Test coverage -- fix regression
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 5f803f6c55c6454cf75581e81378788ad698e2e5..4ebe719b646947b0cb1e6d423559d8230a94e168 100644 (file)
--- a/main.c
+++ b/main.c
@@ -425,7 +425,8 @@ static bool dwarfmove(void)
         game.odloc[i] = game.dloc[i];
         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;
+        if (!game.dseen[i])
+            continue;
         game.dloc[i] = game.loc;
         if (spotted_by_pirate(i))
             continue;
@@ -448,7 +449,8 @@ static bool dwarfmove(void)
     rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
     if (attack == 0)
         return true;
-    if (game.dflag == 2)game.dflag = 3;
+    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);
@@ -467,19 +469,19 @@ static bool dwarfmove(void)
  *  If the current loc is zero, it means the clown got himself killed.
  *  We'll allow this maxdie times.  NDEATHS is automatically set based
  *  on the number of snide messages available.  Each death results in
- *  a message (81, 83, etc.)  which offers reincarnation; if accepted,
- *  this results in message 82, 84, etc.  The last time, if he wants
- *  another chance, he gets a snide remark as we exit.  When
- *  reincarnated, all objects being carried get dropped at game.oldlc2
- *  (presumably the last place prior to being killed) without change
- *  of props.  The loop runs backwards to assure that the bird is
- *  dropped before the cage.  (This kluge could be changed once we're
- *  sure all references to bird and cage are done by keywords.)  The
- *  lamp is a special case (it wouldn't do to leave it in the cave).
- *  It is turned off and left outside the building (only if he was
- *  carrying it, of course).  He himself is left inside the 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
+ *  a message (obituaries[n]) which offers reincarnation; if accepted,
+ *  this results in message obituaries[0], obituaries[2], etc.  The
+ *  last time, if he wants another chance, he gets a snide remark as
+ *  we exit.  When reincarnated, all objects being carried get dropped
+ *  at game.oldlc2 (presumably the last place prior to being killed)
+ *  without change of props.  The loop runs backwards to assure that
+ *  the bird is dropped before the cage.  (This kluge could be changed
+ *  once we're sure all references to bird and cage are done by
+ *  keywords.)  The lamp is a special case (it wouldn't do to leave it
+ *  in the cave). It is turned off and left outside the building (only
+ *  if he was carrying it, of course).  He himself is left inside the
+ *  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)
@@ -521,50 +523,53 @@ static void croak(void)
 
 static bool playermove(token_t verb, int motion)
 {
-    int scratchloc, k2, kk = tkey[game.loc];
+    int scratchloc, travel_entry = tkey[game.loc];
     game.newloc = game.loc;
-    if (kk == 0)
+    if (travel_entry == 0)
         BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
     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. */
+         *  te_tmp 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 = FORGOT_PATH;
-        if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
-        if (k2 == 0) {
+        int spk = 0;
+        if (motion == game.loc)
+            spk = FORGOT_PATH;
+        if (CNDBIT(game.loc, COND_NOBACK))
+            spk = TWIST_TURN;
+        if (spk == 0) {
+            int te_tmp = 0;
             for (;;) {
-                scratchloc = T_DESTINATION(travel[kk]);
+                scratchloc = T_DESTINATION(travel[travel_entry]);
                 if (scratchloc != motion) {
                     if (!SPECIAL(scratchloc)) {
                         if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
-                            k2 = kk;
+                            te_tmp = travel_entry;
                     }
-                    if (!travel[kk].stop) {
-                        ++kk;  /* go to next travel entry for this location */
+                    if (!travel[travel_entry].stop) {
+                        ++travel_entry;        /* go to next travel entry for this location */
                         continue;
                     }
                     /* we've reached the end of travel entries for game.loc */
-                    kk = k2;
-                    if (kk == 0) {
+                    travel_entry = te_tmp;
+                    if (travel_entry == 0) {
                         rspeak(NOT_CONNECTED);
                         return true;
                     }
                 }
 
-                motion = travel[kk].motion;
-                kk = tkey[game.loc];
+                motion = travel[travel_entry].motion;
+                travel_entry = tkey[game.loc];
                 break; /* fall through to ordinary travel */
             }
         } else {
-            rspeak(k2);
+            rspeak(spk);
             return true;
         }
     } else if (motion == LOOK) {
@@ -587,27 +592,34 @@ static bool playermove(token_t verb, int motion)
         game.oldloc = game.loc;
     }
 
