bool is_oyster = (obj == OYSTER);
spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
if (TOTING(obj))spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
- if (!TOTING(TRIDNT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
+ if (!TOTING(TRIDENT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
if (verb == LOCK)spk = HUH_MAN;
if (spk == PEARL_FALLS) {
DESTROY(CLAM);
RSPEAK(GEM_FITS);
game.prop[obj] = 1;
game.prop[CAVITY] = 0;
- if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
+ if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
game.prop[RUG] == 2))) {
spk = RUG_RISES;
if (TOTING(RUG))spk = RUG_WIGGLES;
}
} else if (obj == COINS && HERE(VEND)) {
DESTROY(COINS);
- DROP(BATTER, game.loc);
- PSPEAK(BATTER, 0);
+ DROP(BATTERY, game.loc);
+ PSPEAK(BATTERY, 0);
return GO_CLEAROBJ;
} else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
RSPEAK(BIRD_BURNT);
game.prop[LAMP] = 0;
RSPEAK(LAMP_OFF);
spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
- } else if (obj == DRAGON || obj == VOLCAN)
+ } else if (obj == DRAGON || obj == VOLCANO)
spk = BEYOND_POWER;
RSPEAK(spk);
return GO_CLEAROBJ;
if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
if (obj != ROD ||
!TOTING(obj) ||
- (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
+ (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
RSPEAK(spk);
return GO_CLEAROBJ;
}
RSPEAK(spk);
return GO_DWARFWAKE;
}
- if (game.closng || !AT(FISSUR)) {
+ if (game.closng || !AT(FISSURE)) {
RSPEAK(spk);
return GO_CLEAROBJ;
}
if (HERE(BIRD))RSPEAK(spk);
- game.prop[FISSUR] = 1 - game.prop[FISSUR];
- PSPEAK(FISSUR, 2 - game.prop[FISSUR]);
+ game.prop[FISSURE] = 1 - game.prop[FISSURE];
+ PSPEAK(FISSURE, 2 - game.prop[FISSURE]);
return GO_CLEAROBJ;
}
}
#define FORCED(LOC) (COND[LOC] == 2)
#define DARK(DUMMY) ((!CNDBIT(game.loc,LIGHT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
-#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
+#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC) && (LOC) != LOC_FOOF1)
/* vocabulary items */
-extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
+extern long AMBER, ATTACK, AXE, BACK, BATTERY, 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, INVENT,
- JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL,
- OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
+ EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD, GRATE, HINT, INVENT,
+ JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGAZINE, MESSAG, MIRROR, NUGGET, NUL,
+ OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAMID,
RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
- STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
- URN, VASE, VEND, VOLCAN, WATER;
+ STEPS, STICK, STREAM, THROW, TRIDENT, TROLL, TROLL2,
+ URN, VASE, VEND, VOLCANO, WATER;
enum speechpart {unknown, intransitive, transitive};
1035 BEAR
1036 MESSA
1037 VOLCA
-1037 GEYSE (SAME AS VOLCANO)
+1037 GEYSE (SAME AS VOLCANOO)
1038 MACHI
1038 VENDI
1039 BATTE
1058 POTTE
1059 EMERA
1060 PLATI
-1060 PYRAM
+1060 PYRAMID
1061 PEARL
1062 RUG
1062 PERSI
- LAMP_OUT: 'Your lamp has run out of power.'
- PLEASE_ANSWER: 'Please answer the question.'
- PIRATE_SPOTTED: 'There are faint rustling noises from the darkness behind you. As you\nturn toward them, the beam of your lamp falls across a bearded pirate.\nHe is carrying a large chest. "Shiver me timbers!" he cries, "I''ve\nbeen spotted! I''d best hie meself off to the maze to hide me chest!"\nWith that, he vanishes into the gloom.'
-- GET_BATTERIES: 'Your lamp is getting dim. You''d best go back for those batteries.'
-- REPLACE_BATTERIES: 'Your lamp is getting dim. I''m taking the liberty of replacing the\nbatteries.'
-- MISSING_BATTERIES: 'Your lamp is getting dim, and you''re out of spare batteries. You''d\nbest start wrapping this up.'
+- GET_BATTERYIES: 'Your lamp is getting dim. You''d best go back for those batteries.'
+- REPLACE_BATTERYIES: 'Your lamp is getting dim. I''m taking the liberty of replacing the\nbatteries.'
+- MISSING_BATTERYIES: 'Your lamp is getting dim, and you''re out of spare batteries. You''d\nbest start wrapping this up.'
- REMOVE_MESSAGE: 'You sift your fingers through the dust, but succeed only in\nobliterating the cryptic message.'
- OGRE_QUERY: 'Do you need help dealing with the ogre?'
