Documentation and comment cleanup.
Also, renove uused enums.
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6 changed files with 152 additions and 109 deletions
82
advent.h
82
advent.h
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@ -6,23 +6,23 @@
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#include "dungeon.h"
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#include "dungeon.h"
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#define LINESIZE 100
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#define LINESIZE 100
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#define NDWARVES 6 /* number of dwarves */
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#define NDWARVES 6 // number of dwarves
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#define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
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#define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin
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#define DALTLC LOC_NUGGET /* alternate dwarf location */
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#define DALTLC LOC_NUGGET // alternate dwarf location
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#define MAXPARMS 25 /* Max parameters for speak() */
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#define MAXPARMS 25 // Max parameters for speak()
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#define INVLIMIT 7 /* inverntory limit (# of objects) */
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#define INVLIMIT 7 // inverntory limit (# of objects)
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#define INTRANSITIVE -1 /* illegal object number */
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#define INTRANSITIVE -1 // illegal object number
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#define SPECIALBASE 300 /* base number of special rooms */
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#define SPECIALBASE 300 // base number of special rooms
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#define GAMELIMIT 330 /* base limit of turns */
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#define GAMELIMIT 330 // base limit of turns
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#define NOVICELIMIT 1000 /* limit of turns for novice */
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#define NOVICELIMIT 1000 // limit of turns for novice
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#define WARNTIME 30 /* late game starts at game.limit-this */
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#define WARNTIME 30 // late game starts at game.limit-this
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#define FLASHTIME 50 /*turns from first warning till blinding flash */
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#define FLASHTIME 50 // turns from first warning till blinding flash
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#define PANICTIME 15 /* time left after closing */
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#define PANICTIME 15 // time left after closing
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#define BATTERYLIFE 2500 /* turn limit increment from batteries */
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#define BATTERYLIFE 2500 // turn limit increment from batteries
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#define WORD_NOT_FOUND -1 /* "Word not found" flag value for the vocab hash functions. */
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#define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
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typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
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typedef long token_t; // word token - someday this will be char[TOKLEN+1]
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typedef long vocab_t; /* index into a vocabulary array */
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typedef long vocab_t; // index into a vocabulary array */
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extern const char advent_to_ascii[128];
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extern const char advent_to_ascii[128];
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extern const char ascii_to_advent[128];
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extern const char ascii_to_advent[128];
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@ -30,12 +30,8 @@ extern const char new_advent_to_ascii[64];
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extern const char new_ascii_to_advent[128];
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extern const char new_ascii_to_advent[128];
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enum bugtype {
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enum bugtype {
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TOO_MANY_VOCABULARY_WORDS, // 4
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REQUIRED_VOCABULARY_WORD_NOT_FOUND, // 5
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INVALID_SECTION_NUMBER_IN_DATABASE, // 9
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SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST = 20, // 20
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SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST = 20, // 20
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RAN_OFF_END_OF_VOCABULARY_TABLE, // 21
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VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3 = 22, // 22
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VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3, // 22
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INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 23
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INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 23
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TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 24
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TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 24
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CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, // 25
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CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, // 25
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@ -52,44 +48,44 @@ void bug(enum bugtype, const char *) __attribute__((__noreturn__));
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struct game_t {
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struct game_t {
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unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
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unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
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long abbnum; /* How often to print non-abbreviated descriptions */
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long abbnum; // How often to print non-abbreviated descriptions
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long blklin;
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long blklin;
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long bonus;
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long bonus;
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long chloc;
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long chloc;
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long chloc2;
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long chloc2;
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long clock1; /* # turns from finding last treasure till closing */
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long clock1; // # turns from finding last treasure till closing
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long clock2; /* # turns from first warning till blinding flash */
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long clock2; // # turns from first warning till blinding flash
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bool clshnt; /* has player read the clue in the endgame? */
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bool clshnt; // has player read the clue in the endgame?
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bool closed; /* whether we're all the way closed */
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bool closed; // whether we're all the way closed
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bool closng; /* whether it's closing time yet */
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bool closng; // whether it's closing time yet
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long conds; /* min value for cond(loc) if loc has any hints */
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long conds; // min value for cond(loc) if loc has any hints
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long detail;
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long detail;
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long dflag;
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long dflag;
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long dkill;
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long dkill;
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long dtotal;
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long dtotal;
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long foobar; /* current progress in saying "FEE FIE FOE FOO". */
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long foobar; // current progress in saying "FEE FIE FOE FOO".
