/* Dwarves move. Return true if player survives, false if he dies. */
{
int kk, stick, attack;
- long TK[21];
+ long tk[21];
/* Dwarf stuff. See earlier comments for description of
* variables. Remember sixth dwarf is pirate and is thus
for (int i=1; i<=NDWARVES; i++) {
if (game.dloc[i] == 0)
continue;
- /* Fill TK array with all the places this dwarf might go. */
+ /* Fill tk array with all the places this dwarf might go. */
int j=1;
kk=KEY[game.dloc[i]];
if (kk != 0)
bool avoided = (SPECIAL(game.newloc) ||
!INDEEP(game.newloc) ||
game.newloc == game.odloc[i] ||
- (j > 1 && game.newloc == TK[j-1]) ||
+ (j > 1 && game.newloc == tk[j-1]) ||
j >= 20 ||
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
(i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
labs(TRAVEL[kk])/1000000 == 100);
if (!avoided) {
- TK[j++] = game.newloc;
+ tk[j++] = game.newloc;
}
++kk;
} while
(TRAVEL[kk-1] >= 0);
- TK[j]=game.odloc[i];
+ tk[j]=game.odloc[i];
if (j >= 2)
--j;
j=1+randrange(j);
game.odloc[i]=game.dloc[i];
- game.dloc[i]=TK[j];
+ game.dloc[i]=tk[j];
game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
if (!game.dseen[i]) continue;
game.dloc[i]=game.loc;
static bool playermove(FILE *cmdin, token_t verb, int motion)
{
- int LL, K2, KK=KEY[game.loc];
+ int scratchloc, k2, kk=KEY[game.loc];
game.newloc=game.loc;
- if (KK == 0)
+ if (kk == 0)
BUG(26);
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. */
+ * k2 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=91;
- if (CNDBIT(game.loc,NOBACK))K2=274;
- if (K2 == 0) {
+ k2=0;
+ if (motion == game.loc)k2=91;
+ if (CNDBIT(game.loc,NOBACK))k2=274;
+ if (k2 == 0) {
for (;;) {
- LL=MOD((labs(TRAVEL[KK])/1000),1000);
- if (LL != motion) {
- if (!SPECIAL(LL)) {
- if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
- K2=KK;
+ scratchloc=MOD((labs(TRAVEL[kk])/1000),1000);
+ if (scratchloc != motion) {
+ if (!SPECIAL(scratchloc)) {
+ if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion)
+ k2=kk;
}
- if (TRAVEL[KK] >= 0) {
- ++KK;
+ if (TRAVEL[kk] >= 0) {
+ ++kk;
continue;
}
- KK=K2;
- if (KK == 0) {
+ kk=k2;
+ if (kk == 0) {
RSPEAK(140);
return true;
}
}
- motion=MOD(labs(TRAVEL[KK]),1000);
- KK=KEY[game.loc];
+ motion=MOD(labs(TRAVEL[kk]),1000);
+ kk=KEY[game.loc];
break; /* fall through to ordinary travel */
}
} else {
- RSPEAK(K2);
+ RSPEAK(k2);
return true;
}
}
/* ordinary travel */
for (;;) {
- LL=labs(TRAVEL[KK]);
- if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
+ scratchloc=labs(TRAVEL[kk]);
+ if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
break;
- if (TRAVEL[KK] < 0) {
+ if (TRAVEL[kk] < 0) {
/* Non-applicable motion. Various messages depending on
* word given. */
int spk=12;
RSPEAK(spk);
return true;
}
- ++KK;
+ ++kk;
}
- LL=LL/1000;
+ scratchloc=scratchloc/1000;
do {
/*
* removed.
*/
for (;;) {
- game.newloc=LL/1000;
+ game.newloc=scratchloc/1000;
motion=MOD(game.newloc,100);
if (!SPECIAL(game.newloc)) {
if (game.newloc <= 100) {
else if (game.prop[motion] != game.newloc/100-3)
break;
do {
- if (TRAVEL[KK] < 0)BUG(25);
- ++KK;
- game.newloc=labs(TRAVEL[KK])/1000;
+ if (TRAVEL[kk] < 0)BUG(25);
+ ++kk;
+ game.newloc=labs(TRAVEL[kk])/1000;
} while
- (game.newloc == LL);
- LL=game.newloc;
+ (game.newloc == scratchloc);
+ scratchloc=game.newloc;
}
- game.newloc=MOD(LL,1000);
+ game.newloc=MOD(scratchloc,1000);
if (!SPECIAL(game.newloc))
return true;
if (game.newloc <= 500) {
* pretend he wasn't carrying it after all. */
DROP(EMRALD,game.loc);
do {
- if (TRAVEL[KK] < 0)BUG(25);
- ++KK;
- game.newloc=labs(TRAVEL[KK])/1000;
+ if (TRAVEL[kk] < 0)BUG(25);
+ ++kk;
+ game.newloc=labs(TRAVEL[kk])/1000;
} while
- (game.newloc == LL);
+ (game.newloc == scratchloc);
continue; /* back to top of do/while loop */
case 3:
/* Travel 303. Troll bridge. Must be done only as special
static bool do_command(FILE *cmdin)
/* Get and execute a command */
{
- long KQ, VERB, V1, V2;
+ long KQ, verb, V1, V2;
long i, k, KMOD;
static long igo = 0;
static long obj = 0;
if (TOTING(BEAR))RSPEAK(141);
newspeak(msg);
if (FORCED(game.loc)) {
- if (playermove(cmdin, VERB, 1))
+ if (playermove(cmdin, verb, 1))
return true;
else
continue; /* back to top of main interpreter loop */
listobjects();
L2012:
- VERB=0;
+ verb=0;
game.oldobj=obj;
obj=0;
if (game.trndex <= TRNVLS)
game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
}
- if (VERB == SAY && WD2 > 0)
- VERB=0;
- if (VERB == SAY) {
+ if (verb == SAY && WD2 > 0)
+ verb=0;
+ if (verb == SAY) {
part=transitive;
goto Laction;
}
switch (KQ-1)
{
case 0:
- if (playermove(cmdin, VERB, KMOD))
+ if (playermove(cmdin, verb, KMOD))
return true;
else
continue; /* back to top of main interpreter loop */
case 1: part=unknown; obj = KMOD; break;
- case 2: part=intransitive; VERB = KMOD; break;
+ case 2: part=intransitive; verb = KMOD; break;
case 3: RSPEAK(KMOD); goto L2012;
default: BUG(22);
}
Laction:
- switch (action(cmdin, part, VERB, obj)) {
+ switch (action(cmdin, part, verb, obj)) {
case GO_TERMINATE:
return true;
case GO_MOVE:
- playermove(cmdin, VERB, NUL);
+ playermove(cmdin, verb, NUL);
return true;
case GO_TOP: continue; /* back to top of main interpreter loop */
case GO_CLEAROBJ: goto L2012;