* lets us get away with modifying things such as OBJSND(BIRD) without
* having to be able to undo the changes later.) If a "used" copy is
* rerun, we come here and tell the player to run a fresh copy. */
- if(game.setup <= 0) {
+ if (game.setup <= 0) {
RSPEAK(201);
exit(0);
}
game.newloc=1;
game.loc=1;
game.limit=330;
- if(game.novice)game.limit=1000;
+ if (game.novice)game.limit=1000;
if (logfp)
fprintf(logfp, "seed %ld\n", seedval);
{
case 0:
/* cave */
- if(game.prop[GRATE] == 0 && !HERE(KEYS))
+ if (game.prop[GRATE] == 0 && !HERE(KEYS))
break;
game.hintlc[hint]=0;
return;
case 1: /* bird */
- if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
+ if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
break;
return;
case 2: /* snake */
- if(HERE(SNAKE) && !HERE(BIRD))
+ if (HERE(SNAKE) && !HERE(BIRD))
break;
game.hintlc[hint]=0;
return;
case 3: /* maze */
- if(game.atloc[game.loc] == 0 &&
+ if (game.atloc[game.loc] == 0 &&
game.atloc[game.oldloc] == 0 &&
game.atloc[game.oldlc2] == 0 &&
game.holdng > 1)
game.hintlc[hint]=0;
return;
case 4: /* dark */
- if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
+ if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
break;
game.hintlc[hint]=0;
return;
case 5: /* witt */
break;
case 6: /* urn */
- if(game.dflag == 0)
+ if (game.dflag == 0)
break;
game.hintlc[hint]=0;
return;
case 7: /* woods */
- if(game.atloc[game.loc] == 0 &&
+ if (game.atloc[game.loc] == 0 &&
game.atloc[game.oldloc] == 0 &&
game.atloc[game.oldlc2] == 0)
break;
return;
case 8: /* ogre */
i=ATDWRF(game.loc);
- if(i < 0) {
+ if (i < 0) {
game.hintlc[hint]=0;
return;
}
- if(HERE(OGRE) && i == 0)
+ if (HERE(OGRE) && i == 0)
break;
return;
case 9: /* jade */
- if(game.tally == 1 && game.prop[JADE] < 0)
+ if (game.tally == 1 && game.prop[JADE] < 0)
break;
game.hintlc[hint]=0;
return;
/* Fall through to hint display */
game.hintlc[hint]=0;
- if(!YES(cmdin,HINTS[hint][3],0,54))
+ if (!YES(cmdin,HINTS[hint][3],0,54))
return;
SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
RSPEAK(261);
game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
- if(game.hinted[hint] && game.limit > 30)
+ if (game.hinted[hint] && game.limit > 30)
game.limit=game.limit+30*HINTS[hint][2];
}
* means dwarves won't follow him into dead end in maze, but
* c'est la vie. They'll wait for him outside the dead
* end. */
- if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
+ if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
return true;
/* Dwarf activity level ratchets up */
- if(game.dflag == 0) {
- if(INDEEP(game.loc))
+ if (game.dflag == 0) {
+ if (INDEEP(game.loc))
game.dflag=1;
return true;
}
/* When we encounter the first dwarf, we kill 0, 1, or 2 of
* the 5 dwarves. If any of the survivors is at loc,
* replace him with the alternate. */
- if(game.dflag == 1) {
- if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
+ if (game.dflag == 1) {
+ if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
return true;
game.dflag=2;
for (int i=1; i<=2; i++) {
int j=1+randrange(NDWARVES-1);
- if(PCT(50))
+ if (PCT(50))
game.dloc[j]=0;
}
for (int i=1; i<=NDWARVES-1; i++) {
- if(game.dloc[i] == game.loc)
+ if (game.dloc[i] == game.loc)
game.dloc[i]=DALTLC;
game.odloc[i]=game.dloc[i];
}
stick=0;
for (int i=1; i<=NDWARVES; i++) {
int k;
- if(game.dloc[i] == 0)
+ if (game.dloc[i] == 0)
continue;
/* Fill TK array with all the places this dwarf might go. */
int j=1;
kk=KEY[game.dloc[i]];
- if(kk != 0)
+ if (kk != 0)
do {
game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
/* Have we avoided a dwarf enciounter? */
} while
(TRAVEL[kk-1] >= 0);
TK[j]=game.odloc[i];
- if(j >= 2)
+ 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;
+ if (!game.dseen[i]) continue;
game.dloc[i]=game.loc;
- if(i == PIRATE) {
+ 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.
