Narrow scope of K.

This commit is contained in:
Eric S. Raymond 2017-06-12 06:09:34 -04:00
parent cfcb1a6ec6
commit 5535c509eb

44
main.c
View file

@ -494,30 +494,30 @@ static void croak(FILE *cmdin)
static bool playermove(FILE *cmdin, token_t verb) static bool playermove(FILE *cmdin, token_t verb)
{ {
int LL, K2, KK=KEY[game.loc]; int LL, K2, KK=KEY[game.loc], motion = K;
game.newloc=game.loc; game.newloc=game.loc;
if (KK == 0) if (KK == 0)
BUG(26); BUG(26);
if (K == NUL) if (motion == NUL)
return true; return true;
else if (K == BACK) { else if (motion == BACK) {
/* Handle "go back". Look for verb which goes from game.loc to /* Handle "go back". Look for verb which goes from game.loc to
* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion. * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
* K2 saves entry -> forced loc -> previous loc. */ * K2 saves entry -> forced loc -> previous loc. */
K=game.oldloc; motion=game.oldloc;
if (FORCED(K)) if (FORCED(motion))
K=game.oldlc2; motion=game.oldlc2;
game.oldlc2=game.oldloc; game.oldlc2=game.oldloc;
game.oldloc=game.loc; game.oldloc=game.loc;
K2=0; K2=0;
if (K == game.loc)K2=91; if (motion == game.loc)K2=91;
if (CNDBIT(game.loc,4))K2=274; if (CNDBIT(game.loc,4))K2=274;
if (K2 == 0) { if (K2 == 0) {
for (;;) { for (;;) {
LL=MOD((labs(TRAVEL[KK])/1000),1000); LL=MOD((labs(TRAVEL[KK])/1000),1000);
if (LL != K) { if (LL != motion) {
if (LL <= 300) { if (LL <= 300) {
if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K) if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
K2=KK; K2=KK;
} }
if (TRAVEL[KK] >= 0) { if (TRAVEL[KK] >= 0) {
@ -531,7 +531,7 @@ static bool playermove(FILE *cmdin, token_t verb)
} }
} }
K=MOD(labs(TRAVEL[KK]),1000); motion=MOD(labs(TRAVEL[KK]),1000);
KK=KEY[game.loc]; KK=KEY[game.loc];
break; /* fall through to ordinary travel */ break; /* fall through to ordinary travel */
} }
@ -540,7 +540,7 @@ static bool playermove(FILE *cmdin, token_t verb)
return true; return true;
} }
} }
else if (K == LOOK) { else if (motion == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark /* Look. Can't give more detail. Pretend it wasn't dark
* (though it may "now" be dark) so he won't fall into a * (though it may "now" be dark) so he won't fall into a
* pit while staring into the gloom. */ * pit while staring into the gloom. */
@ -550,7 +550,7 @@ static bool playermove(FILE *cmdin, token_t verb)
game.abbrev[game.loc]=0; game.abbrev[game.loc]=0;
return true; return true;
} }
else if (K == CAVE) { else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */ /* Cave. Different messages depending on whether above ground. */
RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58); RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
return true; return true;
@ -564,19 +564,19 @@ static bool playermove(FILE *cmdin, token_t verb)
/* ordinary travel */ /* ordinary travel */
for (;;) { for (;;) {
LL=labs(TRAVEL[KK]); LL=labs(TRAVEL[KK]);
if (MOD(LL,1000) == 1 || MOD(LL,1000) == K) if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
break; break;
if (TRAVEL[KK] < 0) { if (TRAVEL[KK] < 0) {
/* Non-applicable motion. Various messages depending on /* Non-applicable motion. Various messages depending on
* word given. */ * word given. */
int spk=12; int spk=12;
if (K >= 43 && K <= 50)spk=52; if (motion >= 43 && motion <= 50)spk=52;
if (K == 29 || K == 30)spk=52; if (motion == 29 || motion == 30)spk=52;
if (K == 7 || K == 36 || K == 37)spk=10; if (motion == 7 || motion == 36 || motion == 37)spk=10;
if (K == 11 || K == 19)spk=11; if (motion == 11 || motion == 19)spk=11;
if (verb == FIND || verb == INVENT)spk=59; if (verb == FIND || verb == INVENT)spk=59;
if (K == 62 || K == 65)spk=42; if (motion == 62 || motion == 65)spk=42;
if (K == 17)spk=80; if (motion == 17)spk=80;
RSPEAK(spk); RSPEAK(spk);
return true; return true;
} }
@ -586,17 +586,17 @@ static bool playermove(FILE *cmdin, token_t verb)
for (;;) { for (;;) {
game.newloc=LL/1000; game.newloc=LL/1000;
K=MOD(game.newloc,100); motion=MOD(game.newloc,100);
if (game.newloc <= 300) { if (game.newloc <= 300) {
if (game.newloc <= 100) { if (game.newloc <= 100) {
if (game.newloc == 0 || PCT(game.newloc)) if (game.newloc == 0 || PCT(game.newloc))
break; break;
/* else fall through */ /* else fall through */
} if (TOTING(K) || (game.newloc > 200 && AT(K))) } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
break; break;
/* else fall through */ /* else fall through */
} }
else if (game.prop[K] != game.newloc/100-3) else if (game.prop[motion] != game.newloc/100-3)
break; break;
L12: L12:
do { do {