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)
/* 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) {
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) {
}
/* 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);
- }
}
}