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authorPaul Gilbert2019-09-08 21:06:52 -0700
committerPaul Gilbert2019-09-25 20:13:27 -0700
commitc147d0fda0a9607fe5ecbcaeea87533f84402e71 (patch)
tree0348f44f78feb661c088ae90dabb7d11ac4544c7 /engines/glk/adrift/sclibrar.cpp
parentac9b8fd43d75aca937a32e581e06019833776248 (diff)
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GLK: ADRIFT: Formatting
Diffstat (limited to 'engines/glk/adrift/sclibrar.cpp')
-rw-r--r--engines/glk/adrift/sclibrar.cpp1041
1 files changed, 345 insertions, 696 deletions
diff --git a/engines/glk/adrift/sclibrar.cpp b/engines/glk/adrift/sclibrar.cpp
index bfa1711aea..51e4224eeb 100644
--- a/engines/glk/adrift/sclibrar.cpp
+++ b/engines/glk/adrift/sclibrar.cpp
@@ -58,8 +58,7 @@ static sc_bool lib_trace = FALSE;
* directly rather than using the printfilter to avoid possible clashes
* with ALRs.
*/
-void
-lib_warn_battle_system(void) {
+void lib_warn_battle_system(void) {
if_print_tag(SC_TAG_FONT, "size=16");
if_print_string("SCARE WARNING");
if_print_tag(SC_TAG_ENDFONT, "");
@@ -85,8 +84,7 @@ lib_warn_battle_system(void) {
*
* Return a random member of a roomgroup.
*/
-sc_int
-lib_random_roomgroup_member(sc_gameref_t game, sc_int roomgroup) {
+sc_int lib_random_roomgroup_member(sc_gameref_t game, sc_int roomgroup) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[4];
sc_int count, room;
@@ -119,8 +117,7 @@ lib_random_roomgroup_member(sc_gameref_t game, sc_int roomgroup) {
*
* Return TRUE if a particular alternate room description should be used.
*/
-static sc_bool
-lib_use_room_alt(sc_gameref_t game, sc_int room, sc_int alt) {
+static sc_bool lib_use_room_alt(sc_gameref_t game, sc_int room, sc_int alt) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[5];
sc_int type;
@@ -247,8 +244,7 @@ lib_use_room_alt(sc_gameref_t game, sc_int room, sc_int alt) {
* the alts list when generating room names or descriptions. Returns -1 if
* no alt overrides the default room long description.
*/
-static sc_int
-lib_find_starting_alt(sc_gameref_t game, sc_int room) {
+static sc_int lib_find_starting_alt(sc_gameref_t game, sc_int room) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[5];
sc_int alt_count, alt, retval;
@@ -305,8 +301,7 @@ lib_find_starting_alt(sc_gameref_t game, sc_int room) {
*
* Get/print out the name for a given room.
*/
-const sc_char *
-lib_get_room_name(sc_gameref_t game, sc_int room) {
+const sc_char *lib_get_room_name(sc_gameref_t game, sc_int room) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[5];
sc_int alt_count, alt, start;
@@ -357,8 +352,7 @@ lib_get_room_name(sc_gameref_t game, sc_int room) {
return name;
}
-void
-lib_print_room_name(sc_gameref_t game, sc_int room) {
+void lib_print_room_name(sc_gameref_t game, sc_int room) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_char *name;
@@ -382,8 +376,7 @@ lib_print_room_name(sc_gameref_t game, sc_int room) {
* prefix -- any "a"/"an"/"some" is replaced by "the" -- and with the full
* prefix.
*/
-static void
-lib_print_object_np(sc_gameref_t game, sc_int object) {
+static void lib_print_object_np(sc_gameref_t game, sc_int object) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
@@ -448,8 +441,7 @@ lib_print_object_np(sc_gameref_t game, sc_int object) {
pf_buffer_string(filter, name);
}
-static void
-lib_print_object(sc_gameref_t game, sc_int object) {
+static void lib_print_object(sc_gameref_t game, sc_int object) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
@@ -483,8 +475,7 @@ lib_print_object(sc_gameref_t game, sc_int object) {
* Convenience functions to print out an NPC's name, with and without
* any prefix.
*/
-static void
-lib_print_npc_np(sc_gameref_t game, sc_int npc) {
+static void lib_print_npc_np(sc_gameref_t game, sc_int npc) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
@@ -500,8 +491,7 @@ lib_print_npc_np(sc_gameref_t game, sc_int npc) {
}
#if 0
-static void
-lib_print_npc(sc_gameref_t game, sc_int npc) {
+static void lib_print_npc(sc_gameref_t game, sc_int npc) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
@@ -530,11 +520,8 @@ lib_print_npc(sc_gameref_t game, sc_int npc) {
* Convenience functions for multiple handlers. Returns the appropriate
* response string for a game, based on perspective or object plurality.
*/
-static const sc_char *
-lib_select_response(sc_gameref_t game,
- const sc_char *second_person,
- const sc_char *first_person,
- const sc_char *third_person) {
+static const sc_char *lib_select_response(sc_gameref_t game,
+ const sc_char *second_person, const sc_char *first_person, const sc_char *third_person) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[2];
sc_int perspective;
@@ -564,9 +551,8 @@ lib_select_response(sc_gameref_t game,
return response;
}
-static const sc_char *
-lib_select_plurality(sc_gameref_t game, sc_int object,
- const sc_char *singular, const sc_char *plural) {
+static const sc_char *lib_select_plurality(sc_gameref_t game, sc_int object,
+ const sc_char *singular, const sc_char *plural) {
return obj_appears_plural(game, object) ? plural : singular;
}
@@ -578,8 +564,7 @@ lib_select_plurality(sc_gameref_t game, sc_int object,
* gone walkabout and offers a changed description, return that; otherwise
* return the standard inroom text.
*/
-static const sc_char *
-lib_get_npc_inroom_text(sc_gameref_t game, sc_int npc) {
+static const sc_char *lib_get_npc_inroom_text(sc_gameref_t game, sc_int npc) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[5];
sc_int walk_count, walk;
@@ -617,8 +602,7 @@ lib_get_npc_inroom_text(sc_gameref_t game, sc_int npc) {
*
* Print a list of the contents of a room.
*/
-static void
-lib_print_room_contents(sc_gameref_t game, sc_int room) {
+static void lib_print_room_contents(sc_gameref_t game, sc_int room) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[4];
@@ -775,8 +759,7 @@ lib_print_room_contents(sc_gameref_t game, sc_int room) {
*
* Print out the long description for a given room.
*/
-void
-lib_print_room_description(sc_gameref_t game, sc_int room) {
+void lib_print_room_description(sc_gameref_t game, sc_int room) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[5];
@@ -917,8 +900,7 @@ lib_print_room_description(sc_gameref_t game, sc_int room) {
*
* Return TRUE if the player can move in the given direction.
*/
-static sc_bool
-lib_can_go(sc_gameref_t game, sc_int room, sc_int direction) {
+static sc_bool lib_can_go(sc_gameref_t game, sc_int room, sc_int direction) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[5];
sc_int restriction;
@@ -1036,8 +1018,7 @@ static const sc_char *const DIRNAMES_8[] = {
*
* Print a list of exits from the player room.
*/
-sc_bool
-lib_cmd_print_room_exits(sc_gameref_t game) {
+sc_bool lib_cmd_print_room_exits(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[4];
@@ -1115,8 +1096,7 @@ lib_cmd_print_room_exits(sc_gameref_t game) {
* Print out details of the player room, in brief if verbose not set and the
* room has already been visited.
*/
-static void
-lib_describe_player_room(sc_gameref_t game, sc_bool force_verbose) {
+static void lib_describe_player_room(sc_gameref_t game, sc_bool force_verbose) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[2];
@@ -1149,8 +1129,7 @@ lib_describe_player_room(sc_gameref_t game, sc_bool force_verbose) {
*
* Command handler for "look" command.
*/
-sc_bool
-lib_cmd_look(sc_gameref_t game) {
+sc_bool lib_cmd_look(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_character(filter, '\n');
@@ -1164,8 +1143,7 @@ lib_cmd_look(sc_gameref_t game) {
*
* Called on "quit". Exits from the game main loop.
*/
-sc_bool
-lib_cmd_quit(sc_gameref_t game) {
+sc_bool lib_cmd_quit(sc_gameref_t game) {
if (if_confirm(SC_CONF_QUIT))
game->is_running = FALSE;
@@ -1180,8 +1158,7 @@ lib_cmd_quit(sc_gameref_t game) {
* Called on "restart". Exits from the game main loop with restart
* request set.
*/
-sc_bool
-lib_cmd_restart(sc_gameref_t game) {
+sc_bool lib_cmd_restart(sc_gameref_t game) {
if (if_confirm(SC_CONF_RESTART)) {
game->is_running = FALSE;
game->do_restart = TRUE;
@@ -1197,8 +1174,7 @@ lib_cmd_restart(sc_gameref_t game) {
*
* Called on "undo". Restores any undo game or memo to the main game.
*/
-sc_bool
-lib_cmd_undo(sc_gameref_t game) {
+sc_bool lib_cmd_undo(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_memo_setref_t memento = gs_get_memento(game);
@@ -1246,8 +1222,7 @@ lib_cmd_undo(sc_gameref_t game) {
* Prints a history of saved commands for the game. Print directly rather
* than using the printfilter to avoid possible clashes with ALRs.
*/
-static sc_bool
-lib_cmd_history_common(sc_gameref_t game, sc_int limit) {
+static sc_bool lib_cmd_history_common(sc_gameref_t game, sc_int limit) {
const sc_var_setref_t vars = gs_get_vars(game);
const sc_memo_setref_t memento = gs_get_memento(game);
sc_int first, count, timestamp;
@@ -1319,8 +1294,7 @@ lib_cmd_history_common(sc_gameref_t game, sc_int limit) {
return TRUE;
}
-sc_bool
-lib_cmd_history_number(sc_gameref_t game) {
+sc_bool lib_cmd_history_number(sc_gameref_t game) {
const sc_var_setref_t vars = gs_get_vars(game);
sc_int limit;
@@ -1336,8 +1310,7 @@ lib_cmd_history_number(sc_gameref_t game) {
return lib_cmd_history_common(game, limit);
}
-sc_bool
-lib_cmd_history(sc_gameref_t game) {
+sc_bool lib_cmd_history(sc_gameref_t game) {
return lib_cmd_history_common(game, 0);
}
@@ -1353,8 +1326,7 @@ lib_cmd_history(sc_gameref_t game) {
* flag. The others allow the user to select a command from the history list
* to re-run.
*/
-sc_bool
-lib_cmd_again(sc_gameref_t game) {
+sc_bool lib_cmd_again(sc_gameref_t game) {
game->do_again = TRUE;
game->redo_sequence = 0;
@@ -1362,8 +1334,7 @@ lib_cmd_again(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_redo_number(sc_gameref_t game) {
+sc_bool lib_cmd_redo_number(sc_gameref_t game) {
const sc_var_setref_t vars = gs_get_vars(game);
const sc_memo_setref_t memento = gs_get_memento(game);
sc_int sequence;
@@ -1398,8 +1369,7 @@ lib_cmd_redo_number(sc_gameref_t game) {
return TRUE;
}
-static sc_bool
-lib_cmd_redo_text_last_common(sc_gameref_t game, const sc_char *target) {
+static sc_bool lib_cmd_redo_text_last_common(sc_gameref_t game, const sc_char *target) {
const sc_memo_setref_t memento = gs_get_memento(game);
sc_bool is_do_last, is_contains;
sc_int length, matched_sequence;
@@ -1486,16 +1456,14 @@ lib_cmd_redo_text_last_common(sc_gameref_t game, const sc_char *target) {
return TRUE;
}
-sc_bool
-lib_cmd_redo_text(sc_gameref_t game) {
+sc_bool lib_cmd_redo_text(sc_gameref_t game) {
const sc_var_setref_t vars = gs_get_vars(game);
/* Call the common redo with the referenced text from %text%. */
return lib_cmd_redo_text_last_common(game, var_get_ref_text(vars));
}
-sc_bool
-lib_cmd_redo_last(sc_gameref_t game) {
+sc_bool lib_cmd_redo_last(sc_gameref_t game) {
/* Call the common redo with, literally, "!", forming "!!" . */
return lib_cmd_redo_text_last_common(game, "!");
}
@@ -1506,8 +1474,7 @@ lib_cmd_redo_last(sc_gameref_t game) {
*
* Called on "hints". Requests the interface to display any available hints.
