From dd2a9497309ca258ac495deb52f1e9c94a589ab6 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Sat, 10 Jun 2017 14:24:34 -0400 Subject: [PATCH] Structuring move. --- main.c | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/main.c b/main.c index 42fa5e1..cfad7b0 100644 --- 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 - * does, game.newloc will be limbo, and OLgame.dloc will be what killed + * does, game.newloc will be limbo, and game.oldloc will be what killed * 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; - 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. */ @@ -522,11 +522,12 @@ static bool playermove(FILE *cmdin, token_t verb) 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. */ @@ -536,7 +537,7 @@ static bool playermove(FILE *cmdin, token_t verb) 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; -- 2.31.1