}
#if defined ADVENT_AUTOSAVE
- if (signo == SIGHUP || signo == SIGTERM)
+ if (signo == SIGHUP || signo == SIGTERM) {
autosave();
+ }
#endif
exit(EXIT_FAILURE);
}
char *next = settings.argv[settings.optind++];
- if (settings.scriptfp != NULL && feof(settings.scriptfp))
+ if (settings.scriptfp != NULL && feof(settings.scriptfp)) {
fclose(settings.scriptfp);
- if (strcmp(next, "-") == 0)
+ }
+ if (strcmp(next, "-") == 0) {
settings.scriptfp = stdin; // LCOV_EXCL_LINE
- else
+ } else {
settings.scriptfp = fopen(next, "r");
+ }
}
if (isatty(fileno(settings.scriptfp))) {
{
if (conditions[game.loc] >= game.conds) {
for (int hint = 0; hint < NHINTS; hint++) {
- if (game.hints[hint].used)
- continue;
- if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
+ if (game.hints[hint].used) {
+ continue;
+ }
+ if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) {
game.hints[hint].lc = -1;
+ }
++game.hints[hint].lc;
/* Come here if he's been int enough at required loc(s) for some
* unused hint. */
switch (hint) {
case 0:
/* cave */
- if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS))
- break;
+ if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS)) {
+ break;
+ }
game.hints[hint].lc = 0;
return;
case 1: /* bird */
- if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD)
- break;
+ if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD) {
+ break;
+ }
return;
case 2: /* snake */
- if (HERE(SNAKE) && !HERE(BIRD))
- break;
+ if (HERE(SNAKE) && !HERE(BIRD)) {
+ break;
+ }
game.hints[hint].lc = 0;
return;
case 3: /* maze */
game.hints[hint].lc = 0;
return;
case 4: /* dark */
- if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID))
- break;
+ if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID)) {
+ break;
+ }
game.hints[hint].lc = 0;
return;
case 5: /* witt */
break;
case 6: /* urn */
- if (game.dflag == 0)
- break;
+ if (game.dflag == 0) {
+ break;
+ }
game.hints[hint].lc = 0;
return;
case 7: /* woods */
game.hints[hint].lc = 0;
return;
}
- if (HERE(OGRE) && i == 0)
+ if (HERE(OGRE) && i == 0) {
break;
+ }
return;
case 9: /* jade */
- if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE))
- break;
+ if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE)) {
+ break;
+ }
game.hints[hint].lc = 0;
return;
default: // LCOV_EXCL_LINE
/* Fall through to hint display */
game.hints[hint].lc = 0;
- if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+ if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) {
return;
+ }
rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
game.hints[hint].used = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
- if (game.hints[hint].used && game.limit > WARNTIME)
+ if (game.hints[hint].used && game.limit > WARNTIME) {
game.limit += WARNTIME * hints[hint].penalty;
+ }
}
}
}
static bool spotted_by_pirate(int i)
{
- if (i != PIRATE)
- return false;
+ if (i != PIRATE) {
+ return false;
+ }
/* The pirate's spotted him. Pirate leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
* PROP_IS_FOUND(CHEST) == true. */
- if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST))
+ if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST)) {
return true;
+ }
int snarfed = 0;
bool movechest = false, robplayer = false;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (!objects[treasure].is_treasure)
+ if (!objects[treasure].is_treasure) {
continue;
+ }
/* Pirate won't take pyramid from plover room or dark
* room (too easy!). */
if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