*/
-sc_bool
-lib_cmd_hints(sc_gameref_t game) {
+sc_bool lib_cmd_hints(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int task;
sc_bool game_has_hints;
@@ -1550,15 +1517,13 @@ lib_cmd_hints(sc_gameref_t game) {
*
* Convenience helpers for printing licensing and game information.
*/
-static void
-lib_print_string_bold(const sc_char *string) {
+static void lib_print_string_bold(const sc_char *string) {
if_print_tag(SC_TAG_BOLD, "");
if_print_string(string);
if_print_tag(SC_TAG_ENDBOLD, "");
}
-static void
-lib_print_string_italics(const sc_char *string) {
+static void lib_print_string_italics(const sc_char *string) {
if_print_tag(SC_TAG_ITALICS, "");
if_print_string(string);
if_print_tag(SC_TAG_ENDITALICS, "");
@@ -1573,8 +1538,7 @@ lib_print_string_italics(const sc_char *string) {
* and the GPL licensing. Print directly rather than using the printfilter
* to avoid possible clashes with ALRs.
*/
-sc_bool
-lib_cmd_help(sc_gameref_t game) {
+sc_bool lib_cmd_help(sc_gameref_t game) {
if_print_string(
"These are some of the typical commands used in this adventure:\n\n");
@@ -1626,8 +1590,7 @@ lib_cmd_help(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_license(sc_gameref_t game) {
+sc_bool lib_cmd_license(sc_gameref_t game) {
lib_print_string_bold("SCARE");
if_print_string(" is ");
lib_print_string_italics(
@@ -1671,8 +1634,7 @@ lib_cmd_license(sc_gameref_t game) {
* in real Adrift. Prints directly rather than using the printfilter to
* avoid possible clashes with ALRs.
*/
-sc_bool
-lib_cmd_information(sc_gameref_t game) {
+sc_bool lib_cmd_information(sc_gameref_t game) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
const sc_var_setref_t vars = gs_get_vars(game);
sc_vartype_t vt_key[2];
@@ -1718,8 +1680,7 @@ lib_cmd_information(sc_gameref_t game) {
*
* Clear the main game window (almost).
*/
-sc_bool
-lib_cmd_clear(sc_gameref_t game) {
+sc_bool lib_cmd_clear(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_tag(filter, SC_TAG_CLS);
@@ -1736,8 +1697,7 @@ lib_cmd_clear(sc_gameref_t game) {
* interpreter builds that can't offer a true status line. Prints directly
* rather than using the printfilter to avoid possible clashes with ALRs.
*/
-sc_bool
-lib_cmd_statusline(sc_gameref_t game) {
+sc_bool lib_cmd_statusline(sc_gameref_t game) {
const sc_char *name, *author, *room, *status;
sc_int score;
@@ -1782,8 +1742,7 @@ lib_cmd_statusline(sc_gameref_t game) {
* Display the "Runner version". Prints directly rather than using the
* printfilter to avoid possible clashes with ALRs.
*/
-sc_bool
-lib_cmd_version(sc_gameref_t game) {
+sc_bool lib_cmd_version(sc_gameref_t game) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key;
sc_char buffer[64];
@@ -1822,8 +1781,7 @@ lib_cmd_version(sc_gameref_t game) {
* the game's setting. The latter prints directly rather than using the
* printfilter to avoid possible clashes with ALRs.
*/
-sc_bool
-lib_cmd_wait(sc_gameref_t game) {
+sc_bool lib_cmd_wait(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[2];
@@ -1850,8 +1808,7 @@ lib_cmd_wait(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_wait_number(sc_gameref_t game) {
+sc_bool lib_cmd_wait_number(sc_gameref_t game) {
const sc_var_setref_t vars = gs_get_vars(game);
sc_int waitturns;
sc_char buffer[32];
@@ -1885,8 +1842,7 @@ lib_cmd_wait_number(sc_gameref_t game) {
* Set/clear game verbose flag. Print directly rather than using the
* printfilter to avoid possible clashes with ALRs.
*/
-sc_bool
-lib_cmd_verbose(sc_gameref_t game) {
+sc_bool lib_cmd_verbose(sc_gameref_t game) {
/* Set game verbose flag and return. */
game->verbose = TRUE;
if_print_string("The game is now in its ");
@@ -1900,8 +1856,7 @@ lib_cmd_verbose(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_brief(sc_gameref_t game) {
+sc_bool lib_cmd_brief(sc_gameref_t game) {
/* Clear game verbose flag and return. */
game->verbose = FALSE;
if_print_string("The game is now in its ");
@@ -1923,8 +1878,7 @@ lib_cmd_brief(sc_gameref_t game) {
* Set/clear/query game score change notification flag. Print directly
* rather than using the printfilter to avoid possible clashes with ALRs.
*/
-sc_bool
-lib_cmd_notify_on_off(sc_gameref_t game) {
+sc_bool lib_cmd_notify_on_off(sc_gameref_t game) {
const sc_var_setref_t vars = gs_get_vars(game);
const sc_char *control;
@@ -1957,8 +1911,7 @@ lib_cmd_notify_on_off(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_notify(sc_gameref_t game) {
+sc_bool lib_cmd_notify(sc_gameref_t game) {
/* Report the current state of notification. */
if_print_string("Game score change notification is ");
if_print_tag(SC_TAG_ITALICS, "");
@@ -1986,8 +1939,7 @@ lib_cmd_notify(sc_gameref_t game) {
* Runner responds here with the system time and date, but we'll do something
* different.
*/
-sc_bool
-lib_cmd_time(sc_gameref_t game) {
+sc_bool lib_cmd_time(sc_gameref_t game) {
const sc_var_setref_t vars = gs_get_vars(game);
sc_uint timestamp;
sc_int hr, min, sec;
@@ -2012,8 +1964,7 @@ lib_cmd_time(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_date(sc_gameref_t game) {
+sc_bool lib_cmd_date(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "Maybe we should just be good friends.\n");
@@ -2038,8 +1989,7 @@ enum {
*
* Central movement command, called by all movement handlers.
*/
-static sc_bool
-lib_go(sc_gameref_t game, sc_int direction) {
+static sc_bool lib_go(sc_gameref_t game, sc_int direction) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[5], vt_rvalue;
@@ -2164,63 +2114,51 @@ lib_go(sc_gameref_t game, sc_int direction) {
*
* Direction-specific movement commands.
*/
-sc_bool
-lib_cmd_go_north(sc_gameref_t game) {
+sc_bool lib_cmd_go_north(sc_gameref_t game) {
return lib_go(game, DIR_NORTH);
}
-sc_bool
-lib_cmd_go_east(sc_gameref_t game) {
+sc_bool lib_cmd_go_east(sc_gameref_t game) {
return lib_go(game, DIR_EAST);
}
-sc_bool
-lib_cmd_go_south(sc_gameref_t game) {
+sc_bool lib_cmd_go_south(sc_gameref_t game) {
return lib_go(game, DIR_SOUTH);
}
-sc_bool
-lib_cmd_go_west(sc_gameref_t game) {
+sc_bool lib_cmd_go_west(sc_gameref_t game) {
return lib_go(game, DIR_WEST);
}
-sc_bool
-lib_cmd_go_up(sc_gameref_t game) {
+sc_bool lib_cmd_go_up(sc_gameref_t game) {
return lib_go(game, DIR_UP);
}
-sc_bool
-lib_cmd_go_down(sc_gameref_t game) {
+sc_bool lib_cmd_go_down(sc_gameref_t game) {
return lib_go(game, DIR_DOWN);
}
-sc_bool
-lib_cmd_go_in(sc_gameref_t game) {
+sc_bool lib_cmd_go_in(sc_gameref_t game) {
return lib_go(game, DIR_IN);
}
-sc_bool
-lib_cmd_go_out(sc_gameref_t game) {
+sc_bool lib_cmd_go_out(sc_gameref_t game) {
return lib_go(game, DIR_OUT);
}
-sc_bool
-lib_cmd_go_northeast(sc_gameref_t game) {
+sc_bool lib_cmd_go_northeast(sc_gameref_t game) {
return lib_go(game, DIR_NORTHEAST);
}
-sc_bool
-lib_cmd_go_southeast(sc_gameref_t game) {
+sc_bool lib_cmd_go_southeast(sc_gameref_t game) {
return lib_go(game, DIR_SOUTHEAST);
}
-sc_bool
-lib_cmd_go_northwest(sc_gameref_t game) {
+sc_bool lib_cmd_go_northwest(sc_gameref_t game) {
return lib_go(game, DIR_NORTHWEST);
}
-sc_bool
-lib_cmd_go_southwest(sc_gameref_t game) {
+sc_bool lib_cmd_go_southwest(sc_gameref_t game) {
return lib_go(game, DIR_SOUTHWEST);
}
@@ -2232,8 +2170,7 @@ lib_cmd_go_southwest(sc_gameref_t game) {
* with the string passed in, and return TRUE if they match. The routine
* requires that string is filtered, stripped, trimmed and normalized.
*/
-static sc_bool
-lib_compare_rooms(sc_gameref_t game, sc_int room, const sc_char *string) {
+static sc_bool lib_compare_rooms(sc_gameref_t game, sc_int room, const sc_char *string) {
const sc_var_setref_t vars = gs_get_vars(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_char *name, *compare_name;
@@ -2275,8 +2212,7 @@ lib_compare_rooms(sc_gameref_t game, sc_int room, const sc_char *string) {
* text comparisons, for example, two "Manor Grounds" at the start of Humbug,
* differentiated within the game with trailing "<some_tag>" components.
*/
-sc_bool
-lib_cmd_go_room(sc_gameref_t game) {
+sc_bool lib_cmd_go_room(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_var_setref_t vars = gs_get_vars(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
@@ -2386,8 +2322,7 @@ lib_cmd_go_room(sc_gameref_t game) {
*
* Show the long description of a player.
*/
-sc_bool
-lib_cmd_examine_self(sc_gameref_t game) {
+sc_bool lib_cmd_examine_self(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[2];
@@ -2501,9 +2436,7 @@ lib_cmd_examine_self(sc_gameref_t game) {
* -1 with *is_ambiguous FALSE if requested, otherwise print a message then
* return -1.
*/
-static sc_int
-lib_disambiguate_npc(sc_gameref_t game,
- const sc_char *verb, sc_bool *is_ambiguous) {
+static sc_int lib_disambiguate_npc(sc_gameref_t game, const sc_char *verb, sc_bool *is_ambiguous) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_var_setref_t vars = gs_get_vars(game);
sc_int count, index_, npc, listed;
@@ -2590,12 +2523,9 @@ lib_disambiguate_npc(sc_gameref_t game,
* just one object. The resolver function can normally be the same as the
* function used to filter objects for multiple references.
*/
-static sc_int
-lib_disambiguate_object_common(sc_gameref_t game, const sc_char *verb,
- sc_bool(*resolver)
- (sc_gameref_t, sc_int, sc_int),
- sc_int resolver_arg,
- sc_bool *is_ambiguous) {
+static sc_int lib_disambiguate_object_common(sc_gameref_t game, const sc_char *verb,
+ sc_bool(*resolver)(sc_gameref_t, sc_int, sc_int),
+ sc_int resolver_arg, sc_bool *is_ambiguous) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_var_setref_t vars = gs_get_vars(game);
sc_int count, index_, object, listed;
@@ -2712,18 +2642,12 @@ lib_disambiguate_object_common(sc_gameref_t game, const sc_char *verb,
return -1;
}
-static sc_int
-lib_disambiguate_object(sc_gameref_t game,
- const sc_char *verb, sc_bool *is_ambiguous) {
+static sc_int lib_disambiguate_object(sc_gameref_t game, const sc_char *verb, sc_bool *is_ambiguous) {
return lib_disambiguate_object_common(game, verb, NULL, -1, is_ambiguous);
}
-static sc_int
-lib_disambiguate_object_extended(sc_gameref_t game, const sc_char *verb,
- sc_bool(*resolver)
- (sc_gameref_t, sc_int, sc_int),
- sc_int resolver_arg,
- sc_bool *is_ambiguous) {
+static sc_int lib_disambiguate_object_extended(sc_gameref_t game, const sc_char *verb,
+ sc_bool(*resolver)(sc_gameref_t, sc_int, sc_int), sc_int resolver_arg, sc_bool *is_ambiguous) {
return lib_disambiguate_object_common(game, verb,
resolver, resolver_arg, is_ambiguous);
}
@@ -2734,8 +2658,7 @@ lib_disambiguate_object_extended(sc_gameref_t game, const sc_char *verb,
*
* List objects carried and worn by an NPC.
