+#include <stdlib.h>
+#include <stdbool.h>
#include "misc.h"
#include "main.h"
#include "share.h"
#include "funcs.h"
-#define TRUE (0==0)
-#define FALSE (0!=0)
-
-extern carry(), discard(long), attack(), throw(), feed(), fill();
-
/* This stuff was broken off as part of an effort to get the main program
* to compile without running out of memory. We're called with a number
* that says what label the caller wanted to "goto", and we return a
* similar label number for the caller to "goto".
*/
-/* ANALYSE A VERB. REMEMBER WHAT IT WAS, GO BACK FOR OBJECT IF SECOND WORD
- * UNLESS VERB IS "SAY", WHICH SNARFS ARBITRARY 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. */
-action(STARTAT)long STARTAT; {
+int action(FILE *input, long STARTAT) {
switch(STARTAT) {
case 4000: goto L4000;
case 4090: goto L4090;
BUG(99);
L4000: VERB=K;
- SPK=ACTSPK[VERB];
+ game.spk=ACTSPK[VERB];
if(WD2 > 0 && VERB != SAY) return(2800);
if(VERB == SAY)OBJ=WD2;
if(OBJ > 0) goto L4090;
-/* ANALYSE AN INTRANSITIVE VERB (IE, NO OBJECT GIVEN YET). */
+/* Analyse an intransitive verb (ie, no object given yet). */
-L4080: switch (VERB-1) { case 0: goto L8010; case 1: return(8000); case 2:
+ switch (VERB-1) { case 0: goto L8010; case 1: return(8000); case 2:
return(8000); case 3: goto L8040; case 4: return(2009); case 5: goto L8040;
case 6: goto L8070; case 7: goto L8080; case 8: return(8000); case
9: return(8000); case 10: return(2011); case 11: goto L9120; case 12:
* RESU FLY LSTN ZZZZ */
BUG(23);
-/* ANALYSE A TRANSITIVE VERB. */
+/* Analyse a transitive verb. */
L4090: switch (VERB-1) { case 0: goto L9010; case 1: goto L9020; case 2: goto
L9030; case 3: goto L9040; case 4: return(2009); case 5: goto L9040;
* RESU FLY LSTN ZZZZ */
BUG(24);
-/* ANALYSE AN OBJECT WORD. SEE IF THE THING IS HERE, WHETHER WE'VE GOT A VERB
- * YET, AND SO ON. OBJECT MUST BE HERE UNLESS VERB IS "FIND" OR "INVENT(ORY)"
- * (AND NO NEW VERB YET TO BE ANALYSED). WATER AND OIL ARE ALSO FUNNY, SINCE
- * THEY ARE NEVER ACTUALLY DROPPED AT ANY LOCATION, BUT MIGHT BE HERE INSIDE
- * THE BOTTLE OR URN OR AS A FEATURE OF THE LOCATION. */
+/* Analyse an object word. See if the thing is here, whether we've got a verb
+ * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
+ * (and no new verb yet to be analysed). Water and oil are also funny, since
+ * they are never actually dropped at any location, but might be here inside
+ * the bottle or urn or as a feature of the location. */
L5000: OBJ=K;
if(!HERE(K)) goto L5100;
L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130;
OBJ=PLANT2;
goto L5010;
-L5130: if(OBJ != KNIFE || KNFLOC != LOC) goto L5140;
- KNFLOC= -1;
- SPK=116;
+L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140;
+ game.knfloc= -1;
+ game.spk=116;
return(2011);
L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
OBJ=ROD2;