* Note that game.place(CHEST)=0 might mean that he's thrown
* it to the troll, but in that case he's seen the chest
* (game.prop=0). */
- if(game.loc == game.chloc || game.prop[CHEST] >= 0)
+ if (game.loc == game.chloc || game.prop[CHEST] >= 0)
continue;
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))
+ 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) {
+ 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);
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)
+ if (AT(j) && game.fixed[j] == 0)
CARRY(j,game.loc);
- if(TOTING(j))
+ if (TOTING(j))
DROP(j,game.chloc);
}
}
game.dseen[PIRATE]=false;
goto jumpout;
}
- if(HERE(j))
+ if (HERE(j))
k=1;
}
/* Force chest placement before player finds last treasure */
- if(game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
+ if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
RSPEAK(186);
MOVE(CHEST,game.chloc);
MOVE(MESSAG,game.chloc2);
game.dseen[PIRATE]=false;
continue;
}
- if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
+ if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
RSPEAK(127);
continue;
}
/* This threatening little dwarf is in the room with him! */
++game.dtotal;
- if(game.odloc[i] == game.dloc[i]) {
+ if (game.odloc[i] == game.dloc[i]) {
++attack;
- if(game.knfloc >= 0)
+ if (game.knfloc >= 0)
game.knfloc=game.loc;
- if(randrange(1000) < 95*(game.dflag-2))
+ if (randrange(1000) < 95*(game.dflag-2))
++stick;
}
jumpout:;
/* Now we know what's happening. Let's tell the poor sucker about it.
* Note that various of the "knife" messages must have specific relative
* positions in the RSPEAK database. */
- if(game.dtotal == 0)
+ if (game.dtotal == 0)
return true;
SETPRM(1,game.dtotal,0);
RSPEAK(4+1/game.dtotal);
- if(attack == 0)
+ if (attack == 0)
return true;
- if(game.dflag == 2)game.dflag=3;
+ if (game.dflag == 2)game.dflag=3;
SETPRM(1,attack,0);
K=6;
- if(attack > 1)K=250;
+ if (attack > 1)K=250;
RSPEAK(K);
SETPRM(1,stick,0);
RSPEAK(K+1+2/(1+stick));
- if(stick == 0)
+ if (stick == 0)
return true;
game.oldlc2=game.loc;
return false;
static void croak(FILE *cmdin)
/* Okay, he's dead. Let's get on with it. */
{
- if(game.closng) {
+ if (game.closng) {
/* He died during closing time. No resurrection. Tally up a
* death and exit. */
RSPEAK(131);
score(0);
} else {
++game.numdie;
- if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
+ if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
score(0);
- if(game.numdie == MAXDIE)
+ if (game.numdie == MAXDIE)
score(0);
game.place[WATER]=0;
game.place[OIL]=0;
- if(TOTING(LAMP))
+ if (TOTING(LAMP))
game.prop[LAMP]=0;
for (int j=1; j<=NOBJECTS; j++) {
int i=NOBJECTS + 1 - j;
- if(TOTING(i)) {
+ if (TOTING(i)) {
int k=game.oldlc2;
- if(i == LAMP)
+ if (i == LAMP)
k=1;
DROP(i,k);
}
{
int LL, K2, KK=KEY[game.loc];
game.newloc=game.loc;
- if(KK == 0)
+ if (KK == 0)
BUG(26);
- if(K == NUL)
+ if (K == NUL)
return true;
- if(K == BACK) {
+ if (K == BACK) {
/* Handle "go back". Look for verb which goes from game.loc to
* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
* K2 saves entry -> forced loc -> previous loc. */
K=game.oldloc;
- if(FORCED(K))K=game.oldlc2;
+ if (FORCED(K))
+ K=game.oldlc2;
game.oldlc2=game.oldloc;
game.oldloc=game.loc;
K2=0;
- if(K == game.loc)K2=91;
- if(CNDBIT(game.loc,4))K2=274;
- if(K2 == 0) {
+ if (K == game.loc)K2=91;
+ if (CNDBIT(game.loc,4))K2=274;
+ if (K2 == 0) {
L21:
LL=MOD((labs(TRAVEL[KK])/1000),1000);
- if(LL != K) {
- if(LL <= 300) {
- if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
+ if (LL != K) {