*/
-static sc_bool
-lib_list_npc_inventory(sc_gameref_t game, sc_int npc, sc_bool is_described) {
+static sc_bool lib_list_npc_inventory(sc_gameref_t game, sc_int npc, sc_bool is_described) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object, count, trail;
sc_bool wearing;
@@ -2831,8 +2754,7 @@ lib_list_npc_inventory(sc_gameref_t game, sc_int npc, sc_bool is_described) {
* Show the long description of the most recently referenced NPC, and a
* list of what they're wearing and carrying.
*/
-sc_bool
-lib_cmd_examine_npc(sc_gameref_t game) {
+sc_bool lib_cmd_examine_npc(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[4];
@@ -2888,9 +2810,7 @@ lib_cmd_examine_npc(sc_gameref_t game) {
*
* List the objects in a given container object, normal format listing.
*/
-static sc_bool
-lib_list_in_object_normal(sc_gameref_t game,
- sc_int container, sc_bool is_described) {
+static sc_bool lib_list_in_object_normal(sc_gameref_t game, sc_int container, sc_bool is_described) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object, count, trail;
@@ -2948,9 +2868,7 @@ lib_list_in_object_normal(sc_gameref_t game,
*
* List the objects in a given container object, alternate format listing.
*/
-static sc_bool
-lib_list_in_object_alternate(sc_gameref_t game,
- sc_int container, sc_bool is_described) {
+static sc_bool lib_list_in_object_alternate(sc_gameref_t game,sc_int container, sc_bool is_described) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object, count, trail;
@@ -3014,8 +2932,7 @@ lib_list_in_object_alternate(sc_gameref_t game,
* this, and in particular works with the ALR magic in "To Hell in a Hamper",
* but it's almost certainly wrong. Or, at minimum, incomplete.
*/
-static sc_bool
-lib_list_in_object(sc_gameref_t game, sc_int container, sc_bool is_described) {
+static sc_bool lib_list_in_object(sc_gameref_t game, sc_int container, sc_bool is_described) {
sc_bool use_alternate_format = FALSE;
/*
@@ -3057,8 +2974,7 @@ lib_list_in_object(sc_gameref_t game, sc_int container, sc_bool is_described) {
*
* List the objects on a given surface object.
*/
-static sc_bool
-lib_list_on_object(sc_gameref_t game, sc_int supporter, sc_bool is_described) {
+static sc_bool lib_list_on_object(sc_gameref_t game, sc_int supporter, sc_bool is_described) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object, count, trail;
@@ -3116,8 +3032,7 @@ lib_list_on_object(sc_gameref_t game, sc_int supporter, sc_bool is_described) {
*
* Describe the state of a stateful object.
*/
-static sc_bool
-lib_list_object_state(sc_gameref_t game, sc_int object, sc_bool is_described) {
+static sc_bool lib_list_object_state(sc_gameref_t game, sc_int object, sc_bool is_described) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
@@ -3161,8 +3076,7 @@ lib_list_object_state(sc_gameref_t game, sc_int object, sc_bool is_described) {
*
* Show the long description of the most recently referenced object.
*/
-sc_bool
-lib_cmd_examine_object(sc_gameref_t game) {
+sc_bool lib_cmd_examine_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
@@ -3294,8 +3208,7 @@ lib_cmd_examine_object(sc_gameref_t game) {
* references uses the buffer passed in if possible, otherwise allocates
* its own buffer; testing the return value shows which happened.
*/
-static sc_bool *
-lib_save_object_references(sc_gameref_t game, sc_bool buffer[], sc_int length) {
+static sc_bool *lib_save_object_references(sc_gameref_t game, sc_bool buffer[], sc_int length) {
sc_int required, available;
sc_bool *references;
@@ -3312,8 +3225,7 @@ lib_save_object_references(sc_gameref_t game, sc_bool buffer[], sc_int length) {
return references;
}
-static void
-lib_restore_object_references(sc_gameref_t game, const sc_bool references[]) {
+static void lib_restore_object_references(sc_gameref_t game, const sc_bool references[]) {
sc_int bytes;
/* Calculate the bytes in the references array, and copy back to the game. */
@@ -3332,13 +3244,9 @@ lib_restore_object_references(sc_gameref_t game, const sc_bool references[]) {
* to retry game commands using standard "get " and "drop " commands. This
* makes "take/pick up/put down" work with a game's overridden get/drop.
*/
-static sc_bool
-lib_try_game_command_common(sc_gameref_t game,
- const sc_char *verb, sc_int object,
- const sc_char *preposition,
- sc_int associate,
- sc_bool is_associate_object,
- sc_bool is_associate_npc) {
+static sc_bool lib_try_game_command_common(sc_gameref_t game, const sc_char *verb, sc_int object,
+ const sc_char *preposition, sc_int associate, sc_bool is_associate_object,
+ sc_bool is_associate_npc) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
sc_char buffer[LIB_ALLOCATION_AVOIDANCE_SIZE];
@@ -3439,26 +3347,18 @@ lib_try_game_command_common(sc_gameref_t game,
return status;
}
-static sc_bool
-lib_try_game_command_short(sc_gameref_t game,
- const sc_char *verb, sc_int object) {
- return lib_try_game_command_common(game, verb, object,
- NULL, -1, FALSE, FALSE);
+static sc_bool lib_try_game_command_short(sc_gameref_t game, const sc_char *verb, sc_int object) {
+ return lib_try_game_command_common(game, verb, object, NULL, -1, FALSE, FALSE);
}
-static sc_bool
-lib_try_game_command_with_object(sc_gameref_t game,
- const sc_char *verb, sc_int object,
- const sc_char *preposition,
- sc_int other_object) {
+static sc_bool lib_try_game_command_with_object(sc_gameref_t game, const sc_char *verb,
+ sc_int object, const sc_char *preposition, sc_int other_object) {
return lib_try_game_command_common(game, verb, object,
preposition, other_object, TRUE, FALSE);
}
-static sc_bool
-lib_try_game_command_with_npc(sc_gameref_t game,
- const sc_char *verb, sc_int object,
- const sc_char *preposition, sc_int npc) {
+static sc_bool lib_try_game_command_with_npc(sc_gameref_t game, const sc_char *verb,
+ sc_int object, const sc_char *preposition, sc_int npc) {
return lib_try_game_command_common(game, verb, object,
preposition, npc, FALSE, TRUE);
}
@@ -3472,12 +3372,9 @@ lib_try_game_command_with_npc(sc_gameref_t game,
* using the verb supplied, and sets are_more_objects if we found an object
* but there appear to be more following it.
*/
-static sc_bool
-lib_parse_next_object(sc_gameref_t game, const sc_char *verb,
- sc_bool(*resolver)(sc_gameref_t, sc_int, sc_int),
- sc_int resolver_arg,
- sc_int *object,
- sc_bool *are_more_objects, sc_bool *is_ambiguous) {
+static sc_bool lib_parse_next_object(sc_gameref_t game, const sc_char *verb,
+ sc_bool(*resolver)(sc_gameref_t, sc_int, sc_int), sc_int resolver_arg,
+ sc_int *object, sc_bool *are_more_objects, sc_bool *is_ambiguous) {
const sc_var_setref_t vars = gs_get_vars(game);
const sc_char *list;
sc_bool is_matched;
@@ -3513,11 +3410,9 @@ lib_parse_next_object(sc_gameref_t game, const sc_char *verb,
* Parses object lists such as "object" and "object and object" and returns
* the multiple objects in the game's multiple_references.
*/
-static sc_bool
-lib_parse_multiple_objects(sc_gameref_t game, const sc_char *verb,
- sc_bool(*resolver)(sc_gameref_t, sc_int, sc_int),
- sc_int resolver_arg,
- sc_int *count) {
+static sc_bool lib_parse_multiple_objects(sc_gameref_t game, const sc_char *verb,
+ sc_bool(*resolver)(sc_gameref_t, sc_int, sc_int),
+ sc_int resolver_arg, sc_int *count) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int count_, object;
sc_bool are_more_objects, is_ambiguous;
@@ -3612,10 +3507,9 @@ lib_parse_multiple_objects(sc_gameref_t game, const sc_char *verb,
* references into standard object references, using the supplied filter.
* The first is inclusive, the second exclusive.
*/
-static sc_int
-lib_apply_multiple_filter(sc_gameref_t game,
- sc_bool(*filter)(sc_gameref_t, sc_int, sc_int),
- sc_int filter_arg, sc_int *references) {
+static sc_int lib_apply_multiple_filter(sc_gameref_t game,
+ sc_bool(*filter)(sc_gameref_t, sc_int, sc_int),
+ sc_int filter_arg, sc_int *references) {
sc_int count, object, references_;
/* Clear all object references initially. */
@@ -3645,10 +3539,9 @@ lib_apply_multiple_filter(sc_gameref_t game,
return count;
}
-static sc_int
-lib_apply_except_filter(sc_gameref_t game,
- sc_bool(*filter)(sc_gameref_t, sc_int, sc_int),
- sc_int filter_arg, sc_int *references) {
+static sc_int lib_apply_except_filter(sc_gameref_t game,
+ sc_bool(*filter)(sc_gameref_t, sc_int, sc_int),
+ sc_int filter_arg, sc_int *references) {
sc_int count, object, references_;
/* Clear all object references initially. */
@@ -3685,8 +3578,7 @@ lib_apply_except_filter(sc_gameref_t game,
*
* Display player weight and size limits and amounts currently carried.
*/
-sc_bool
-lib_cmd_count(sc_gameref_t game) {
+sc_bool lib_cmd_count(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int index_, size, weight;
sc_char buffer[32];
@@ -3734,8 +3626,7 @@ lib_cmd_count(sc_gameref_t game) {
*
* Return TRUE if the given object is too heavy for the player to carry.
*/
-static sc_bool
-lib_object_too_heavy(sc_gameref_t game, sc_int object, sc_bool *is_portable) {
+static sc_bool lib_object_too_heavy(sc_gameref_t game, sc_int object, sc_bool *is_portable) {
sc_int player_limit, index_, weight, object_weight;
/* Get the player limit and the given object weight. */
@@ -3764,8 +3655,7 @@ lib_object_too_heavy(sc_gameref_t game, sc_int object, sc_bool *is_portable) {
*
* Return TRUE if the given object is too large for the player to carry.
*/
-static sc_bool
-lib_object_too_large(sc_gameref_t game, sc_int object, sc_bool *is_portable) {
+static sc_bool lib_object_too_large(sc_gameref_t game, sc_int object, sc_bool *is_portable) {
sc_int player_limit, index_, size, object_size;
/* Get the player limit and the given object size. */
@@ -3794,8 +3684,7 @@ lib_object_too_large(sc_gameref_t game, sc_int object, sc_bool *is_portable) {
*
* Reject attempts to take an npc.
*/
-sc_bool
-lib_cmd_take_npc(sc_gameref_t game) {
+sc_bool lib_cmd_take_npc(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int npc;
sc_bool is_ambiguous;
@@ -3823,9 +3712,8 @@ lib_cmd_take_npc(sc_gameref_t game) {
* Objects to action are flagged in object_references; objects requested but
* deemed not actionable are flagged in multiple_references.
*/
-static void
-lib_take_backend_common(sc_gameref_t game, sc_int associate,
- sc_bool is_associate_object, sc_bool is_associate_npc) {
+static void lib_take_backend_common(sc_gameref_t game, sc_int associate,
+ sc_bool is_associate_object, sc_bool is_associate_npc) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object_count, object, count, trail, total, npc;
sc_int too_heavy, too_large;
@@ -4374,18 +4262,15 @@ lib_take_backend_common(sc_gameref_t game, sc_int associate,
* Facets of lib_take_backend_common(). Provide backend handling for either
* the plain "take" handlers, or the "take from <something>" handlers.
