Abolish global variable I.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index b35f252078212ddbc6540848ad61ad1669dbe0ce..ab09c86847015414da73829930e33f6981f90b67 100644 (file)
--- a/main.c
+++ b/main.c
@@ -21,14 +21,15 @@ long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
                BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
                CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
                EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
-               GRATE, HINT, I, INVENT, J, JADE, K, KEYS,
-               KNIFE, L, LAMP, LOCK, LOOK, MAGZIN,
+               GRATE, HINT, INVENT, JADE, KEYS,
+               KNIFE, LAMP, LOCK, LOOK, MAGZIN,
                MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
                PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
-               RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, SPK,
+               RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
                STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
-               URN, VASE, VEND,
-               VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
+               URN, VASE, VEND, VOLCAN, WATER;
+long K, SPK, WD1, WD1X, WD2, WD2X;
+
 FILE  *logfp;
 bool oldstyle = false;
 lcg_state lcgstate;
@@ -152,93 +153,84 @@ static bool fallback_handler(char *buf)
 }
 
 static void dohint(FILE *cmdin, int hint)
+/*  Come here if he's been long enough at required loc(s) for some
+ *  unused hint. */
 {
-    /*  Hints */
-
-    /*  Come here if he's been long enough at required loc(s) for some
-     *  unused hint.  hint number is in variable "hint".  Branch to
-     *  quick test for additional conditions, then come back to do
-     *  neat stuff.  Goto 40010 if conditions are met and we want to
-     *  offer the hint.  Goto 40020 to clear game.hintlc back to zero,
-     *  40030 to take no action yet. */
+    int i;
 
     switch (hint-1)
     {
-    case 0: goto L40100;
-    case 1: goto L40200;
-    case 2: goto L40300;
-    case 3: goto L40400;
-    case 4: goto L40500;
-    case 5: goto L40600;
-    case 6: goto L40700;
-    case 7: goto L40800;
-    case 8: goto L40900;
-    case 9: goto L41000;
+    case 0:
+       /* cave */
+       if(game.prop[GRATE] == 0 && !HERE(KEYS))
+           break;
+       game.hintlc[hint]=0;
+       return;
+    case 1:    /* bird */
+       if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
+           break;
+       return;
+    case 2:    /* snake */
+       if(HERE(SNAKE) && !HERE(BIRD))
+           break;
+       game.hintlc[hint]=0;
+       return;
+    case 3:    /* maze */
+       if(game.atloc[game.loc] == 0 &&
+          game.atloc[game.oldloc] == 0 &&
+          game.atloc[game.oldlc2] == 0 &&
+          game.holdng > 1)
+           break;
+       game.hintlc[hint]=0;
+       return;
+    case 4:    /* dark */
+       if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
+           break;
+       game.hintlc[hint]=0;
+       return;
+    case 5:    /* witt */
+       break;
+    case 6:    /* urn */
+       if(game.dflag == 0)
+           break;
+       game.hintlc[hint]=0;
+       return;
+    case 7:    /* woods */
+       if(game.atloc[game.loc] == 0 &&
+                  game.atloc[game.oldloc] == 0 &&
+                  game.atloc[game.oldlc2] == 0)
+               break;
+       return;
+    case 8:    /* ogre */
+       i=ATDWRF(game.loc);
+       if(i < 0) {
+           game.hintlc[hint]=0;
+           return;
+           }
+       if(HERE(OGRE) && i == 0)
+           break;
+       return;
+    case 9:    /* jade */
+       if(game.tally == 1 && game.prop[JADE] < 0)
+           break;
+       game.hintlc[hint]=0;
+       return;
+    default:
+       BUG(27);
+       break;
     }
-/*             CAVE  BIRD  SNAKE MAZE  DARK  WITT  URN   WOODS OGRE
- *             JADE */
-    BUG(27);
-
-L40010:
+    
+    /* Fall through to hint display */
     game.hintlc[hint]=0;
-    if(!YES(cmdin,HINTS[hint][3],0,54)) return;
+    if(!YES(cmdin,HINTS[hint][3],0,54))
+       return;
     SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
     RSPEAK(261);
     game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
     if(game.hinted[hint] && game.limit > 30)
        game.limit=game.limit+30*HINTS[hint][2];
-L40020: game.hintlc[hint]=0;
-L40030: return;
-
-/*  Now for the quick tests.  See database description for one-line notes. */
-
-L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS))
-       goto L40010;
-    goto L40020;
-
-L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
-    goto L40030;
-
-L40300: if(HERE(SNAKE) && !HERE(BIRD))
-       goto L40010;
-    goto L40020;
-
-L40400: if(game.atloc[game.loc] == 0 &&
-          game.atloc[game.oldloc] == 0 &&
-          game.atloc[game.oldlc2] == 0 &&
-          game.holdng > 1)
-       goto L40010;
-    goto L40020;
-
-L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
-       goto L40010;
-    goto L40020;
-
-L40600:  goto L40010;
-
-L40700: if(game.dflag == 0)
-       goto L40010;
-    goto L40020;
-
-L40800: if(game.atloc[game.loc] == 0 &&
-          game.atloc[game.oldloc] == 0 &&
-          game.atloc[game.oldlc2] == 0)
-       goto L40010;
-    goto L40030;
-
-L40900: I=ATDWRF(game.loc);
-    if(I < 0)
-       goto L40020;
-    if(HERE(OGRE) && I == 0)
-       goto L40010;
-    goto L40030;
-
-L41000: if(game.tally == 1 && game.prop[JADE] < 0)
-       goto L40010;
-    goto L40020;
 }
 
