struct game_t game;
-long LNLENG, LNPOSN;
-char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
-
FILE *logfp = NULL, *rfp = NULL;
bool oldstyle = false;
bool editline = true;
game.odloc[i] = game.dloc[i];
game.dloc[i] = tk[j];
game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
- if (!game.dseen[i]) continue;
+ if (!game.dseen[i])
+ continue;
game.dloc[i] = game.loc;
if (spotted_by_pirate(i))
continue;
rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
if (attack == 0)
return true;
- if (game.dflag == 2)game.dflag = 3;
+ if (game.dflag == 2)
+ game.dflag = 3;
if (attack > 1) {
rspeak(THROWN_KNIVES, attack);
rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
* We'll allow this maxdie times. NDEATHS is automatically set based
* on the number of snide messages available. Each death results in
* a message (obituaries[n]) which offers reincarnation; if accepted,
- * this results in message obituaries[0], obituaries[2], etc. The
- * last time, if he wants another chance, he gets a snide remark as
- * we exit. When reincarnated, all objects being carried get dropped
- * at game.oldlc2 (presumably the last place prior to being killed)
- * without change of props. The loop runs backwards to assure that
+ * this results in message obituaries[0], obituaries[2], etc. The
+ * last time, if he wants another chance, he gets a snide remark as
+ * we exit. When reincarnated, all objects being carried get dropped
+ * at game.oldlc2 (presumably the last place prior to being killed)
+ * without change of props. The loop runs backwards to assure that
* the bird is dropped before the cage. (This kluge could be changed
- * once we're sure all references to bird and cage are done by
- * keywords.) The lamp is a special case (it wouldn't do to leave it
- * in the cave). It is turned off and left outside the building (only
- * if he was carrying it, of course). He himself is left inside the
- * building (and heaven help him if he tries to xyzzy back into the
+ * once we're sure all references to bird and cage are done by
+ * keywords.) The lamp is a special case (it wouldn't do to leave it
+ * in the cave). It is turned off and left outside the building (only
+ * if he was carrying it, of course). He himself is left inside the
+ * building (and heaven help him if he tries to xyzzy back into the
* cave without the lamp!). game.oldloc is zapped so he can't just
* "retreat". */
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-static bool playermove(token_t verb, int motion)
+static bool playermove( int motion)
{
int scratchloc, travel_entry = tkey[game.loc];
game.newloc = game.loc;
if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
break;
if (travel[travel_entry].stop) {
- /* FIXME: Magic numbers! */
/* Couldn't find an entry matching the motion word passed
* in. Various messages depending on word given. */
int spk = CANT_APPLY;
- if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
- if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
- if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
- if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
- if (verb == FIND || verb == INVENTORY)spk = NEARBY;
- if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
- if (motion == 17)spk = WHICH_WAY;
+ if (motion >= EAST && motion <= NW)
+ spk = BAD_DIRECTION;
+ if (motion == UP || motion == DOWN)
+ spk = BAD_DIRECTION;
+ if (motion == FORWARD || motion == LEFT || motion == RIGHT)
+ spk = UNSURE_FACING;
+ if (motion == OUTSIDE || motion == INSIDE)
+ spk = NO_INOUT_HERE;
+ if (motion == XYZZY || motion == PLUGH)
+ spk = NOTHING_HAPPENS;
+ if (motion == CRAWL)
+ spk = WHICH_WAY;
rspeak(spk);
return true;
}
return true;
} else {
game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
- if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
- if (!TOTING(BEAR)) return true;
+ if (game.prop[TROLL] == 0)
+ game.prop[TROLL] = 1;
+ if (!TOTING(BEAR))
+ return true;
rspeak(BRIDGE_COLLAPSE);
game.prop[CHASM] = 1;
game.prop[TROLL] = 2;
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
int spk = GET_BATTERIES;
- if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
+ if (game.place[BATTERY] == LOC_NOWHERE)
+ spk = LAMP_DIM;
if (game.prop[BATTERY] == DEAD_BATTERIES)
spk = MISSING_BATTERIES;
rspeak(spk);
++game.abbrev[game.loc];
for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
long obj = i;
- if (obj > NOBJECTS)obj = obj - NOBJECTS;
+ if (obj > NOBJECTS)
+ obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
if (game.prop[obj] < 0) {
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
rspeak(EXIT_CLOSED);
game.newloc = game.loc;
- if (!game.panic)game.clock2 = PANICTIME;
+ if (!game.panic)
+ game.clock2 = PANICTIME;
game.panic = true;
}
}
msg = arbitrary_messages[PITCH_DARK];
}
- if (TOTING(BEAR))rspeak(TAME_BEAR);
+ if (TOTING(BEAR))
+ rspeak(TAME_BEAR);
speak(msg);
if (FORCED(game.loc)) {
- if (playermove(command.verb, 1))
+ if (playermove(HERE))
return true;
else
continue; /* back to top of main interpreter loop */
kmod = MOD(defn, 1000);
switch (defn / 1000) {
case 0:
- if (playermove(command.verb, kmod))
+ if (playermove(kmod))
return true;
else
continue; /* back to top of main interpreter loop */
case GO_TERMINATE:
return true;
case GO_MOVE:
- playermove(command.verb, NUL);
+ playermove(NUL);
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */