Fix capitalization glitches.

This commit is contained in:
Eric S. Raymond 2017-05-23 09:18:28 -04:00
parent 943b3a62e6
commit f89f63c6d1
6 changed files with 27 additions and 27 deletions

View file

@ -11,7 +11,7 @@
* similar label number for the caller to "goto". * similar label number for the caller to "goto".
*/ */
/* Analyse a verb. remember what it was, go back for object if second word /* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word. */ * unless verb is "say", which snarfs arbitrary second word. */
int action(long STARTAT) { int action(long STARTAT) {
@ -112,7 +112,7 @@ L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010;
/* Routines for performing the various action verbs */ /* Routines for performing the various action verbs */
/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for /* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
* transitive, plus ten times the verb number. many intransitive verbs use the * transitive, plus ten times the verb number. Many intransitive verbs use the
* transitive code, and some verbs use code for other verbs, as noted below. */ * transitive code, and some verbs use code for other verbs, as noted below. */
/* Carry, no object given yet. OK if only one object present. */ /* Carry, no object given yet. OK if only one object present. */
@ -302,7 +302,7 @@ L9132: PROP[DOOR]=0;
L9134: OBJ=URN; L9134: OBJ=URN;
goto L9220; goto L9220;
/* Eat. Intransitive: assume food if present, else ask what. transitive: food /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */ * ok, some things lose appetite, rest are ridiculous. */
L8140: if(!HERE(FOOD)) return(8000); L8140: if(!HERE(FOOD)) return(8000);
@ -316,7 +316,7 @@ L9140: if(OBJ == FOOD) goto L8142;
OGRE)SPK=71; OGRE)SPK=71;
return(2011); return(2011);
/* Drink. If no object, assume water and look for it here. if water is in /* Drink. If no object, assume water and look for it here. If water is in
* the bottle, drink that, else must be at a water loc, so drink stream. */ * the bottle, drink that, else must be at a water loc, so drink stream. */
L9150: if(OBJ == 0 && LIQLOC(LOC) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE))) L9150: if(OBJ == 0 && LIQLOC(LOC) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
@ -351,7 +351,7 @@ L9160: if(OBJ != LAMP)SPK=76;
L9170: return(throw()); L9170: return(throw());
/* Quit. Intransitive only. verify intent and exit if that's what he wants. */ /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
L8180: if(YES(22,54,54)) score(1); L8180: if(YES(22,54,54)) score(1);
return(2012); return(2012);
@ -479,7 +479,7 @@ L8300: SPK=201;
SAVED=SAVED+5; SAVED=SAVED+5;
KK= -1; KK= -1;
/* This next part is shared with the "resume" code. the two cases are /* This next part is shared with the "resume" code. The two cases are
* distinguished by the value of kk (-1 for suspend, +1 for resume). */ * distinguished by the value of kk (-1 for suspend, +1 for resume). */
L8305: DATIME(I,K); L8305: DATIME(I,K);
@ -491,8 +491,8 @@ L8305: DATIME(I,K);
/* Herewith are all the variables whose values can change during a game, /* Herewith are all the variables whose values can change during a game,
* omitting a few (such as I, J, ATTACK) whose values between turns are * omitting a few (such as I, J, ATTACK) whose values between turns are
* irrelevant and some whose values when a game is * irrelevant and some whose values when a game is
* suspended or resumed are guaranteed to match. if unsure whether a value * suspended or resumed are guaranteed to match. If unsure whether a value
* needs to be saved, include it. overkill can't hurt. pad the last savwds * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
* with junk variables to bring it up to 7 values. */ * with junk variables to bring it up to 7 values. */
SAVWDS(ABBNUM,BLKLIN,BONUS,CLOCK1,CLOCK2,CLOSED,CLOSNG); SAVWDS(ABBNUM,BLKLIN,BONUS,CLOCK1,CLOCK2,CLOSED,CLOSNG);
SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST); SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST);

View file

@ -172,7 +172,7 @@ L9126: if(OBJ == 0)SPK=44;
if(OBJ != DRAGON || PROP[DRAGON] != 0) return(2011); if(OBJ != DRAGON || PROP[DRAGON] != 0) return(2011);
/* Fun stuff for dragon. If he insists on attacking it, win! Set PROP to dead, /* Fun stuff for dragon. If he insists on attacking it, win! Set PROP to dead,
* move dragon to central loc (still fixed), move rug there (not fixed), and * move dragon to central loc (still fixed), move rug there (not fixed), and
* move him there, too. then do a null motion to get new description. */ * move him there, too. Then do a null motion to get new description. */
RSPEAK(49); RSPEAK(49);
VERB=0; VERB=0;
OBJ=0; OBJ=0;
@ -267,7 +267,7 @@ L9178: SPK=159;
return(2011); return(2011);
} }
/* Feed. If bird, no seed. snake, dragon, troll: quip. If dwarf, make him /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */ * mad. Bear, special. */
int feed() { int feed() {