-
 static bool dwarfmove(void)
 /* Dwarves move.  Return true if player survives, false if he dies. */
 {
@@ -275,15 +267,15 @@ static bool dwarfmove(void)
        if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
            return true;
        game.dflag=2;
-       for (I=1; I<=2; I++) {
-           J=1+randrange(NDWARVES-1);
+       for (int i=1; i<=2; i++) {
+           int j=1+randrange(NDWARVES-1);
            if(PCT(50))
-               game.dloc[J]=0;
+               game.dloc[j]=0;
        }
-       for (I=1; I<=NDWARVES-1; I++) {
-           if(game.dloc[I] == game.loc)
-               game.dloc[I]=DALTLC;
-           game.odloc[I]=game.dloc[I];
+       for (int i=1; i<=NDWARVES-1; i++) {
+           if(game.dloc[i] == game.loc)
+               game.dloc[i]=DALTLC;
+           game.odloc[i]=game.dloc[i];
        }
        RSPEAK(3);
        DROP(AXE,game.loc);
@@ -299,41 +291,41 @@ static bool dwarfmove(void)
     game.dtotal=0;
     attack=0;
     stick=0;
-    for (I=1; I<=NDWARVES; I++) {
-       if(game.dloc[I] == 0)
+    for (int i=1; i<=NDWARVES; i++) {
+       if(game.dloc[i] == 0)
            continue;
        /*  Fill TK array with all the places this dwarf might go. */
-       J=1;
-       kk=KEY[game.dloc[I]];
+       int j=1;
+       kk=KEY[game.dloc[i]];
        if(kk != 0)
            do {
                game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
                /* Have we avoided a dwarf enciounter? */
                bool avoided = (game.newloc > 300 ||
                                !INDEEP(game.newloc) ||
-                               game.newloc == game.odloc[I] ||
-                               (J > 1 && game.newloc == TK[J-1]) ||
-                               J >= 20 ||
-                               game.newloc == game.dloc[I] ||
+                               game.newloc == game.odloc[i] ||
+                               (j > 1 && game.newloc == TK[j-1]) ||
+                               j >= 20 ||
+                               game.newloc == game.dloc[i] ||
                                FORCED(game.newloc) ||
-                               (I == PIRATE && CNDBIT(game.newloc,3)) ||
+                               (i == PIRATE && CNDBIT(game.newloc,3)) ||
                                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];
-       if(J >= 2)
-           --J;
-       J=1+randrange(J);
-       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;
-       game.dloc[I]=game.loc;
-       if(I == PIRATE) {
+       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.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;
+       if(i == PIRATE) {
            /*  The pirate's spotted him.  He leaves him alone once we've
             *  found chest.  K counts if a treasure is here.  If not, and
             *  tally=1 for an unseen chest, let the pirate be spotted.
@@ -343,23 +335,27 @@ static bool dwarfmove(void)
            if(game.loc == game.chloc || game.prop[CHEST] >= 0)
                continue;
            K=0;
-           for (J=MINTRS; J<=MAXTRS; J++) {
+           for (int j=MINTRS; j<=MAXTRS; j++) {
                /*  Pirate won't take pyramid from plover room or dark
                *  room (too easy!). */
-               if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
+               if(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
                    goto L6020;
-               if(TOTING(J)) {
+               if(TOTING(j)) {
                    goto L6021;
                }
            L6020:
-               if(HERE(J))
+               if(HERE(j))
                    K=1;
            }
+           /* Force chest placement before player finds last treasure */
            if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
                RSPEAK(186);
                MOVE(CHEST,game.chloc);
                MOVE(MESSAG,game.chloc2);
-               goto L6024;
+               game.dloc[PIRATE]=game.chloc;
+               game.odloc[PIRATE]=game.chloc;
+               game.dseen[PIRATE]=false;
+               continue;
            }
            if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
                RSPEAK(127);
@@ -373,15 +369,14 @@ static bool dwarfmove(void)
                MOVE(MESSAG,game.chloc2);
            }
            RSPEAK(128);
-           for (J=MINTRS; J<=MAXTRS; J++) {
-               if (!(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
-                   if(AT(J) && game.fixed[J] == 0)
-                       CARRY(J,game.loc);
-                   if(TOTING(J))
-                       DROP(J,game.chloc);
+           for (int j=MINTRS; j<=MAXTRS; j++) {
+               if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
+                   if(AT(j) && game.fixed[j] == 0)
+                       CARRY(j,game.loc);
+                   if(TOTING(j))
+                       DROP(j,game.chloc);
                }
            }
-       L6024:
            game.dloc[PIRATE]=game.chloc;
            game.odloc[PIRATE]=game.chloc;
            game.dseen[PIRATE]=false;
@@ -390,7 +385,7 @@ static bool dwarfmove(void)
 