-/* ROUTINES FOR PERFORMING THE VARIOUS ACTION VERBS */
+/* 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 CODE, AND SOME VERBS USE CODE FOR OTHER VERBS, AS NOTED BELOW. */
+/* 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 code, and some verbs use code for other verbs, as noted below. */
-/* CARRY, NO OBJECT GIVEN YET. OK IF ONLY ONE OBJECT PRESENT. */
+/* Carry, no object given yet. OK if only one object present. */
L8010: if(ATLOC[LOC] == 0 || LINK[ATLOC[LOC]] != 0 || ATDWRF(LOC) > 0) return(8000);
OBJ=ATLOC[LOC];
-/* TRANSITIVE CARRY/DROP ARE IN SEPARATE FILE. */
+/* Transitive carry/drop are in separate file. */
L9010: return(carry());
-L9020: return(discard(FALSE));
+L9020: return(discard(false));
-/* SAY. ECHO WD2 (OR WD1 IF NO WD2 (SAY WHAT?, ETC.).) MAGIC WORDS OVERRIDE. */
+/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
L9030: SETPRM(1,WD2,WD2X);
if(WD2 <= 0)SETPRM(1,WD1,WD1X);
OBJ=0;
return(2630);
-/* LOCK, UNLOCK, NO OBJECT GIVEN. ASSUME VARIOUS THINGS IF PRESENT. */
+/* Lock, unlock, no object given. Assume various things if present. */
-L8040: SPK=28;
+L8040: game.spk=28;
if(HERE(CLAM))OBJ=CLAM;
if(HERE(OYSTER))OBJ=OYSTER;
if(AT(DOOR))OBJ=DOOR;
if(HERE(CHAIN))OBJ=CHAIN;
if(OBJ == 0) return(2011);
-/* LOCK, UNLOCK OBJECT. SPECIAL STUFF FOR OPENING CLAM/OYSTER AND FOR CHAIN. */
+/* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
- if(OBJ == DOOR)SPK=111;
- if(OBJ == DOOR && PROP[DOOR] == 1)SPK=54;
- if(OBJ == CAGE)SPK=32;
- if(OBJ == KEYS)SPK=55;
- if(OBJ == GRATE || OBJ == CHAIN)SPK=31;
- if(SPK != 31 || !HERE(KEYS)) return(2011);
+ if(OBJ == DOOR)game.spk=111;
+ if(OBJ == DOOR && PROP[DOOR] == 1)game.spk=54;
+ if(OBJ == CAGE)game.spk=32;
+ if(OBJ == KEYS)game.spk=55;
+ if(OBJ == GRATE || OBJ == CHAIN)game.spk=31;
+ if(game.spk != 31 || !HERE(KEYS)) return(2011);
if(OBJ == CHAIN) goto L9048;
- if(!CLOSNG) goto L9043;
+ if(!game.closng) goto L9043;
K=130;
- if(!PANIC)CLOCK2=15;
- PANIC=TRUE;
+ if(!game.panic)game.clock2=15;
+ game.panic=true;
return(2010);
L9043: K=34+PROP[GRATE];
K=K+2*PROP[GRATE];
return(2010);
-/* CLAM/OYSTER. */
+/* Clam/Oyster. */
L9046: K=0;
if(OBJ == OYSTER)K=1;
- SPK=124+K;
- if(TOTING(OBJ))SPK=120+K;
- if(!TOTING(TRIDNT))SPK=122+K;
- if(VERB == LOCK)SPK=61;
- if(SPK != 124) return(2011);
+ game.spk=124+K;
+ if(TOTING(OBJ))game.spk=120+K;
+ if(!TOTING(TRIDNT))game.spk=122+K;
+ if(VERB == LOCK)game.spk=61;
+ if(game.spk != 124) return(2011);
DSTROY(CLAM);
DROP(OYSTER,LOC);
DROP(PEARL,105);
return(2011);
-/* CHAIN. */
+/* Chain. */
L9048: if(VERB == LOCK) goto L9049;
- SPK=171;
- if(PROP[BEAR] == 0)SPK=41;
- if(PROP[CHAIN] == 0)SPK=37;
- if(SPK != 171) return(2011);
+ game.spk=171;
+ if(PROP[BEAR] == 0)game.spk=41;
+ if(PROP[CHAIN] == 0)game.spk=37;
+ if(game.spk != 171) return(2011);
PROP[CHAIN]=0;
FIXED[CHAIN]=0;
if(PROP[BEAR] != 3)PROP[BEAR]=2;
FIXED[BEAR]=2-PROP[BEAR];
