Fix capitalization glitches.
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943b3a62e6
commit
f89f63c6d1
6 changed files with 27 additions and 27 deletions
16
actions1.c
16
actions1.c
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@ -11,7 +11,7 @@
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* similar label number for the caller to "goto".
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*/
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/* Analyse a verb. remember what it was, go back for object if second word
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/* Analyse a verb. Remember what it was, go back for object if second word
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* unless verb is "say", which snarfs arbitrary second word. */
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int action(long STARTAT) {
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@ -112,7 +112,7 @@ L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010;
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/* Routines for performing the various action verbs */
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/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
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* transitive, plus ten times the verb number. many intransitive verbs use the
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* transitive, plus ten times the verb number. Many intransitive verbs use the
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* transitive code, and some verbs use code for other verbs, as noted below. */
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/* Carry, no object given yet. OK if only one object present. */
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@ -302,7 +302,7 @@ L9132: PROP[DOOR]=0;
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L9134: OBJ=URN;
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goto L9220;
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/* Eat. Intransitive: assume food if present, else ask what. transitive: food
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/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
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* ok, some things lose appetite, rest are ridiculous. */
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L8140: if(!HERE(FOOD)) return(8000);
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@ -316,7 +316,7 @@ L9140: if(OBJ == FOOD) goto L8142;
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OGRE)SPK=71;
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return(2011);
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/* Drink. If no object, assume water and look for it here. if water is in
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/* Drink. If no object, assume water and look for it here. If water is in
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* the bottle, drink that, else must be at a water loc, so drink stream. */
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L9150: if(OBJ == 0 && LIQLOC(LOC) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
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@ -351,7 +351,7 @@ L9160: if(OBJ != LAMP)SPK=76;
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L9170: return(throw());
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/* Quit. Intransitive only. verify intent and exit if that's what he wants. */
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/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
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L8180: if(YES(22,54,54)) score(1);
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return(2012);
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@ -479,7 +479,7 @@ L8300: SPK=201;
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SAVED=SAVED+5;
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KK= -1;
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/* This next part is shared with the "resume" code. the two cases are
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/* This next part is shared with the "resume" code. The two cases are
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* distinguished by the value of kk (-1 for suspend, +1 for resume). */
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L8305: DATIME(I,K);
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@ -491,8 +491,8 @@ L8305: DATIME(I,K);
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/* Herewith are all the variables whose values can change during a game,
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* omitting a few (such as I, J, ATTACK) whose values between turns are
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* irrelevant and some whose values when a game is
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* suspended or resumed are guaranteed to match. if unsure whether a value
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* needs to be saved, include it. overkill can't hurt. pad the last savwds
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* suspended or resumed are guaranteed to match. If unsure whether a value
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* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
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* with junk variables to bring it up to 7 values. */
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SAVWDS(ABBNUM,BLKLIN,BONUS,CLOCK1,CLOCK2,CLOSED,CLOSNG);
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SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST);
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@ -172,7 +172,7 @@ L9126: if(OBJ == 0)SPK=44;
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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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* 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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@ -267,7 +267,7 @@ L9178: SPK=159;
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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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/* 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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10
init.c
10
init.c
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@ -35,7 +35,7 @@
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/* Description of the database format
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*
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*
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* The data file contains several sections. each begins with a line containing
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* The data file contains several sections. Each begins with a line containing
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* a number identifying the section, and ends with a line containing "-1".
