*/
for (;;) { /* L12 loop */
for (;;) {
- game.newloc = scratchloc / 1000;
- motion = MOD(game.newloc, 100);
- if (!SPECIAL(game.newloc)) {
- if (game.newloc <= 100) {
- if (game.newloc == 0 || PCT(game.newloc))
+ long cond = scratchloc / 1000;
+ long arg = MOD(cond, 100);
+ if (!SPECIAL(cond)) {
+ /* YAML N and [pct N] conditionals */
+ if (cond <= 100) {
+ if (cond == 0 || PCT(cond))
break;
/* else fall through */
}
- /* handles the YAML "with" clause */
- if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
+ /* YAML [with OBJ] clause */
+ if (TOTING(arg) || (cond > 200 && AT(arg)))
break;
- /* else fall through */
- } else if (game.prop[motion] != game.newloc / 100 - 3)
+ /* else fall through to check [not OBJ STATE] */
+ } else if (game.prop[arg] != cond / 100 - 3)
break;
- do {
+
+ /* We arrive here on conditional failure.
+ * Skip to next non-matching destination */
+ long nextup;
+ do {
if (travel[kk].stop)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
++kk;
- game.newloc = T_HIGH(travel[kk]);
+ nextup = T_HIGH(travel[kk]);
} while
- (game.newloc == scratchloc);
- scratchloc = game.newloc;
+ (nextup == scratchloc);
+ scratchloc = nextup;
}
game.newloc = MOD(scratchloc, 1000);
game.prop[TROLL] = 2;
drop(BEAR, game.newloc);
game.fixed[BEAR] = -1;
- game.prop[BEAR] = 3;
+ game.prop[BEAR] = BEAR_DEAD;
game.oldlc2 = game.newloc;
croak();
return true;
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
- if (game.prop[BEAR] != 3)DESTROY(BEAR);
+ if (game.prop[BEAR] != BEAR_DEAD)
+ DESTROY(BEAR);
game.prop[CHAIN] = 0;
game.fixed[CHAIN] = 0;
game.prop[AXE] = 0;