return(2011);
-L9049: SPK=172;
- if(PROP[CHAIN] != 0)SPK=34;
- if(LOC != PLAC[CHAIN])SPK=173;
- if(SPK != 172) return(2011);
+L9049: game.spk=172;
+ if(PROP[CHAIN] != 0)game.spk=34;
+ if(LOC != PLAC[CHAIN])game.spk=173;
+ if(game.spk != 172) return(2011);
PROP[CHAIN]=2;
if(TOTING(CHAIN))DROP(CHAIN,LOC);
FIXED[CHAIN]= -1;
return(2011);
-/* LIGHT. APPLICABLE ONLY TO LAMP AND URN. */
+/* Light. Applicable only to lamp and urn. */
-L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && LIMIT >= 0)OBJ=LAMP;
+L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && game.limit >= 0)OBJ=LAMP;
if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*100+URN;
if(OBJ == 0 || OBJ > 100) return(8000);
L9070: if(OBJ == URN) goto L9073;
if(OBJ != LAMP) return(2011);
- SPK=184;
- if(LIMIT < 0) return(2011);
+ game.spk=184;
+ if(game.limit < 0) return(2011);
PROP[LAMP]=1;
RSPEAK(39);
- if(WZDARK) return(2000);
+ if(game.wzdark) return(2000);
return(2012);
-L9073: SPK=38;
+L9073: game.spk=38;
if(PROP[URN] == 0) return(2011);
- SPK=209;
+ game.spk=209;
PROP[URN]=2;
return(2011);
-/* EXTINGUISH. LAMP, URN, DRAGON/VOLCANO (NICE TRY). */
+/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
L8080: if(HERE(LAMP) && PROP[LAMP] == 1)OBJ=LAMP;
if(HERE(URN) && PROP[URN] == 2)OBJ=OBJ*100+URN;
L9080: if(OBJ == URN) goto L9083;
if(OBJ == LAMP) goto L9086;
- if(OBJ == DRAGON || OBJ == VOLCAN)SPK=146;
+ if(OBJ == DRAGON || OBJ == VOLCAN)game.spk=146;
return(2011);
L9083: PROP[URN]=PROP[URN]/2;
- SPK=210;
+ game.spk=210;
return(2011);
L9086: PROP[LAMP]=0;
if(DARK(0))RSPEAK(16);
return(2012);
-/* WAVE. NO EFFECT UNLESS WAVING ROD AT FISSURE OR AT BIRD. */
+/* Wave. No effect unless waving rod at fissure or at bird. */
-L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
- if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (CLOSNG || !AT(FISSUR))))
+L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))game.spk=29;
+ if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
return(2011);
- if(HERE(BIRD))SPK=206+MOD(PROP[BIRD],2);
- if(SPK == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
- if(CLOSED) return(18999);
- if(CLOSNG || !AT(FISSUR)) return(2011);
- if(HERE(BIRD))RSPEAK(SPK);
+ if(HERE(BIRD))game.spk=206+MOD(PROP[BIRD],2);
+ if(game.spk == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
+ if(game.closed) return(18999);
+ if(game.closng || !AT(FISSUR)) return(2011);
+ if(HERE(BIRD))RSPEAK(game.spk);
PROP[FISSUR]=1-PROP[FISSUR];
PSPEAK(FISSUR,2-PROP[FISSUR]);
return(2012);
L9094: DROP(JADE,LOC);
PROP[JADE]=0;
- TALLY=TALLY-1;
- SPK=208;
+ game.tally=game.tally-1;
+ game.spk=208;
return(2011);
-/* ATTACK ALSO MOVED INTO SEPARATE MODULE. */
+/* Attack also moved into separate module. */
-L9120: return(attack());
+L9120: return(attack(input));
-/* POUR. IF NO OBJECT, OR OBJECT IS BOTTLE, ASSUME CONTENTS OF BOTTLE.
