Fix capitalization glitches.
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943b3a62e6
commit
f89f63c6d1
6 changed files with 27 additions and 27 deletions
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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