*/
-static void
-lib_take_backend(sc_gameref_t game) {
+static void lib_take_backend(sc_gameref_t game) {
lib_take_backend_common(game, -1, FALSE, FALSE);
}
-static void
-lib_take_from_object_backend(sc_gameref_t game, sc_int associate) {
+static void lib_take_from_object_backend(sc_gameref_t game, sc_int associate) {
lib_take_backend_common(game, associate, TRUE, FALSE);
}
-static void
-lib_take_from_npc_backend(sc_gameref_t game, sc_int associate) {
+static void lib_take_from_npc_backend(sc_gameref_t game, sc_int associate) {
lib_take_backend_common(game, associate, FALSE, TRUE);
}
@@ -4397,8 +4282,7 @@ lib_take_from_npc_backend(sc_gameref_t game, sc_int associate) {
* Helper functions for deciding if an object may be acquired in this context.
* Returns TRUE if an object may be acquired, FALSE otherwise.
*/
-static sc_bool
-lib_take_filter(sc_gameref_t game, sc_int object, sc_int unused) {
+static sc_bool lib_take_filter(sc_gameref_t game, sc_int object, sc_int unused) {
assert(unused == -1);
/*
@@ -4413,9 +4297,7 @@ lib_take_filter(sc_gameref_t game, sc_int object, sc_int unused) {
|| gs_object_position(game, object) == OBJ_WORN_NPC);
}
-static sc_bool
-lib_take_not_associated_filter(sc_gameref_t game,
- sc_int object, sc_int unused) {
+static sc_bool lib_take_not_associated_filter(sc_gameref_t game, sc_int object, sc_int unused) {
assert(unused == -1);
/* In addition to other checks, the object may not be in or on an object. */
@@ -4430,8 +4312,7 @@ lib_take_not_associated_filter(sc_gameref_t game,
*
* Attempt to take all objects currently visible to the player.
*/
-sc_bool
-lib_cmd_take_all(sc_gameref_t game) {
+sc_bool lib_cmd_take_all(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int objects;
@@ -4457,8 +4338,7 @@ lib_cmd_take_all(sc_gameref_t game) {
* Take all objects currently available to the player, excepting those listed
* in %text%.
*/
-sc_bool
-lib_cmd_take_except_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_take_except_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int objects, references;
@@ -4493,8 +4373,7 @@ lib_cmd_take_except_multiple(sc_gameref_t game) {
*
* Take all objects currently available to the player and listed in %text%.
*/
-sc_bool
-lib_cmd_take_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_take_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int objects, references;
@@ -4526,8 +4405,7 @@ lib_cmd_take_multiple(sc_gameref_t game) {
* Helper function for deciding if an object may be acquired in this context.
* Returns TRUE if an object may be acquired, FALSE otherwise.
*/
-static sc_bool
-lib_take_from_filter(sc_gameref_t game, sc_int object, sc_int associate) {
+static sc_bool lib_take_from_filter(sc_gameref_t game, sc_int object, sc_int associate) {
/*
* To be take-able, an object must be either inside or on the specified
* object.
@@ -4545,8 +4423,7 @@ lib_take_from_filter(sc_gameref_t game, sc_int object, sc_int associate) {
* Common error handling for when nothing is taken from a container or
* supporter object.
*/
-static void
-lib_take_from_empty(sc_gameref_t game, sc_int associate, sc_bool is_except) {
+static void lib_take_from_empty(sc_gameref_t game, sc_int associate, sc_bool is_except) {
const sc_filterref_t filter = gs_get_filter(game);
if (obj_is_container(game, associate) && obj_is_surface(game, associate)) {
@@ -4605,8 +4482,7 @@ lib_take_from_empty(sc_gameref_t game, sc_int associate, sc_bool is_except) {
*
* Validate the supporter requested in "take from" commands.
*/
-static sc_bool
-lib_take_from_is_valid(sc_gameref_t game, sc_int associate) {
+static sc_bool lib_take_from_is_valid(sc_gameref_t game, sc_int associate) {
const sc_filterref_t filter = gs_get_filter(game);
/* Disallow emptying non-container/non-surface objects. */
@@ -4644,8 +4520,7 @@ lib_take_from_is_valid(sc_gameref_t game, sc_int associate) {
*
* Attempt to take all objects contained in or supported by a given object.
*/
-sc_bool
-lib_cmd_take_all_from(sc_gameref_t game) {
+sc_bool lib_cmd_take_all_from(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int associate, objects;
sc_bool is_ambiguous;
@@ -4681,8 +4556,7 @@ lib_cmd_take_all_from(sc_gameref_t game) {
* Take all objects contained in or supported by a given object, excepting
* those listed in %text%.
*/
-sc_bool
-lib_cmd_take_from_except_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_take_from_except_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int associate, objects, references;
sc_bool is_ambiguous;
@@ -4734,8 +4608,7 @@ lib_cmd_take_from_except_multiple(sc_gameref_t game) {
* function isn't mandatory -- plain "take <object>" works fine with contain-
* ers and surfaces, but it's a standard in Adrift so here it is.
*/
-sc_bool
-lib_cmd_take_from_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_take_from_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int associate, objects, references;
sc_bool is_ambiguous;
@@ -4777,8 +4650,7 @@ lib_cmd_take_from_multiple(sc_gameref_t game) {
* Helper function for deciding if an object may be acquired in this context.
* Returns TRUE if an object may be acquired, FALSE otherwise.
*/
-static sc_bool
-lib_take_from_npc_filter(sc_gameref_t game, sc_int object, sc_int associate) {
+static sc_bool lib_take_from_npc_filter(sc_gameref_t game, sc_int object, sc_int associate) {
/*
* To be take-able, an object must be either held or worn by the specified
* NPC.
@@ -4795,8 +4667,7 @@ lib_take_from_npc_filter(sc_gameref_t game, sc_int object, sc_int associate) {
*
* Attempt to take all objects held or worn by a given NPC.
*/
-sc_bool
-lib_cmd_take_all_from_npc(sc_gameref_t game) {
+sc_bool lib_cmd_take_all_from_npc(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int associate, objects;
sc_bool is_ambiguous;
@@ -4831,8 +4702,7 @@ lib_cmd_take_all_from_npc(sc_gameref_t game) {
* Attempt to take all objects held or worn by a given NPC, excepting those
* listed in %text%.
*/
-sc_bool
-lib_cmd_take_from_npc_except_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_take_from_npc_except_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int associate, objects, references;
sc_bool is_ambiguous;
@@ -4873,8 +4743,7 @@ lib_cmd_take_from_npc_except_multiple(sc_gameref_t game) {
* Attempt to take the objects currently held or worn by an NPC and listed
* in %text%.
*/
-sc_bool
-lib_cmd_take_from_npc_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_take_from_npc_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int associate, objects, references;
sc_bool is_ambiguous;
@@ -4919,8 +4788,7 @@ lib_cmd_take_from_npc_multiple(sc_gameref_t game) {
* Objects to action are flagged in object_references; objects requested but
* deemed not actionable are flagged in multiple_references.
*/
-static void
-lib_drop_backend(sc_gameref_t game) {
+static void lib_drop_backend(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object_count, object, count, trail;
sc_bool has_printed;
@@ -5032,8 +4900,7 @@ lib_drop_backend(sc_gameref_t game) {
* Helper function for deciding if an object may be dropped in this context.
* Returns TRUE if an object may be dropped, FALSE otherwise.
*/
-static sc_bool
-lib_drop_filter(sc_gameref_t game, sc_int object, sc_int unused) {
+static sc_bool lib_drop_filter(sc_gameref_t game, sc_int object, sc_int unused) {
assert(unused == -1);
return !obj_is_static(game, object)
@@ -5046,8 +4913,7 @@ lib_drop_filter(sc_gameref_t game, sc_int object, sc_int unused) {
*
* Drop all objects currently held by the player.
*/
-sc_bool
-lib_cmd_drop_all(sc_gameref_t game) {
+sc_bool lib_cmd_drop_all(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int objects;
@@ -5078,8 +4944,7 @@ lib_cmd_drop_all(sc_gameref_t game) {
* Drop all objects currently held by the player, excepting those listed in
* %text%.
*/
-sc_bool
-lib_cmd_drop_except_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_drop_except_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int objects, references;
@@ -5118,8 +4983,7 @@ lib_cmd_drop_except_multiple(sc_gameref_t game) {
*
* Drop all objects currently held by the player and listed in %text%.
*/
-sc_bool
-lib_cmd_drop_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_drop_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int objects, references;
@@ -5156,8 +5020,7 @@ lib_cmd_drop_multiple(sc_gameref_t game) {
*
* Attempt to give an object to an NPC.
*/
-sc_bool
-lib_cmd_give_object_npc(sc_gameref_t game) {
+sc_bool lib_cmd_give_object_npc(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object, npc;
sc_bool is_ambiguous;
@@ -5193,8 +5056,7 @@ lib_cmd_give_object_npc(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_give_object(sc_gameref_t game) {
+sc_bool lib_cmd_give_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object;
sc_bool is_ambiguous;
@@ -5233,8 +5095,7 @@ lib_cmd_give_object(sc_gameref_t game) {
* Objects to action are flagged in object_references; objects requested but
* deemed not actionable are flagged in multiple_references.
*/
-static void
-lib_wear_backend(sc_gameref_t game) {
+static void lib_wear_backend(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object_count, object, count, trail;
sc_bool has_printed;
@@ -5434,8 +5295,7 @@ lib_wear_backend(sc_gameref_t game) {
* Helper function for deciding if an object may be worn in this context.
* Returns TRUE if an object may be worn, FALSE otherwise.
*/
-static sc_bool
-lib_wear_filter(sc_gameref_t game, sc_int object, sc_int unused) {
+static sc_bool lib_wear_filter(sc_gameref_t game, sc_int object, sc_int unused) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
assert(unused == -1);
@@ -5464,8 +5324,7 @@ lib_wear_filter(sc_gameref_t game, sc_int object, sc_int unused) {
*
* Wear all wearable objects currently held by the player.
*/
-sc_bool
-lib_cmd_wear_all(sc_gameref_t game) {
+sc_bool lib_cmd_wear_all(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int objects;
@@ -5497,8 +5356,7 @@ lib_cmd_wear_all(sc_gameref_t game) {
* Wear all wearable objects currently held by the player, excepting those
* listed in %text%.
*/
-sc_bool
-lib_cmd_wear_except_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_wear_except_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int objects, references;
@@ -5538,8 +5396,7 @@ lib_cmd_wear_except_multiple(sc_gameref_t game) {
* Wear all objects currently held by the player, wearable, and listed
* in %text%.
*/
-sc_bool
-lib_cmd_wear_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_wear_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int objects, references;
@@ -5580,8 +5437,7 @@ lib_cmd_wear_multiple(sc_gameref_t game) {
* Objects to action are flagged in object_references; objects requested but
* deemed not actionable are flagged in multiple_references.
*/
-static void
-lib_remove_backend(sc_gameref_t game) {
+static void lib_remove_backend(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object_count, object, count, trail;
sc_bool has_printed;
@@ -5693,8 +5549,7 @@ lib_remove_backend(sc_gameref_t game) {
* Helper function for deciding if an object may be removed in this context.
* Returns TRUE if an object is currently being worn, FALSE otherwise.
*/
-static sc_bool
-lib_remove_filter(sc_gameref_t game, sc_int object, sc_int unused) {
+static sc_bool lib_remove_filter(sc_gameref_t game, sc_int object, sc_int unused) {
assert(unused == -1);
return !obj_is_static(game, object)
@@ -5707,8 +5562,7 @@ lib_remove_filter(sc_gameref_t game, sc_int object, sc_int unused) {
*
* Remove all objects currently held by the player.
*/
-sc_bool
-lib_cmd_remove_all(sc_gameref_t game) {
+sc_bool lib_cmd_remove_all(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int objects;
@@ -5740,8 +5594,7 @@ lib_cmd_remove_all(sc_gameref_t game) {
* Remove all objects currently worn by the player, excepting those listed
* in %text%.
*/
-sc_bool
-lib_cmd_remove_except_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_remove_except_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int objects, references;
@@ -5780,8 +5633,7 @@ lib_cmd_remove_except_multiple(sc_gameref_t game) {
*
* Remove all objects currently worn by the player, and listed in %text%.