- * SPECIAL TESTS FOR POURING WATER OR OIL ON PLANT OR RUSTY DOOR. */
+/* Pour. If no object, or object is bottle, assume contents of bottle.
+ * special tests for pouring water or oil on plant or rusty door. */
L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0);
if(OBJ == 0) return(8000);
if(!TOTING(OBJ)) return(2011);
- SPK=78;
+ game.spk=78;
if(OBJ != OIL && OBJ != WATER) return(2011);
if(HERE(URN) && PROP[URN] == 0) goto L9134;
PROP[BOTTLE]=1;
PLACE[OBJ]=0;
- SPK=77;
+ game.spk=77;
if(!(AT(PLANT) || AT(DOOR))) return(2011);
if(AT(DOOR)) goto L9132;
- SPK=112;
+ game.spk=112;
if(OBJ != WATER) return(2011);
PSPEAK(PLANT,PROP[PLANT]+3);
PROP[PLANT]=MOD(PROP[PLANT]+1,3);
L9132: PROP[DOOR]=0;
if(OBJ == OIL)PROP[DOOR]=1;
- SPK=113+PROP[DOOR];
+ game.spk=113+PROP[DOOR];
return(2011);
L9134: OBJ=URN;
goto L9220;
-/* EAT. INTRANSITIVE: ASSUME FOOD IF PRESENT, ELSE ASK WHAT. TRANSITIVE: FOOD
- * OK, SOME THINGS LOSE APPETITE, REST ARE RIDICULOUS. */
+/* 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);
L8142: DSTROY(FOOD);
- SPK=72;
+ game.spk=72;
return(2011);
L9140: if(OBJ == FOOD) goto L8142;
if(OBJ == BIRD || OBJ == SNAKE || OBJ == CLAM || OBJ == OYSTER || OBJ ==
DWARF || OBJ == DRAGON || OBJ == TROLL || OBJ == BEAR || OBJ ==
- OGRE)SPK=71;
+ OGRE)game.spk=71;
return(2011);
-/* 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. */
+/* 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)))
return(8000);
if(OBJ == BLOOD) goto L9153;
- if(OBJ != 0 && OBJ != WATER)SPK=110;
- if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
+ if(OBJ != 0 && OBJ != WATER)game.spk=110;
+ if(game.spk == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
PROP[BOTTLE]=1;
PLACE[WATER]=0;
- SPK=74;
+ game.spk=74;
return(2011);
L9153: DSTROY(BLOOD);
PROP[DRAGON]=2;
OBJSND[BIRD]=OBJSND[BIRD]+3;
- SPK=240;
+ game.spk=240;
return(2011);
-/* RUB. YIELDS VARIOUS SNIDE REMARKS EXCEPT FOR LIT URN. */
+/* Rub. Yields various snide remarks except for lit urn. */
-L9160: if(OBJ != LAMP)SPK=76;
+L9160: if(OBJ != LAMP)game.spk=76;
if(OBJ != URN || PROP[URN] != 2) return(2011);
DSTROY(URN);
DROP(AMBER,LOC);
PROP[AMBER]=1;
- TALLY=TALLY-1;
+ game.tally=game.tally-1;
DROP(CAVITY,LOC);
- SPK=216;
+ game.spk=216;
return(2011);
-/* THROW MOVED INTO SEPARATE MODULE. */
+/* Throw moved into separate module. */
-L9170: return(throw());
+L9170: return(throw(input));
-/* 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);
+L8180: if(YES(input,22,54,54)) score(1);
return(2012);
-/* FIND. MIGHT BE CARRYING IT, OR IT MIGHT BE HERE. ELSE GIVE CAVEAT. */
+/* Find. Might be carrying it, or it might be here. Else give caveat. */
L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ ==