        /* This threatening little dwarf is in the room with him! */
        ++game.dtotal;
-       if(game.odloc[I] == game.dloc[I]) {
+       if(game.odloc[i] == game.dloc[i]) {
            ++attack;
            if(game.knfloc >= 0)
                game.knfloc=game.loc;
@@ -421,6 +416,39 @@ static bool dwarfmove(void)
     return false;
 }
 
+static void croak(FILE *cmdin)
+/*  Okay, he's dead.  Let's get on with it. */
+{
+    if(game.closng) {
+       /*  He died during closing time.  No resurrection.  Tally up a
+        *  death and exit. */
+       RSPEAK(131);
+       ++game.numdie;
+       score(0);
+    } else {
+       ++game.numdie;
+       if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
+           score(0);
+       if(game.numdie == MAXDIE)
+           score(0);
+       game.place[WATER]=0;
+       game.place[OIL]=0;
+       if(TOTING(LAMP))
+           game.prop[LAMP]=0;
+       for (int j=1; j<=NOBJECTS; j++) {
+           int i=NOBJECTS + 1 - j;
+           if(TOTING(i)) {
+               int k=game.oldlc2;
+               if(i == LAMP)
+                   k=1;
+               DROP(i,k);
+           }
+       }
+       game.loc=3;
+       game.oldloc=game.loc;
+    }
+}
+
 static bool do_command(FILE *cmdin) {
        long LL, KQ, VERB, KK, K2, V1, V2;
        long obj, i;
@@ -450,13 +478,14 @@ static bool do_command(FILE *cmdin) {
        game.loc=game.newloc;
 
        if (!dwarfmove())
-           goto L99;
+           croak(cmdin);
 
 /*  Describe the current location and (maybe) get next command. */
 
 /*  Print text for current loc. */
 
-L2000: if(game.loc == 0) goto L99;
+L2000: if(game.loc == 0)
+           croak(cmdin);
        KK=STEXT[game.loc];
        if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
        if(FORCED(game.loc) || !DARK(0)) goto L2001;
@@ -476,9 +505,9 @@ L2001:      if(TOTING(BEAR))RSPEAK(141);
 
        if(DARK(0)) goto L2012;
        game.abbrev[game.loc]=game.abbrev[game.loc]+1;
-       I=game.atloc[game.loc];
-L2004: if(I == 0) goto L2012;
-       obj=I;
+       i=game.atloc[game.loc];
+L2004: if(i == 0) goto L2012;
+       obj=i;
        if(obj > NOBJECTS)obj=obj-NOBJECTS;
        if(obj == STEPS && TOTING(NUGGET)) goto L2008;
        if(game.prop[obj] >= 0) goto L2006;
@@ -500,7 +529,7 @@ L2004:      if(I == 0) goto L2012;
 L2006: KK=game.prop[obj];
        if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
        PSPEAK(obj,KK);
-L2008: I=game.link[I];
+L2008: i=game.link[i];
         goto L2004;
 