+ if (LL <= 300) {
+ if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
K2=KK;
}
- if(TRAVEL[KK] < 0)
- goto L23;
- KK=KK+1;
- goto L21;
-
- L23:
+ if (TRAVEL[KK] >= 0) {
+ KK=KK+1;
+ goto L21;
+ }
KK=K2;
- if(KK == 0) {
+ if (KK == 0) {
RSPEAK(140);
return true;
}
RSPEAK(K2);
return true;
}
- if(K == LOOK) {
+ if (K == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark
* (though it may "now" be dark) so he won't fall into a
* pit while staring into the gloom. */
- if(game.detail < 3)RSPEAK(15);
+ if (game.detail < 3)RSPEAK(15);
game.detail=game.detail+1;
game.wzdark=false;
game.abbrev[game.loc]=0;
return true;
}
- if(K == CAVE) {
+ if (K == CAVE) {
/* Cave. Different messages depending on whether above ground. */
RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
return true;
L9:
for (;;) {
LL=labs(TRAVEL[KK]);
- if(MOD(LL,1000) == 1 || MOD(LL,1000) == K)
+ if (MOD(LL,1000) == 1 || MOD(LL,1000) == K)
break;
- if(TRAVEL[KK] < 0) {
+ if (TRAVEL[KK] < 0) {
/* Non-applicable motion. Various messages depending on
* word given. */
SPK=12;
- if(K >= 43 && K <= 50)SPK=52;
- if(K == 29 || K == 30)SPK=52;
- if(K == 7 || K == 36 || K == 37)SPK=10;
- if(K == 11 || K == 19)SPK=11;
- if(verb == FIND || verb == INVENT)SPK=59;
- if(K == 62 || K == 65)SPK=42;
- if(K == 17)SPK=80;
+ if (K >= 43 && K <= 50)SPK=52;
+ if (K == 29 || K == 30)SPK=52;
+ if (K == 7 || K == 36 || K == 37)SPK=10;
+ if (K == 11 || K == 19)SPK=11;
+ if (verb == FIND || verb == INVENT)SPK=59;
+ if (K == 62 || K == 65)SPK=42;
+ if (K == 17)SPK=80;
RSPEAK(SPK);
return true;
}
L11:
game.newloc=LL/1000;
K=MOD(game.newloc,100);
- if(game.newloc <= 300) {
- if(game.newloc <= 100)
+ if (game.newloc <= 300) {
+ if (game.newloc <= 100)
goto L14;
- if(TOTING(K) || (game.newloc > 200 && AT(K)))
+ if (TOTING(K) || (game.newloc > 200 && AT(K)))
goto L16;
goto L12;
}
goto L16;
L12:
do {
- if(TRAVEL[KK] < 0)BUG(25);
+ if (TRAVEL[KK] < 0)BUG(25);
KK=KK+1;
game.newloc=labs(TRAVEL[KK])/1000;
} while
goto L11;
L14:
- if(game.newloc != 0 && !PCT(game.newloc))
+ if (game.newloc != 0 && !PCT(game.newloc))
goto L12;
L16:
game.newloc=MOD(LL,1000);
- if(game.newloc <= 300) return true;
- if(game.newloc <= 500) {
+ if (game.newloc <= 300) return true;
+ if (game.newloc <= 500) {
game.newloc=game.newloc-300;
switch (game.newloc)
{
* entries going through passage, which can never be used for
* actual motion, but can be spotted by "go back". */
game.newloc=99+100-game.loc;
- if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
+ if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
return true;
game.newloc=game.loc;
RSPEAK(117);
* game.prop(TROLL)=1, he's crossed since paying, so step out
* and block him. (standard travel entries check for
* game.prop(TROLL)=0.) Special stuff for bear. */
- if(game.prop[TROLL] == 1) {
+ if (game.prop[TROLL] == 1) {
PSPEAK(TROLL,1);
game.prop[TROLL]=0;
MOVE(TROLL2,0);
return true;
} else {
game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
- if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
- if(!TOTING(BEAR)) return true;
+ if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
+ if (!TOTING(BEAR)) return true;
RSPEAK(162);
game.prop[CHASM]=1;
game.prop[TROLL]=2;
return true;
}
-static bool do_command(FILE *cmdin) {
+static bool do_command(FILE *cmdin)
+{
long KQ, VERB, KK, V1, V2;
long obj, i;
static long IGO = 0;
/* Can't leave cave once it's closing (except by main office). */
- if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
+ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
