -1175,14 +1176,14 @@ static int say(command_t command) return GO_CLEAROBJ; } -static int throw_support(vocab_t spk) +static phase_codes_t throw_support(vocab_t spk) { rspeak(spk); drop(AXE, game.loc); return GO_MOVE; } -static int throw (command_t command) +static phase_codes_t throw (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 @@ -1243,7 +1244,7 @@ static int throw (command_t command) } } -static int 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 || @@ -1256,7 +1257,7 @@ static int wake(verb_t verb, obj_t obj) } } -static int 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); @@ -1266,7 +1267,7 @@ static int seed(verb_t verb, const char *arg) return GO_TOP; } -static int waste(verb_t verb, turn_t turns) +static phase_codes_t waste(verb_t verb, turn_t turns) /* Burn turns */ { game.limit -= turns; @@ -1274,7 +1275,7 @@ static int waste(verb_t verb, turn_t turns) return GO_TOP; } -static int 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 || @@ -1320,7 +1321,7 @@ static int wave(verb_t verb, obj_t obj) } } -int 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. */ diff --git a/advent.h b/advent.h index 87ee153..dc81ed5 100644 --- a/advent.h +++ b/advent.h @@ -102,7 +102,7 @@ typedef enum scorebonus {none, splatter, defeat, victory} score_t; * These were at one time FORTRAN line numbers. * The values don't matter, but perturb their order at your peril. */ -enum phase_codes { +typedef enum { GO_TERMINATE, GO_MOVE, GO_TOP, @@ -111,7 +111,7 @@ enum phase_codes { GO_WORD2, GO_UNKNOWN, GO_DWARFWAKE, -}; +} phase_codes_t; typedef long vocab_t; // index into a vocabulary array */ typedef long verb_t; // index into an actions array */ @@ -235,7 +235,7 @@ extern int suspend(void); extern int resume(void); extern int restore(FILE *); extern long initialise(void); -extern int action(command_t); +extern phase_codes_t action(command_t); extern void state_change(obj_t, int); extern bool is_valid(struct game_t); -- 2.31.1