10
init.c
View file

@ -35,7 +35,7 @@
/* Description of the database format /* Description of the database format
* *
* *
* The data file contains several sections. each begins with a line containing * The data file contains several sections. Each begins with a line containing
* a number identifying the section, and ends with a line containing "-1". * a number identifying the section, and ends with a line containing "-1".
* *
* Section 1: Long form descriptions. Each line contains a location number, * Section 1: Long form descriptions. Each line contains a location number,
@ -150,7 +150,7 @@
/* The various messages (sections 1, 2, 5, 6, etc.) may include certain /* The various messages (sections 1, 2, 5, 6, etc.) may include certain
* special character sequences to denote that the program must provide * special character sequences to denote that the program must provide
* parameters to insert into a message when the message is printed. these * parameters to insert into a message when the message is printed. These
* sequences are: * sequences are:
* %S = The letter 'S' or nothing (if a given value is exactly 1) * %S = The letter 'S' or nothing (if a given value is exactly 1)
* %W = A word (up to 10 characters) * %W = A word (up to 10 characters)
@ -214,7 +214,7 @@ L1001: /*etc*/ ;
CLSSES=0; CLSSES=0;
TRNVLS=0; TRNVLS=0;
/* Start new data section. sect is the section number. */ /* Start new data section. Sect is the section number. */
L1002: SECT=GETNUM(OPENED); L1002: SECT=GETNUM(OPENED);
OLDLOC= -1; OLDLOC= -1;
@ -276,7 +276,7 @@ L1014: TRNVLS=TRNVLS+1;
goto L1005; goto L1005;
/* The stuff for section 3 is encoded here. Each "from-location" gets a /* The stuff for section 3 is encoded here. Each "from-location" gets a
* contiguous section of the "TRAVEL" array. each entry in travel is * contiguous section of the "TRAVEL" array. Each entry in travel is
* NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if * NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
* this is the last entry for this location. KEY(N) is the index in travel * this is the last entry for this location. KEY(N) is the index in travel
* of the first option at location N. */ * of the first option at location N. */
@ -434,7 +434,7 @@ L1106: /*etc*/ ;
HINTLC[I]=0; HINTLC[I]=0;
} /* end loop */ } /* end loop */
/* Define some handy mnemonics. these correspond to object numbers. */ /* Define some handy mnemonics. These correspond to object numbers. */
AXE=VOCWRD(12405,1); AXE=VOCWRD(12405,1);
BATTER=VOCWRD(201202005,1); BATTER=VOCWRD(201202005,1);

