* "K", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
- * does, game.newloc will be limbo, and OLgame.dloc will be what killed
+ * does, game.newloc will be limbo, and game.oldloc will be what killed
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
BUG(26);
if (K == NUL)
return true;
- if (K == BACK) {
+ else if (K == 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. */
K=MOD(labs(TRAVEL[KK]),1000);
KK=KEY[game.loc];
goto L9;
+ } else {
+ RSPEAK(K2);
+ return true;
}
- RSPEAK(K2);
- return true;
}
- if (K == LOOK) {
+ else if (K == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark
* (though it may "now" be dark) so he won't fall into a
* pit while staring into the gloom. */
game.abbrev[game.loc]=0;
return true;
}
- if (K == CAVE) {
+ else if (K == CAVE) {
/* Cave. Different messages depending on whether above ground. */
RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
return true;