X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=75bb83cc16cce838b043726e534e0ccee926355c;hb=e7d1388c4212412fd83a8ae420937b8c3fb1b991;hp=5f803f6c55c6454cf75581e81378788ad698e2e5;hpb=bf2fa227f0786952ae4a632a1520bf1cf6663c98;p=open-adventure.git diff --git a/main.c b/main.c index 5f803f6..75bb83c 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) @@ -521,50 +521,53 @@ static void croak(void) static bool playermove(token_t verb, int motion) { - int scratchloc, k2, kk = tkey[game.loc]; + int scratchloc, travel_entry = tkey[game.loc]; game.newloc = game.loc; - if (kk == 0) + if (travel_entry == 0) BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE if (motion == NUL) return true; 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; game.oldlc2 = game.oldloc; game.oldloc = game.loc; - k2 = 0; - if (motion == game.loc)k2 = FORGOT_PATH; - if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN; - if (k2 == 0) { + 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 (;;) { - scratchloc = T_DESTINATION(travel[kk]); + scratchloc = T_DESTINATION(travel[travel_entry]); if (scratchloc != motion) { if (!SPECIAL(scratchloc)) { if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion) - k2 = kk; + te_tmp = travel_entry; } - if (!travel[kk].stop) { - ++kk; /* go to next travel entry for this location */ + 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 */ - kk = k2; - if (kk == 0) { + travel_entry = te_tmp; + if (travel_entry == 0) { rspeak(NOT_CONNECTED); return true; } } - motion = travel[kk].motion; - kk = tkey[game.loc]; + motion = travel[travel_entry].motion; + travel_entry = tkey[game.loc]; break; /* fall through to ordinary travel */ } } else { - rspeak(k2); + rspeak(spk); return true; } } else if (motion == LOOK) { @@ -587,12 +590,12 @@ static bool playermove(token_t verb, int motion) game.oldloc = game.loc; } - /* Look for a way to fulfil the motion verb passed in - kk indexes + /* 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 (T_TERMINATE(travel[kk]) || travel[kk].motion == motion) + if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion) break; - if (travel[kk].stop) { + if (travel[travel_entry].stop) { /* FIXME: Magic numbers! */ /* Couldn't find an entry matching the motion word passed * in. Various messages depending on word given. */ @@ -607,7 +610,7 @@ static bool playermove(token_t verb, int motion) rspeak(spk); return true; } - ++kk; + ++travel_entry; } /* (ESR) We've found a destination that goes with the motion verb. @@ -616,7 +619,7 @@ static bool playermove(token_t verb, int motion) do { for (;;) { /* L12 loop */ for (;;) { - long cond = T_CONDITION(travel[kk]); + long cond = T_CONDITION(travel[travel_entry]); long arg = MOD(cond, 100); if (!SPECIAL(cond)) { /* YAML N and [pct N] conditionals */ @@ -634,18 +637,18 @@ static bool playermove(token_t verb, int motion) /* We arrive here on conditional failure. * Skip to next non-matching destination */ - long k3 = kk; + 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[kk]) == T_HIGH(travel[k3])); - kk = k3; + (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp])); + travel_entry = te_tmp; } /* Found an eligible rule, now execute it */ - game.newloc = T_DESTINATION(travel[kk]); + game.newloc = T_DESTINATION(travel[travel_entry]); if (!SPECIAL(game.newloc)) return true; @@ -676,14 +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 = kk; + 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[kk]) == T_HIGH(travel[k2])); - kk = 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