*/
-sc_bool
-lib_cmd_remove_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_remove_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int objects, references;
@@ -5818,8 +5670,7 @@ lib_cmd_remove_multiple(sc_gameref_t game) {
*
* List objects carried and worn by the player.
*/
-sc_bool
-lib_cmd_inventory(sc_gameref_t game) {
+sc_bool lib_cmd_inventory(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object, count, trail;
sc_bool wearing;
@@ -5946,8 +5797,7 @@ lib_cmd_inventory(sc_gameref_t game) {
*
* Attempt to open the referenced object.
*/
-sc_bool
-lib_cmd_open_object(sc_gameref_t game) {
+sc_bool lib_cmd_open_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object, openness;
sc_bool is_ambiguous;
@@ -6017,8 +5867,7 @@ lib_cmd_open_object(sc_gameref_t game) {
*
* Attempt to close the referenced object.
*/
-sc_bool
-lib_cmd_close_object(sc_gameref_t game) {
+sc_bool lib_cmd_close_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object, openness;
sc_bool is_ambiguous;
@@ -6077,8 +5926,7 @@ lib_cmd_close_object(sc_gameref_t game) {
*
* Automatically get an object being used as a key, if possible.
*/
-static void
-lib_attempt_key_acquisition(sc_gameref_t game, sc_int object) {
+static void lib_attempt_key_acquisition(sc_gameref_t game, sc_int object) {
const sc_filterref_t filter = gs_get_filter(game);
/* Disallow getting static objects. */
@@ -6139,8 +5987,7 @@ lib_attempt_key_acquisition(sc_gameref_t game, sc_int object) {
*
* Attempt to unlock the referenced object.
*/
-sc_bool
-lib_cmd_unlock_object_with(sc_gameref_t game) {
+sc_bool lib_cmd_unlock_object_with(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_var_setref_t vars = gs_get_vars(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
@@ -6246,8 +6093,7 @@ lib_cmd_unlock_object_with(sc_gameref_t game) {
*
* Attempt to unlock the referenced object, automatically selecting key.
*/
-sc_bool
-lib_cmd_unlock_object(sc_gameref_t game) {
+sc_bool lib_cmd_unlock_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_int object, openness;
@@ -6330,8 +6176,7 @@ lib_cmd_unlock_object(sc_gameref_t game) {
*
* Attempt to lock the referenced object.
*/
-sc_bool
-lib_cmd_lock_object_with(sc_gameref_t game) {
+sc_bool lib_cmd_lock_object_with(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_var_setref_t vars = gs_get_vars(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
@@ -6445,8 +6290,7 @@ lib_cmd_lock_object_with(sc_gameref_t game) {
*
* Attempt to lock the referenced object, automatically selecting key.
*/
-sc_bool
-lib_cmd_lock_object(sc_gameref_t game) {
+sc_bool lib_cmd_lock_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_int object, openness;
@@ -6538,9 +6382,7 @@ lib_cmd_lock_object(sc_gameref_t game) {
*
* Compare a subject, comma or NUL terminated. Helper for ask.
*/
-static sc_bool
-lib_compare_subject(const sc_char *subject, sc_int posn,
- const sc_char *string) {
+static sc_bool lib_compare_subject(const sc_char *subject, sc_int posn, const sc_char *string) {
sc_int word_posn, string_posn;
/* Skip any leading subject spaces. */
@@ -6596,8 +6438,7 @@ lib_compare_subject(const sc_char *subject, sc_int posn,
*
* Reply for an NPC on a given topic. Helper for ask.
*/
-static sc_bool
-lib_npc_reply_to(sc_gameref_t game, sc_int npc, sc_int topic) {
+static sc_bool lib_npc_reply_to(sc_gameref_t game, sc_int npc, sc_int topic) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[5];
@@ -6634,8 +6475,7 @@ lib_npc_reply_to(sc_gameref_t game, sc_int npc, sc_int topic) {
*
* Converse with NPC.
*/
-sc_bool
-lib_cmd_ask_npc_about(sc_gameref_t game) {
+sc_bool lib_cmd_ask_npc_about(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_var_setref_t vars = gs_get_vars(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
@@ -6724,9 +6564,8 @@ lib_cmd_ask_npc_about(sc_gameref_t game) {
* Checks for infinite recursion when placing an object in an object. Returns
* TRUE if no recursion detected.
*/
-static sc_bool
-lib_check_put_in_recursion(sc_gameref_t game,
- sc_int object, sc_int container, sc_bool report) {
+static sc_bool lib_check_put_in_recursion(sc_gameref_t game, sc_int object,
+ sc_int container, sc_bool report) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int check;
@@ -6775,8 +6614,7 @@ lib_check_put_in_recursion(sc_gameref_t game,
* Objects to action are flagged in object_references; objects requested but
* deemed not actionable are flagged in multiple_references.
*/
-static void
-lib_put_in_backend(sc_gameref_t game, sc_int container) {
+static void lib_put_in_backend(sc_gameref_t game, sc_int container) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object_count, object, count, trail, capacity, maxsize;
sc_bool has_printed;
@@ -7013,17 +6851,14 @@ lib_put_in_backend(sc_gameref_t game, sc_int container) {
* Helper functions for deciding if an object may be put in another this
* context. Returns TRUE if an object may be manipulated, FALSE otherwise.
*/
-static sc_bool
-lib_put_in_filter(sc_gameref_t game, sc_int object, sc_int unused) {
+static sc_bool lib_put_in_filter(sc_gameref_t game, sc_int object, sc_int unused) {
assert(unused == -1);
return !obj_is_static(game, object)
&& gs_object_position(game, object) == OBJ_HELD_PLAYER;
}
-static sc_bool
-lib_put_in_not_container_filter(sc_gameref_t game,
- sc_int object, sc_int container) {
+static sc_bool lib_put_in_not_container_filter(sc_gameref_t game, sc_int object, sc_int container) {
return lib_put_in_filter(game, object, -1) && object != container;
}
@@ -7033,8 +6868,7 @@ lib_put_in_not_container_filter(sc_gameref_t game,
*
* Validate the container requested in "put in" commands.
*/
-static sc_bool
-lib_put_in_is_valid(sc_gameref_t game, sc_int container) {
+static sc_bool lib_put_in_is_valid(sc_gameref_t game, sc_int container) {
const sc_filterref_t filter = gs_get_filter(game);
/* Verify that the container object is a container. */
@@ -7072,8 +6906,7 @@ lib_put_in_is_valid(sc_gameref_t game, sc_int container) {
*
* Put all objects currently held by the player into a container.
*/
-sc_bool
-lib_cmd_put_all_in(sc_gameref_t game) {
+sc_bool lib_cmd_put_all_in(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int container, objects;
sc_bool is_ambiguous;
@@ -7117,8 +6950,7 @@ lib_cmd_put_all_in(sc_gameref_t game) {
* Put all objects currently held by the player into an object, excepting
* those listed in %text%.
*/
-sc_bool
-lib_cmd_put_in_except_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_put_in_except_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int container, objects, references;
sc_bool is_ambiguous;
@@ -7177,8 +7009,7 @@ lib_cmd_put_in_except_multiple(sc_gameref_t game) {
* Put all objects currently held by the player and listed in %text% into an
* object.
*/
-sc_bool
-lib_cmd_put_in_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_put_in_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int container, objects, references;
sc_bool is_ambiguous;
@@ -7225,9 +7056,8 @@ lib_cmd_put_in_multiple(sc_gameref_t game) {
* Checks for infinite recursion when placing an object on an object. Returns
* TRUE if no recursion detected.
*/
-static sc_bool
-lib_check_put_on_recursion(sc_gameref_t game,
- sc_int object, sc_int supporter, sc_bool report) {
+static sc_bool lib_check_put_on_recursion(sc_gameref_t game, sc_int object,
+ sc_int supporter, sc_bool report) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int check;
@@ -7276,8 +7106,7 @@ lib_check_put_on_recursion(sc_gameref_t game,
* Objects to action are flagged in object_references; objects requested but
* deemed not actionable are flagged in multiple_references.
*/
-static void
-lib_put_on_backend(sc_gameref_t game, sc_int supporter) {
+static void lib_put_on_backend(sc_gameref_t game, sc_int supporter) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object_count, object, count, trail;
sc_bool has_printed;
@@ -7401,8 +7230,7 @@ lib_put_on_backend(sc_gameref_t game, sc_int supporter) {
* Helper functions for deciding if an object may be put on another this
* context. Returns TRUE if an object may be manipulated, FALSE otherwise.
*/
-static sc_bool
-lib_put_on_filter(sc_gameref_t game, sc_int object, sc_int unused) {
+static sc_bool lib_put_on_filter(sc_gameref_t game, sc_int object, sc_int unused) {
assert(unused == -1);
return !obj_is_static(game, object)
@@ -7421,8 +7249,7 @@ lib_put_on_not_supporter_filter(sc_gameref_t game,
*
* Validate the supporter requested in "put on" commands.
*/
-static sc_bool
-lib_put_on_is_valid(sc_gameref_t game, sc_int supporter) {
+static sc_bool lib_put_on_is_valid(sc_gameref_t game, sc_int supporter) {
const sc_filterref_t filter = gs_get_filter(game);
/* Verify that the supporter object is a supporter. */
@@ -7447,8 +7274,7 @@ lib_put_on_is_valid(sc_gameref_t game, sc_int supporter) {
*
* Put all objects currently held by the player onto a supporter.
*/
-sc_bool
-lib_cmd_put_all_on(sc_gameref_t game) {
+sc_bool lib_cmd_put_all_on(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int supporter, objects;
sc_bool is_ambiguous;
@@ -7492,8 +7318,7 @@ lib_cmd_put_all_on(sc_gameref_t game) {
* Put all objects currently held by the player onto an object, excepting
* those listed in %text%.
*/
-sc_bool
-lib_cmd_put_on_except_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_put_on_except_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int supporter, objects, references;
sc_bool is_ambiguous;
@@ -7552,8 +7377,7 @@ lib_cmd_put_on_except_multiple(sc_gameref_t game) {
* Put all objects currently held by the player and listed in %text% onto an
* object.
*/
-sc_bool
-lib_cmd_put_on_multiple(sc_gameref_t game) {
+sc_bool lib_cmd_put_on_multiple(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int supporter, objects, references;
sc_bool is_ambiguous;
@@ -7600,8 +7424,7 @@ lib_cmd_put_on_multiple(sc_gameref_t game) {
*
* Attempt to read the referenced object, or something else.
*/
-sc_bool
-lib_cmd_read_object(sc_gameref_t game) {
+sc_bool lib_cmd_read_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
@@ -7663,8 +7486,7 @@ lib_cmd_read_object(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_read_other(sc_gameref_t game) {
+sc_bool lib_cmd_read_other(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
/* Reject the attempt. */
@@ -7683,8 +7505,7 @@ lib_cmd_read_other(sc_gameref_t game) {
*
* Attempt to attack an NPC, with and without weaponry.
*/
-sc_bool
-lib_cmd_attack_npc(sc_gameref_t game) {
+sc_bool lib_cmd_attack_npc(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int npc;
sc_bool is_ambiguous;
@@ -7705,8 +7526,7 @@ lib_cmd_attack_npc(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_attack_npc_with(sc_gameref_t game) {
+sc_bool lib_cmd_attack_npc_with(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_int object, npc;
@@ -7784,8 +7604,7 @@ lib_cmd_attack_npc_with(sc_gameref_t game) {
*
* Reject romantic advances in all cases.
*/
-sc_bool
-lib_cmd_kiss_npc(sc_gameref_t game) {
+sc_bool lib_cmd_kiss_npc(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
@@ -7822,8 +7641,7 @@ lib_cmd_kiss_npc(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_kiss_object(sc_gameref_t game) {
+sc_bool lib_cmd_kiss_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object;
sc_bool is_ambiguous;
@@ -7840,8 +7658,7 @@ lib_cmd_kiss_object(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_kiss_other(sc_gameref_t game) {
+sc_bool lib_cmd_kiss_other(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
/* Reject this attempt. */
@@ -7856,8 +7673,7 @@ lib_cmd_kiss_other(sc_gameref_t game) {
*
* Standard responses to attempts to buy something.
