From 058e566e60276e8035a128f3c621fc995439cb61 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Fri, 9 Jun 2017 16:53:15 -0400 Subject: [PATCH] Whuirespace-only change. --- main.c | 300 ++++++++++++++++++++++++++++----------------------------- 1 file changed, 150 insertions(+), 150 deletions(-) diff --git a/main.c b/main.c index 1d831e0..993cd52 100644 --- a/main.c +++ b/main.c @@ -109,7 +109,7 @@ case 'l': * 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); } @@ -121,7 +121,7 @@ case 'l': 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); @@ -161,21 +161,21 @@ static void dohint(FILE *cmdin, int hint) { 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) @@ -183,34 +183,34 @@ static void dohint(FILE *cmdin, int hint) 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; @@ -221,12 +221,12 @@ static void dohint(FILE *cmdin, int hint) /* 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]; } @@ -249,12 +249,12 @@ static bool dwarfmove(void) * 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; } @@ -262,17 +262,17 @@ static bool dwarfmove(void) /* 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]; } @@ -292,12 +292,12 @@ static bool dwarfmove(void) 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? */ @@ -317,34 +317,34 @@ static bool dwarfmove(void) } 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); @@ -353,9 +353,9 @@ static bool dwarfmove(void) 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); } } @@ -364,11 +364,11 @@ static bool dwarfmove(void) 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); @@ -377,18 +377,18 @@ static bool dwarfmove(void) 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:; @@ -397,20 +397,20 @@ static bool dwarfmove(void) /* 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; @@ -439,7 +439,7 @@ static bool dwarfmove(void) 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); @@ -447,19 +447,19 @@ static void croak(FILE *cmdin) 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); } @@ -481,37 +481,36 @@ static bool playermove(FILE *cmdin, token_t verb) { 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; } @@ -524,17 +523,17 @@ static bool playermove(FILE *cmdin, token_t verb) 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; @@ -545,19 +544,19 @@ static bool playermove(FILE *cmdin, token_t verb) 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; } @@ -568,10 +567,10 @@ L9: 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; } @@ -579,7 +578,7 @@ L11: 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 @@ -588,12 +587,12 @@ L12: 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) { @@ -603,7 +602,7 @@ L16: * 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); @@ -623,7 +622,7 @@ L16: * 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); @@ -635,8 +634,8 @@ L16: 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; @@ -655,16 +654,17 @@ L16: 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; } @@ -672,9 +672,9 @@ static bool do_command(FILE *cmdin) { * 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; @@ -690,15 +690,15 @@ static bool do_command(FILE *cmdin) { /* 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); @@ -706,12 +706,12 @@ L2000: if(game.loc == 0) } 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 @@ -721,17 +721,17 @@ L2000: if(game.loc == 0) * 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 @@ -745,7 +745,7 @@ L2004: if(i == 0) goto L2012; * 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; @@ -762,14 +762,14 @@ L2012: VERB=0; * 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); } } @@ -779,16 +779,16 @@ L2600: if(COND[game.loc] >= game.conds) { * 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 */ @@ -800,47 +800,47 @@ L2603: if(game.closed) { * 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; @@ -945,7 +945,7 @@ L10000: game.prop[GRATE]=0; 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; @@ -993,9 +993,9 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); 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; @@ -1009,22 +1009,22 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); 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. */ -- 2.31.1