- DWARF && ATDWRF(LOC) > 0))SPK=94;
- if(CLOSED)SPK=138;
- if(TOTING(OBJ))SPK=24;
+ DWARF && ATDWRF(LOC) > 0))game.spk=94;
+ if(game.closed)game.spk=138;
+ if(TOTING(OBJ))game.spk=24;
return(2011);
-/* INVENTORY. IF OBJECT, TREAT SAME AS FIND. ELSE REPORT ON CURRENT BURDEN. */
+/* Inventory. If object, treat same as find. Else report on current burden. */
-L8200: SPK=98;
+L8200: game.spk=98;
/* 8201 */ for (I=1; I<=100; I++) {
if(I == BEAR || !TOTING(I)) goto L8201;
- if(SPK == 98)RSPEAK(99);
- BLKLIN=FALSE;
+ if(game.spk == 98)RSPEAK(99);
+ game.blklin=false;
PSPEAK(I,-1);
- BLKLIN=TRUE;
- SPK=0;
+ game.blklin=true;
+ game.spk=0;
L8201: /*etc*/ ;
} /* end loop */
- if(TOTING(BEAR))SPK=141;
+ if(TOTING(BEAR))game.spk=141;
return(2011);
-/* FEED/FILL ARE IN THE OTHER MODULE. */
+/* Feed/fill are in the other module. */
L9210: return(feed());
L9220: return(fill());
-/* BLAST. NO EFFECT UNLESS YOU'VE GOT DYNAMITE, WHICH IS A NEAT TRICK! */
+/* Blast. No effect unless you've got dynamite, which is a neat trick! */
-L9230: if(PROP[ROD2] < 0 || !CLOSED) return(2011);
- BONUS=133;
- if(LOC == 115)BONUS=134;
- if(HERE(ROD2))BONUS=135;
- RSPEAK(BONUS);
+L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011);
+ game.bonus=133;
+ if(LOC == 115)game.bonus=134;
+ if(HERE(ROD2))game.bonus=135;
+ RSPEAK(game.bonus);
score(0);
-/* SCORE. CALL SCORING ROUTINE BUT TELL IT TO RETURN. */
+/* Score. Call scoring routine but tell it to return. */
L8240: score(-1);
SETPRM(1,SCORE,MXSCOR);
- SETPRM(3,TURNS,TURNS);
+ SETPRM(3,game.turns,game.turns);
RSPEAK(259);
return(2012);
* WORD ZIPS THE EGGS BACK TO THE GIANT ROOM (UNLESS ALREADY THERE). */
L8250: K=VOCAB(WD1,3);
- SPK=42;
- if(FOOBAR == 1-K) goto L8252;
- if(FOOBAR != 0)SPK=151;
+ game.spk=42;
+ if(game.foobar == 1-K) goto L8252;
+ if(game.foobar != 0)game.spk=151;
return(2011);
-L8252: FOOBAR=K;
+L8252: game.foobar=K;
if(K != 4) return(2009);
- FOOBAR=0;
+ game.foobar=0;
if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS]))
return(2011);
-/* BRING BACK TROLL IF WE STEAL THE EGGS BACK FROM HIM BEFORE CROSSING. */
+/* Bring back troll if we steal the eggs back from him before crossing. */
if(PLACE[EGGS] == 0 && PLACE[TROLL] == 0 && PROP[TROLL] ==
0)PROP[TROLL]=1;
K=2;
PSPEAK(EGGS,K);
return(2012);
-/* BRIEF. INTRANSITIVE ONLY. SUPPRESS LONG DESCRIPTIONS AFTER FIRST TIME. */
+/* Brief. Intransitive only. Suppress long descriptions after first time. */
-L8260: SPK=156;
- ABBNUM=10000;
- DETAIL=3;
+L8260: game.spk=156;
+ game.abbnum=10000;
+ game.detail=3;
return(2011);
-/* READ. PRINT STUFF BASED ON OBJTXT. OYSTER (?) IS SPECIAL CASE. */
+/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