*/
-sc_bool
-lib_cmd_buy_object(sc_gameref_t game) {
+sc_bool lib_cmd_buy_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object;
sc_bool is_ambiguous;
@@ -7876,8 +7692,7 @@ lib_cmd_buy_object(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_buy_other(sc_gameref_t game) {
+sc_bool lib_cmd_buy_other(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
/* Reject this attempt. */
@@ -7892,8 +7707,7 @@ lib_cmd_buy_other(sc_gameref_t game) {
*
* Standard responses to attempts to break something.
*/
-sc_bool
-lib_cmd_break_object(sc_gameref_t game) {
+sc_bool lib_cmd_break_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object;
sc_bool is_ambiguous;
@@ -7914,8 +7728,7 @@ lib_cmd_break_object(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_break_other(sc_gameref_t game) {
+sc_bool lib_cmd_break_other(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
/* Reject this attempt. */
@@ -7934,8 +7747,7 @@ lib_cmd_break_other(sc_gameref_t game) {
*
* Standard responses to attempts to smell something.
*/
-sc_bool
-lib_cmd_smell_object(sc_gameref_t game) {
+sc_bool lib_cmd_smell_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object;
sc_bool is_ambiguous;
@@ -7952,8 +7764,7 @@ lib_cmd_smell_object(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_smell_other(sc_gameref_t game) {
+sc_bool lib_cmd_smell_other(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
/* Reject this attempt. */
@@ -7968,8 +7779,7 @@ lib_cmd_smell_other(sc_gameref_t game) {
*
* Standard responses to attempts to sell something.
*/
-sc_bool
-lib_cmd_sell_object(sc_gameref_t game) {
+sc_bool lib_cmd_sell_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object;
sc_bool is_ambiguous;
@@ -7986,8 +7796,7 @@ lib_cmd_sell_object(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_sell_other(sc_gameref_t game) {
+sc_bool lib_cmd_sell_other(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "No-one is interested in buying that.\n");
@@ -8000,8 +7809,7 @@ lib_cmd_sell_other(sc_gameref_t game) {
*
* Consume edible objects.
*/
-sc_bool
-lib_cmd_eat_object(sc_gameref_t game) {
+sc_bool lib_cmd_eat_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[3];
@@ -8081,8 +7889,7 @@ enum {
*
* Central handler for stand, sit, and lie commands.
*/
-static sc_bool
-lib_stand_sit_lie(sc_gameref_t game, sc_int movement) {
+static sc_bool lib_stand_sit_lie(sc_gameref_t game, sc_int movement) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_int object, position;
@@ -8295,33 +8102,27 @@ lib_stand_sit_lie(sc_gameref_t game, sc_int movement) {
*
* Stand, sit, or lie on an object, or on the floor.
*/
-sc_bool
-lib_cmd_stand_on_object(sc_gameref_t game) {
+sc_bool lib_cmd_stand_on_object(sc_gameref_t game) {
return lib_stand_sit_lie(game, MOVE_STAND);
}
-sc_bool
-lib_cmd_stand_on_floor(sc_gameref_t game) {
+sc_bool lib_cmd_stand_on_floor(sc_gameref_t game) {
return lib_stand_sit_lie(game, MOVE_STAND_FLOOR);
}
-sc_bool
-lib_cmd_sit_on_object(sc_gameref_t game) {
+sc_bool lib_cmd_sit_on_object(sc_gameref_t game) {
return lib_stand_sit_lie(game, MOVE_SIT);
}
-sc_bool
-lib_cmd_sit_on_floor(sc_gameref_t game) {
+sc_bool lib_cmd_sit_on_floor(sc_gameref_t game) {
return lib_stand_sit_lie(game, MOVE_SIT_FLOOR);
}
-sc_bool
-lib_cmd_lie_on_object(sc_gameref_t game) {
+sc_bool lib_cmd_lie_on_object(sc_gameref_t game) {
return lib_stand_sit_lie(game, MOVE_LIE);
}
-sc_bool
-lib_cmd_lie_on_floor(sc_gameref_t game) {
+sc_bool lib_cmd_lie_on_floor(sc_gameref_t game) {
return lib_stand_sit_lie(game, MOVE_LIE_FLOOR);
}
@@ -8332,8 +8133,7 @@ lib_cmd_lie_on_floor(sc_gameref_t game) {
*
* Get off whatever supporter the player rests on.
*/
-sc_bool
-lib_cmd_get_off_object(sc_gameref_t game) {
+sc_bool lib_cmd_get_off_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object;
sc_bool is_ambiguous;
@@ -8369,8 +8169,7 @@ lib_cmd_get_off_object(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_get_off(sc_gameref_t game) {
+sc_bool lib_cmd_get_off(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
/* Reject the attempt if the player is not on anything. */
@@ -8404,8 +8203,7 @@ lib_cmd_get_off(sc_gameref_t game) {
*
* Save/restore a game.
*/
-sc_bool
-lib_cmd_save(sc_gameref_t game) {
+sc_bool lib_cmd_save(sc_gameref_t game) {
if (if_confirm(SC_CONF_SAVE)) {
if (ser_save_game_prompted(game))
if_print_string("Ok.\n");
@@ -8417,8 +8215,7 @@ lib_cmd_save(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_restore(sc_gameref_t game) {
+sc_bool lib_cmd_restore(sc_gameref_t game) {
if (if_confirm(SC_CONF_RESTORE)) {
if (ser_load_game_prompted(game)) {
if_print_string("Ok.\n");
@@ -8439,8 +8236,7 @@ lib_cmd_restore(sc_gameref_t game) {
*
* Display the location of a selected object, and selected NPC.
*/
-sc_bool
-lib_cmd_locate_object(sc_gameref_t game) {
+sc_bool lib_cmd_locate_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_var_setref_t vars = gs_get_vars(game);
sc_int index_, count, object, room, position, parent;
@@ -8612,8 +8408,7 @@ lib_cmd_locate_object(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_locate_npc(sc_gameref_t game) {
+sc_bool lib_cmd_locate_npc(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_var_setref_t vars = gs_get_vars(game);
sc_int index_, count, npc, room;
@@ -8711,8 +8506,7 @@ lib_cmd_locate_npc(sc_gameref_t game) {
*
* Display turns taken and score so far.
*/
-sc_bool
-lib_cmd_turns(sc_gameref_t game) {
+sc_bool lib_cmd_turns(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_char buffer[32];
@@ -8728,8 +8522,7 @@ lib_cmd_turns(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_score(sc_gameref_t game) {
+sc_bool lib_cmd_score(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[2];
@@ -8772,8 +8565,7 @@ lib_cmd_score(sc_gameref_t game) {
* Standard response commands. These are uninteresting catch-all cases,
* but it's good to make then right as game ALRs may look for them.
*/
-sc_bool
-lib_cmd_profanity(sc_gameref_t game) {
+sc_bool lib_cmd_profanity(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -8782,16 +8574,14 @@ lib_cmd_profanity(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_examine_all(sc_gameref_t game) {
+sc_bool lib_cmd_examine_all(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "Please examine one object at a time.\n");
return TRUE;
}
-sc_bool
-lib_cmd_examine_other(sc_gameref_t game) {
+sc_bool lib_cmd_examine_other(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -8802,8 +8592,7 @@ lib_cmd_examine_other(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_locate_other(sc_gameref_t game) {
+sc_bool lib_cmd_locate_other(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "I don't know where that is!\n");
@@ -8811,32 +8600,28 @@ lib_cmd_locate_other(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_unix_like(sc_gameref_t game) {
+sc_bool lib_cmd_unix_like(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "This isn't Unix you know!\n");
return TRUE;
}
-sc_bool
-lib_cmd_dos_like(sc_gameref_t game) {
+sc_bool lib_cmd_dos_like(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "This isn't Dos you know!\n");
return TRUE;
}
-sc_bool
-lib_cmd_cry(sc_gameref_t game) {
+sc_bool lib_cmd_cry(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "There's no need for that!\n");
return TRUE;
}
-sc_bool
-lib_cmd_dance(sc_gameref_t game) {
+sc_bool lib_cmd_dance(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -8847,32 +8632,28 @@ lib_cmd_dance(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_eat_other(sc_gameref_t game) {
+sc_bool lib_cmd_eat_other(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "I don't understand what you are trying to eat.\n");
return TRUE;
}
-sc_bool
-lib_cmd_fight(sc_gameref_t game) {
+sc_bool lib_cmd_fight(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "There is nothing worth fighting here.\n");
return TRUE;
}
-sc_bool
-lib_cmd_feed(sc_gameref_t game) {
+sc_bool lib_cmd_feed(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "There is nothing worth feeding here.\n");
return TRUE;
}
-sc_bool
-lib_cmd_feel(sc_gameref_t game) {
+sc_bool lib_cmd_feel(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -8883,8 +8664,7 @@ lib_cmd_feel(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_fly(sc_gameref_t game) {
+sc_bool lib_cmd_fly(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -8895,8 +8675,7 @@ lib_cmd_fly(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_hint(sc_gameref_t game) {
+sc_bool lib_cmd_hint(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -8905,8 +8684,7 @@ lib_cmd_hint(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_hum(sc_gameref_t game) {
+sc_bool lib_cmd_hum(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -8917,16 +8695,14 @@ lib_cmd_hum(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_jump(sc_gameref_t game) {
+sc_bool lib_cmd_jump(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "Wheee-boinng.\n");
return TRUE;
}
-sc_bool
-lib_cmd_listen(sc_gameref_t game) {
+sc_bool lib_cmd_listen(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -8937,8 +8713,7 @@ lib_cmd_listen(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_please(sc_gameref_t game) {
+sc_bool lib_cmd_please(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -8949,16 +8724,14 @@ lib_cmd_please(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_punch(sc_gameref_t game) {
+sc_bool lib_cmd_punch(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "Who do you think you are, Mike Tyson?\n");
return TRUE;
}
-sc_bool
-lib_cmd_run(sc_gameref_t game) {
+sc_bool lib_cmd_run(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -8969,16 +8742,14 @@ lib_cmd_run(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_shout(sc_gameref_t game) {
+sc_bool lib_cmd_shout(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "Aaarrrrgggghhhhhh!\n");
return TRUE;
}
-sc_bool
-lib_cmd_say(sc_gameref_t game) {
+sc_bool lib_cmd_say(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_char *string = NULL;
@@ -9010,8 +8781,7 @@ lib_cmd_say(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_sing(sc_gameref_t game) {
+sc_bool lib_cmd_sing(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -9022,16 +8792,14 @@ lib_cmd_sing(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_sleep(sc_gameref_t game) {
+sc_bool lib_cmd_sleep(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "Zzzzz. Bored are you?\n");
return TRUE;
}
-sc_bool
-lib_cmd_talk(sc_gameref_t game) {
+sc_bool lib_cmd_talk(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -9042,16 +8810,14 @@ lib_cmd_talk(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_thank(sc_gameref_t game) {
+sc_bool lib_cmd_thank(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "You're welcome.\n");
return TRUE;
}
-sc_bool
-lib_cmd_whistle(sc_gameref_t game) {
+sc_bool lib_cmd_whistle(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -9062,8 +8828,7 @@ lib_cmd_whistle(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_interrogation(sc_gameref_t game) {
+sc_bool lib_cmd_interrogation(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_char *string = NULL;
@@ -9125,8 +8890,7 @@ lib_cmd_interrogation(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_xyzzy(sc_gameref_t game) {
+sc_bool lib_cmd_xyzzy(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -9135,8 +8899,7 @@ lib_cmd_xyzzy(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_egotistic(sc_gameref_t game) {
+sc_bool lib_cmd_egotistic(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
#if 0
@@ -9150,8 +8913,7 @@ lib_cmd_egotistic(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_yes_or_no(sc_gameref_t game) {
+sc_bool lib_cmd_yes_or_no(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter,
@@ -9167,8 +8929,7 @@ lib_cmd_yes_or_no(sc_gameref_t game) {
*
* Malformed and rhetorical question responses.
