else if (j > 1 && game.newloc == tk[j - 1])
continue;
else if (j >= DIM(tk) - 1)
- /* This can't actually happen. */
+ /* This can't actually happen. */
continue; // LCOV_EXCL_LINE
else if (game.newloc == game.dloc[i])
continue;
* death and exit. */
rspeak(DEATH_CLOSING);
terminate(endgame);
- } else if (game.numdie == NDEATHS ||
- !yes(query, yes_response, arbitrary_messages[OK_MAN]))
+ } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN])
+ || game.numdie == NDEATHS)
terminate(endgame);
else {
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
motion = game.oldlc2;
game.oldlc2 = game.oldloc;
game.oldloc = game.loc;
- int spk = 0;
- if (motion == game.loc)
- spk = FORGOT_PATH;
- if (CNDBIT(game.loc, COND_NOBACK))
- spk = TWIST_TURN;
- if (spk == 0) {
- int te_tmp = 0;
- for (;;) {
- enum desttype_t desttype = travel[travel_entry].desttype;
- scratchloc = travel[travel_entry].destval;
- if (desttype != dest_goto || scratchloc != motion) {
- if (desttype == dest_goto) {
- if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
- te_tmp = travel_entry;
- }
- if (!travel[travel_entry].stop) {
- ++travel_entry; /* go to next travel entry for this location */
- continue;
- }
- /* we've reached the end of travel entries for game.loc */
- travel_entry = te_tmp;
- if (travel_entry == 0) {
- rspeak(NOT_CONNECTED);
- return;
- }
- }
+ if (CNDBIT(game.loc, COND_NOBACK)) {
+ rspeak(TWIST_TURN);
+ return;
+ }
+ if (motion == game.loc) {
+ rspeak(FORGOT_PATH);
+ return;
+ }
- motion = travel[travel_entry].motion;
- travel_entry = tkey[game.loc];
- break; /* fall through to ordinary travel */
+ int te_tmp = 0;
+ for (;;) {
+ enum desttype_t desttype = travel[travel_entry].desttype;
+ scratchloc = travel[travel_entry].destval;
+ if (desttype != dest_goto || scratchloc != motion) {
+ if (desttype == dest_goto) {
+ if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
+ te_tmp = travel_entry;
+ }
+ if (!travel[travel_entry].stop) {
+ ++travel_entry; /* go to next travel entry for this location */
+ continue;
+ }
+ /* we've reached the end of travel entries for game.loc */
+ travel_entry = te_tmp;
+ if (travel_entry == 0) {
+ rspeak(NOT_CONNECTED);
+ return;
+ }
}
- } else {
- rspeak(spk);
- return;
+
+ motion = travel[travel_entry].motion;
+ travel_entry = tkey[game.loc];
+ break; /* fall through to ordinary travel */
}
} else if (motion == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark
command.id1 = command.id2;
command.id2 = WORD_EMPTY;
} else {
- if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
+ if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
if (AT(command.id2))
command.wd2 = token_to_packed("POUR");
}
rspeak(GO_UNNEEDED);
}
packed_to_token(command.wd1, word1);
- long defn;
- enum wordtype type;
- get_vocab_metadata(word1, &defn, &type);
+ long defn;
+ enum wordtype type;
+ get_vocab_metadata(word1, &defn, &type);
if (defn == WORD_NOT_FOUND) {
if (fallback_handler(command))
continue;
goto Lclearobj;
}
switch (type) {
- case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
+ case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case MOTION:
playermove(defn);
return true;