RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
URN, VASE, VEND, VOLCAN, WATER;
-long K, WD1, WD1X, WD2, WD2X;
+long WD1, WD1X, WD2, WD2X;
+
+static int K; /* information leak, should go away */
FILE *logfp;
bool oldstyle = false;
return true;
if (game.dflag == 2)game.dflag=3;
SETPRM(1,attack,0);
- K=6;
- if (attack > 1)K=250;
- RSPEAK(K);
+ int k=6;
+ if (attack > 1)k=250;
+ RSPEAK(k);
SETPRM(1,stick,0);
- RSPEAK(K+1+2/(1+stick));
+ RSPEAK(k+1+2/(1+stick));
if (stick == 0)
return true;
game.oldlc2=game.loc;
static bool playermove(FILE *cmdin, token_t verb)
{
- int LL, K2, KK=KEY[game.loc];
+ int LL, K2, KK=KEY[game.loc], motion = K;
game.newloc=game.loc;
if (KK == 0)
BUG(26);
- if (K == NUL)
+ if (motion == NUL)
return true;
- else if (K == BACK) {
+ else if (motion == BACK) {
/* Handle "go back". Look for verb which goes from game.loc to
* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
* K2 saves entry -> forced loc -> previous loc. */
- K=game.oldloc;
- if (FORCED(K))
- K=game.oldlc2;
+ motion=game.oldloc;
+ if (FORCED(motion))
+ motion=game.oldlc2;
game.oldlc2=game.oldloc;
game.oldloc=game.loc;
K2=0;
- if (K == game.loc)K2=91;
+ if (motion == game.loc)K2=91;
if (CNDBIT(game.loc,4))K2=274;
if (K2 == 0) {
for (;;) {
LL=MOD((labs(TRAVEL[KK])/1000),1000);
- if (LL != K) {
+ if (LL != motion) {
if (LL <= 300) {
- if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
+ if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
K2=KK;
}
if (TRAVEL[KK] >= 0) {
}
}
- K=MOD(labs(TRAVEL[KK]),1000);
+ motion=MOD(labs(TRAVEL[KK]),1000);
KK=KEY[game.loc];
break; /* fall through to ordinary travel */
}
return true;
}
}
- else if (K == LOOK) {
+ else if (motion == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark
* (though it may "now" be dark) so he won't fall into a
* pit while staring into the gloom. */
game.abbrev[game.loc]=0;
return true;
}
- else if (K == CAVE) {
+ else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
return true;
/* ordinary travel */
for (;;) {
LL=labs(TRAVEL[KK]);
- if (MOD(LL,1000) == 1 || MOD(LL,1000) == K)
+ if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
break;
if (TRAVEL[KK] < 0) {
/* Non-applicable motion. Various messages depending on
* word given. */
int spk=12;
- if (K >= 43 && K <= 50)spk=52;
- if (K == 29 || K == 30)spk=52;
- if (K == 7 || K == 36 || K == 37)spk=10;
- if (K == 11 || K == 19)spk=11;
+ if (motion >= 43 && motion <= 50)spk=52;
+ if (motion == 29 || motion == 30)spk=52;
+ if (motion == 7 || motion == 36 || motion == 37)spk=10;
+ if (motion == 11 || motion == 19)spk=11;
if (verb == FIND || verb == INVENT)spk=59;
- if (K == 62 || K == 65)spk=42;
- if (K == 17)spk=80;
+ if (motion == 62 || motion == 65)spk=42;
+ if (motion == 17)spk=80;
RSPEAK(spk);
return true;
}
for (;;) {
game.newloc=LL/1000;
- K=MOD(game.newloc,100);
+ motion=MOD(game.newloc,100);
if (game.newloc <= 300) {
if (game.newloc <= 100) {
if (game.newloc == 0 || PCT(game.newloc))
break;
/* else fall through */
- } if (TOTING(K) || (game.newloc > 200 && AT(K)))
+ } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
break;
/* else fall through */
}
- else if (game.prop[K] != game.newloc/100-3)
+ else if (game.prop[motion] != game.newloc/100-3)
break;
L12:
do {
L5000: part=unknown; obj = K;
Laction:
switch (action(cmdin, part, VERB, obj)) {
- case 2: return true;
- case 8: goto L8;
- case 2000: goto L2000;
- case 2012: goto L2012;
- case 2600: goto L2600;
- case 2607: goto L2607;
- case 2630: goto L2630;
- case 2800:
- /* Get second word for analysis. */
- WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- goto L2620;
- case 8000:
- /* Random intransitive verbs come here. Clear obj just in case
- * (see attack()). */
- SETPRM(1,WD1,WD1X);
- RSPEAK(257);
- obj=0;
- goto L2600;
- case 19000:
- /* Oh dear, he's disturbed the dwarves. */
- RSPEAK(136);
- score(0);
- return true;
- }
+ case 2: return true;
+ case 8: K=NUL; goto L8;
+ case 2000: goto L2000;
+ case 2012: goto L2012;
+ case 2600: goto L2600;
+ case 2607: goto L2607;
+ case 2630: goto L2630;
+ case 2800:
+ /* Get second word for analysis. */
+ WD1=WD2;
+ WD1X=WD2X;
+ WD2=0;
+ goto L2620;
+ case 8000:
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(257);
+ obj=0;
+ goto L2600;
+ case 19000:
+ /* Oh dear, he's disturbed the dwarves. */
+ RSPEAK(136);
+ score(0);
+ return true;
+ }
BUG(99);
/* Figure out the new location */