 L2009: K=54;
@@ -545,7 +574,7 @@ L2603:      if(game.closed) {
            game.knfloc=0;
 
        /* This is where we get a new command from the user */
-       if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
+       if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
            return false;
 
        /*  Every input, check "game.foobar" flag.  If zero, nothing's
@@ -568,8 +597,8 @@ L2607:      game.foobar=(game.foobar>0 ? -game.foobar : 0);
        if(game.clock1 < 0)game.clock2=game.clock2-1;
        if(game.clock2 == 0) goto L11000;
        if(game.prop[LAMP] == 1)game.limit=game.limit-1;
-       if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
-               L12000;
+       if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
+           goto L12000;
        if(game.limit == 0) goto L12400;
        if(game.limit <= 30) goto L12200;
 L19999: K=43;
@@ -592,11 +621,11 @@ L2620:    if(WD1 == MAKEWD(23051920)) {
                RSPEAK(276);
        }
 L2630:
-       I=VOCAB(WD1,-1);
-       if(I == -1)
+       i=VOCAB(WD1,-1);
+       if(i == -1)
           goto L3000;
-       K=MOD(I,1000);
-       KQ=I/1000+1;
+       K=MOD(i,1000);
+       KQ=i/1000+1;
         switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
                case 3: goto L2010; }
        BUG(22);
@@ -618,11 +647,11 @@ L3000:    SETPRM(1,WD1,WD1X);
 
 /* Verb and object analysis moved to separate module. */
 
-L4000: I=4000; VERB=K; goto Laction;
-L4090: I=4090; goto Laction;
-L5000: I=5000;
+L4000: i=4000; VERB=K; goto Laction;
+L4090: i=4090; goto Laction;
+L5000: i=5000; obj = K;
 Laction:
-        switch (action(cmdin, I, VERB, obj)) {
+        switch (action(cmdin, i, VERB, obj)) {
           case 2: return true;
           case 8: goto L8;
           case 2000: goto L2000;
@@ -660,11 +689,40 @@ L8000:    SETPRM(1,WD1,WD1X);
 
 L8:    KK=KEY[game.loc];
        game.newloc=game.loc;
-       if(KK == 0)BUG(26);
-       if(K == NUL) return true;
-       if(K == BACK) goto L20;
-       if(K == LOOK) goto L30;
-       if(K == CAVE) goto L40;
+       if(KK == 0)
+           BUG(26);
+       if(K == NUL)
+           return true;
+       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=game.oldloc;
+           if(FORCED(K))K=game.oldlc2;
+           game.oldlc2=game.oldloc;
+           game.oldloc=game.loc;
+           K2=0;
+           if(K == game.loc)K2=91;
+           if(CNDBIT(game.loc,4))K2=274;
+           if(K2 == 0) goto L21;
+           RSPEAK(K2);
+           return true;
+       }
+       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. */
+           if(game.detail < 3)RSPEAK(15);
+           game.detail=game.detail+1;
+           game.wzdark=false;
+           game.abbrev[game.loc]=0;
+           return true;
+       }
+       if(K == CAVE) {
+           /*  Cave.  Different messages depending on whether above ground. */
+           RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
+           return true;
+       }
        game.oldlc2=game.oldloc;
        game.oldloc=game.loc;
 
@@ -672,7 +730,7 @@ L9: LL=labs(TRAVEL[KK]);
        if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
        if(TRAVEL[KK] < 0) goto L50;
        KK=KK+1;
-        goto L9;
+       goto L9;
 
 L10:   LL=LL/1000;
 L11:   game.newloc=LL/1000;
@@ -750,62 +808,33 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
        game.fixed[BEAR]= -1;
        game.prop[BEAR]=3;
        game.oldlc2=game.newloc;
-        goto L99;
+       croak(cmdin);
+       goto L2000;
 
