Use more C-like naming conventions for variables.
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1 changed files with 51 additions and 51 deletions
102
main.c
102
main.c
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@ -319,7 +319,7 @@ static bool dwarfmove(void)
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/* Dwarves move. Return true if player survives, false if he dies. */
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/* Dwarves move. Return true if player survives, false if he dies. */
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{
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{
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int kk, stick, attack;
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int kk, stick, attack;
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long TK[21];
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long tk[21];
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/* Dwarf stuff. See earlier comments for description of
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/* Dwarf stuff. See earlier comments for description of
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* variables. Remember sixth dwarf is pirate and is thus
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* variables. Remember sixth dwarf is pirate and is thus
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@ -378,7 +378,7 @@ static bool dwarfmove(void)
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for (int i=1; i<=NDWARVES; i++) {
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for (int i=1; i<=NDWARVES; i++) {
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if (game.dloc[i] == 0)
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if (game.dloc[i] == 0)
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continue;
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continue;
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/* Fill TK array with all the places this dwarf might go. */
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/* Fill tk array with all the places this dwarf might go. */
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int j=1;
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int j=1;
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kk=KEY[game.dloc[i]];
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kk=KEY[game.dloc[i]];
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if (kk != 0)
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if (kk != 0)
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@ -388,24 +388,24 @@ static bool dwarfmove(void)
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bool avoided = (SPECIAL(game.newloc) ||
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bool avoided = (SPECIAL(game.newloc) ||
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!INDEEP(game.newloc) ||
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!INDEEP(game.newloc) ||
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game.newloc == game.odloc[i] ||
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game.newloc == game.odloc[i] ||
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(j > 1 && game.newloc == TK[j-1]) ||
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(j > 1 && game.newloc == tk[j-1]) ||
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j >= 20 ||
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j >= 20 ||
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game.newloc == game.dloc[i] ||
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game.newloc == game.dloc[i] ||
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FORCED(game.newloc) ||
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FORCED(game.newloc) ||
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(i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
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(i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
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labs(TRAVEL[kk])/1000000 == 100);
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labs(TRAVEL[kk])/1000000 == 100);
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if (!avoided) {
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if (!avoided) {
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TK[j++] = game.newloc;
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tk[j++] = game.newloc;
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}
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}
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++kk;
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++kk;
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} while
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} while
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(TRAVEL[kk-1] >= 0);
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(TRAVEL[kk-1] >= 0);
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TK[j]=game.odloc[i];
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tk[j]=game.odloc[i];
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if (j >= 2)
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if (j >= 2)
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--j;
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--j;
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j=1+randrange(j);
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j=1+randrange(j);
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game.odloc[i]=game.dloc[i];
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game.odloc[i]=game.dloc[i];
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game.dloc[i]=TK[j];
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game.dloc[i]=tk[j];
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game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
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game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
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if (!game.dseen[i]) continue;
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if (!game.dseen[i]) continue;
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game.dloc[i]=game.loc;
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game.dloc[i]=game.loc;
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@ -507,49 +507,49 @@ static void croak(FILE *cmdin)
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static bool playermove(FILE *cmdin, token_t verb, int motion)
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static bool playermove(FILE *cmdin, token_t verb, int motion)
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{
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{
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int LL, K2, KK=KEY[game.loc];
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int scratchloc, k2, kk=KEY[game.loc];
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game.newloc=game.loc;
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game.newloc=game.loc;
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if (KK == 0)
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if (kk == 0)
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BUG(26);
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BUG(26);
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if (motion == NUL)
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if (motion == NUL)
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return true;
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return true;
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else if (motion == BACK) {
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else if (motion == BACK) {
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/* Handle "go back". Look for verb which goes from game.loc to
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/* Handle "go back". Look for verb which goes from game.loc to
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* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
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* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
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* K2 saves entry -> forced loc -> previous loc. */
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* k2 saves entry -> forced loc -> previous loc. */
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motion=game.oldloc;
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motion=game.oldloc;
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if (FORCED(motion))
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if (FORCED(motion))
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motion=game.oldlc2;
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motion=game.oldlc2;
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game.oldlc2=game.oldloc;
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game.oldlc2=game.oldloc;
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game.oldloc=game.loc;
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game.oldloc=game.loc;
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K2=0;
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k2=0;
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if (motion == game.loc)K2=91;
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if (motion == game.loc)k2=91;
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if (CNDBIT(game.loc,NOBACK))K2=274;
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if (CNDBIT(game.loc,NOBACK))k2=274;