game.loc == objects[EMERALD].plac)) {
continue;
}
- if (TOTING(treasure) || HERE(treasure))
+ if (TOTING(treasure) || HERE(treasure)) {
++snarfed;
+ }
if (TOTING(treasure)) {
movechest = true;
robplayer = true;
} else {
/* You might get a hint of the pirate's presence even if the
* chest doesn't move... */
- if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20))
- rspeak(PIRATE_RUSTLES);
+ if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20)) {
+ rspeak(PIRATE_RUSTLES);
+ }
}
if (robplayer) {
rspeak(PIRATE_POUNCES);
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (!objects[treasure].is_treasure)
- continue;
+ if (!objects[treasure].is_treasure) {
+ continue;
+ }
if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
game.loc == objects[EMERALD].plac))) {
- if (AT(treasure) && game.objects[treasure].fixed == IS_FREE)
- carry(treasure, game.loc);
- if (TOTING(treasure))
- drop(treasure, game.chloc);
+ if (AT(treasure) && game.objects[treasure].fixed == IS_FREE) {
+ carry(treasure, game.loc);
+ }
+ if (TOTING(treasure)) {
+ drop(treasure, game.chloc);
+ }
}
}
}
return true;
}
-static bool dwarfmove(void)
+static bool dwarfmove(void) {
/* Dwarves move. Return true if player survives, false if he dies. */
-{
int kk, stick, attack;
loc_t tk[21];
* steal return toll, and dwarves can't meet the bear. Also
* means dwarves won't follow him into dead end in maze, but
* c'est la vie. They'll wait for him outside the dead end. */
- if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
+ if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) {
return true;
+ }
/* Dwarf activity level ratchets up */
if (game.dflag == 0) {
* replace him with the alternate. */
if (game.dflag == 1) {
if (!INDEEP(game.loc) ||
- (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
+ (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) {
return true;
+ }
game.dflag = 2;
for (int i = 1; i <= 2; i++) {
int j = 1 + randrange(NDWARVES - 1);
- if (PCT(50))
+ if (PCT(50)) {
game.dwarves[j].loc = 0;
+ }
}
/* Alternate initial loc for dwarf, in case one of them
* starts out on top of the adventurer. */
for (int i = 1; i <= NDWARVES - 1; i++) {
- if (game.dwarves[i].loc == game.loc)
- game.dwarves[i].loc = DALTLC; //
+ if (game.dwarves[i].loc == game.loc) {
+ game.dwarves[i].loc = DALTLC;
+ }
game.dwarves[i].oldloc = game.dwarves[i].loc;
}
rspeak(DWARF_RAN);
attack = 0;
stick = 0;
for (int i = 1; i <= NDWARVES; i++) {
- if (game.dwarves[i].loc == 0)
- continue;
+ if (game.dwarves[i].loc == 0) {
+ continue;
+ }
/* Fill tk array with all the places this dwarf might go. */
unsigned int j = 1;
kk = tkey[game.dwarves[i].loc];
} while
(!travel[kk++].stop);
tk[j] = game.dwarves[i].oldloc;
- if (j >= 2)
+ if (j >= 2) {
--j;
+ }
j = 1 + randrange(j);
game.dwarves[i].oldloc = game.dwarves[i].loc;
game.dwarves[i].loc = tk[j];
game.dwarves[i].seen = (game.dwarves[i].seen && INDEEP(game.loc)) ||
(game.dwarves[i].loc == game.loc ||
game.dwarves[i].oldloc == game.loc);
- if (!game.dwarves[i].seen)
+ if (!game.dwarves[i].seen) {
continue;
+ }
game.dwarves[i].loc = game.loc;
- if (spotted_by_pirate(i))
+ if (spotted_by_pirate(i)) {
continue;
+ }
/* This threatening little dwarf is in the room with him! */
++game.dtotal;
if (game.dwarves[i].oldloc == game.dwarves[i].loc) {
++attack;
- if (game.knfloc >= LOC_NOWHERE)
+ if (game.knfloc >= LOC_NOWHERE) {
game.knfloc = game.loc;
- if (randrange(1000) < 95 * (game.dflag - 2))
+ }
+ if (randrange(1000) < 95 * (game.dflag - 2)) {