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*
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* Section 1: Long form descriptions. Each line contains a location number,
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@ -150,7 +150,7 @@
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/* The various messages (sections 1, 2, 5, 6, etc.) may include certain
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* special character sequences to denote that the program must provide
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* parameters to insert into a message when the message is printed. these
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* parameters to insert into a message when the message is printed. These
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* sequences are:
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* %S = The letter 'S' or nothing (if a given value is exactly 1)
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* %W = A word (up to 10 characters)
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@ -214,7 +214,7 @@ L1001: /*etc*/ ;
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CLSSES=0;
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TRNVLS=0;
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/* Start new data section. sect is the section number. */
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/* Start new data section. Sect is the section number. */
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L1002: SECT=GETNUM(OPENED);
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OLDLOC= -1;
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@ -276,7 +276,7 @@ L1014: TRNVLS=TRNVLS+1;
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goto L1005;
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/* The stuff for section 3 is encoded here. Each "from-location" gets a
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* contiguous section of the "TRAVEL" array. each entry in travel is
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* contiguous section of the "TRAVEL" array. Each entry in travel is
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* NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
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* this is the last entry for this location. KEY(N) is the index in travel
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* of the first option at location N. */
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@ -434,7 +434,7 @@ L1106: /*etc*/ ;
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HINTLC[I]=0;
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} /* end loop */
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/* Define some handy mnemonics. these correspond to object numbers. */
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/* Define some handy mnemonics. These correspond to object numbers. */
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AXE=VOCWRD(12405,1);
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BATTER=VOCWRD(201202005,1);
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20
main.c
20
main.c
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@ -127,7 +127,7 @@ L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
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PANIC=true;
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/* See if a dwarf has seen him and has come from where he wants to go. If so,
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* the dwarf's blocking his way. if coming from place forbidden to pirate
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* the dwarf's blocking his way. If coming from place forbidden to pirate
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* (dwarves rooted in place) let him get out (and attacked). */
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L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
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@ -173,7 +173,7 @@ L6000: if(DFLAG != 1) goto L6010;
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DROP(AXE,LOC);
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goto L2000;
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/* Things are in full swing. move each dwarf at random, except if he's seen us
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/* Things are in full swing. Move each dwarf at random, except if he's seen us
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* he sticks with us. Dwarves stay deep inside. If wandering at random,
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* they don't back up unless there's no alternative. If they don't have to
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* move, they attack. And, of course, dead dwarves don't do much of anything. */
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@ -465,8 +465,8 @@ L8000: SETPRM(1,WD1,WD1X);
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/* Figure out the new location
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*
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* Given the current location in "LOC", and a motion verb number in "K", put
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* the new location in "NEWLOC". the current loc is saved in "OLDLOC" in case
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* he wants to retreat. the current OLDLOC is saved in OLDLC2, in case he
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* the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
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* he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
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* dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
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* him, so we need OLDLC2, which is the last place he was safe.) */
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@ -510,7 +510,7 @@ L16: NEWLOC=MOD(LL,1000);
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NEWLOC=LOC;
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goto L2;
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/* Special motions come here. labelling convention: statement numbers NNNXX
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/* Special motions come here. Labelling convention: statement numbers NNNXX
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* (XX=00-99) are used for special case number NNN (NNN=301-500). */
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L30000: NEWLOC=NEWLOC-300;
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@ -633,8 +633,8 @@ L50: SPK=12;
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/* "You're dead, Jim."
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*
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* If the current loc is zero, it means the clown got himself killed. we'll
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* allow this maxdie times. maxdie is automatically set based on the number of
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* If the current loc is zero, it means the clown got himself killed. We'll
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* allow this maxdie times. MAXDIE is automatically set based on the number of
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* snide messages available. Each death results in a message (81, 83, etc.)
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* which offers reincarnation; if accepted, this results in message 82, 84,
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* etc. The last time, if he wants another chance, he gets a snide remark as
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@ -764,7 +764,7 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
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* oil, since there are beanstalks which we don't want to be able to water,
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* since the code can't handle it. Also, we can have no keys, since there is a
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* grate (having moved the fixed object!) there separating him from all the
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* treasures. most of these problems arise from the use of negative prop
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* treasures. Most of these problems arise from the use of negative prop
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* numbers to suppress the object descriptions until he's actually moved the
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* objects. */
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@ -774,7 +774,7 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
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* from now until CLOCK2 runs out, he cannot unlock the grate, move to any
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* location outside the cave, or create the bridge. Nor can he be
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* resurrected if he dies. Note that the snake is already gone, since he got
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* to the treasure accessible only via the hall of the mt. king. Also, he's
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* to the treasure accessible only via the hall of the mountain king. Also, he's
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* been in giant room (to get eggs), so we can refer to it. Also also, he's
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* gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
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* must have been activated, since we've found chest. */
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@ -823,7 +823,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
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OLDLOC=115;
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NEWLOC=115;
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/* Leave the grate with normal (non-negative) property. reuse sign. */
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/* Leave the grate with normal (non-negative) property. Reuse sign. */
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I=PUT(GRATE,116,0);
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I=PUT(SIGN,116,0);
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2
misc.c
2
misc.c
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@ -174,7 +174,7 @@ void fSETPRM(long FIRST, long P1, long P2) {
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void fGETIN(long *wORD1, long *wORD1X, long *wORD2, long *wORD2X) {
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long JUNK;
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/* Get a command from the adventurer. snarf out the first word, pad it with
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/* Get a command from the adventurer. Snarf out the first word, pad it with
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* blanks, and return it in WORD1. Chars 6 thru 10 are returned in WORD1X, in
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* case we need to print out the whole word in an error message. Any number of
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* blanks may follow the word. If a second word appears, it is returned in
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2
score.c
2
score.c
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@ -32,7 +32,7 @@ void score(long MODE) {
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SCORE=0;
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MXSCOR=0;
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/* First tally up the treasures. must be in building and not broken.
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/* First tally up the treasures. Must be in building and not broken.
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* Give the poor guy 2 points just for finding each treasure. */
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/* 20010 */ for (I=50; I<=MAXTRS; I++) {
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