RSPEAK(130);
game.newloc=game.loc;
- if(!game.panic)game.clock2=15;
+ if (!game.panic)game.clock2=15;
game.panic=true;
}
* wants to go. If so, the dwarf's blocking his way. If
* coming from place forbidden to pirate (dwarves rooted in
* place) let him get out (and attacked). */
- if(game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
+ if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
for (i=1; i<=NDWARVES-1; i++) {
- if(game.odloc[i] == game.newloc && game.dseen[i]) {
+ if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc=game.loc;
RSPEAK(2);
break;
/* Print text for current loc. */
-L2000: if(game.loc == 0)
+L2000: if (game.loc == 0)
croak(cmdin);
KK=STEXT[game.loc];
- if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
+ if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
KK=LTEXT[game.loc];
- if(!FORCED(game.loc) && DARK(0)) {
+ if (!FORCED(game.loc) && DARK(0)) {
/* The easiest way to get killed is to fall into a pit in
* pitch darkness. */
- if(game.wzdark && PCT(35)) {
+ if (game.wzdark && PCT(35)) {
RSPEAK(23);
game.oldlc2 = game.loc;
croak(cmdin);
}
KK=RTEXT[16];
}
- if(TOTING(BEAR))RSPEAK(141);
+ if (TOTING(BEAR))RSPEAK(141);
SPEAK(KK);
K=1;
- if(FORCED(game.loc))
+ if (FORCED(game.loc))
goto L8;
- if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
+ if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
- if(DARK(0)) goto L2012;
+ if (DARK(0)) goto L2012;
game.abbrev[game.loc]=game.abbrev[game.loc]+1;
i=game.atloc[game.loc];
-L2004: if(i == 0) goto L2012;
+L2004: if (i == 0) goto L2012;
obj=i;
- if(obj > NOBJECTS)obj=obj-NOBJECTS;
- if(obj == STEPS && TOTING(NUGGET)) goto L2008;
- if(game.prop[obj] >= 0) goto L2006;
- if(game.closed) goto L2008;
+ if (obj > NOBJECTS)obj=obj-NOBJECTS;
+ if (obj == STEPS && TOTING(NUGGET)) goto L2008;
+ if (game.prop[obj] >= 0) goto L2006;
+ if (game.closed) goto L2008;
game.prop[obj]=0;
- if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
+ if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
game.tally=game.tally-1;
/* Note: There used to be a test here to see whether the player had blown it
* so badly that he could never ever see the remaining treasures, and if so
* anyone who makes such a gross blunder isn't likely to find everything
* else anyway (so goes the rationalisation). */
L2006: KK=game.prop[obj];
- if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
+ if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
PSPEAK(obj,KK);
L2008: i=game.link[i];
goto L2004;
* branch to help section (on later page). Hints all come back here eventually
* to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
*/
-L2600: if(COND[game.loc] >= game.conds) {
+L2600: if (COND[game.loc] >= game.conds) {
for (int hint=1; hint<=HNTMAX; hint++) {
- if(game.hinted[hint])
+ if (game.hinted[hint])
continue;
- if(!CNDBIT(game.loc,hint+10))
+ if (!CNDBIT(game.loc,hint+10))
game.hintlc[hint]= -1;
game.hintlc[hint] = game.hintlc[hint]+1;
- if(game.hintlc[hint] >= HINTS[hint][1])
+ if (game.hintlc[hint] >= HINTS[hint][1])
dohint(cmdin, hint);
}
}
* objects won't be described until they've been picked up
* and put down separate from their respective piles. Don't
* tick game.clock1 unless well into cave (and not at Y2). */
-L2603: if(game.closed) {
- if(game.prop[OYSTER] < 0 && TOTING(OYSTER))
+L2603: if (game.closed) {
+ if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
PSPEAK(OYSTER,1);
for (i=1; i<=NOBJECTS; i++) {
- if(TOTING(i) && game.prop[i] < 0)
+ if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1-game.prop[i];
