if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
return true;
game.dflag=2;
- for (I=1; I<=2; I++) {
+ for (int i=1; i<=2; i++) {
int j=1+randrange(NDWARVES-1);
if(PCT(50))
game.dloc[j]=0;
}
- for (I=1; I<=NDWARVES-1; I++) {
- if(game.dloc[I] == game.loc)
- game.dloc[I]=DALTLC;
- game.odloc[I]=game.dloc[I];
+ for (int i=1; i<=NDWARVES-1; i++) {
+ if(game.dloc[i] == game.loc)
+ game.dloc[i]=DALTLC;
+ game.odloc[i]=game.dloc[i];
}
RSPEAK(3);
DROP(AXE,game.loc);
game.dtotal=0;
attack=0;
stick=0;
- for (I=1; I<=NDWARVES; I++) {
- if(game.dloc[I] == 0)
+ for (int i=1; i<=NDWARVES; i++) {
+ 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]];
+ kk=KEY[game.dloc[i]];
if(kk != 0)
do {
game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
/* Have we avoided a dwarf enciounter? */
bool avoided = (game.newloc > 300 ||
!INDEEP(game.newloc) ||
- game.newloc == game.odloc[I] ||
+ game.newloc == game.odloc[i] ||
(j > 1 && game.newloc == TK[j-1]) ||
j >= 20 ||
- game.newloc == game.dloc[I] ||
+ game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
- (I == PIRATE && CNDBIT(game.newloc,3)) ||
+ (i == PIRATE && CNDBIT(game.newloc,3)) ||
labs(TRAVEL[kk])/1000000 == 100);
if (!avoided) {
TK[j++] = game.newloc;
++kk;
} while
(TRAVEL[kk-1] >= 0);
- TK[j]=game.odloc[I];
+ TK[j]=game.odloc[i];
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;
- game.dloc[I]=game.loc;
- if(I == PIRATE) {
+ 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;
+ game.dloc[i]=game.loc;
+ 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.
/* 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)
game.knfloc=game.loc;
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 <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
+ goto L12000;
if(game.limit == 0) goto L12400;
if(game.limit <= 30) goto L12200;
L19999: K=43;
L10000: game.prop[GRATE]=0;
game.prop[FISSUR]=0;
- for (I=1; I<=NDWARVES; I++) {
- game.dseen[I]=false;
- game.dloc[I]=0;
- } /* end loop */
+ for (i=1; i<=NDWARVES; i++) {
+ game.dseen[i]=false;
+ game.dloc[i]=0;
+ }
MOVE(TROLL,0);
MOVE(TROLL+NOBJECTS,0);
MOVE(TROLL2,PLAC[TROLL]);
RSPEAK(129);
game.clock1= -1;
game.closng=true;
- goto L19999;
+ goto L19999;
/* Once he's panicked, and clock2 has run out, we come here to set up the
* storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
game.prop[MIRROR]=PUT(MIRROR,115,0);
game.fixed[MIRROR]=116;
- for (I=1; I<=NOBJECTS; I++) {
- if(TOTING(I))
- DSTROY(I);
+ for (int i=1; i<=NOBJECTS; i++) {
+ if(TOTING(i))
+ DSTROY(i);
} /* end loop */
RSPEAK(132);