++stick;
+ }
}
}
/* Now we know what's happening. Let's tell the poor sucker about it. */
- if (game.dtotal == 0)
+ if (game.dtotal == 0) {
return true;
+ }
rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
- if (attack == 0)
+ if (attack == 0) {
return true;
- if (game.dflag == 2)
+ }
+ if (game.dflag == 2) {
game.dflag = 3;
+ }
if (attack > 1) {
rspeak(THROWN_KNIVES, attack);
rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
rspeak(KNIFE_THROWN);
rspeak(stick ? GETS_YOU : MISSES_YOU);
}
- if (stick == 0)
+ if (stick == 0) {
return true;
+ }
game.oldlc2 = game.loc;
return false;
}
* building (and heaven help him if he tries to xyzzy back into the
* cave without the lamp!). game.oldloc is zapped so he can't just
* "retreat". */
-static void croak(void)
+static void croak(void) {
/* Okay, he's dead. Let's get on with it. */
-{
const char* query = obituaries[game.numdie].query;
const char* yes_response = obituaries[game.numdie].yes_response;
}
}
-static void describe_location(void)
+static void describe_location(void) {
/* Describe the location to the user */
-{
const char* msg = locations[game.loc].description.small;
if (MOD(game.locs[game.loc].abbrev, game.abbnum) == 0 || msg == NO_MESSAGE)
msg = arbitrary_messages[PITCH_DARK];
}
- if (TOTING(BEAR))
+ if (TOTING(BEAR)) {
rspeak(TAME_BEAR);
+ }
speak(msg);
}
-static bool traveleq(int a, int b)
+static bool traveleq(int a, int b) {
/* 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)
{
int scratchloc, travel_entry = tkey[game.loc];
game.newloc = game.loc;
- if (travel_entry == 0)
+ if (travel_entry == 0) {
BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
- if (motion == NUL)
+ }
+ if (motion == NUL) {
return;
- else if (motion == BACK) {
+ } 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.
* te_tmp saves entry -> forced loc -> previous loc. */
/* 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. */
- if (game.detail < 3)
- rspeak(NO_MORE_DETAIL);
+ if (game.detail < 3) {
+ rspeak(NO_MORE_DETAIL);
+ }
++game.detail;
game.wzdark = false;
game.locs[game.loc].abbrev = 0;
else if (TOTING(condarg1) || (condtype == cond_with && AT(condarg1)))
break;
/* else fall through to check [not OBJ STATE] */
- } else if (game.objects[condarg1].prop != condarg2)
+ } else if (game.objects[condarg1].prop != condarg2) {
break;
+ }
/* We arrive here on conditional failure.
* Skip to next non-matching destination */
/* Found an eligible rule, now execute it */
enum desttype_t desttype = travel[travel_entry].desttype;
game.newloc = travel[travel_entry].destval;
- if (desttype == dest_goto)
+ if (desttype == dest_goto) {
return;
+ }
if (desttype == dest_speak) {
/* Execute a speak rule */
game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
if (game.objects[TROLL].prop == TROLL_UNPAID)
game.objects[TROLL].prop = TROLL_PAIDONCE;
- if (!TOTING(BEAR))
+ if (!TOTING(BEAR)) {
return;
+ }
state_change(CHASM, BRIDGE_WRECKED);
game.objects[TROLL].prop = TROLL_GONE;
drop(BEAR, game.newloc);
(false);
}
-static void lampcheck(void)
+static void lampcheck(void) {
/* Check game limit and lamp timers */
-{
- if (game.objects[LAMP].prop == LAMP_BRIGHT)
- --game.limit;
+ if (game.objects[LAMP].prop == LAMP_BRIGHT) {
+ --game.limit;
+ }
/* Another way we can force an end to things is by having the
* lamp give out. When it gets close, we come here to warn him.
* No tests ever passed the guard, and with the guard removed
* the game hangs when the lamp limit is reached.