}
}
game.wzdark=DARK(0);
- if(game.knfloc > 0 && game.knfloc != game.loc)
+ if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc=0;
/* This is where we get a new command from the user */
* so make it zero. */
L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
game.turns=game.turns+1;
- if(game.turns == game.thresh) {
+ if (game.turns == game.thresh) {
SPEAK(TTEXT[game.trndex]);
game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
game.trndex=game.trndex+1;
game.thresh= -1;
- if(game.trndex <= TRNVLS)
+ if (game.trndex <= TRNVLS)
game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
}
- if(VERB == SAY && WD2 > 0)VERB=0;
- if(VERB == SAY) goto L4090;
- if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
- if(game.clock1 == 0) goto L10000;
- 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.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
+ if (VERB == SAY && WD2 > 0)VERB=0;
+ if (VERB == SAY) goto L4090;
+ if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
+ if (game.clock1 == 0) goto L10000;
+ 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.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
goto L12000;
- if(game.limit == 0) goto L12400;
- if(game.limit <= 30) goto L12200;
+ if (game.limit == 0) goto L12400;
+ if (game.limit <= 30) goto L12200;
L19999: K=43;
- if(LIQLOC(game.loc) == WATER)K=70;
+ if (LIQLOC(game.loc) == WATER)K=70;
V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1);
- if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
- if(V1 == ENTER && WD2 > 0) goto L2800;
- if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
+ if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
+ if (V1 == ENTER && WD2 > 0) goto L2800;
+ if ((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
1000+DOOR)) goto L2610;
- {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
-L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
+ {long x = V2-1000; if (AT(x))WD2=MAKEWD(16152118);}
+L2610: if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
WD1=MAKEWD(301200308);
-L2620: if(WD1 == MAKEWD(23051920)) {
+L2620: if (WD1 == MAKEWD(23051920)) {
game.iwest=game.iwest+1;
- if(game.iwest == 10)RSPEAK(17);
+ if (game.iwest == 10)RSPEAK(17);
}
- if(WD1 == MAKEWD( 715) && WD2 != 0) {
- if(++IGO == 10)
+ if (WD1 == MAKEWD( 715) && WD2 != 0) {
+ if (++IGO == 10)
RSPEAK(276);
}
L2630:
i=VOCAB(WD1,-1);
- if(i == -1)
+ if (i == -1)
goto L3000;
K=MOD(i,1000);
KQ=i/1000+1;
MOVE(TROLL2,PLAC[TROLL]);
MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- if(game.prop[BEAR] != 3)DSTROY(BEAR);
+ if (game.prop[BEAR] != 3)DSTROY(BEAR);
game.prop[CHAIN]=0;
game.fixed[CHAIN]=0;
game.prop[AXE]=0;
game.fixed[MIRROR]=116;
for (int i=1; i<=NOBJECTS; i++) {
- if(TOTING(i))
- DSTROY(i);
- } /* end loop */
+ if (TOTING(i))
+ DSTROY(i);
+ }
RSPEAK(132);
game.closed=true;
L12000: RSPEAK(188);
game.prop[BATTER]=1;
- if(TOTING(BATTER))DROP(BATTER,game.loc);
+ if (TOTING(BATTER))DROP(BATTER,game.loc);
game.limit=game.limit+2500;
game.lmwarn=false;
goto L19999;
-L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
+L12200: if (game.lmwarn || !HERE(LAMP)) goto L19999;
game.lmwarn=true;
SPK=187;
- if(game.place[BATTER] == 0)SPK=183;
- if(game.prop[BATTER] == 1)SPK=189;
+ if (game.place[BATTER] == 0)SPK=183;
+ if (game.prop[BATTER] == 1)SPK=189;
RSPEAK(SPK);
goto L19999;
L12400: game.limit= -1;
game.prop[LAMP]=0;
- if(HERE(LAMP))RSPEAK(184);
+ if (HERE(LAMP))RSPEAK(184);
goto L19999;
/* Oh dear, he's disturbed the dwarves. */