long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
- GRATE, HINT, I, INVENT, J, JADE, K, KEYS,
- KNIFE, L, LAMP, LOCK, LOOK, MAGZIN,
+ GRATE, HINT, INVENT, JADE, KEYS,
+ KNIFE, LAMP, LOCK, LOOK, MAGZIN,
MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
- RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, SPK,
+ RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
- URN, VASE, VEND,
- VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
+ URN, VASE, VEND, VOLCAN, WATER;
+long K, SPK, WD1, WD1X, WD2, WD2X;
+
- for (I=1; I<=NDWARVES-1; I++) {
- if(game.dloc[I] == game.loc)
- game.dloc[I]=DALTLC;
- game.odloc[I]=game.dloc[I];
+ for (int i=1; i<=NDWARVES-1; i++) {
+ if(game.dloc[i] == game.loc)
+ game.dloc[i]=DALTLC;
+ game.odloc[i]=game.dloc[i];
if(kk != 0)
do {
game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
/* Have we avoided a dwarf enciounter? */
bool avoided = (game.newloc > 300 ||
!INDEEP(game.newloc) ||
if(kk != 0)
do {
game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
/* Have we avoided a dwarf enciounter? */
bool avoided = (game.newloc > 300 ||
!INDEEP(game.newloc) ||
- game.newloc == game.odloc[I] ||
- (J > 1 && game.newloc == TK[J-1]) ||
- J >= 20 ||
- game.newloc == game.dloc[I] ||
+ game.newloc == game.odloc[i] ||
+ (j > 1 && game.newloc == TK[j-1]) ||
+ j >= 20 ||
+ game.newloc == game.dloc[i] ||
- TK[J]=game.odloc[I];
- if(J >= 2)
- --J;
- J=1+randrange(J);
- game.odloc[I]=game.dloc[I];
- game.dloc[I]=TK[J];
- game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
- if(!game.dseen[I]) continue;
- game.dloc[I]=game.loc;
- if(I == PIRATE) {
+ TK[j]=game.odloc[i];
+ if(j >= 2)
+ --j;
+ j=1+randrange(j);
+ game.odloc[i]=game.dloc[i];
+ game.dloc[i]=TK[j];
+ game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
+ if(!game.dseen[i]) continue;
+ game.dloc[i]=game.loc;
+ if(i == PIRATE) {
/* The pirate's spotted him. He leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted.
/* The pirate's spotted him. He leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted.
- K=0;
- for (J=MINTRS; J<=MAXTRS; J++) {
- /* Pirate won't take pyramid from plover room or dark
- * room (too easy!). */
- if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
- goto L6020;
- if(TOTING(J)) {
- goto L6021;
+ k=0;
+ for (int j=MINTRS; j<=MAXTRS; j++) {
+ /* Pirate won't take pyramid from plover room or dark
+ * room (too easy!). */
+ if(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
+ if(HERE(j))
+ k=1;
+ continue;
+ }
+ if(TOTING(j)) {
+ if(game.place[CHEST] == 0) {
+ /* Install chest only once, to insure it is
+ * the last treasure in the list. */
+ MOVE(CHEST,game.chloc);
+ MOVE(MESSAG,game.chloc2);
+ }
+ RSPEAK(128);
+ for (int j=MINTRS; j<=MAXTRS; j++) {
+ if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
+ if(AT(j) && game.fixed[j] == 0)
+ CARRY(j,game.loc);
+ if(TOTING(j))
+ DROP(j,game.chloc);
+ }
+ }
+ game.dloc[PIRATE]=game.chloc;
+ game.odloc[PIRATE]=game.chloc;
+ game.dseen[PIRATE]=false;
+ goto jumpout;
-
- L6021:
- if(game.place[CHEST] == 0) {
- /* Install chest only once, to insure it is the last treasure in
- * the list. */
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- }
- RSPEAK(128);
- for (J=MINTRS; J<=MAXTRS; J++) {
- if (!(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
- if(AT(J) && game.fixed[J] == 0)
- CARRY(J,game.loc);
- if(TOTING(J))
- DROP(J,game.chloc);
- }
- }
- game.dloc[PIRATE]=game.chloc;
- game.odloc[PIRATE]=game.chloc;
- game.dseen[PIRATE]=false;
- continue;
if(obj > NOBJECTS)obj=obj-NOBJECTS;
if(obj == STEPS && TOTING(NUGGET)) goto L2008;
if(game.prop[obj] >= 0) goto L2006;
if(obj > NOBJECTS)obj=obj-NOBJECTS;
if(obj == STEPS && TOTING(NUGGET)) goto L2008;
if(game.prop[obj] >= 0) goto L2006;
- if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
+ if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
if(game.clock1 < 0)game.clock2=game.clock2-1;
if(game.clock2 == 0) goto L11000;
if(game.prop[LAMP] == 1)game.limit=game.limit-1;
if(game.clock1 < 0)game.clock2=game.clock2-1;
if(game.clock2 == 0) goto L11000;
if(game.prop[LAMP] == 1)game.limit=game.limit-1;
- switch (action(cmdin, I, VERB, obj)) {
+ switch (action(cmdin, i, VERB, obj)) {
/* Once he's panicked, and clock2 has run out, we come here to set up the
* storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
/* Once he's panicked, and clock2 has run out, we come here to set up the
* storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
OBJTXT[SIGN]=OBJTXT[SIGN]+1;
game.prop[SNAKE]=PUT(SNAKE,116,1);
game.prop[BIRD]=PUT(BIRD,116,1);
OBJTXT[SIGN]=OBJTXT[SIGN]+1;
game.prop[SNAKE]=PUT(SNAKE,116,1);
game.prop[BIRD]=PUT(BIRD,116,1);