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if (K2 == 0) {
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if (k2 == 0) {
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for (;;) {
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for (;;) {
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LL=MOD((labs(TRAVEL[KK])/1000),1000);
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scratchloc=MOD((labs(TRAVEL[kk])/1000),1000);
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if (LL != motion) {
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if (scratchloc != motion) {
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if (!SPECIAL(LL)) {
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if (!SPECIAL(scratchloc)) {
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if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
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if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion)
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K2=KK;
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k2=kk;
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}
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}
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if (TRAVEL[KK] >= 0) {
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if (TRAVEL[kk] >= 0) {
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++KK;
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++kk;
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continue;
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continue;
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}
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}
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KK=K2;
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kk=k2;
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if (KK == 0) {
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if (kk == 0) {
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RSPEAK(140);
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RSPEAK(140);
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return true;
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return true;
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}
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}
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}
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}
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motion=MOD(labs(TRAVEL[KK]),1000);
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motion=MOD(labs(TRAVEL[kk]),1000);
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KK=KEY[game.loc];
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kk=KEY[game.loc];
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break; /* fall through to ordinary travel */
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break; /* fall through to ordinary travel */
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}
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}
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} else {
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} else {
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RSPEAK(K2);
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RSPEAK(k2);
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return true;
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return true;
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}
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}
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}
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}
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@ -576,10 +576,10 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
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/* ordinary travel */
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/* ordinary travel */
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for (;;) {
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for (;;) {
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LL=labs(TRAVEL[KK]);
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scratchloc=labs(TRAVEL[kk]);
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if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
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if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
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break;
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break;
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if (TRAVEL[KK] < 0) {
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if (TRAVEL[kk] < 0) {
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/* Non-applicable motion. Various messages depending on
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/* Non-applicable motion. Various messages depending on
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* word given. */
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* word given. */
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int spk=12;
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int spk=12;
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@ -593,9 +593,9 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
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RSPEAK(spk);
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RSPEAK(spk);
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return true;
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return true;
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}
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}
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++KK;
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++kk;
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}
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}
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LL=LL/1000;
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scratchloc=scratchloc/1000;
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do {
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do {
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/*
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/*
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@ -605,7 +605,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
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* removed.
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* removed.
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*/
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*/
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for (;;) {
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for (;;) {
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game.newloc=LL/1000;
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game.newloc=scratchloc/1000;
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motion=MOD(game.newloc,100);
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motion=MOD(game.newloc,100);
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if (!SPECIAL(game.newloc)) {
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if (!SPECIAL(game.newloc)) {
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if (game.newloc <= 100) {
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if (game.newloc <= 100) {
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@ -619,15 +619,15 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
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else if (game.prop[motion] != game.newloc/100-3)
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else if (game.prop[motion] != game.newloc/100-3)
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break;
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break;
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do {
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do {
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if (TRAVEL[KK] < 0)BUG(25);
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if (TRAVEL[kk] < 0)BUG(25);
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++KK;
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++kk;
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game.newloc=labs(TRAVEL[KK])/1000;
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game.newloc=labs(TRAVEL[kk])/1000;
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} while
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} while
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(game.newloc == LL);
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(game.newloc == scratchloc);
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LL=game.newloc;
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scratchloc=game.newloc;
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}
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}
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game.newloc=MOD(LL,1000);
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game.newloc=MOD(scratchloc,1000);
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if (!SPECIAL(game.newloc))
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if (!SPECIAL(game.newloc))
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return true;
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return true;
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if (game.newloc <= 500) {
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if (game.newloc <= 500) {
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@ -652,11 +652,11 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
