Use more C-like naming conventions for variables.

This commit is contained in:
Eric S. Raymond 2017-06-13 19:17:24 -04:00
parent dc6a5751ed
commit c3453db345

102
main.c
View file

@ -319,7 +319,7 @@ static bool dwarfmove(void)
/* Dwarves move. Return true if player survives, false if he dies. */ /* Dwarves move. Return true if player survives, false if he dies. */
{ {
int kk, stick, attack; int kk, stick, attack;
long TK[21]; long tk[21];
/* Dwarf stuff. See earlier comments for description of /* Dwarf stuff. See earlier comments for description of
* variables. Remember sixth dwarf is pirate and is thus * variables. Remember sixth dwarf is pirate and is thus
@ -378,7 +378,7 @@ static bool dwarfmove(void)
for (int i=1; i<=NDWARVES; i++) { for (int i=1; i<=NDWARVES; i++) {
if (game.dloc[i] == 0) if (game.dloc[i] == 0)
continue; continue;
/* Fill TK array with all the places this dwarf might go. */ /* Fill tk array with all the places this dwarf might go. */
int j=1; int j=1;
kk=KEY[game.dloc[i]]; kk=KEY[game.dloc[i]];
if (kk != 0) if (kk != 0)
@ -388,24 +388,24 @@ static bool dwarfmove(void)
bool avoided = (SPECIAL(game.newloc) || bool avoided = (SPECIAL(game.newloc) ||
!INDEEP(game.newloc) || !INDEEP(game.newloc) ||
game.newloc == game.odloc[i] || game.newloc == game.odloc[i] ||
(j > 1 && game.newloc == TK[j-1]) || (j > 1 && game.newloc == tk[j-1]) ||
j >= 20 || j >= 20 ||
game.newloc == game.dloc[i] || game.newloc == game.dloc[i] ||
FORCED(game.newloc) || FORCED(game.newloc) ||
(i == PIRATE && CNDBIT(game.newloc,NOARRR)) || (i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
labs(TRAVEL[kk])/1000000 == 100); labs(TRAVEL[kk])/1000000 == 100);
if (!avoided) { if (!avoided) {
TK[j++] = game.newloc; tk[j++] = game.newloc;
} }
++kk; ++kk;
} while } while
(TRAVEL[kk-1] >= 0); (TRAVEL[kk-1] >= 0);
TK[j]=game.odloc[i]; tk[j]=game.odloc[i];
if (j >= 2) if (j >= 2)
--j; --j;
j=1+randrange(j); j=1+randrange(j);
game.odloc[i]=game.dloc[i]; game.odloc[i]=game.dloc[i];
game.dloc[i]=TK[j]; game.dloc[i]=tk[j];
game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc); game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
if (!game.dseen[i]) continue; if (!game.dseen[i]) continue;
game.dloc[i]=game.loc; game.dloc[i]=game.loc;
@ -507,49 +507,49 @@ static void croak(FILE *cmdin)
static bool playermove(FILE *cmdin, token_t verb, int motion) static bool playermove(FILE *cmdin, token_t verb, int motion)
{ {
int LL, K2, KK=KEY[game.loc]; int scratchloc, k2, kk=KEY[game.loc];
game.newloc=game.loc; game.newloc=game.loc;
if (KK == 0) if (kk == 0)
BUG(26); BUG(26);
if (motion == NUL) if (motion == NUL)
return true; return true;
else if (motion == 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. */
motion=game.oldloc; motion=game.oldloc;
if (FORCED(motion)) if (FORCED(motion))
motion=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 (motion == game.loc)K2=91; if (motion == game.loc)k2=91;
if (CNDBIT(game.loc,NOBACK))K2=274; if (CNDBIT(game.loc,NOBACK))k2=274;
if (K2 == 0) { if (k2 == 0) {
for (;;) { for (;;) {
LL=MOD((labs(TRAVEL[KK])/1000),1000); scratchloc=MOD((labs(TRAVEL[kk])/1000),1000);
if (LL != motion) { if (scratchloc != motion) {
if (!SPECIAL(LL)) { if (!SPECIAL(scratchloc)) {
if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion) if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion)
K2=KK; k2=kk;
} }
if (TRAVEL[KK] >= 0) { if (TRAVEL[kk] >= 0) {
++KK; ++kk;
continue; continue;
} }
KK=K2; kk=k2;
if (KK == 0) { if (kk == 0) {
RSPEAK(140); RSPEAK(140);
return true; return true;
} }
} }
motion=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 */
} }
} else { } else {
RSPEAK(K2); RSPEAK(k2);
return true; return true;
} }
} }
@ -576,10 +576,10 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
/* ordinary travel */ /* ordinary travel */
for (;;) { for (;;) {
LL=labs(TRAVEL[KK]); scratchloc=labs(TRAVEL[kk]);
if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion) if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,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;
@ -593,9 +593,9 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