-    /* Look for a way to fulfil the motion verb passed in - kk indexes
+    /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
      * the beginning of the motion entries for here (game.loc). */
     for (;;) {
-        if (T_TERMINATE(travel[kk]) || travel[kk].motion == motion)
+        if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
             break;
-        if (travel[kk].stop) {
+        if (travel[travel_entry].stop) {
             /* FIXME: Magic numbers! */
             /*  Couldn't find an entry matching the motion word passed
              *  in.  Various messages depending on word given. */
             int spk = CANT_APPLY;
-            if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
-            if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
-            if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
-            if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
-            if (verb == FIND || verb == INVENTORY)spk = NEARBY;
-            if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
-            if (motion == 17)spk = WHICH_WAY;
+            if (motion >= MOT_43 && motion <= MOT_50)
+                spk = BAD_DIRECTION;
+            if (motion == MOT_29 || motion == MOT_30)
+                spk = BAD_DIRECTION;
+            if (motion == MOT_7 || motion == MOT_36 || motion == MOT_37)
+                spk = UNSURE_FACING;
+            if (motion == MOT_11 || motion == MOT_19)
+                spk = NO_INOUT_HERE;
+            if (verb == FIND || verb == INVENTORY)
+                spk = NEARBY;
+            if (motion == MOT_62 || motion == MOT_65)
+                spk = NOTHING_HAPPENS;
+            if (motion == MOT_17)
+                spk = WHICH_WAY;
             rspeak(spk);
             return true;
         }
-        ++kk;
+        ++travel_entry;
     }
 
     /* (ESR) We've found a destination that goes with the motion verb.
@@ -616,7 +628,7 @@ static bool playermove(token_t verb, int motion)
     do {
         for (;;) { /* L12 loop */
             for (;;) {
-                long cond = T_CONDITION(travel[kk]);
+                long cond = T_CONDITION(travel[travel_entry]);
                 long arg = MOD(cond, 100);
                 if (!SPECIAL(cond)) {
                     /* YAML N and [pct N] conditionals */
@@ -634,18 +646,18 @@ static bool playermove(token_t verb, int motion)
 
                 /* We arrive here on conditional failure.
                  * Skip to next non-matching destination */
-                long k3 = kk;
+                long te_tmp = travel_entry;
                 do {
-                    if (travel[k3].stop)
+                    if (travel[te_tmp].stop)
                         BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
-                    ++k3;
+                    ++te_tmp;
                 } while
-                (T_HIGH(travel[kk]) == T_HIGH(travel[k3]));
-                kk = k3;
+                (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
+                travel_entry = te_tmp;
             }
 
             /* Found an eligible rule, now execute it */
-            game.newloc = T_DESTINATION(travel[kk]);
+            game.newloc = T_DESTINATION(travel[travel_entry]);
             if (!SPECIAL(game.newloc))
                 return true;
 
@@ -676,14 +688,14 @@ static bool playermove(token_t verb, int motion)
                      * to get it out.  Having dropped it, go back and
                      * pretend he wasn't carrying it after all. */
                     drop(EMERALD, game.loc);
-                    k2 = kk;
+                    int te_tmp = travel_entry;
                     do {
-                        if (travel[k2].stop)
+                        if (travel[te_tmp].stop)
                             BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
-                        ++k2;
+                        ++te_tmp;
                     } while
-                    (T_HIGH(travel[kk]) == T_HIGH(travel[k2]));
-                    kk = k2;
+                    (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
+                    travel_entry = te_tmp;
                     continue; /* goto L12 */
                 case 3:
                     /* Travel 303.  Troll bridge.  Must be done only
@@ -707,8 +719,10 @@ static bool playermove(token_t verb, int motion)
                         return true;
                     } else {
                         game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
-                        if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
-                        if (!TOTING(BEAR)) return true;
+                        if (game.prop[TROLL] == 0)
+                            game.prop[TROLL] = 1;
+                        if (!TOTING(BEAR))
+                            return true;
                         rspeak(BRIDGE_COLLAPSE);
                         game.prop[CHASM] = 1;
                         game.prop[TROLL] = 2;
@@ -869,7 +883,8 @@ static void lampcheck(void)
         if (!game.lmwarn && HERE(LAMP)) {
             game.lmwarn = true;
             int spk = GET_BATTERIES;
-            if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
+            if (game.place[BATTERY] == LOC_NOWHERE)
+                spk = LAMP_DIM;
             if (game.prop[BATTERY] == DEAD_BATTERIES)
                 spk = MISSING_BATTERIES;
             rspeak(spk);
@@ -890,7 +905,8 @@ static void listobjects(void)
         ++game.abbrev[game.loc];
         for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
             long obj = i;
-            if (obj > NOBJECTS)obj = obj - NOBJECTS;
+            if (obj > NOBJECTS)
+                obj = obj - NOBJECTS;
             if (obj == STEPS && TOTING(NUGGET))
                 continue;
             if (game.prop[obj] < 0) {
@@ -936,7 +952,8 @@ static bool do_command()
     if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
         rspeak(EXIT_CLOSED);
         game.newloc = game.loc;
-        if (!game.panic)game.clock2 = PANICTIME;
+        if (!game.panic)
+            game.clock2 = PANICTIME;
         game.panic = true;
     }
 
@@ -977,7 +994,8 @@ static bool do_command()
             }
             msg = arbitrary_messages[PITCH_DARK];
         }
-        if (TOTING(BEAR))rspeak(TAME_BEAR);
+        if (TOTING(BEAR))
+            rspeak(TAME_BEAR);
         speak(msg);
         if (FORCED(game.loc)) {
             if (playermove(command.verb, 1))