-L8270: /* 8275 */ for (I=1; I<=100; I++) {
-L8275: if(HERE(I) && OBJTXT[I] != 0 && PROP[I] >= 0)OBJ=OBJ*100+I;
+L8270: for (I=1; I<=100; I++) {
+ if(HERE(I) && OBJTXT[I] != 0 && PROP[I] >= 0)OBJ=OBJ*100+I;
} /* end loop */
if(OBJ > 100 || OBJ == 0 || DARK(0)) return(8000);
L9270: if(DARK(0)) goto L5190;
if(OBJTXT[OBJ] == 0 || PROP[OBJ] < 0) return(2011);
- if(OBJ == OYSTER && !CLSHNT) goto L9275;
+ if(OBJ == OYSTER && !game.clshint) goto L9275;
PSPEAK(OBJ,OBJTXT[OBJ]+PROP[OBJ]);
return(2012);
-L9275: CLSHNT=YES(192,193,54);
+L9275: game.clshint=YES(input,192,193,54);
return(2012);
-/* BREAK. ONLY WORKS FOR MIRROR IN REPOSITORY AND, OF COURSE, THE VASE. */
+/* Break. Only works for mirror in repository and, of course, the vase. */
-L9280: if(OBJ == MIRROR)SPK=148;
+L9280: if(OBJ == MIRROR)game.spk=148;
if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
- if(OBJ != MIRROR || !CLOSED) return(2011);
- SPK=197;
+ if(OBJ != MIRROR || !game.closed) return(2011);
+ game.spk=197;
return(18999);
-L9282: SPK=198;
+L9282: game.spk=198;
if(TOTING(VASE))DROP(VASE,LOC);
PROP[VASE]=2;
FIXED[VASE]= -1;
return(2011);
-/* WAKE. ONLY USE IS TO DISTURB THE DWARVES. */
+/* Wake. Only use is to disturb the dwarves. */
-L9290: if(OBJ != DWARF || !CLOSED) return(2011);
- SPK=199;
+L9290: if(OBJ != DWARF || !game.closed) return(2011);
+ game.spk=199;
return(18999);
-/* SUSPEND. OFFER TO SAVE THINGS IN A FILE, BUT CHARGING SOME POINTS (SO
- * CAN'T WIN BY USING SAVED GAMES TO RETRY BATTLES OR TO START OVER AFTER
- * LEARNING ZZWORD). */
+/* Suspend. Offer to save things in a file, but charging some points (so
+ * can't win by using saved games to retry battles or to start over after
+ * learning zzword). */
-L8300: SPK=201;
+L8300: game.spk=201;
RSPEAK(260);
- if(!YES(200,54,54)) return(2012);
- SAVED=SAVED+5;
+ if(!YES(input,200,54,54)) return(2012);
+ game.saved=game.saved+5;
KK= -1;
-/* 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). */
+/* 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);
K=I+650*K;
K=VRSION;
SAVWRD(0,K);
if(K != VRSION) goto L8312;
-/* 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
- * 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);
- SAVWDS(KNFLOC,LIMIT,LL,LMWARN,LOC,NEWLOC,NUMDIE);
- SAVWDS(OBJ,OLDLC2,OLDLOC,OLDOBJ,PANIC,SAVED,SETUP);
- SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
- SAVWDS(VERB,WD1,WD1X,WD2,WZDARK,ZZWORD,OBJSND[BIRD]);
- SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,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
+ * with junk variables to bring it up to 7 values. */
+ SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
+ SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
