else if (j > 1 && game.newloc == tk[j - 1])
continue;
else if (j >= DIM(tk) - 1)
- /* This can't actually happen. */
+ /* This can't actually happen. */
continue; // LCOV_EXCL_LINE
else if (game.newloc == game.dloc[i])
continue;
command.id1 = command.id2;
command.id2 = WORD_EMPTY;
} else {
- if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
+ if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
if (AT(command.id2))
command.wd2 = token_to_packed("POUR");
}
rspeak(GO_UNNEEDED);
}
packed_to_token(command.wd1, word1);
- long defn;
- enum wordtype type;
- get_vocab_metadata(word1, &defn, &type);
+ long defn;
+ enum wordtype type;
+ get_vocab_metadata(word1, &defn, &type);
if (defn == WORD_NOT_FOUND) {
if (fallback_handler(command))
continue;
goto Lclearobj;
}
switch (type) {
- case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
+ case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case MOTION:
playermove(defn);
return true;