Fix some screwy formatting of conditionals...
...probably by the original FOTRAN-to-C translator.
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parent
2f60504e07
commit
829c13d1d5
4 changed files with 28 additions and 61 deletions
25
main.c
25
main.c
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@ -199,8 +199,7 @@ static bool spotted_by_pirate(int i)
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* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
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* it to the troll, but in that case he's seen the chest
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* (game.prop[CHEST] == STATE_FOUND). */
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if (game.loc == game.chloc ||
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game.prop[CHEST] != STATE_NOTFOUND)
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if (game.loc == game.chloc || game.prop[CHEST] != STATE_NOTFOUND)
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return true;
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int snarfed = 0;
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bool movechest = false, robplayer = false;
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@ -213,8 +212,7 @@ static bool spotted_by_pirate(int i)
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game.loc == objects[EMERALD].plac)) {
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continue;
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}
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if (TOTING(treasure) ||
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HERE(treasure))
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if (TOTING(treasure) || HERE(treasure))
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++snarfed;
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if (TOTING(treasure)) {
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movechest = true;
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@ -276,9 +274,7 @@ static bool dwarfmove(void)
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* steal return toll, and dwarves can't meet the bear. Also
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* means dwarves won't follow him into dead end in maze, but
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* c'est la vie. They'll wait for him outside the dead end. */
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if (game.loc == LOC_NOWHERE ||
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FORCED(game.loc) ||
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CNDBIT(game.newloc, COND_NOARRR))
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if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
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return true;
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/* Dwarf activity level ratchets up */
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@ -293,8 +289,7 @@ static bool dwarfmove(void)
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* replace him with the alternate. */
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if (game.dflag == 1) {
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if (!INDEEP(game.loc) ||
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(PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
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PCT(85))))
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(PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
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return true;
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game.dflag = 2;
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for (int i = 1; i <= 2; i++) {
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@ -571,8 +566,7 @@ static void playermove(int motion)
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/* Look for a way to fulfil the motion verb passed in - travel_entry indexes
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* the beginning of the motion entries for here (game.loc). */
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for (;;) {
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if ((travel[travel_entry].motion == HERE) ||
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travel[travel_entry].motion == motion)
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if ((travel[travel_entry].motion == HERE) || travel[travel_entry].motion == motion)
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break;
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if (travel[travel_entry].stop) {
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/* Couldn't find an entry matching the motion word passed
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@ -626,14 +620,12 @@ static void playermove(int motion)
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if (condtype < cond_not) {
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/* YAML N and [pct N] conditionals */
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if (condtype == cond_goto || condtype == cond_pct) {
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if (condarg1 == 0 ||
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PCT(condarg1))
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if (condarg1 == 0 || PCT(condarg1))
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break;
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/* else fall through */
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}
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/* YAML [with OBJ] clause */
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else if (TOTING(condarg1) ||
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(condtype == cond_with && AT(condarg1)))
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else if (TOTING(condarg1) || (condtype == cond_with && AT(condarg1)))
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break;
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/* else fall through to check [not OBJ STATE] */
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} else if (game.prop[condarg1] != condarg2)
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@ -672,8 +664,7 @@ static void playermove(int motion)
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game.newloc = (game.loc == LOC_PLOVER)
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? LOC_ALCOVE
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: LOC_PLOVER;
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if (game.holdng > 1 ||
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(game.holdng == 1 && !TOTING(EMERALD))) {
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if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
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game.newloc = game.loc;
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rspeak(MUST_DROP);
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}
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