No longer restricted to 6-character FORTRAN identifiers.

This commit is contained in:
Eric S. Raymond 2017-06-18 21:17:57 -04:00
parent 83ff9d0c0e
commit fa9b6d317f
7 changed files with 49 additions and 49 deletions

40
main.c
View file

@ -30,17 +30,17 @@ struct game_t game;
long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
GRATE, HINT, INVENT, JADE, KEYS,
KNIFE, LAMP, LOCK, LOOK, MAGZIN,
KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
URN, VASE, VEND, VOLCAN, WATER;
STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
URN, VASE, VEND, VOLCANO, WATER;
long WD1, WD1X, WD2, WD2X;
FILE *logfp = NULL, *rfp = NULL;
@ -226,7 +226,7 @@ static void checkhints(void)
game.hintlc[hint] = 0;
return;
case 4: /* dark */
if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
break;
game.hintlc[hint] = 0;
return;
@ -294,7 +294,7 @@ static bool spotted_by_pirate(int i)
for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
/* Pirate won't take pyramid from plover room or dark
* room (too easy!). */
if (treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
continue;
}
if (TOTING(treasure) || HERE(treasure))
@ -326,7 +326,7 @@ static bool spotted_by_pirate(int i)
if (robplayer) {
RSPEAK(PIRATE_POUNCES);
for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
if (AT(treasure) && game.fixed[treasure] == 0)
CARRY(treasure, game.loc);
if (TOTING(treasure))
@ -660,7 +660,7 @@ L12:
* actual motion, but can be spotted by "go back". */
/* FIXME: Arithmetic on location numbers */
game.newloc = 99 + 100 - game.loc;
if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMRALD))) {
if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
game.newloc = game.loc;
RSPEAK(MUST_DROP);
}
@ -670,7 +670,7 @@ L12:
* special travel if toting it), so he's forced to use the
* plover-passage to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
DROP(EMRALD, game.loc);
DROP(EMERALD, game.loc);
goto L12;
case 3:
/* Travel 303. Troll bridge. Must be done only as special
@ -753,7 +753,7 @@ static bool closecheck(void)
* have been activated, since we've found chest. */
if (game.clock1 == 0) {
game.prop[GRATE] = 0;
game.prop[FISSUR] = 0;
game.prop[FISSURE] = 0;
for (int i = 1; i <= NDWARVES; i++) {
game.dseen[i] = false;
game.dloc[i] = 0;
@ -840,11 +840,11 @@ static void lampcheck(void)
* Second is for other cases of lamp dying. 12400 is when it
* goes out. Even then, he can explore outside for a while
* if desired. */
if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) {
RSPEAK(REPLACE_BATTERIES);
game.prop[BATTER] = 1;
if (TOTING(BATTER))
DROP(BATTER, game.loc);
if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
RSPEAK(REPLACE_BATTERYIES);
game.prop[BATTERY] = 1;
if (TOTING(BATTERY))
DROP(BATTERY, game.loc);
game.limit = game.limit + 2500;
game.lmwarn = false;
} else if (game.limit == 0) {
@ -855,9 +855,9 @@ static void lampcheck(void)
} else if (game.limit <= WARNTIME) {
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
int spk = GET_BATTERIES;
if (game.place[BATTER] == NOWHERE)spk = LAMP_DIM;
if (game.prop[BATTER] == 1)spk = MISSING_BATTERIES;
int spk = GET_BATTERYIES;
if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM;
if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
RSPEAK(spk);
}
}