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long holdng; /* number of objects being carried */
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long holdng; // number of objects being carried
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long iwest; /* How many times he's said "west" instead of "w" */
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long iwest; // How many times he's said "west" instead of "w"
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long knfloc; /* 0 if no knife here, loc if knife , -1 after caveat */
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long knfloc; // 0 if no knife here, loc if knife , -1 after caveat
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long limit; /* lifetime of lamp (not set here) */
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long limit; // lifetime of lamp (not set here)
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bool lmwarn; /* has player been warned about lamp going dim? */
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bool lmwarn; // has player been warned about lamp going dim?
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long loc;
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long loc;
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long newloc;
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long newloc;
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bool novice; /* asked for instructions at start-up? */
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bool novice; // asked for instructions at start-up?
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long numdie; /* number of times killed so far */
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long numdie; // number of times killed so far
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long oldloc;
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long oldloc;
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long oldlc2;
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long oldlc2;
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long oldobj;
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long oldobj;
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bool panic; /* has player found out he's trapped in the cave? */
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bool panic; // has player found out he's trapped in the cave?
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long saved; /* point penalty for saves */
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long saved; // point penalty for saves
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long tally;
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long tally;
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long thresh;
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long thresh;
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long trndex;
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long trndex;
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long trnluz; /* # points lost so far due to number of turns used */
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long trnluz; // # points lost so far due to number of turns used
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long turns; /* how many commands he's given (ignores yes/no) */
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long turns; // how many commands he's given (ignores yes/no)
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bool wzdark; /* whether the loc he's leaving was dark */
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bool wzdark; // whether the loc he's leaving was dark
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char zzword[6];
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char zzword[6]; // randomly generated magic word from bird
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bool blooded; /* has player drunk of dragon's blood? */
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bool blooded; // has player drunk of dragon's blood?
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long abbrev[NLOCATIONS + 1];
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long abbrev[NLOCATIONS + 1];
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long atloc[NLOCATIONS + 1];
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long atloc[NLOCATIONS + 1];
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long dseen[NDWARVES + 1];
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long dseen[NDWARVES + 1];
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2
misc.c
2
misc.c
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@ -152,7 +152,7 @@ void wordclear(token_t *v)
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*v = 0;
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*v = 0;
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}
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}
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/* I/O routines (speak, pspeak, rspeak, GETIN, YES) */
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/* I/O routines (speak, pspeak, rspeak, get_input, yes) */
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void vspeak(const char* msg, va_list ap)
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void vspeak(const char* msg, va_list ap)
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{
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{
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@ -19,6 +19,17 @@ it will cost you 5 points.
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Is this acceptable?
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Is this acceptable?
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> n
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OK
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> save
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I can suspend your Adventure for you so that you can resume later, but
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it will cost you 5 points.
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Is this acceptable?
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> y
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> y
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OK
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OK
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@ -2,6 +2,8 @@
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n
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n
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seed 1240742801
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seed 1240742801
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save
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save
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n
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save
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y
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y
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saveresume.adv
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saveresume.adv
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y
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y
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@ -7,8 +7,38 @@ You are standing at the end of a road before a small brick building.
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Around you is a forest. A small stream flows out of the building and
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Around you is a forest. A small stream flows out of the building and
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down a gully.
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down a gully.
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> in
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You are inside a building, a well house for a large spring.
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There are some keys on the ground here.
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There is a shiny brass lamp nearby.
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There is food here.
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There is a bottle of water here.
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> resume
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> resume
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To resume an earlier Adventure, you must abandon the current one.
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Is this acceptable?
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> n
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OK
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> resume
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To resume an earlier Adventure, you must abandon the current one.
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Is this acceptable?
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> y
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OK
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You're in front of building.
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You're in front of building.
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> quit
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> quit
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@ -19,7 +49,7 @@ Do you really want to quit now?
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OK
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OK
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You scored 27 out of a possible 430, using 2 turns.
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You scored 27 out of a possible 430, using 3 turns.
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You are obviously a rank amateur. Better luck next time.
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You are obviously a rank amateur. Better luck next time.
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@ -1,6 +1,10 @@
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## Resume and then quit
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## Resume and then quit
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n
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n
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in
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resume
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resume
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n
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resume
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y
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saveresume.adv
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saveresume.adv
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quit
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quit
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yes
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yes
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