toggle_window(&win_meta, &win_log);
int key;
- unsigned char result;
+ unsigned char quit_called;
if (0 == world.interactive) {
int action;
while (1) {
else if ('w' == action)
move_player(&world, 'w'); }
else
- result = meta_keys(key, &world, &win_meta, &win_keys, &win_map, &win_info, &win_log);
- if (1 == result)
+ quit_called = meta_keys(key, &world, &win_meta, &win_keys, &win_map, &win_info, &win_log);
+ if (1 == quit_called)
break; } }
else {
uint32_t last_turn = 0;
else if (key == get_action_key(world.keybindings, "wait / next turn"))
player_wait (&world);
else
- result = meta_keys(key, &world, &win_meta, &win_keys, &win_map, &win_info, &win_log);
- if (1 == result)
+ quit_called = meta_keys(key, &world, &win_meta, &win_keys, &win_map, &win_info, &win_log);
+ if (1 == quit_called)
break; } }
free(map.cells);