Fix up case on all comments to make them more readable. No code changes.
The all-capsing was a FORTRAN remnant.Also, we change a few FORTRANisms so they are less confusing in this C context; ".TRUE." and ".FALSE." become "true" and "false", "MOD" is mapped to % in places tha t are like C expressions and (usually) "modulo" in places that aren't.
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809f53d099
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7 changed files with 690 additions and 690 deletions
42
actions2.c
42
actions2.c
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@ -3,9 +3,9 @@
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#include "share.h"
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#include "funcs.h"
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/* CARRY AN OBJECT. SPECIAL CASES FOR BIRD AND CAGE (IF BIRD IN CAGE, CAN'T
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* TAKE ONE WITHOUT THE OTHER). LIQUIDS ALSO SPECIAL, SINCE THEY DEPEND ON
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* STATUS OF BOTTLE. ALSO VARIOUS SIDE EFFECTS, ETC. */
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/* Carry an object. Special cases for bird and cage (if bird in cage, can't
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* take one without the other). Liquids also special, since they depend on
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* status of bottle. Also various side effects, etc. */
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int carry(void) {
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if(TOTING(OBJ)) return(2011);
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@ -53,9 +53,9 @@ L9015: SPK=238;
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return(2011);
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}
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/* DISCARD OBJECT. "THROW" ALSO COMES HERE FOR MOST OBJECTS. SPECIAL CASES FOR
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* BIRD (MIGHT ATTACK SNAKE OR DRAGON) AND CAGE (MIGHT CONTAIN BIRD) AND VASE.
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* DROP COINS AT VENDING MACHINE FOR EXTRA BATTERIES. */
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/* Discard object. "Throw" also comes here for most objects. Special cases for
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* bird (might attack snake or dragon) and cage (might contain bird) and vase.
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* Drop coins at vending machine for extra batteries. */
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int discard(bool just_do_it) {
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if(just_do_it) goto L9021;
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@ -127,9 +127,9 @@ L9028: PROP[VASE]=2;
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goto L9021;
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}
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/* ATTACK. ASSUME TARGET IF UNAMBIGUOUS. "THROW" ALSO LINKS HERE. ATTACKABLE
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* OBJECTS FALL INTO TWO CATEGORIES: ENEMIES (SNAKE, DWARF, ETC.) AND OTHERS
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* (BIRD, CLAM, MACHINE). AMBIGUOUS IF 2 ENEMIES, OR NO ENEMIES BUT 2 OTHERS. */
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/* Attack. Assume target if unambiguous. "Throw" also links here. Attackable
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* objects fall into two categories: enemies (snake, dwarf, etc.) and others
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* (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
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int attack() {
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I=ATDWRF(LOC);
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@ -170,9 +170,9 @@ L9126: if(OBJ == 0)SPK=44;
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if(OBJ == OGRE && I > 0) goto L9128;
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if(OBJ == BEAR)SPK=165+(PROP[BEAR]+1)/2;
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if(OBJ != DRAGON || PROP[DRAGON] != 0) return(2011);
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/* FUN STUFF FOR DRAGON. IF HE INSISTS ON ATTACKING IT, WIN! SET PROP TO DEAD,
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* MOVE DRAGON TO CENTRAL LOC (STILL FIXED), MOVE RUG THERE (NOT FIXED), AND
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* MOVE HIM THERE, TOO. THEN DO A NULL MOTION TO GET NEW DESCRIPTION. */
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/* Fun stuff for dragon. If he insists on attacking it, win! Set PROP to dead,
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* move dragon to central loc (still fixed), move rug there (not fixed), and
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* move him there, too. then do a null motion to get new description. */
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RSPEAK(49);
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VERB=0;
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OBJ=0;
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@ -210,9 +210,9 @@ L9129: /*etc*/ ;
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return(2011);
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}
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/* THROW. SAME AS DISCARD UNLESS AXE. THEN SAME AS ATTACK EXCEPT IGNORE BIRD,
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* AND IF DWARF IS PRESENT THEN ONE MIGHT BE KILLED. (ONLY WAY TO DO SO!)
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* AXE ALSO SPECIAL FOR DRAGON, BEAR, AND TROLL. TREASURES SPECIAL FOR TROLL. */
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/* Throw. Same as discard unless axe. Then same as attack except ignore bird,
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* and if dwarf is present then one might be killed. (Only way to do so!)
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* Axe also special for dragon, bear, and troll. Treasures special for troll. */
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int throw() {
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if(TOTING(ROD2) && OBJ == ROD && !TOTING(ROD))OBJ=ROD2;
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@ -244,7 +244,7 @@ L9175: RSPEAK(SPK);
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K=NUL;
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return(8);
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/* THIS'LL TEACH HIM TO THROW THE AXE AT THE BEAR! */
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/* This'll teach him to throw the axe at the bear! */
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L9176: SPK=164;
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DROP(AXE,LOC);
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FIXED[AXE]= -1;
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@ -252,12 +252,12 @@ L9176: SPK=164;
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JUGGLE(BEAR);
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return(2011);
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/* BUT THROWING FOOD IS ANOTHER STORY. */
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/* But throwing food is another story. */
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L9177: OBJ=BEAR;
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return(feed());
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L9178: SPK=159;
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/* SNARF A TREASURE FOR THE TROLL. */
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/* Snarf a treasure for the troll. */
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DROP(OBJ,0);
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MOVE(TROLL,0);
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MOVE(TROLL+100,0);
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return(2011);
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}
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/* FEED. IF BIRD, NO SEED. SNAKE, DRAGON, TROLL: QUIP. IF DWARF, MAKE HIM
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* MAD. BEAR, SPECIAL. */
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/* Feed. If bird, no seed. snake, dragon, troll: quip. If dwarf, make him
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* mad. Bear, special. */
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int feed() {
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if(OBJ != BIRD) goto L9212;
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return(2011);
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}
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/* FILL. BOTTLE OR URN MUST BE EMPTY, AND LIQUID AVAILABLE. (VASE IS NASTY.) */
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/* Fill. Bottle or urn must be empty, and liquid available. (Vase is nasty.) */
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int fill() {
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if(OBJ == VASE) goto L9222;
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