*/
-sc_bool
-lib_cmd_ask_npc(sc_gameref_t game) {
+sc_bool lib_cmd_ask_npc(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int npc;
sc_bool is_ambiguous;
@@ -9185,8 +8946,7 @@ lib_cmd_ask_npc(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_ask_object(sc_gameref_t game) {
+sc_bool lib_cmd_ask_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object;
sc_bool is_ambiguous;
@@ -9207,8 +8967,7 @@ lib_cmd_ask_object(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_ask_other(sc_gameref_t game) {
+sc_bool lib_cmd_ask_other(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
/* Incomplete ask command, so offer help and return. */
@@ -9223,8 +8982,7 @@ lib_cmd_ask_other(sc_gameref_t game) {
*
* Uninteresting kill message when no weaponry is involved.
*/
-sc_bool
-lib_cmd_kill_other(sc_gameref_t game) {
+sc_bool lib_cmd_kill_other(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, "Now that isn't very nice.\n");
@@ -9240,11 +8998,8 @@ lib_cmd_kill_other(sc_gameref_t game) {
* Central handler for a range of nothing-happens messages. More
* uninteresting responses.
*/
-static sc_bool
-lib_nothing_happens_common(sc_gameref_t game,
- const sc_char *verb_general,
- const sc_char *verb_third_person,
- sc_bool is_object) {
+static sc_bool lib_nothing_happens_common(sc_gameref_t game, const sc_char *verb_general,
+ const sc_char *verb_third_person, sc_bool is_object) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_vartype_t vt_key[2];
@@ -9298,18 +9053,14 @@ lib_nothing_happens_common(sc_gameref_t game,
return TRUE;
}
-static sc_bool
-lib_nothing_happens_object(sc_gameref_t game,
- const sc_char *verb_general,
- const sc_char *verb_third_person) {
+static sc_bool lib_nothing_happens_object(sc_gameref_t game,
+ const sc_char *verb_general, const sc_char *verb_third_person) {
return lib_nothing_happens_common(game,
verb_general, verb_third_person, TRUE);
}
-static sc_bool
-lib_nothing_happens_other(sc_gameref_t game,
- const sc_char *verb_general,
- const sc_char *verb_third_person) {
+static sc_bool lib_nothing_happens_other(sc_gameref_t game,
+ const sc_char *verb_general, const sc_char *verb_third_person) {
return lib_nothing_happens_common(game,
verb_general, verb_third_person, FALSE);
}
@@ -9320,63 +9071,51 @@ lib_nothing_happens_other(sc_gameref_t game,
*
* Shake, rattle and roll, and assorted nothing-happens handlers.
*/
-sc_bool
-lib_cmd_hit_object(sc_gameref_t game) {
+sc_bool lib_cmd_hit_object(sc_gameref_t game) {
return lib_nothing_happens_object(game, "hit", "hits");
}
-sc_bool
-lib_cmd_kick_object(sc_gameref_t game) {
+sc_bool lib_cmd_kick_object(sc_gameref_t game) {
return lib_nothing_happens_object(game, "kick", "kicks");
}
-sc_bool
-lib_cmd_press_object(sc_gameref_t game) {
+sc_bool lib_cmd_press_object(sc_gameref_t game) {
return lib_nothing_happens_object(game, "press", "presses");
}
-sc_bool
-lib_cmd_push_object(sc_gameref_t game) {
+sc_bool lib_cmd_push_object(sc_gameref_t game) {
return lib_nothing_happens_object(game, "push", "pushes");
}
-sc_bool
-lib_cmd_pull_object(sc_gameref_t game) {
+sc_bool lib_cmd_pull_object(sc_gameref_t game) {
return lib_nothing_happens_object(game, "pull", "pulls");
}
-sc_bool
-lib_cmd_shake_object(sc_gameref_t game) {
+sc_bool lib_cmd_shake_object(sc_gameref_t game) {
return lib_nothing_happens_object(game, "shake", "shakes");
}
-sc_bool
-lib_cmd_hit_other(sc_gameref_t game) {
+sc_bool lib_cmd_hit_other(sc_gameref_t game) {
return lib_nothing_happens_other(game, "hit", "hits");
}
-sc_bool
-lib_cmd_kick_other(sc_gameref_t game) {
+sc_bool lib_cmd_kick_other(sc_gameref_t game) {
return lib_nothing_happens_other(game, "kick", "kicks");
}
-sc_bool
-lib_cmd_press_other(sc_gameref_t game) {
+sc_bool lib_cmd_press_other(sc_gameref_t game) {
return lib_nothing_happens_other(game, "press", "presses");
}
-sc_bool
-lib_cmd_push_other(sc_gameref_t game) {
+sc_bool lib_cmd_push_other(sc_gameref_t game) {
return lib_nothing_happens_other(game, "push", "pushes");
}
-sc_bool
-lib_cmd_pull_other(sc_gameref_t game) {
+sc_bool lib_cmd_pull_other(sc_gameref_t game) {
return lib_nothing_happens_other(game, "pull", "pulls");
}
-sc_bool
-lib_cmd_shake_other(sc_gameref_t game) {
+sc_bool lib_cmd_shake_other(sc_gameref_t game) {
return lib_nothing_happens_other(game, "shake", "shakes");
}
@@ -9389,9 +9128,7 @@ lib_cmd_shake_other(sc_gameref_t game) {
* Central handler for a range of can't-do messages. Yet more uninterest-
* ing responses.
*/
-static sc_bool
-lib_cant_do_common(sc_gameref_t game,
- const sc_char *verb, sc_bool is_object) {
+static sc_bool lib_cant_do_common(sc_gameref_t game, const sc_char *verb, sc_bool is_object) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object;
sc_bool is_ambiguous;
@@ -9424,13 +9161,11 @@ lib_cant_do_common(sc_gameref_t game,
return TRUE;
}
-static sc_bool
-lib_cant_do_object(sc_gameref_t game, const sc_char *verb) {
+static sc_bool lib_cant_do_object(sc_gameref_t game, const sc_char *verb) {
return lib_cant_do_common(game, verb, TRUE);
}
-static sc_bool
-lib_cant_do_other(sc_gameref_t game, const sc_char *verb) {
+static sc_bool lib_cant_do_other(sc_gameref_t game, const sc_char *verb) {
return lib_cant_do_common(game, verb, FALSE);
}
@@ -9440,183 +9175,147 @@ lib_cant_do_other(sc_gameref_t game, const sc_char *verb) {
*
* Assorted can't-do messages.
*/
-sc_bool
-lib_cmd_block_object(sc_gameref_t game) {
+sc_bool lib_cmd_block_object(sc_gameref_t game) {
return lib_cant_do_object(game, "block");
}
-sc_bool
-lib_cmd_climb_object(sc_gameref_t game) {
+sc_bool lib_cmd_climb_object(sc_gameref_t game) {
return lib_cant_do_object(game, "climb");
}
-sc_bool
-lib_cmd_clean_object(sc_gameref_t game) {
+sc_bool lib_cmd_clean_object(sc_gameref_t game) {
return lib_cant_do_object(game, "clean");
}
-sc_bool
-lib_cmd_cut_object(sc_gameref_t game) {
+sc_bool lib_cmd_cut_object(sc_gameref_t game) {
return lib_cant_do_object(game, "cut");
}
-sc_bool
-lib_cmd_drink_object(sc_gameref_t game) {
+sc_bool lib_cmd_drink_object(sc_gameref_t game) {
return lib_cant_do_object(game, "drink");
}
-sc_bool
-lib_cmd_light_object(sc_gameref_t game) {
+sc_bool lib_cmd_light_object(sc_gameref_t game) {
return lib_cant_do_object(game, "light");
}
-sc_bool
-lib_cmd_lift_object(sc_gameref_t game) {
+sc_bool lib_cmd_lift_object(sc_gameref_t game) {
return lib_cant_do_object(game, "lift");
}
-sc_bool
-lib_cmd_move_object(sc_gameref_t game) {
+sc_bool lib_cmd_move_object(sc_gameref_t game) {
return lib_cant_do_object(game, "move");
}
-sc_bool
-lib_cmd_rub_object(sc_gameref_t game) {
+sc_bool lib_cmd_rub_object(sc_gameref_t game) {
return lib_cant_do_object(game, "rub");
}
-sc_bool
-lib_cmd_stop_object(sc_gameref_t game) {
+sc_bool lib_cmd_stop_object(sc_gameref_t game) {
return lib_cant_do_object(game, "stop");
}
-sc_bool
-lib_cmd_suck_object(sc_gameref_t game) {
+sc_bool lib_cmd_suck_object(sc_gameref_t game) {
return lib_cant_do_object(game, "suck");
}
-sc_bool
-lib_cmd_touch_object(sc_gameref_t game) {
+sc_bool lib_cmd_touch_object(sc_gameref_t game) {
return lib_cant_do_object(game, "touch");
}
-sc_bool
-lib_cmd_turn_object(sc_gameref_t game) {
+sc_bool lib_cmd_turn_object(sc_gameref_t game) {
return lib_cant_do_object(game, "turn");
}
-sc_bool
-lib_cmd_unblock_object(sc_gameref_t game) {
+sc_bool lib_cmd_unblock_object(sc_gameref_t game) {
return lib_cant_do_object(game, "unblock");
}
-sc_bool
-lib_cmd_wash_object(sc_gameref_t game) {
+sc_bool lib_cmd_wash_object(sc_gameref_t game) {
return lib_cant_do_object(game, "wash");
}
-sc_bool
-lib_cmd_block_other(sc_gameref_t game) {
+sc_bool lib_cmd_block_other(sc_gameref_t game) {
return lib_cant_do_other(game, "block");
}
-sc_bool
-lib_cmd_climb_other(sc_gameref_t game) {
+sc_bool lib_cmd_climb_other(sc_gameref_t game) {
return lib_cant_do_other(game, "climb");
}
-sc_bool
-lib_cmd_clean_other(sc_gameref_t game) {
+sc_bool lib_cmd_clean_other(sc_gameref_t game) {
return lib_cant_do_other(game, "clean");
}
-sc_bool
-lib_cmd_close_other(sc_gameref_t game) {
+sc_bool lib_cmd_close_other(sc_gameref_t game) {
return lib_cant_do_other(game, "close");
}
-sc_bool
-lib_cmd_lock_other(sc_gameref_t game) {
+sc_bool lib_cmd_lock_other(sc_gameref_t game) {
return lib_cant_do_other(game, "lock");
}
-sc_bool
-lib_cmd_unlock_other(sc_gameref_t game) {
+sc_bool lib_cmd_unlock_other(sc_gameref_t game) {
return lib_cant_do_other(game, "unlock");
}
-sc_bool
-lib_cmd_stand_other(sc_gameref_t game) {
+sc_bool lib_cmd_stand_other(sc_gameref_t game) {
return lib_cant_do_other(game, "stand on");
}
-sc_bool
-lib_cmd_sit_other(sc_gameref_t game) {
+sc_bool lib_cmd_sit_other(sc_gameref_t game) {
return lib_cant_do_other(game, "sit on");
}
-sc_bool
-lib_cmd_lie_other(sc_gameref_t game) {
+sc_bool lib_cmd_lie_other(sc_gameref_t game) {
return lib_cant_do_other(game, "lie on");
}
-sc_bool
-lib_cmd_cut_other(sc_gameref_t game) {
+sc_bool lib_cmd_cut_other(sc_gameref_t game) {
return lib_cant_do_other(game, "cut");
}
-sc_bool
-lib_cmd_drink_other(sc_gameref_t game) {
+sc_bool lib_cmd_drink_other(sc_gameref_t game) {
return lib_cant_do_other(game, "drink");
}
-sc_bool
-lib_cmd_lift_other(sc_gameref_t game) {
+sc_bool lib_cmd_lift_other(sc_gameref_t game) {
return lib_cant_do_other(game, "lift");
}
-sc_bool
-lib_cmd_light_other(sc_gameref_t game) {
+sc_bool lib_cmd_light_other(sc_gameref_t game) {
return lib_cant_do_other(game, "light");
}
-sc_bool
-lib_cmd_move_other(sc_gameref_t game) {
+sc_bool lib_cmd_move_other(sc_gameref_t game) {
return lib_cant_do_other(game, "move");
}
-sc_bool
-lib_cmd_stop_other(sc_gameref_t game) {
+sc_bool lib_cmd_stop_other(sc_gameref_t game) {
return lib_cant_do_other(game, "stop");
}
-sc_bool
-lib_cmd_rub_other(sc_gameref_t game) {
+sc_bool lib_cmd_rub_other(sc_gameref_t game) {
return lib_cant_do_other(game, "rub");
}
-sc_bool
-lib_cmd_suck_other(sc_gameref_t game) {
+sc_bool lib_cmd_suck_other(sc_gameref_t game) {
return lib_cant_do_other(game, "suck");
}
-sc_bool
-lib_cmd_turn_other(sc_gameref_t game) {
+sc_bool lib_cmd_turn_other(sc_gameref_t game) {
return lib_cant_do_other(game, "turn");
}
-sc_bool
-lib_cmd_touch_other(sc_gameref_t game) {
+sc_bool lib_cmd_touch_other(sc_gameref_t game) {
return lib_cant_do_other(game, "touch");
}
-sc_bool
-lib_cmd_unblock_other(sc_gameref_t game) {
+sc_bool lib_cmd_unblock_other(sc_gameref_t game) {
return lib_cant_do_other(game, "unblock");
}
-sc_bool
-lib_cmd_wash_other(sc_gameref_t game) {
+sc_bool lib_cmd_wash_other(sc_gameref_t game) {
return lib_cant_do_other(game, "wash");
}
@@ -9629,8 +9328,7 @@ lib_cmd_wash_other(sc_gameref_t game) {
* Central handler for a range of don't_think messages. Still more
* uninteresting responses.
