* similar label number for the caller to "goto".
*/
-/* Analyse a verb. remember what it was, go back for object if second word
+/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word. */
int action(long STARTAT) {
/* Routines for performing the various action verbs */
/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
- * transitive, plus ten times the verb number. many intransitive verbs use the
+ * transitive, plus ten times the verb number. Many intransitive verbs use the
* transitive code, and some verbs use code for other verbs, as noted below. */
/* Carry, no object given yet. OK if only one object present. */
L9134: OBJ=URN;
goto L9220;
-/* Eat. Intransitive: assume food if present, else ask what. transitive: food
+/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
L8140: if(!HERE(FOOD)) return(8000);
OGRE)SPK=71;
return(2011);
-/* Drink. If no object, assume water and look for it here. if water is in
+/* Drink. If no object, assume water and look for it here. If water is in
* the bottle, drink that, else must be at a water loc, so drink stream. */
L9150: if(OBJ == 0 && LIQLOC(LOC) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
L9170: return(throw());
-/* Quit. Intransitive only. verify intent and exit if that's what he wants. */
+/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
L8180: if(YES(22,54,54)) score(1);
return(2012);
SAVED=SAVED+5;
KK= -1;
-/* This next part is shared with the "resume" code. the two cases are
+/* This next part is shared with the "resume" code. The two cases are
* distinguished by the value of kk (-1 for suspend, +1 for resume). */
L8305: DATIME(I,K);
/* Herewith are all the variables whose values can change during a game,
* omitting a few (such as I, J, ATTACK) whose values between turns are
* irrelevant and some whose values when a game is
- * suspended or resumed are guaranteed to match. if unsure whether a value
- * needs to be saved, include it. overkill can't hurt. pad the last savwds
+ * suspended or resumed are guaranteed to match. If unsure whether a value
+ * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
* with junk variables to bring it up to 7 values. */
SAVWDS(ABBNUM,BLKLIN,BONUS,CLOCK1,CLOCK2,CLOSED,CLOSNG);
SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST);
if(OBJ != DRAGON || PROP[DRAGON] != 0) return(2011);
/* Fun stuff for dragon. If he insists on attacking it, win! Set PROP to dead,
* move dragon to central loc (still fixed), move rug there (not fixed), and
- * move him there, too. then do a null motion to get new description. */
+ * move him there, too. Then do a null motion to get new description. */
RSPEAK(49);
VERB=0;
OBJ=0;
return(2011);
}
-/* Feed. If bird, no seed. snake, dragon, troll: quip. If dwarf, make him
+/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
int feed() {
/* Description of the database format
*
*
- * The data file contains several sections. each begins with a line containing
+ * The data file contains several sections. Each begins with a line containing
* a number identifying the section, and ends with a line containing "-1".
*
* Section 1: Long form descriptions. Each line contains a location number,
/* The various messages (sections 1, 2, 5, 6, etc.) may include certain
* special character sequences to denote that the program must provide
- * parameters to insert into a message when the message is printed. these
+ * parameters to insert into a message when the message is printed. These
* sequences are:
* %S = The letter 'S' or nothing (if a given value is exactly 1)
* %W = A word (up to 10 characters)
CLSSES=0;
TRNVLS=0;
-/* Start new data section. sect is the section number. */
+/* Start new data section. Sect is the section number. */
L1002: SECT=GETNUM(OPENED);
OLDLOC= -1;
goto L1005;
/* The stuff for section 3 is encoded here. Each "from-location" gets a
- * contiguous section of the "TRAVEL" array. each entry in travel is
+ * contiguous section of the "TRAVEL" array. Each entry in travel is
* NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
* this is the last entry for this location. KEY(N) is the index in travel
* of the first option at location N. */
HINTLC[I]=0;
} /* end loop */
-/* Define some handy mnemonics. these correspond to object numbers. */
+/* Define some handy mnemonics. These correspond to object numbers. */
AXE=VOCWRD(12405,1);
BATTER=VOCWRD(201202005,1);
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;
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. */
/* 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.) */
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;
/* "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
* 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. */
* 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. */
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);
void fGETIN(long *wORD1, long *wORD1X, long *wORD2, long *wORD2X) {
long JUNK;
-/* Get a command from the adventurer. snarf out the first word, pad it with
+/* Get a command from the adventurer. Snarf out the first word, pad it with
* blanks, and return it in WORD1. Chars 6 thru 10 are returned in WORD1X, in
* case we need to print out the whole word in an error message. Any number of
* blanks may follow the word. If a second word appears, it is returned in
SCORE=0;
MXSCOR=0;
-/* First tally up the treasures. must be in building and not broken.
+/* First tally up the treasures. Must be in building and not broken.
* Give the poor guy 2 points just for finding each treasure. */
/* 20010 */ for (I=50; I<=MAXTRS; I++) {