X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=7ccffbb9d3019ee251b15f950fd464b00ad88445;hb=9d918edeaa244e97e4fc7b4605bf0efb31f2b5d1;hp=3f4140971fcc09d5d4134f28c7d0682e592b71bf;hpb=6521d49c0752da0bf65769a1d38b583d3a2a1854;p=open-adventure.git diff --git a/main.c b/main.c index 3f41409..7ccffbb 100644 --- a/main.c +++ b/main.c @@ -624,28 +624,33 @@ static bool playermove(token_t verb, int motion) */ 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); @@ -717,7 +722,7 @@ static bool playermove(token_t verb, int motion) 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; @@ -780,7 +785,8 @@ static bool closecheck(void) 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;