X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=6ad7c3669289b77ced08c8efae7f07e41c676071;hb=3001fb1dc1761502f875bb266706a311ee5ff24f;hp=cac841315160a5377bd6264a627915ae13daa27b;hpb=d48504f22f8f411fdc1f24aa9e8793662e6c0728;p=open-adventure.git diff --git a/main.c b/main.c index cac8413..6ad7c36 100644 --- a/main.c +++ b/main.c @@ -467,19 +467,19 @@ static bool dwarfmove(void) * If the current loc is zero, it means the clown got himself killed. * We'll allow this maxdie times. NDEATHS is automatically set based * on the number of snide messages available. Each death results in - * a message (81, 83, etc.) which offers reincarnation; if accepted, - * this results in message 82, 84, etc. The last time, if he wants - * another chance, he gets a snide remark as we exit. When - * reincarnated, all objects being carried get dropped at game.oldlc2 - * (presumably the last place prior to being killed) without change - * of props. The loop runs backwards to assure that the bird is - * dropped before the cage. (This kluge could be changed once we're - * sure all references to bird and cage are done by keywords.) The - * lamp is a special case (it wouldn't do to leave it in the cave). - * It is turned off and left outside the building (only if he was - * carrying it, of course). He himself is left inside the building - * (and heaven help him if he tries to xyzzy back into the cave - * without the lamp!). game.oldloc is zapped so he can't just + * a message (obituaries[n]) which offers reincarnation; if accepted, + * this results in message obituaries[0], obituaries[2], etc. The + * last time, if he wants another chance, he gets a snide remark as + * we exit. When reincarnated, all objects being carried get dropped + * at game.oldlc2 (presumably the last place prior to being killed) + * without change of props. The loop runs backwards to assure that + * the bird is dropped before the cage. (This kluge could be changed + * once we're sure all references to bird and cage are done by + * keywords.) The lamp is a special case (it wouldn't do to leave it + * in the cave). It is turned off and left outside the building (only + * if he was carrying it, of course). He himself is left inside the + * building (and heaven help him if he tries to xyzzy back into the + * cave without the lamp!). game.oldloc is zapped so he can't just * "retreat". */ static void croak(void) @@ -521,7 +521,7 @@ static void croak(void) static bool playermove(token_t verb, int motion) { - int scratchloc, k2, travel_entry = tkey[game.loc]; + int scratchloc, travel_entry = tkey[game.loc]; game.newloc = game.loc; if (travel_entry == 0) BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE @@ -530,7 +530,7 @@ static bool playermove(token_t verb, int motion) else if (motion == BACK) { /* Handle "go back". Look for verb which goes from game.loc to * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion. - * k2 saves entry -> forced loc -> previous loc. */ + * te_tmp saves entry -> forced loc -> previous loc. */ motion = game.oldloc; if (FORCED(motion)) motion = game.oldlc2; @@ -542,19 +542,20 @@ static bool playermove(token_t verb, int motion) if (CNDBIT(game.loc, COND_NOBACK)) spk = TWIST_TURN; if (spk == 0) { + int te_tmp = 0; for (;;) { scratchloc = T_DESTINATION(travel[travel_entry]); if (scratchloc != motion) { if (!SPECIAL(scratchloc)) { if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion) - k2 = travel_entry; + 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 = k2; + travel_entry = te_tmp; if (travel_entry == 0) { rspeak(NOT_CONNECTED); return true; @@ -636,14 +637,14 @@ static bool playermove(token_t verb, int motion) /* We arrive here on conditional failure. * Skip to next non-matching destination */ - long k3 = travel_entry; + long te_tmp = travel_entry; do { - if (travel[k3].stop) + if (travel[te_tmp].stop) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE - ++k3; + ++te_tmp; } while - (T_HIGH(travel[travel_entry]) == T_HIGH(travel[k3])); - travel_entry = k3; + (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp])); + travel_entry = te_tmp; } /* Found an eligible rule, now execute it */ @@ -678,14 +679,14 @@ static bool playermove(token_t verb, int motion) * to get it out. Having dropped it, go back and * pretend he wasn't carrying it after all. */ drop(EMERALD, game.loc); - k2 = travel_entry; + int te_tmp = travel_entry; do { - if (travel[k2].stop) + if (travel[te_tmp].stop) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE - ++k2; + ++te_tmp; } while - (T_HIGH(travel[travel_entry]) == T_HIGH(travel[k2])); - travel_entry = k2; + (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp])); + travel_entry = te_tmp; continue; /* goto L12 */ case 3: /* Travel 303. Troll bridge. Must be done only