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Structuring move.
author
Eric S. Raymond
<esr@thyrsus.com>
Sat, 10 Jun 2017 18:24:34 +0000
(14:24 -0400)
committer
Eric S. Raymond
<esr@thyrsus.com>
Sat, 10 Jun 2017 18:24:34 +0000
(14:24 -0400)
main.c
patch
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diff --git
a/main.c
b/main.c
index 42fa5e1123b389c90e72033d31b849da7b593732..cfad7b075ac488d3bd23f7d4c3e43998aa0f2c17 100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-476,7
+476,7
@@
static void croak(FILE *cmdin)
* "K", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
* "K", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
- * does, game.newloc will be limbo, and
OLgame.
dloc will be what killed
+ * does, game.newloc will be limbo, and
game.ol
dloc will be what killed
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
@@
-488,7
+488,7
@@
static bool playermove(FILE *cmdin, token_t verb)
BUG(26);
if (K == NUL)
return true;
BUG(26);
if (K == NUL)
return true;
- if (K == BACK) {
+
else
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. */
/* 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. */
@@
-522,11
+522,12
@@
static bool playermove(FILE *cmdin, token_t verb)
K=MOD(labs(TRAVEL[KK]),1000);
KK=KEY[game.loc];
goto L9;
K=MOD(labs(TRAVEL[KK]),1000);
KK=KEY[game.loc];
goto L9;
+ } else {
+ RSPEAK(K2);
+ return true;
}
}
- RSPEAK(K2);
- return true;
}
}
- if (K == LOOK) {
+
else
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. */
/* 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. */
@@
-536,7
+537,7
@@
static bool playermove(FILE *cmdin, token_t verb)
game.abbrev[game.loc]=0;
return true;
}
game.abbrev[game.loc]=0;
return true;
}
- if (K == CAVE) {
+
else
if (K == CAVE) {
/* Cave. Different messages depending on whether above ground. */
RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
return true;
/* Cave. Different messages depending on whether above ground. */
RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
return true;