bool prompt = true;
extern void initialise();
-extern void score(long);
extern int action(FILE *, long, long, long);
void sig_handler(int signo)
break;
}
/* show score and exit */
- score(1);
+ score(quitgame);
}
static bool fallback_handler(char *buf)
/* He died during closing time. No resurrection. Tally up a
* death and exit. */
RSPEAK(DEATH_CLOSING);
- score(0);
+ score(endgame);
} else {
/* FIXME: Arithmetic on message numbers */
if (!YES(cmdin,WATCH_IT+game.numdie*2,WHICH_WAY+game.numdie*2,OK_MAN))
- score(0);
+ score(endgame);
if (game.numdie == MAXDIE)
- score(0);
+ score(endgame);
game.place[WATER]=0;
game.place[OIL]=0;
if (TOTING(LAMP))
}
/* Given the current location in "game.loc", and a motion verb number in
- * "K", put the new location in "game.newloc". The current loc is saved
+ * "motion", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
* does, game.newloc will be limbo, and game.oldloc will be what killed
}
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
+ * (though it may now be dark) so he won't fall into a
* pit while staring into the gloom. */
if (game.detail < 3)
RSPEAK(NO_MORE_DETAIL);
}
else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
- RSPEAK((OUTSID(game.loc) && game.loc != 8) ? FOLLOW_STREAM : NEED_DETAIL);
+ RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
return true;
}
else {
if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
break;
if (TRAVEL[kk] < 0) {
+ /* FIXME: Magic numbers! */
/* Non-applicable motion. Various messages depending on
* word given. */
int spk=CANT_APPLY;
BUG(20);
}
} while
- (false);
+ (false);
+ /* FIXME: Arithmetic on location number, becoming a message number */
RSPEAK(game.newloc-500);
game.newloc=game.loc;
return true;
static bool do_command(FILE *cmdin)
/* Get and execute a command */
{
- long KQ, verb, V1, V2;
- long i, k, KMOD;
+ long kq, verb, V1, V2;
+ long i, k, kmod;
static long igo = 0;
static long obj = 0;
enum speechpart part;
if (i == -1) {
/* Gee, I don't understand. */
if (fallback_handler(rawbuf))
- return true;
+ continue;
SETPRM(1,WD1,WD1X);
RSPEAK(DONT_KNOW);
goto L2600;
}
- KMOD=MOD(i,1000);
- KQ=i/1000+1;
- switch (KQ-1)
+ kmod=MOD(i,1000);
+ kq=i/1000+1;
+ switch (kq-1)
{
case 0:
- if (playermove(cmdin, verb, KMOD))
+ if (playermove(cmdin, verb, kmod))
return true;
else
continue; /* back to top of main interpreter loop */
- case 1: part=unknown; obj = KMOD; break;
- case 2: part=intransitive; verb = KMOD; break;
- case 3: RSPEAK(KMOD); goto L2012;
+ case 1: part=unknown; obj = kmod; break;
+ case 2: part=intransitive; verb = kmod; break;
+ case 3: RSPEAK(kmod); goto L2012;
default: BUG(22);
}
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
RSPEAK(DWARVES_AWAKEN);
- score(0);
+ score(endgame);
return true;
default:
BUG(99);