 /*  End of specials. */
 
-/*  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. */
-
-L20:   K=game.oldloc;
-       if(FORCED(K))K=game.oldlc2;
-       game.oldlc2=game.oldloc;
-       game.oldloc=game.loc;
-       K2=0;
-       if(K == game.loc)K2=91;
-       if(CNDBIT(game.loc,4))K2=274;
-       if(K2 == 0) goto L21;
-       RSPEAK(K2);
-       return true;
-
 L21:   LL=MOD((labs(TRAVEL[KK])/1000),1000);
        if(LL != K) {
-               if(LL <= 300) {
-                       J=KEY[LL];
-                       if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
-                               K2=KK;
-               }
-               if(TRAVEL[KK] < 0) goto L23;
-               KK=KK+1;
-               goto L21;
-
-L23:           KK=K2;
-               if(KK == 0) {
-                       RSPEAK(140);
-                       return true;
-               }
+           if(LL <= 300) {
+               if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
+                   K2=KK;
+           }
+           if(TRAVEL[KK] < 0)
+               goto L23;
+           KK=KK+1;
+           goto L21;
+
+       L23:            KK=K2;
+           if(KK == 0) {
+               RSPEAK(140);
+               return true;
+           }
        }
 
        K=MOD(labs(TRAVEL[KK]),1000);
        KK=KEY[game.loc];
-        goto L9;
-
-/*  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. */
-
-L30:   if(game.detail < 3)RSPEAK(15);
-       game.detail=game.detail+1;
-       game.wzdark=false;
-       game.abbrev[game.loc]=0;
-       return true;
-
-/*  Cave.  Different messages depending on whether above ground. */
+       goto L9;
 
-L40:   K=58;
-       if(OUTSID(game.loc) && game.loc != 8)K=57;
-       RSPEAK(K);
-       return true;
 
 /*  Non-applicable motion.  Various messages depending on word given. */
 
@@ -841,38 +870,8 @@ L50:       SPK=12;
 
 L90:   RSPEAK(23);
        game.oldlc2=game.loc;
-
-/*  Okay, he's dead.  Let's get on with it. */
-
-L99:   if(game.closng) {
-       /*  He died during closing time.  No resurrection.  Tally up a
-        *  death and exit. */
-           RSPEAK(131);
-           ++game.numdie;
-           score(0);
-       } else {
-           ++game.numdie;
-           if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
-               score(0);
-           if(game.numdie == MAXDIE)
-               score(0);
-           game.place[WATER]=0;
-           game.place[OIL]=0;
-           if(TOTING(LAMP))
-               game.prop[LAMP]=0;
-           for (J=1; J<=NOBJECTS; J++) {
-               I=NOBJECTS + 1 - J;
-               if(TOTING(I)) {
-                   K=game.oldlc2;
-                   if(I == LAMP)
-                       K=1;
-                   DROP(I,K);
-               }
-           }
-           game.loc=3;
-           game.oldloc=game.loc;
-           goto L2000;
-       }
+       croak(cmdin);
+       goto L2000;
 
 /*  Cave closing and scoring */
 
@@ -908,10 +907,10 @@ L99:      if(game.closng) {
 
 L10000: game.prop[GRATE]=0;
        game.prop[FISSUR]=0;
-       for (I=1; I<=NDWARVES; I++) {
-       game.dseen[I]=false;
-       game.dloc[I]=0;
-       } /* end loop */
+       for (i=1; i<=NDWARVES; i++) {
+           game.dseen[i]=false;
+           game.dloc[i]=0;
+       }
        MOVE(TROLL,0);
        MOVE(TROLL+NOBJECTS,0);
        MOVE(TROLL2,PLAC[TROLL]);
@@ -925,7 +924,7 @@ L10000: game.prop[GRATE]=0;
        RSPEAK(129);
        game.clock1= -1;
        game.closng=true;
-        goto L19999;
+       goto L19999;
 
 /*  Once he's panicked, and clock2 has run out, we come here to set up the
  *  storage room.  The room has two locs, hardwired as 115 (ne) and 116 (sw).
@@ -952,8 +951,8 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
 
 /*  Leave the grate with normal (non-negative) property.  Reuse sign. */
 
-       I=PUT(GRATE,116,0);
-       I=PUT(SIGN,116,0);
+       PUT(GRATE,116,0);
+       PUT(SIGN,116,0);
        OBJTXT[SIGN]=OBJTXT[SIGN]+1;
        game.prop[SNAKE]=PUT(SNAKE,116,1);
        game.prop[BIRD]=PUT(BIRD,116,1);
@@ -964,9 +963,9 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
        game.prop[MIRROR]=PUT(MIRROR,115,0);
        game.fixed[MIRROR]=116;
 
-       for (I=1; I<=NOBJECTS; I++) {
-               if(TOTING(I))
-                       DSTROY(I);
+       for (int i=1; i<=NOBJECTS; i++) {
+               if(TOTING(i))
+                       DSTROY(i);
        } /* end loop */
 
        RSPEAK(132);