Label and global-variable elimination.
authorEric S. Raymond <esr@thyrsus.com>
Fri, 9 Jun 2017 16:04:45 +0000 (12:04 -0400)
committerEric S. Raymond <esr@thyrsus.com>
Fri, 9 Jun 2017 16:04:45 +0000 (12:04 -0400)
main.c

diff --git a/main.c b/main.c
index ab09c86847015414da73829930e33f6981f90b67..52e85c9fa6b2ef9a452f5805cbf70e49d16ffa28 100644 (file)
--- a/main.c
+++ b/main.c
@@ -68,7 +68,7 @@ int main(int argc, char *argv[])
 
     while ((ch = getopt(argc, argv, "l:o")) != EOF) {
        switch (ch) {
-       case 'l':
+case 'l':
            logfp = fopen(optarg, "w");
            if (logfp == NULL)
                fprintf(stderr,
@@ -292,6 +292,7 @@ static bool dwarfmove(void)
     attack=0;
     stick=0;
     for (int i=1; i<=NDWARVES; i++) {
+       int k;
        if(game.dloc[i] == 0)
            continue;
        /*  Fill TK array with all the places this dwarf might go. */
@@ -334,21 +335,23 @@ static bool dwarfmove(void)
             *  (game.prop=0). */
            if(game.loc == game.chloc || game.prop[CHEST] >= 0)
                continue;
-           K=0;
+           k=0;
            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]))
-                   goto L6020;
+               /*  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(HERE(j))
+                       k=1;
+                   continue;
+               }
                if(TOTING(j)) {
                    goto L6021;
                }
-           L6020:
                if(HERE(j))
-                   K=1;
+                   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) {
+           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);