Global LL becomes local to command interpreter toplevel...

...and doesn't have to be saved.
This commit is contained in:
Eric S. Raymond 2017-06-07 07:30:56 -04:00
parent 2d95c3f4f5
commit a38b61638c
3 changed files with 6 additions and 10 deletions

View file

@ -535,7 +535,7 @@ L8305: DATIME(&I,&K);
* with junk variables to bring it up to 7 values. */ * with junk variables to bring it up to 7 values. */
SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng); SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest); SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
SAVWDS(game.knfloc,game.limit,LL,game.lmwarn,LOC,game.newloc,game.numdie); SAVWDS(game.knfloc,game.limit,K,game.lmwarn,LOC,game.newloc,game.numdie);
SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup); SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]); SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]); SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);

View file

@ -135,7 +135,7 @@ extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS, CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK, GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK, KNIFE, KQ, L, LAMP, LOC, LOCK, LOOK,
MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ, MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ,
OGRE, OIL, OLDOBJ, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM, OGRE, OIL, OLDOBJ, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,

10
main.c
View file

@ -22,7 +22,7 @@ long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS, CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK, GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK, KNIFE, KQ, L, LAMP, LOC, LOCK, LOOK,
MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW, NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
@ -154,6 +154,7 @@ static bool fallback_handler(char *buf)
} }
static bool do_command(FILE *cmdin) { static bool do_command(FILE *cmdin) {
long LL;
/* Can't leave cave once it's closing (except by main office). */ /* Can't leave cave once it's closing (except by main office). */
@ -313,11 +314,6 @@ L6030: /*etc*/ ;
game.oldlc2=LOC; game.oldlc2=LOC;
goto L99; goto L99;
/* Describe the current location and (maybe) get next command. */ /* Describe the current location and (maybe) get next command. */
/* Print text for current loc. */ /* Print text for current loc. */
@ -508,7 +504,7 @@ L8000: SETPRM(1,WD1,WD1X);
* *
* Given the current location in "LOC", and a motion verb number in * Given the current location in "LOC", and a motion verb number in
* "K", put the new location in "game.newloc". The current loc is saved * "K", put the new location in "game.newloc". The current loc is saved
* in "game.olddloc" in case he wants to retreat. The current * in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he * 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 OLgame.dloc will be what killed
* him, so we need game.oldlc2, which is the last place he was * him, so we need game.oldlc2, which is the last place he was