* enemies, or no enemies but 2 others. */
{
int spk = ACTSPK[verb];
- int i = ATDWRF(game.loc);
+ int d = ATDWRF(game.loc);
if (obj == 0) {
- if (i > 0)
+ if (d > 0)
obj=DWARF;
if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
if (obj == DRAGON)spk=ALREADY_DEAD;
if (obj == TROLL)spk=ROCKY_TROLL;
if (obj == OGRE)spk=OGRE_DOFGE;
- if (obj == OGRE && i > 0) {
+ if (obj == OGRE && d > 0) {
RSPEAK(spk);
RSPEAK(KNIFE_THROWN);
DSTROY(OGRE);
int k=0;
- for (i=1; i < PIRATE; i++) {
+ for (int i=1; i < PIRATE; i++) {
if (game.dloc[i] == game.loc) {
++k;
game.dloc[i] = LOC_61;
RSPEAK(spk);
return GO_TERMINATE;
}
-
+
static int inven(token_t obj)
/* Inventory. If object, treat same as find. Else report on current burden. */
{
- int i;
int spk=NO_CARRY;
- for (i=1; i<=NOBJECTS; i++) {
+ for (int i=1; i<=NOBJECTS; i++) {
if (i == BEAR || !TOTING(i))
continue;
if (spk == NO_CARRY)
return GO_TOP;
else
return GO_CLEAROBJ;
- }
+ }
}
static int listen(void)
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
{
- int i, k;
+ int k;
int spk=ALL_SILENT;
k=LOCSND[game.loc];
if (k != 0) {
spk=ARB_0;
}
SETPRM(1,game.zzword,0);
- for (i=1; i<=NOBJECTS; i++) {
+ for (int i=1; i<=NOBJECTS; i++) {
if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
continue;
PSPEAK(i,OBJSND[i]+game.prop[i]);