- CLUE_QUERY: 'Hmmm, this looks like a clue, which means it''ll cost you 10 points to\nread it. Should I go ahead and read it anyway?'
/* Define some handy mnemonics. These correspond to object numbers. */
AXE = VOCWRD(12405, 1);
- BATTER = VOCWRD(201202005, 1);
+ BATTERY = VOCWRD(201202005, 1);
BEAR = VOCWRD(2050118, 1);
BIRD = VOCWRD(2091804, 1);
BLOOD = VOCWRD(212151504, 1);
DOOR = VOCWRD(4151518, 1);
DRAGON = VOCWRD(418010715, 1);
DWARF = VOCWRD(423011806, 1);
- FISSUR = VOCWRD(609191921, 1);
+ FISSURE = VOCWRD(609191921, 1);
FOOD = VOCWRD(6151504, 1);
GRATE = VOCWRD(718012005, 1);
KEYS = VOCWRD(11052519, 1);
KNIFE = VOCWRD(1114090605, 1);
LAMP = VOCWRD(12011316, 1);
- MAGZIN = VOCWRD(1301070126, 1);
+ MAGAZINE = VOCWRD(1301070126, 1);
MESSAG = VOCWRD(1305191901, 1);
MIRROR = VOCWRD(1309181815, 1);
OGRE = VOCWRD(15071805, 1);
TROLL2 = TROLL + 1;
URN = VOCWRD(211814, 1);
VEND = VOCWRD(1755140409, 1);
- VOLCAN = VOCWRD(1765120301, 1);
+ VOLCANO = VOCWRD(1765120301, 1);
WATER = VOCWRD(1851200518, 1);
/* Objects from MINTRS through MAXTRS are treasures. Here are a few. */
CHEST = VOCWRD(308051920, 1);
COINS = VOCWRD(315091419, 1);
EGGS = VOCWRD(5070719, 1);
- EMRALD = VOCWRD(513051801, 1);
+ EMERALD = VOCWRD(513051801, 1);
JADE = VOCWRD(10010405, 1);
NUGGET = VOCWRD(7151204, 1);
PEARL = VOCWRD(1605011812, 1);
- PYRAM = VOCWRD(1625180113, 1);
+ PYRAMID = VOCWRD(1625180113, 1);
RUBY = VOCWRD(18210225, 1);
RUG = VOCWRD(182107, 1);
SAPPH = VOCWRD(1901161608, 1);
- TRIDNT = VOCWRD(2018090405, 1);
+ TRIDENT = VOCWRD(2018090405, 1);
VASE = VOCWRD(22011905, 1);
/* These are motion-verb numbers. */
long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
-long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
+long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
+ EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
GRATE, HINT, INVENT, JADE, KEYS,
- KNIFE, LAMP, LOCK, LOOK, MAGZIN,
+ KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
- PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
+ PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
- STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
- URN, VASE, VEND, VOLCAN, WATER;
+ STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
+ URN, VASE, VEND, VOLCANO, WATER;
long WD1, WD1X, WD2, WD2X;
FILE *logfp = NULL, *rfp = NULL;
game.hintlc[hint] = 0;
return;
case 4: /* dark */
- if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
+ if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
break;
game.hintlc[hint] = 0;
return;
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[EMRALD])) {
+ if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
continue;
}
if (TOTING(treasure) || HERE(treasure))
if (robplayer) {
RSPEAK(PIRATE_POUNCES);
for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
- if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
+ if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
if (AT(treasure) && game.fixed[treasure] == 0)
CARRY(treasure, game.loc);
if (TOTING(treasure))
* 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))) {
+ if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
game.newloc = game.loc;
RSPEAK(MUST_DROP);
}
* 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);
+ DROP(EMERALD, game.loc);
goto L12;
case 3:
/* Travel 303. Troll bridge. Must be done only as special
* have been activated, since we've found chest. */
if (game.clock1 == 0) {
game.prop[GRATE] = 0;
- game.prop[FISSUR] = 0;
+ game.prop[FISSURE] = 0;
for (int i = 1; i <= NDWARVES; i++) {
game.dseen[i] = false;
game.dloc[i] = 0;
* 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(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
+ RSPEAK(REPLACE_BATTERYIES);
+ game.prop[BATTERY] = 1;
+ if (TOTING(BATTERY))
+ DROP(BATTERY, game.loc);
game.limit = game.limit + 2500;
game.lmwarn = false;
} else if (game.limit == 0) {
} 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_BATTERIES;
+ int spk = GET_BATTERYIES;
+ if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM;
+ if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
RSPEAK(spk);
}
}
mxscor += 45;
/* Did he come to Witt's End as he should? */
- if (game.place[MAGZIN] == LOC_WITTSEND)
+ if (game.place[MAGAZINE] == LOC_WITTSEND)
score += 1;
mxscor += 1;