RSPEAK(spk); RSPEAK(spk);
return true; return true;
} }
++KK; ++kk;
} }
LL=LL/1000; scratchloc=scratchloc/1000;
do { do {
/* /*
@ -605,7 +605,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
* removed. * removed.
*/ */
for (;;) { for (;;) {
game.newloc=LL/1000; game.newloc=scratchloc/1000;
motion=MOD(game.newloc,100); motion=MOD(game.newloc,100);
if (!SPECIAL(game.newloc)) { if (!SPECIAL(game.newloc)) {
if (game.newloc <= 100) { if (game.newloc <= 100) {
@ -619,15 +619,15 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
else if (game.prop[motion] != game.newloc/100-3) else if (game.prop[motion] != game.newloc/100-3)
break; break;
do { do {
if (TRAVEL[KK] < 0)BUG(25); if (TRAVEL[kk] < 0)BUG(25);
++KK; ++kk;
game.newloc=labs(TRAVEL[KK])/1000; game.newloc=labs(TRAVEL[kk])/1000;
} while } while
(game.newloc == LL); (game.newloc == scratchloc);
LL=game.newloc; scratchloc=game.newloc;
} }
game.newloc=MOD(LL,1000); game.newloc=MOD(scratchloc,1000);
if (!SPECIAL(game.newloc)) if (!SPECIAL(game.newloc))
return true; return true;
if (game.newloc <= 500) { if (game.newloc <= 500) {
@ -652,11 +652,11 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
* pretend he wasn't carrying it after all. */ * pretend he wasn't carrying it after all. */
DROP(EMRALD,game.loc); DROP(EMRALD,game.loc);
do { do {
if (TRAVEL[KK] < 0)BUG(25); if (TRAVEL[kk] < 0)BUG(25);
++KK; ++kk;
game.newloc=labs(TRAVEL[KK])/1000; game.newloc=labs(TRAVEL[kk])/1000;
} while } while
(game.newloc == LL); (game.newloc == scratchloc);
continue; /* back to top of do/while loop */ continue; /* back to top of do/while loop */
case 3: case 3:
/* Travel 303. Troll bridge. Must be done only as special /* Travel 303. Troll bridge. Must be done only as special
@ -901,7 +901,7 @@ static void listobjects(void)
static bool do_command(FILE *cmdin) static bool do_command(FILE *cmdin)
/* Get and execute a command */ /* Get and execute a command */
{ {
long KQ, VERB, V1, V2; long KQ, verb, V1, V2;
long i, k, KMOD; long i, k, KMOD;
static long igo = 0; static long igo = 0;
static long obj = 0; static long obj = 0;
@ -955,7 +955,7 @@ static bool do_command(FILE *cmdin)
if (TOTING(BEAR))RSPEAK(141); if (TOTING(BEAR))RSPEAK(141);
newspeak(msg); newspeak(msg);
if (FORCED(game.loc)) { if (FORCED(game.loc)) {
if (playermove(cmdin, VERB, 1)) if (playermove(cmdin, verb, 1))
return true; return true;
else else
continue; /* back to top of main interpreter loop */ continue; /* back to top of main interpreter loop */
@ -965,7 +965,7 @@ static bool do_command(FILE *cmdin)
listobjects(); listobjects();
L2012: L2012:
VERB=0; verb=0;
game.oldobj=obj; game.oldobj=obj;
obj=0; obj=0;
@ -1007,9 +1007,9 @@ static bool do_command(FILE *cmdin)
if (game.trndex <= TRNVLS) if (game.trndex <= TRNVLS)
game.thresh=MOD(TRNVAL[game.trndex],100000)+1; game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
} }
if (VERB == SAY && WD2 > 0) if (verb == SAY && WD2 > 0)
VERB=0; verb=0;
if (VERB == SAY) { if (verb == SAY) {
part=transitive; part=transitive;
goto Laction; goto Laction;
} }
@ -1065,22 +1065,22 @@ static bool do_command(FILE *cmdin)
switch (KQ-1) switch (KQ-1)
{ {
case 0: case 0:
if (playermove(cmdin, VERB, KMOD)) if (playermove(cmdin, verb, KMOD))
return true; return true;
else else
continue; /* back to top of main interpreter loop */ continue; /* back to top of main interpreter loop */
case 1: part=unknown; obj = KMOD; break; case 1: part=unknown; obj = KMOD; break;
case 2: part=intransitive; VERB = KMOD; break; case 2: part=intransitive; verb = KMOD; break;
case 3: RSPEAK(KMOD); goto L2012; case 3: RSPEAK(KMOD); goto L2012;
default: BUG(22); default: BUG(22);
} }
Laction: Laction:
switch (action(cmdin, part, VERB, obj)) { switch (action(cmdin, part, verb, obj)) {
case GO_TERMINATE: case GO_TERMINATE:
return true; return true;
case GO_MOVE: case GO_MOVE:
playermove(cmdin, VERB, NUL); playermove(cmdin, verb, NUL);
return true; return true;
case GO_TOP: continue; /* back to top of main interpreter loop */ case GO_TOP: continue; /* back to top of main interpreter loop */
case GO_CLEAROBJ: goto L2012; case GO_CLEAROBJ: goto L2012;