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Fix search-and-replace error.
[open-adventure.git]
/
main.c
diff --git
a/main.c
b/main.c
index a92fa3e2c03759e032257d18cb229aa9f7e3c0c1..c4892ffe04e8eb04f74b0cae5bebb62c2d5777e4 100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-30,17
+30,17
@@
struct game_t game;
long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
-long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
+long AMBER, AXE, BACK, BATTER
Y
, BEAR, BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
- EM
RALD, ENTER, ENTRNC, FIND, FISSUR
, FOOD,
+ EM
ERALD, ENTER, ENTRNC, FIND, FISSURE
, FOOD,
GRATE, HINT, INVENT, JADE, KEYS,
GRATE, HINT, INVENT, JADE, KEYS,
- KNIFE, LAMP, LOCK, LOOK, MAG
ZIN
,
+ KNIFE, LAMP, LOCK, LOOK, MAG
AZINE
,
MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
- PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
+ PEARL, PILLOW, PLANT, PLANT2, PYRAM
ID
, RESER, ROD, ROD2,
RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
- STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
- URN, VASE, VEND, VOLCAN, WATER;
+ STEPS, STREAM, THROW, TRID
E
NT, TROLL, TROLL2,
+ URN, VASE, VEND, VOLCAN
O
, WATER;
long WD1, WD1X, WD2, WD2X;
FILE *logfp = NULL, *rfp = NULL;
long WD1, WD1X, WD2, WD2X;
FILE *logfp = NULL, *rfp = NULL;
@@
-104,15
+104,15
@@
int main(int argc, char *argv[])
break;
default:
fprintf(stderr,
break;
default:
fprintf(stderr,
- "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n", argv[0]);
+
"Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n", argv[0]);
fprintf(stderr,
fprintf(stderr,
- " where -l creates a log file of your game named as specified'\n");
+
" where -l creates a log file of your game named as specified'\n");
fprintf(stderr,
fprintf(stderr,
- " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
+
" -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
fprintf(stderr,
fprintf(stderr,
- " -r indicates restoring from specified saved game file\n");
+
" -r indicates restoring from specified saved game file\n");
fprintf(stderr,
fprintf(stderr,
- " -s indicates playing with command editing suppressed\n");
+
" -s indicates playing with command editing suppressed\n");
exit(-1);
break;
}
exit(-1);
break;
}
@@
-226,7
+226,7
@@
static void checkhints(void)
game.hintlc[hint] = 0;
return;
case 4: /* dark */
game.hintlc[hint] = 0;
return;
case 4: /* dark */
- if (game.prop[EM
RALD] != -1 && game.prop[PYRAM
] == -1)
+ if (game.prop[EM
ERALD] != -1 && game.prop[PYRAMID
] == -1)
break;
game.hintlc[hint] = 0;
return;
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!). */
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[EM
RALD])) {
+ if (treasure == PYRAM
ID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EME
RALD])) {
continue;
}
if (TOTING(treasure) || HERE(treasure))
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 (robplayer) {
RSPEAK(PIRATE_POUNCES);
for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
- if (!(treasure == PYRAM
&& (game.loc == PLAC[PYRAM] || game.loc == PLAC[EM
RALD]))) {
+ if (!(treasure == PYRAM
ID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EME
RALD]))) {
if (AT(treasure) && game.fixed[treasure] == 0)
CARRY(treasure, game.loc);
if (TOTING(treasure))
if (AT(treasure) && game.fixed[treasure] == 0)
CARRY(treasure, game.loc);
if (TOTING(treasure))
@@
-636,10
+636,10
@@
static bool playermove(token_t verb, int motion)
/* else fall through */
} else if (game.prop[motion] != game.newloc / 100 - 3)
break;
/* else fall through */
} else if (game.prop[motion] != game.newloc / 100 - 3)
break;
-
L12:
+L12:
do {
if (TRAVEL[kk] < 0)
do {
if (TRAVEL[kk] < 0)
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
game.newloc = labs(TRAVEL[kk]) / 1000;
} while
++kk;
game.newloc = labs(TRAVEL[kk]) / 1000;
} while
@@
-660,18
+660,18
@@
static bool playermove(token_t verb, int motion)
* actual motion, but can be spotted by "go back". */
/* FIXME: Arithmetic on location numbers */
game.newloc = 99 + 100 - game.loc;
* 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))) {
- game.newloc = game.loc;
- RSPEAK(MUST_DROP);
- }
+ if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EM
E
RALD))) {
+
game.newloc = game.loc;
+
RSPEAK(MUST_DROP);
+
}
return true;
case 2:
/* Travel 302. Plover transport. Drop the emerald (only use
* 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. */
return true;
case 2:
/* Travel 302. Plover transport. Drop the emerald (only use
* 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);
- goto L12;
+ DROP(EM
E
RALD, game.loc);
+
goto L12;
case 3:
/* Travel 303. Troll bridge. Must be done only as special
* motion so that dwarves won't wander across and encounter
case 3:
/* Travel 303. Troll bridge. Must be done only as special
* motion so that dwarves won't wander across and encounter
@@
-707,7
+707,7
@@
static bool playermove(token_t verb, int motion)
BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
}
} while
BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
}
} while
-
(false);
+ (false);
/* FIXME: Arithmetic on location number, becoming a message number */
RSPEAK(game.newloc - 500);
game.newloc = game.loc;
/* FIXME: Arithmetic on location number, becoming a message number */
RSPEAK(game.newloc - 500);
game.newloc = game.loc;
@@
-753,7
+753,7
@@
static bool closecheck(void)
* have been activated, since we've found chest. */
if (game.clock1 == 0) {
game.prop[GRATE] = 0;
* have been activated, since we've found chest. */
if (game.clock1 == 0) {
game.prop[GRATE] = 0;
- game.prop[FISSUR] = 0;
+ game.prop[FISSUR
E
] = 0;
for (int i = 1; i <= NDWARVES; i++) {
game.dseen[i] = false;
game.dloc[i] = 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. */
* 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(BATTER
Y) && game.prop[BATTERY
] == 0 && HERE(LAMP)) {
+ RSPEAK(REPLACE_BATTER
Y
IES);
+ game.prop[BATTER
Y
] = 1;
+ if (TOTING(BATTER
Y
))
+ DROP(BATTER
Y
, game.loc);
game.limit = game.limit + 2500;
game.lmwarn = false;
} else if (game.limit == 0) {
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;
} 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_BATTER
IES;
+ int spk = GET_BATTER
Y
IES;
+ if (game.place[BATTER
Y
] == NOWHERE)spk = LAMP_DIM;
+ if (game.prop[BATTER
Y] == 1)spk = MISSING_BATTERY
IES;
RSPEAK(spk);
}
}
RSPEAK(spk);
}
}