*/
-static sc_bool
-lib_dont_think_common(sc_gameref_t game,
+static sc_bool lib_dont_think_common(sc_gameref_t game,
const sc_char *verb, sc_bool is_object) {
const sc_filterref_t filter = gs_get_filter(game);
sc_int object;
@@ -9662,13 +9360,11 @@ lib_dont_think_common(sc_gameref_t game,
return TRUE;
}
-static sc_bool
-lib_dont_think_object(sc_gameref_t game, const sc_char *verb) {
+static sc_bool lib_dont_think_object(sc_gameref_t game, const sc_char *verb) {
return lib_dont_think_common(game, verb, TRUE);
}
-static sc_bool
-lib_dont_think_other(sc_gameref_t game, const sc_char *verb) {
+static sc_bool lib_dont_think_other(sc_gameref_t game, const sc_char *verb) {
return lib_dont_think_common(game, verb, FALSE);
}
@@ -9678,33 +9374,27 @@ lib_dont_think_other(sc_gameref_t game, const sc_char *verb) {
*
* Assorted don't-think messages.
*/
-sc_bool
-lib_cmd_fix_object(sc_gameref_t game) {
+sc_bool lib_cmd_fix_object(sc_gameref_t game) {
return lib_dont_think_object(game, "fix");
}
-sc_bool
-lib_cmd_mend_object(sc_gameref_t game) {
+sc_bool lib_cmd_mend_object(sc_gameref_t game) {
return lib_dont_think_object(game, "mend");
}
-sc_bool
-lib_cmd_repair_object(sc_gameref_t game) {
+sc_bool lib_cmd_repair_object(sc_gameref_t game) {
return lib_dont_think_object(game, "repair");
}
-sc_bool
-lib_cmd_fix_other(sc_gameref_t game) {
+sc_bool lib_cmd_fix_other(sc_gameref_t game) {
return lib_dont_think_other(game, "fix");
}
-sc_bool
-lib_cmd_mend_other(sc_gameref_t game) {
+sc_bool lib_cmd_mend_other(sc_gameref_t game) {
return lib_dont_think_other(game, "mend");
}
-sc_bool
-lib_cmd_repair_other(sc_gameref_t game) {
+sc_bool lib_cmd_repair_other(sc_gameref_t game) {
return lib_dont_think_other(game, "repair");
}
@@ -9714,8 +9404,7 @@ lib_cmd_repair_other(sc_gameref_t game) {
*
* Central handler for doing something, but unsure to what.
*/
-static sc_bool
-lib_what(sc_gameref_t game, const sc_char *verb) {
+static sc_bool lib_what(sc_gameref_t game, const sc_char *verb) {
const sc_filterref_t filter = gs_get_filter(game);
pf_buffer_string(filter, verb);
@@ -9729,188 +9418,151 @@ lib_what(sc_gameref_t game, const sc_char *verb) {
*
* Assorted "what?" messages.
*/
-sc_bool
-lib_cmd_block_what(sc_gameref_t game) {
+sc_bool lib_cmd_block_what(sc_gameref_t game) {
return lib_what(game, "Block");
}
-sc_bool
-lib_cmd_break_what(sc_gameref_t game) {
+sc_bool lib_cmd_break_what(sc_gameref_t game) {
return lib_what(game, "Break");
}
-sc_bool
-lib_cmd_destroy_what(sc_gameref_t game) {
+sc_bool lib_cmd_destroy_what(sc_gameref_t game) {
return lib_what(game, "Destroy");
}
-sc_bool
-lib_cmd_smash_what(sc_gameref_t game) {
+sc_bool lib_cmd_smash_what(sc_gameref_t game) {
return lib_what(game, "Smash");
}
-sc_bool
-lib_cmd_buy_what(sc_gameref_t game) {
+sc_bool lib_cmd_buy_what(sc_gameref_t game) {
return lib_what(game, "Buy");
}
-sc_bool
-lib_cmd_clean_what(sc_gameref_t game) {
+sc_bool lib_cmd_clean_what(sc_gameref_t game) {
return lib_what(game, "Clean");
}
-sc_bool
-lib_cmd_climb_what(sc_gameref_t game) {
+sc_bool lib_cmd_climb_what(sc_gameref_t game) {
return lib_what(game, "Climb");
}
-sc_bool
-lib_cmd_cut_what(sc_gameref_t game) {
+sc_bool lib_cmd_cut_what(sc_gameref_t game) {
return lib_what(game, "Cut");
}
-sc_bool
-lib_cmd_drink_what(sc_gameref_t game) {
+sc_bool lib_cmd_drink_what(sc_gameref_t game) {
return lib_what(game, "Drink");
}
-sc_bool
-lib_cmd_fix_what(sc_gameref_t game) {
+sc_bool lib_cmd_fix_what(sc_gameref_t game) {
return lib_what(game, "Fix");
}
-sc_bool
-lib_cmd_hit_what(sc_gameref_t game) {
+sc_bool lib_cmd_hit_what(sc_gameref_t game) {
return lib_what(game, "Hit");
}
-sc_bool
-lib_cmd_kick_what(sc_gameref_t game) {
+sc_bool lib_cmd_kick_what(sc_gameref_t game) {
return lib_what(game, "Kick");
}
-sc_bool
-lib_cmd_light_what(sc_gameref_t game) {
+sc_bool lib_cmd_light_what(sc_gameref_t game) {
return lib_what(game, "Light");
}
-sc_bool
-lib_cmd_lift_what(sc_gameref_t game) {
+sc_bool lib_cmd_lift_what(sc_gameref_t game) {
return lib_what(game, "Lift");
}
-sc_bool
-lib_cmd_mend_what(sc_gameref_t game) {
+sc_bool lib_cmd_mend_what(sc_gameref_t game) {
return lib_what(game, "Mend");
}
-sc_bool
-lib_cmd_move_what(sc_gameref_t game) {
+sc_bool lib_cmd_move_what(sc_gameref_t game) {
return lib_what(game, "Move");
}
-sc_bool
-lib_cmd_press_what(sc_gameref_t game) {
+sc_bool lib_cmd_press_what(sc_gameref_t game) {
return lib_what(game, "Press");
}
-sc_bool
-lib_cmd_pull_what(sc_gameref_t game) {
+sc_bool lib_cmd_pull_what(sc_gameref_t game) {
return lib_what(game, "Pull");
}
-sc_bool
-lib_cmd_push_what(sc_gameref_t game) {
+sc_bool lib_cmd_push_what(sc_gameref_t game) {
return lib_what(game, "Push");
}
-sc_bool
-lib_cmd_repair_what(sc_gameref_t game) {
+sc_bool lib_cmd_repair_what(sc_gameref_t game) {
return lib_what(game, "Repair");
}
-sc_bool
-lib_cmd_sell_what(sc_gameref_t game) {
+sc_bool lib_cmd_sell_what(sc_gameref_t game) {
return lib_what(game, "Sell");
}
-sc_bool
-lib_cmd_shake_what(sc_gameref_t game) {
+sc_bool lib_cmd_shake_what(sc_gameref_t game) {
return lib_what(game, "Shake");
}
-sc_bool
-lib_cmd_rub_what(sc_gameref_t game) {
+sc_bool lib_cmd_rub_what(sc_gameref_t game) {
return lib_what(game, "Rub");
}
-sc_bool
-lib_cmd_stop_what(sc_gameref_t game) {
+sc_bool lib_cmd_stop_what(sc_gameref_t game) {
return lib_what(game, "Stop");
}
-sc_bool
-lib_cmd_suck_what(sc_gameref_t game) {
+sc_bool lib_cmd_suck_what(sc_gameref_t game) {
return lib_what(game, "Suck");
}
-sc_bool
-lib_cmd_touch_what(sc_gameref_t game) {
+sc_bool lib_cmd_touch_what(sc_gameref_t game) {
return lib_what(game, "Touch");
}
-sc_bool
-lib_cmd_turn_what(sc_gameref_t game) {
+sc_bool lib_cmd_turn_what(sc_gameref_t game) {
return lib_what(game, "Turn");
}
-sc_bool
-lib_cmd_unblock_what(sc_gameref_t game) {
+sc_bool lib_cmd_unblock_what(sc_gameref_t game) {
return lib_what(game, "Unblock");
}
-sc_bool
-lib_cmd_wash_what(sc_gameref_t game) {
+sc_bool lib_cmd_wash_what(sc_gameref_t game) {
return lib_what(game, "Wash");
}
-sc_bool
-lib_cmd_drop_what(sc_gameref_t game) {
+sc_bool lib_cmd_drop_what(sc_gameref_t game) {
return lib_what(game, "Drop");
}
-sc_bool
-lib_cmd_get_what(sc_gameref_t game) {
+sc_bool lib_cmd_get_what(sc_gameref_t game) {
return lib_what(game, "Take");
}
-sc_bool
-lib_cmd_give_what(sc_gameref_t game) {
+sc_bool lib_cmd_give_what(sc_gameref_t game) {
return lib_what(game, "Give");
}
-sc_bool
-lib_cmd_open_what(sc_gameref_t game) {
+sc_bool lib_cmd_open_what(sc_gameref_t game) {
return lib_what(game, "Open");
}
-sc_bool
-lib_cmd_remove_what(sc_gameref_t game) {
+sc_bool lib_cmd_remove_what(sc_gameref_t game) {
return lib_what(game, "Remove");
}
-sc_bool
-lib_cmd_wear_what(sc_gameref_t game) {
+sc_bool lib_cmd_wear_what(sc_gameref_t game) {
return lib_what(game, "Wear");
}
-sc_bool
-lib_cmd_lock_what(sc_gameref_t game) {
+sc_bool lib_cmd_lock_what(sc_gameref_t game) {
return lib_what(game, "Lock");
}
-sc_bool
-lib_cmd_unlock_what(sc_gameref_t game) {
+sc_bool lib_cmd_unlock_what(sc_gameref_t game) {
return lib_what(game, "Unlock");
}
@@ -9921,8 +9573,7 @@ lib_cmd_unlock_what(sc_gameref_t game) {
*
* Handlers for unrecognized verbs with known object/NPC.
*/
-sc_bool
-lib_cmd_verb_object(sc_gameref_t game) {
+sc_bool lib_cmd_verb_object(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_var_setref_t vars = gs_get_vars(game);
sc_int count, object, index_;
@@ -9951,8 +9602,7 @@ lib_cmd_verb_object(sc_gameref_t game) {
return TRUE;
}
-sc_bool
-lib_cmd_verb_npc(sc_gameref_t game) {
+sc_bool lib_cmd_verb_npc(sc_gameref_t game) {
const sc_filterref_t filter = gs_get_filter(game);
const sc_var_setref_t vars = gs_get_vars(game);
sc_int count, npc, index_;
@@ -9987,8 +9637,7 @@ lib_cmd_verb_npc(sc_gameref_t game) {
*
* Set library tracing on/off.
*/
-void
-lib_debug_trace(sc_bool flag) {
+void lib_debug_trace(sc_bool flag) {
lib_trace = flag;
}