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* pretend he wasn't carrying it after all. */
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* pretend he wasn't carrying it after all. */
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DROP(EMRALD,game.loc);
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DROP(EMRALD,game.loc);
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do {
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do {
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if (TRAVEL[KK] < 0)BUG(25);
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if (TRAVEL[kk] < 0)BUG(25);
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++KK;
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++kk;
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game.newloc=labs(TRAVEL[KK])/1000;
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game.newloc=labs(TRAVEL[kk])/1000;
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} while
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} while
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(game.newloc == LL);
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(game.newloc == scratchloc);
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continue; /* back to top of do/while loop */
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continue; /* back to top of do/while loop */
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case 3:
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case 3:
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/* Travel 303. Troll bridge. Must be done only as special
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/* Travel 303. Troll bridge. Must be done only as special
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@ -901,7 +901,7 @@ static void listobjects(void)
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static bool do_command(FILE *cmdin)
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static bool do_command(FILE *cmdin)
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/* Get and execute a command */
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/* Get and execute a command */
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{
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{
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long KQ, VERB, V1, V2;
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long KQ, verb, V1, V2;
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long i, k, KMOD;
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long i, k, KMOD;
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static long igo = 0;
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static long igo = 0;
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static long obj = 0;
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static long obj = 0;
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@ -955,7 +955,7 @@ static bool do_command(FILE *cmdin)
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if (TOTING(BEAR))RSPEAK(141);
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if (TOTING(BEAR))RSPEAK(141);
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newspeak(msg);
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newspeak(msg);
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if (FORCED(game.loc)) {
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if (FORCED(game.loc)) {
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if (playermove(cmdin, VERB, 1))
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if (playermove(cmdin, verb, 1))
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return true;
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return true;
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else
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else
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continue; /* back to top of main interpreter loop */
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continue; /* back to top of main interpreter loop */
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@ -965,7 +965,7 @@ static bool do_command(FILE *cmdin)
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listobjects();
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listobjects();
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L2012:
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L2012:
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VERB=0;
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verb=0;
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game.oldobj=obj;
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game.oldobj=obj;
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obj=0;
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obj=0;
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@ -1007,9 +1007,9 @@ static bool do_command(FILE *cmdin)
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if (game.trndex <= TRNVLS)
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if (game.trndex <= TRNVLS)
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game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
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game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
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}
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}
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if (VERB == SAY && WD2 > 0)
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if (verb == SAY && WD2 > 0)
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VERB=0;
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verb=0;
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if (VERB == SAY) {
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if (verb == SAY) {
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part=transitive;
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part=transitive;
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goto Laction;
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goto Laction;
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}
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}
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@ -1065,22 +1065,22 @@ static bool do_command(FILE *cmdin)
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switch (KQ-1)
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switch (KQ-1)
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{
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{
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case 0:
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case 0:
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if (playermove(cmdin, VERB, KMOD))
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if (playermove(cmdin, verb, KMOD))
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return true;
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return true;
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else
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else
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continue; /* back to top of main interpreter loop */
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continue; /* back to top of main interpreter loop */
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case 1: part=unknown; obj = KMOD; break;
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case 1: part=unknown; obj = KMOD; break;
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case 2: part=intransitive; VERB = KMOD; break;
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case 2: part=intransitive; verb = KMOD; break;
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case 3: RSPEAK(KMOD); goto L2012;
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case 3: RSPEAK(KMOD); goto L2012;
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default: BUG(22);
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default: BUG(22);
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}
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}
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Laction:
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Laction:
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switch (action(cmdin, part, VERB, obj)) {
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switch (action(cmdin, part, verb, obj)) {
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case GO_TERMINATE:
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case GO_TERMINATE:
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return true;
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return true;
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case GO_MOVE:
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case GO_MOVE:
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playermove(cmdin, VERB, NUL);
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playermove(cmdin, verb, NUL);
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return true;
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return true;
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case GO_TOP: continue; /* back to top of main interpreter loop */
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case GO_TOP: continue; /* back to top of main interpreter loop */
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case GO_CLEAROBJ: goto L2012;
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case GO_CLEAROBJ: goto L2012;
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