*/
- if (TOTING(BATTERY))
+ if (TOTING(BATTERY)) {
drop(BATTERY, game.loc);
+ }
#endif
game.limit += BATTERYLIFE;
game.lmwarn = false;
} else if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
- if (game.objects[BATTERY].prop == DEAD_BATTERIES)
+ if (game.objects[BATTERY].prop == DEAD_BATTERIES) {
rspeak(MISSING_BATTERIES);
- else if (game.objects[BATTERY].place == LOC_NOWHERE)
+ } else if (game.objects[BATTERY].place == LOC_NOWHERE) {
rspeak(LAMP_DIM);
- else
+ } else {
rspeak(GET_BATTERIES);
+ }
}
}
if (game.limit == 0) {
game.limit = -1;
game.objects[LAMP].prop = LAMP_DARK;
- if (HERE(LAMP))
+ if (HERE(LAMP)) {
rspeak(LAMP_OUT);
+ }
}
}
-static bool closecheck(void)
/* Handle the closing of the cave. The cave closes "clock1" turns
* after the last treasure has been located (including the pirate's
* chest, which may of course never show up). Note that the
* separating him from all the treasures. Most of these problems
* arise from the use of negative prop numbers to suppress the object
* descriptions until he's actually moved the objects. */
-{
+static bool closecheck(void) {
/* If a turn threshold has been met, apply penalties and tell
* the player about it. */
for (int i = 0; i < NTHRESHOLDS; ++i) {
}
/* Don't tick game.clock1 unless well into cave (and not at Y2). */
- if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
+ if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) {
--game.clock1;
+ }
/* When the first warning comes, we lock the grate, destroy
* the bridge, kill all the dwarves (and the pirate), remove
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
- if (game.objects[BEAR].prop != BEAR_DEAD)
+ if (game.objects[BEAR].prop != BEAR_DEAD) {
DESTROY(BEAR);
+ }
game.objects[CHAIN].prop = CHAIN_HEAP;
game.objects[CHAIN].fixed = IS_FREE;
game.objects[AXE].prop = AXE_HERE;
game.objects[MIRROR].fixed = LOC_SW;
for (int i = 1; i <= NOBJECTS; i++) {
- if (TOTING(i))
- DESTROY(i);
+ if (TOTING(i)) {
+ DESTROY(i);
+ }
}
rspeak(CAVE_CLOSED);
return false;
}
-static void listobjects(void)
+static void listobjects(void) {
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
* another treasure. Rug is special case; once seen, its
* Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
-{
if (!DARK(game.loc)) {
++game.locs[game.loc].abbrev;
for (int i = game.locs[game.loc].atloc; i != 0; i = game.link[i]) {
obj_t obj = i;
- if (obj > NOBJECTS)
+ if (obj > NOBJECTS) {
obj = obj - NOBJECTS;
- if (obj == STEPS && TOTING(NUGGET))
+ }
+ if (obj == STEPS && TOTING(NUGGET)) {
continue;
+ }
/* (ESR) Warning: it looks like you could get away with
* running this code only on objects with the treasure
* property set. Nope. There is mystery here.
*/
if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
- if (game.closed)
- continue;
+ if (game.closed) {
+ continue;
+ }
PROP_SET_FOUND(obj);
- if (obj == RUG)
+ if (obj == RUG) {
game.objects[RUG].prop = RUG_DRAGON;
- if (obj == CHAIN)
+ }
+ if (obj == CHAIN) {
game.objects[CHAIN].prop = CHAINING_BEAR;
- if (obj == EGGS)
+ }
+ if (obj == EGGS) {
game.seenbigwords = true;
+ }
--game.tally;
/* Note: There used to be a test here to see whether the
* player had blown it so badly that he could never ever see
* (so goes the rationalisation). */
}
int kk = game.objects[obj].prop;
- if (obj == STEPS)
+ if (obj == STEPS) {
kk = (game.loc == game.objects[STEPS].fixed)
? STEPS_UP
: STEPS_DOWN;
+ }
pspeak(obj, look, true, kk);
}
}
}
-static bool preprocess_command(command_t *command)
/* Pre-processes a command input to see if we need to tease out a few specific cases:
* - "enter water" or "enter stream":
* weird specific case that gets the user wet, and then kicks us back to get another command
*
* Returns true if pre-processing is complete, and we're ready to move to the primary command
* processing, false otherwise. */
-{
+static bool preprocess_command(command_t *command) {
if (command->word[0].type == MOTION && command->word[0].id == ENTER
&& (command->word[1].id == STREAM || command->word[1].id == WATER)) {
- if (LIQLOC(game.loc) == WATER)