+ SAVWDS(game.knfloc,game.limit,LL,game.lmwarn,LOC,game.newloc,game.numdie);
+ SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
+ SAVWDS(game.spk,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
+ SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
+ SAVWDS(OBJTXT[SIGN],game.clshint,game.novice,K,K,K,K);
SAVARR(ABB,LOCSIZ);
SAVARR(ATLOC,LOCSIZ);
SAVARR(DLOC,6);
- SAVARR(DSEEN,6);
+ SAVARR(game.dseen,6);
SAVARR(FIXED,100);
SAVARR(HINTED,HNTSIZ);
SAVARR(HINTLC,HNTSIZ);
SAVWRD(KK,K);
if(K != 0) goto L8318;
K=NUL;
- ZZWORD=RNDVOC(3,ZZWORD-MESH*2)+MESH*2;
+ game.zzword=RNDVOC(3,game.zzword-MESH*2)+MESH*2;
if(KK > 0) return(8);
RSPEAK(266);
- exit(FALSE);
+ exit(0);
-/* RESUME. READ A SUSPENDED GAME BACK FROM A FILE. */
+/* Resume. Read a suspended game back from a file. */
L8310: KK=1;
if(LOC == 1 && ABB[1] == 1) goto L8305;
RSPEAK(268);
- if(!YES(200,54,54)) return(2012);
+ if(!YES(input,200,54,54)) return(2012);
goto L8305;
L8312: SETPRM(1,K/10,MOD(K,10));
return(2000);
L8318: RSPEAK(270);
- exit(FALSE);
+ exit(0);
-/* FLY. SNIDE REMARKS UNLESS HOVERING RUG IS HERE. */
+/* Fly. Snide remarks unless hovering rug is here. */
-L8320: if(PROP[RUG] != 2)SPK=224;
- if(!HERE(RUG))SPK=225;
- if(SPK/2 == 112) return(2011);
+L8320: if(PROP[RUG] != 2)game.spk=224;
+ if(!HERE(RUG))game.spk=225;
+ if(game.spk/2 == 112) return(2011);
OBJ=RUG;
L9320: if(OBJ != RUG) return(2011);
- SPK=223;
+ game.spk=223;
if(PROP[RUG] != 2) return(2011);
- OLDLC2=OLDLOC;
- OLDLOC=LOC;
- NEWLOC=PLACE[RUG]+FIXED[RUG]-LOC;
- SPK=226;
- if(PROP[SAPPH] >= 0)SPK=227;
- RSPEAK(SPK);
+ game.oldlc2=game.oldloc;
+ game.oldloc=LOC;
+ game.newloc=PLACE[RUG]+FIXED[RUG]-LOC;
+ game.spk=226;
+ if(PROP[SAPPH] >= 0)game.spk=227;
+ RSPEAK(game.spk);
return(2);
-/* LISTEN. INTRANSITIVE ONLY. PRINT STUFF BASED ON OBJSND/LOCSND. */
+/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
-L8330: SPK=228;
+L8330: game.spk=228;
K=LOCSND[LOC];
if(K == 0) goto L8332;
RSPEAK(IABS(K));
if(K < 0) return(2012);
- SPK=0;
-L8332: SETPRM(1,ZZWORD-MESH*2,0);
+ game.spk=0;
+L8332: SETPRM(1,game.zzword-MESH*2,0);
/* 8335 */ for (I=1; I<=100; I++) {
if(!HERE(I) || OBJSND[I] == 0 || PROP[I] < 0) goto L8335;
PSPEAK(I,OBJSND[I]+PROP[I]);
- SPK=0;
+ game.spk=0;
if(I == BIRD && OBJSND[I]+PROP[I] == 8)DSTROY(BIRD);
L8335: /*etc*/ ;
} /* end loop */
return(2011);
-/* Z'ZZZ (WORD GETS RECOMPUTED AT STARTUP; DIFFERENT EACH GAME). */
+/* Z'ZZZ (word gets recomputed at startup; different each game). */
L8340: if(!AT(RESER) && LOC != FIXED[RESER]-1) return(2011);
PSPEAK(RESER,PROP[RESER]+1);
PROP[RESER]=1-PROP[RESER];
if(AT(RESER)) return(2012);
- OLDLC2=LOC;
- NEWLOC=0;
+ game.oldlc2=LOC;
+ game.newloc=0;
RSPEAK(241);
return(2);