{
if (autosave_fp != NULL) {
rewind(autosave_fp);
- savefile(autosave_fp, /* version (auto): */0);
+ savefile(autosave_fp);
fflush(autosave_fp);
}
}
* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
* (game.prop[CHEST] == STATE_FOUND). */
- if (game.loc == game.chloc ||
- game.prop[CHEST] != STATE_NOTFOUND)
+ if (game.loc == game.chloc || game.prop[CHEST] != STATE_NOTFOUND)
return true;
int snarfed = 0;
bool movechest = false, robplayer = false;
game.loc == objects[EMERALD].plac)) {
continue;
}
- if (TOTING(treasure) ||
- HERE(treasure))
+ if (TOTING(treasure) || HERE(treasure))
++snarfed;
if (TOTING(treasure)) {
movechest = true;
* steal return toll, and dwarves can't meet the bear. Also
* means dwarves won't follow him into dead end in maze, but
* c'est la vie. They'll wait for him outside the dead end. */
- if (game.loc == LOC_NOWHERE ||
- FORCED(game.loc) ||
- CNDBIT(game.newloc, COND_NOARRR))
+ if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
return true;
/* Dwarf activity level ratchets up */
* replace him with the alternate. */
if (game.dflag == 1) {
if (!INDEEP(game.loc) ||
- (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
- PCT(85))))
+ (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
return true;
game.dflag = 2;
for (int i = 1; i <= 2; i++) {
++game.dtotal;
if (game.odloc[i] == game.dloc[i]) {
++attack;
- if (game.knfloc >= 0)
+ if (game.knfloc >= LOC_NOWHERE)
game.knfloc = game.loc;
if (randrange(1000) < 95 * (game.dflag - 2))
++stick;
{
const char* msg = locations[game.loc].description.small;
- if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
- msg == NO_MESSAGE)
+ if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == NO_MESSAGE)
msg = locations[game.loc].description.big;
if (!FORCED(game.loc) && DARK(game.loc)) {
/* Look for a way to fulfil the motion verb passed in - travel_entry indexes
* the beginning of the motion entries for here (game.loc). */
for (;;) {
- if ((travel[travel_entry].motion == HERE) ||
- travel[travel_entry].motion == motion)
+ if ((travel[travel_entry].motion == HERE) || travel[travel_entry].motion == motion)
break;
if (travel[travel_entry].stop) {
/* Couldn't find an entry matching the motion word passed
if (condtype < cond_not) {
/* YAML N and [pct N] conditionals */
if (condtype == cond_goto || condtype == cond_pct) {
- if (condarg1 == 0 ||
- PCT(condarg1))
+ if (condarg1 == 0 || PCT(condarg1))
break;
/* else fall through */
}
/* YAML [with OBJ] clause */
- else 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)
game.newloc = (game.loc == LOC_PLOVER)
? LOC_ALCOVE
: LOC_PLOVER;
- if (game.holdng > 1 ||
- (game.holdng == 1 && !TOTING(EMERALD))) {
+ if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
game.newloc = game.loc;
rspeak(MUST_DROP);
}
game.prop[RUG] = RUG_DRAGON;
if (obj == CHAIN)
game.prop[CHAIN] = CHAINING_BEAR;
+ if (obj == EGGS)
+ game.seenbigwords = true;
--game.tally;
/* Note: There used to be a test here to see whether the
* player had blown it so badly that he could never ever see
/* The easiest way to get killed is to fall into a pit in
* pitch darkness. */
- if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(35)) { // FIXME: magic number
+ if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(PIT_KILL_PROB)) {
rspeak(PIT_FALL);
game.oldlc2 = game.loc;
croak();