X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=6841ceee77e880b09c3704e0e2895952011aef42;hb=0599a20f1f56d045d694dab6fba0553799214663;hp=378c1886e1ac4947c8b4e771f2f0aa47b37b8822;hpb=943b3a62e680e733ffe57552657d22ce148fed5f;p=open-adventure.git diff --git a/main.c b/main.c index 378c188..6841cee 100644 --- a/main.c +++ b/main.c @@ -41,6 +41,7 @@ long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BO VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X, WZDARK = false, ZZWORD; FILE *logfp; +bool oldstyle = false; extern void initialise(); extern void score(long); @@ -63,7 +64,7 @@ int main(int argc, char *argv[]) { /* Options. */ - while ((ch = getopt(argc, argv, "l:")) != EOF) { + while ((ch = getopt(argc, argv, "l:o")) != EOF) { switch (ch) { case 'l': logfp = fopen(optarg, "w+"); @@ -72,6 +73,9 @@ int main(int argc, char *argv[]) { "advent: can't open logfile %s for write\n", optarg); break; + case 'o': + oldstyle = true; + break; } } @@ -127,7 +131,7 @@ L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71; PANIC=true; /* 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). */ L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; @@ -173,7 +177,7 @@ L6000: if(DFLAG != 1) goto L6010; DROP(AXE,LOC); 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, * 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. */ @@ -465,8 +469,8 @@ L8000: SETPRM(1,WD1,WD1X); /* Figure out the new location * * 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 - * he wants to retreat. the current OLDLOC is saved in OLDLC2, in case he + * 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 * 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.) */ @@ -510,7 +514,7 @@ L16: NEWLOC=MOD(LL,1000); NEWLOC=LOC; 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). */ L30000: NEWLOC=NEWLOC-300; @@ -633,8 +637,8 @@ L50: SPK=12; /* "You're dead, Jim." * - * 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 + * 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 * snide messages available. Each death results in a message (81, 83, etc.) * 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 @@ -764,7 +768,7 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; * oil, since there are beanstalks which we don't want to be able to water, * 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 - * 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 * objects. */ @@ -774,7 +778,7 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; * 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 * 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 * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves * must have been activated, since we've found chest. */ @@ -823,7 +827,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); OLDLOC=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(SIGN,116,0);