X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=9ad6cd4dadc8341ce736d553f63c741e55dff468;hp=cac841315160a5377bd6264a627915ae13daa27b;hb=a6d1f9228ba069d1f33dd6d76091fddd0049b08e;hpb=d48504f22f8f411fdc1f24aa9e8793662e6c0728 diff --git a/main.c b/main.c index cac8413..9ad6cd4 100644 --- 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) @@ -521,7 +523,7 @@ static void croak(void) static bool playermove(token_t verb, int motion) { - int scratchloc, k2, travel_entry = tkey[game.loc]; + int scratchloc, travel_entry = tkey[game.loc]; game.newloc = game.loc; if (travel_entry == 0) BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE @@ -530,7 +532,7 @@ static bool playermove(token_t verb, int motion) 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; @@ -542,19 +544,20 @@ static bool playermove(token_t verb, int motion) if (CNDBIT(game.loc, COND_NOBACK)) spk = TWIST_TURN; if (spk == 0) { + int te_tmp = 0; for (;;) { scratchloc = T_DESTINATION(travel[travel_entry]); if (scratchloc != motion) { if (!SPECIAL(scratchloc)) { if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion) - k2 = travel_entry; + te_tmp = travel_entry; } 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 */ - travel_entry = k2; + travel_entry = te_tmp; if (travel_entry == 0) { rspeak(NOT_CONNECTED); return true; @@ -599,13 +602,20 @@ static bool playermove(token_t verb, int motion) /* 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 >= EAST && motion <= NW) + spk = BAD_DIRECTION; + if (motion == UP || motion == DOWN) + spk = BAD_DIRECTION; + if (motion == FORWARD || motion == LEFT || motion == RIGHT) + spk = UNSURE_FACING; + if (motion == OUTSIDE || motion == INSIDE) + spk = NO_INOUT_HERE; + if (verb == FIND || verb == INVENTORY) + spk = NEARBY; + if (motion == XYZZY || motion == PLUGH) + spk = NOTHING_HAPPENS; + if (motion == CRAWL) + spk = WHICH_WAY; rspeak(spk); return true; } @@ -636,14 +646,14 @@ static bool playermove(token_t verb, int motion) /* We arrive here on conditional failure. * Skip to next non-matching destination */ - long k3 = travel_entry; + 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[travel_entry]) == T_HIGH(travel[k3])); - travel_entry = k3; + (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp])); + travel_entry = te_tmp; } /* Found an eligible rule, now execute it */ @@ -678,14 +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 = travel_entry; + 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[travel_entry]) == T_HIGH(travel[k2])); - travel_entry = 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 @@ -709,8 +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; @@ -871,7 +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); @@ -892,7 +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) { @@ -938,7 +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; } @@ -979,7 +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))