20
main.c
View file

@ -127,7 +127,7 @@ L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
PANIC=true; PANIC=true;
/* See if a dwarf has seen him and has come from where he wants to go. If so, /* See if a dwarf has seen him and has come from where he wants to go. If so,
* the dwarf's blocking his way. if coming from place forbidden to pirate * the dwarf's blocking his way. If coming from place forbidden to pirate
* (dwarves rooted in place) let him get out (and attacked). */ * (dwarves rooted in place) let him get out (and attacked). */
L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
@ -173,7 +173,7 @@ L6000: if(DFLAG != 1) goto L6010;
DROP(AXE,LOC); DROP(AXE,LOC);
goto L2000; goto L2000;
/* Things are in full swing. move each dwarf at random, except if he's seen us /* Things are in full swing. Move each dwarf at random, except if he's seen us
* he sticks with us. Dwarves stay deep inside. If wandering at random, * he sticks with us. Dwarves stay deep inside. If wandering at random,
* they don't back up unless there's no alternative. If they don't have to * they don't back up unless there's no alternative. If they don't have to
* move, they attack. And, of course, dead dwarves don't do much of anything. */ * move, they attack. And, of course, dead dwarves don't do much of anything. */
@ -465,8 +465,8 @@ L8000: SETPRM(1,WD1,WD1X);
/* Figure out the new location /* Figure out the new location
* *
* Given the current location in "LOC", and a motion verb number in "K", put * Given the current location in "LOC", and a motion verb number in "K", put
* the new location in "NEWLOC". the current loc is saved in "OLDLOC" in case * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
* he wants to retreat. the current OLDLOC is saved in OLDLC2, in case he * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
* dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
* him, so we need OLDLC2, which is the last place he was safe.) */ * him, so we need OLDLC2, which is the last place he was safe.) */
@ -510,7 +510,7 @@ L16: NEWLOC=MOD(LL,1000);
NEWLOC=LOC; NEWLOC=LOC;
goto L2; goto L2;
/* Special motions come here. labelling convention: statement numbers NNNXX /* Special motions come here. Labelling convention: statement numbers NNNXX
* (XX=00-99) are used for special case number NNN (NNN=301-500). */ * (XX=00-99) are used for special case number NNN (NNN=301-500). */
L30000: NEWLOC=NEWLOC-300; L30000: NEWLOC=NEWLOC-300;
@ -633,8 +633,8 @@ L50: SPK=12;
/* "You're dead, Jim." /* "You're dead, Jim."
* *
* If the current loc is zero, it means the clown got himself killed. we'll * If the current loc is zero, it means the clown got himself killed. We'll
* allow this maxdie times. maxdie is automatically set based on the number of * allow this maxdie times. MAXDIE is automatically set based on the number of
* snide messages available. Each death results in a message (81, 83, etc.) * snide messages available. Each death results in a message (81, 83, etc.)
* which offers reincarnation; if accepted, this results in message 82, 84, * which offers reincarnation; if accepted, this results in message 82, 84,
* etc. The last time, if he wants another chance, he gets a snide remark as * etc. The last time, if he wants another chance, he gets a snide remark as
@ -764,7 +764,7 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
* oil, since there are beanstalks which we don't want to be able to water, * oil, since there are beanstalks which we don't want to be able to water,
* since the code can't handle it. Also, we can have no keys, since there is a * since the code can't handle it. Also, we can have no keys, since there is a
* grate (having moved the fixed object!) there separating him from all the * grate (having moved the fixed object!) there separating him from all the
* treasures. most of these problems arise from the use of negative prop * treasures. Most of these problems arise from the use of negative prop
* numbers to suppress the object descriptions until he's actually moved the * numbers to suppress the object descriptions until he's actually moved the
* objects. */ * objects. */
@ -774,7 +774,7 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
* from now until CLOCK2 runs out, he cannot unlock the grate, move to any * from now until CLOCK2 runs out, he cannot unlock the grate, move to any
* location outside the cave, or create the bridge. Nor can he be * location outside the cave, or create the bridge. Nor can he be
* resurrected if he dies. Note that the snake is already gone, since he got * resurrected if he dies. Note that the snake is already gone, since he got
* to the treasure accessible only via the hall of the mt. king. Also, he's * to the treasure accessible only via the hall of the mountain king. Also, he's
* been in giant room (to get eggs), so we can refer to it. Also also, he's * been in giant room (to get eggs), so we can refer to it. Also also, he's
* gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
* must have been activated, since we've found chest. */ * must have been activated, since we've found chest. */
@ -823,7 +823,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
OLDLOC=115; OLDLOC=115;
NEWLOC=115; NEWLOC=115;
/* Leave the grate with normal (non-negative) property. reuse sign. */ /* Leave the grate with normal (non-negative) property. Reuse sign. */
I=PUT(GRATE,116,0); I=PUT(GRATE,116,0);
I=PUT(SIGN,116,0); I=PUT(SIGN,116,0);

2
misc.c
View file

@ -174,7 +174,7 @@ void fSETPRM(long FIRST, long P1, long P2) {
void fGETIN(long *wORD1, long *wORD1X, long *wORD2, long *wORD2X) { void fGETIN(long *wORD1, long *wORD1X, long *wORD2, long *wORD2X) {
long JUNK; long JUNK;
/* Get a command from the adventurer. snarf out the first word, pad it with /* Get a command from the adventurer. Snarf out the first word, pad it with
* blanks, and return it in WORD1. Chars 6 thru 10 are returned in WORD1X, in * blanks, and return it in WORD1. Chars 6 thru 10 are returned in WORD1X, in
* case we need to print out the whole word in an error message. Any number of * case we need to print out the whole word in an error message. Any number of
* blanks may follow the word. If a second word appears, it is returned in * blanks may follow the word. If a second word appears, it is returned in

View file

@ -32,7 +32,7 @@ void score(long MODE) {
SCORE=0; SCORE=0;
MXSCOR=0; MXSCOR=0;
/* First tally up the treasures. must be in building and not broken. /* First tally up the treasures. Must be in building and not broken.
* Give the poor guy 2 points just for finding each treasure. */ * Give the poor guy 2 points just for finding each treasure. */
/* 20010 */ for (I=50; I<=MAXTRS; I++) { /* 20010 */ for (I=50; I<=MAXTRS; I++) {