kk = tkey[game.dloc[i]];
if (kk != 0)
do {
- enum desttype_t desttype = travel[kk].desttype;
+ enum desttype_t desttype = travel[kk].desttype;
game.newloc = travel[kk].destval;
/* Have we avoided a dwarf encounter? */
if (desttype != dest_goto)
}
}
- /* Now we know what's happening. Let's tell the poor sucker about it.
- * Note that various of the "knife" messages must have specific relative
- * positions in the rspeak database. */
+ /* Now we know what's happening. Let's tell the poor sucker about it. */
if (game.dtotal == 0)
return true;
rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
}
}
- game.loc = LOC_BUILDING;
- game.oldloc = game.loc;
+ game.oldloc = game.loc = game.newloc = LOC_BUILDING;
}
}
/* Are two travel entries equal for purposes of skip after failed condition? */
{
return (travel[a].condtype == travel[b].condtype)
- && (travel[a].condarg1 == travel[b].condarg1)
- && (travel[a].condarg2 == travel[b].condarg2)
+ && (travel[a].condarg1 == travel[b].condarg1)
+ && (travel[a].condarg2 == travel[b].condarg2)
&& (travel[a].desttype == travel[b].desttype)
&& (travel[a].destval == travel[b].destval);
}
if (spk == 0) {
int te_tmp = 0;
for (;;) {
- enum desttype_t desttype = travel[travel_entry].desttype;
+ enum desttype_t desttype = travel[travel_entry].desttype;
scratchloc = travel[travel_entry].destval;
if (desttype != dest_goto || scratchloc != motion) {
if (desttype == dest_goto) {
if (travel[travel_entry].stop) {
/* Couldn't find an entry matching the motion word passed
* in. Various messages depending on word given. */
- int spk = CANT_APPLY;
- 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);
+ switch (motion) {
+ case EAST:
+ case WEST:
+ case SOUTH:
+ case NORTH:
+ case NE:
+ case NW:
+ case SW:
+ case SE:
+ case UP:
+ case DOWN:
+ rspeak(BAD_DIRECTION);
+ break;
+ case FORWARD:
+ case LEFT:
+ case RIGHT:
+ rspeak(UNSURE_FACING);
+ break;
+ case OUTSIDE:
+ case INSIDE:
+ rspeak(NO_INOUT_HERE);
+ break;
+ case XYZZY:
+ case PLUGH:
+ rspeak(NOTHING_HAPPENS);
+ break;
+ case CRAWL:
+ rspeak(WHICH_WAY);
+ break;
+ default:
+ rspeak(CANT_APPLY);
+ }
return;
}
++travel_entry;
do {
for (;;) { /* L12 loop */
for (;;) {
- enum condtype_t condtype = travel[travel_entry].condtype;
+ enum condtype_t condtype = travel[travel_entry].condtype;
long condarg1 = travel[travel_entry].condarg1;
long condarg2 = travel[travel_entry].condarg2;
if (condtype < cond_not) {
/* else fall through */
}
/* YAML [with OBJ] clause */
- if (TOTING(condarg1) ||
- (condtype == cond_with && AT(condarg1)))
+ else if (TOTING(condarg1) ||
+ (condtype == cond_with && AT(condarg1)))
break;
/* else fall through to check [not OBJ STATE] */
} else if (game.prop[condarg1] != condarg2)
}
/* Found an eligible rule, now execute it */
- enum desttype_t desttype = travel[travel_entry].desttype;
+ enum desttype_t desttype = travel[travel_entry].desttype;
game.newloc = travel[travel_entry].destval;
if (desttype == dest_goto)
return;
* here, in which case we replace the batteries and continue.
* Second is for other cases of lamp dying. Eve after it goes
* out, he can explore outside for a while if desired. */
- if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
- rspeak(REPLACE_BATTERIES);
- game.prop[BATTERY] = DEAD_BATTERIES;
- if (TOTING(BATTERY))
- drop(BATTERY, game.loc);
- game.limit += BATTERYLIFE;
- game.lmwarn = false;
- } else if (game.limit == 0) {
+ if (game.limit <= WARNTIME) {
+ if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
+ rspeak(REPLACE_BATTERIES);
+ game.prop[BATTERY] = DEAD_BATTERIES;
+ if (TOTING(BATTERY))
+ drop(BATTERY, game.loc);
+ game.limit += BATTERYLIFE;
+ game.lmwarn = false;
+ } else if (!game.lmwarn && HERE(LAMP)) {
+ game.lmwarn = true;
+ if (game.prop[BATTERY] == DEAD_BATTERIES)
+ rspeak(MISSING_BATTERIES);
+ else if (game.place[BATTERY] == LOC_NOWHERE)
+ rspeak(LAMP_DIM);
+ else
+ rspeak(GET_BATTERIES);
+ }
+ }
+ if (game.limit == 0) {
game.limit = -1;
game.prop[LAMP] = LAMP_DARK;
if (HERE(LAMP))
rspeak(LAMP_OUT);
- } else if (game.limit <= WARNTIME) {
- if (!game.lmwarn && HERE(LAMP)) {
- game.lmwarn = true;
- int spk = GET_BATTERIES;
- if (game.place[BATTERY] == LOC_NOWHERE)
- spk = LAMP_DIM;
- if (game.prop[BATTERY] == DEAD_BATTERIES)
- spk = MISSING_BATTERIES;
- rspeak(spk);
- }
}
}
case GO_WORD2:
/* Get second word for analysis. */
command.wd1 = command.wd2;
- strcpy(command.raw1, command.raw2);
+ strncpy(command.raw1, command.raw2, LINESIZE - 1);
wordclear(&command.wd2);
command.raw2[0] = '\0';
goto L2620;