- rspeak(FEET_WET);
- else
- rspeak(WHERE_QUERY);
+ if (LIQLOC(game.loc) == WATER) {
+ rspeak(FEET_WET);
+ } else {
+ rspeak(WHERE_QUERY);
+ }
} else {
if (command->word[0].type == OBJECT) {
/* From OV to VO form */
return false;
}
-static bool do_move(void)
+static bool do_move(void) {
/* Actually execute the move to the new location and dwarf movement */
-{
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
rspeak(EXIT_CLOSED);
game.newloc = game.loc;
- if (!game.panic)
+ if (!game.panic) {
game.clock2 = PANICTIME;
+ }
game.panic = true;
}
}
game.loc = game.newloc;
- if (!dwarfmove())
+ if (!dwarfmove()) {
croak();
+ }
- if (game.loc == LOC_NOWHERE)
+ if (game.loc == LOC_NOWHERE) {
croak();
+ }
/* The easiest way to get killed is to fall into a pit in
* pitch darkness. */
return true;
}
-static bool do_command(void)
+static bool do_command(void) {
/* Get and execute a command */
-{
static command_t command;
clear_command(&command);
* won't be described until they've been picked up
* and put down separate from their respective
* piles. */
- if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER))
- pspeak(OYSTER, look, true, 1);
+ if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER)) {
+ pspeak(OYSTER, look, true, 1);
+ }
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i)))
game.objects[i].prop = PROP_STASHED(i);
/* Check to see if the room is dark. If the knife is here,
* and it's dark, the knife permanently disappears */
game.wzdark = DARK(game.loc);
- if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc)
+ if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc) {
game.knfloc = LOC_NOWHERE;
+ }
/* Check some for hints, get input from user, increment
* turn, and pre-process commands. Keep going until
checkhints();
/* Get command input from user */
- if (!get_command_input(&command))
+ if (!get_command_input(&command)) {
return false;
+ }
/* Every input, check "foobar" flag. If zero, nothing's going
* on. If pos, make neg. If neg, he skipped a word, so make it
}
/* check if game is closed, and exit if it is */
- if (closecheck() )
+ if (closecheck()) {
return true;
+ }
/* loop until all words in command are processed */
while (command.state == PREPROCESSED ) {
/* Give user hints of shortcuts */
if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
- if (++game.iwest == 10)
- rspeak(W_IS_WEST);
+ if (++game.iwest == 10) {
+ rspeak(W_IS_WEST);
+ }
}
if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
- if (++game.igo == 10)
- rspeak(GO_UNNEEDED);
+ if (++game.igo == 10) {
+ rspeak(GO_UNNEEDED);
+ }
}
switch (command.word[0].type) {
command.obj = command.word[0].id;
break;
case ACTION:
- if (command.word[1].type == NUMERIC)
- command.part = transitive;
- else
- command.part = intransitive;
+ if (command.word[1].type == NUMERIC) {
+ command.part = transitive;
+ } else {
+ command.part = intransitive;
+ }
command.verb = command.word[0].id;
break;
case NUMERIC:
break; // LCOV_EXCL_LINE
case 'l':
settings.logfp = fopen(optarg, "w");
- if (settings.logfp == NULL)
+ if (settings.logfp == NULL) {
fprintf(stderr,
"advent: can't open logfile %s for write\n",
optarg);
+ }
signal(SIGINT, sig_handler);
break;
case 'o':
#elif !defined ADVENT_NOSAVE
case 'r':
rfp = fopen(optarg, "r");
- if (rfp == NULL)
+ if (rfp == NULL) {
fprintf(stderr,
"advent: can't open save file %s for read\n",
optarg);
+ }
break;
#endif
default:
#if !defined ADVENT_NOSAVE
if (!rfp) {
game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
- if (game.novice)
+ if (game.novice) {
game.limit = NOVICELIMIT;
+ }
} else {
restore(rfp);
#if defined ADVENT_AUTOSAVE
game.limit = NOVICELIMIT;
#endif
- if (settings.logfp)
+ if (settings.logfp) {
fprintf(settings.logfp, "seed %d\n", seedval);
+ }
/* interpret commands until EOF or interrupt */
for (;;) {
// if we're supposed to move, move
- if (!do_move())
- continue;
+ if (!do_move()) {
+ continue;
+ }
- // get command
- if (!do_command())
- break;
+ // get command
+ if (!do_command()) {
+ break;
+ }
}
/* show score and exit */
terminate(quitgame);