* they are described. game.tally keeps track of how many are
* not yet found, so we know when to close the cave. */
game.tally=0;
- for (int i=MINTRS; i<=MAXTRS; i++) {
- if(object_descriptions[i].inventory != 0)
- game.prop[i]= -1;
- game.tally=game.tally-game.prop[i];
+ for (int treasure=MINTRS; treasure<=MAXTRS; treasure++) {
+ if(object_descriptions[treasure].inventory != 0)
+ game.prop[treasure]= -1;
+ game.tally=game.tally-game.prop[treasure];
}
/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
return true;
int snarfed=0;
bool movechest = false, robplayer = false;
- for (int j=MINTRS; j<=MAXTRS; j++) {
+ for (int treasure=MINTRS; treasure<=MAXTRS; treasure++) {
/* 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 (treasure==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) {
continue;
}
- if (TOTING(j) || HERE(j))
+ if (TOTING(treasure) || HERE(treasure))
++snarfed;
- if (TOTING(j)) {
+ if (TOTING(treasure)) {
movechest = true;
robplayer = true;
}
}
if (robplayer) {
RSPEAK(PIRATE_POUNCES);
- 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)
- CARRY(j,game.loc);
- if (TOTING(j))
- DROP(j,game.chloc);
+ for (int treasure=MINTRS; treasure<=MAXTRS; treasure++) {
+ if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
+ if (AT(treasure) && game.fixed[treasure] == 0)
+ CARRY(treasure,game.loc);
+ if (TOTING(treasure))
+ DROP(treasure,game.chloc);
}
}
}
static bool do_command(FILE *cmdin)
/* Get and execute a command */
{
- long kq, verb, V1, V2;
- long i, k, kmod;
+ long verb, V1, V2;
+ long kmod, defn;
static long igo = 0;
static long obj = 0;
enum speechpart part;
* 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,NOARRR)) {
- for (i=1; i<=NDWARVES-1; i++) {
+ for (size_t i=1; i<=NDWARVES-1; i++) {
if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc=game.loc;
RSPEAK(DWARF_BLOCK);
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
PSPEAK(OYSTER,1);
- for (i=1; i<=NOBJECTS; i++) {
+ for (size_t i=1; i<=NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1-game.prop[i];
}
} else
lampcheck();
- k=WHERE_QUERY;
- if (LIQLOC(game.loc) == WATER)k=FEET_WET;
V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1);
if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
- RSPEAK(k);
+ if(LIQLOC(game.loc) == WATER){
+ RSPEAK(FEET_WET);
+ } else {
+ RSPEAK(WHERE_QUERY);
+ }
goto L2012;
}
if (V1 == ENTER && WD2 > 0) {
if (++igo == 10)
RSPEAK(GO_UNNEEDED);
}
- L2630:
- i=VOCAB(WD1,-1);
- if (i == -1) {
+ Lookup:
+ defn = VOCAB(WD1,-1);
+ if (defn == -1) {
/* Gee, I don't understand. */
if (fallback_handler(rawbuf))
continue;
RSPEAK(DONT_KNOW);
goto L2600;
}
- kmod=MOD(i,1000);
- kq=i/1000+1;
- switch (kq-1)
+ kmod=MOD(defn,1000);
+ switch (defn/1000)
{
case 0:
if (playermove(cmdin, verb, kmod))
case GO_CLEAROBJ: goto L2012;
case GO_CHECKHINT: goto L2600;
case GO_CHECKFOO: goto L2607;
- case GO_LOOKUP: goto L2630;
+ case GO_LOOKUP: goto Lookup;
case GO_WORD2:
/* Get second word for analysis. */
WD1=WD2;
You're in front of building.
+> enter stream
+
+Your feet are now wet.
+
> listen
The stream is gurgling placidly.
> score
-You have garnered 27 out of a possible 430 points, using 56 turns.
+You have garnered 27 out of a possible 430 points, using 57 turns.
> quit bottle
OK
-You scored 27 out of a possible 430, using 58 turns.
+You scored 27 out of a possible 430, using 59 turns.
You are obviously a rank amateur. Better luck next time.