* take one without the other). Liquids also special, since they depend on
* status of bottle. Also various side effects, etc. */
-int carry(void) {
- if(TOTING(OBJ)) return(2011);
+int carry(long obj) {
+ if(TOTING(obj)) return(2011);
SPK=25;
- if(OBJ == PLANT && PROP[PLANT] <= 0)SPK=115;
- if(OBJ == BEAR && PROP[BEAR] == 1)SPK=169;
- if(OBJ == CHAIN && PROP[BEAR] != 0)SPK=170;
- if(OBJ == URN)SPK=215;
- if(OBJ == CAVITY)SPK=217;
- if(OBJ == BLOOD)SPK=239;
- if(OBJ == RUG && PROP[RUG] == 2)SPK=222;
- if(OBJ == SIGN)SPK=196;
- if(OBJ != MESSAG) goto L9011;
+ if(obj == PLANT && game.prop[PLANT] <= 0)SPK=115;
+ if(obj == BEAR && game.prop[BEAR] == 1)SPK=169;
+ if(obj == CHAIN && game.prop[BEAR] != 0)SPK=170;
+ if(obj == URN)SPK=215;
+ if(obj == CAVITY)SPK=217;
+ if(obj == BLOOD)SPK=239;
+ if(obj == RUG && game.prop[RUG] == 2)SPK=222;
+ if(obj == SIGN)SPK=196;
+ if(obj != MESSAG) goto L9011;
SPK=190;
DSTROY(MESSAG);
-L9011: if(FIXED[OBJ] != 0) return(2011);
- if(OBJ != WATER && OBJ != OIL) goto L9017;
- K=OBJ;
- OBJ=BOTTLE;
+L9011: if(game.fixed[obj] != 0) return(2011);
+ if(obj != WATER && obj != OIL) goto L9017;
+ K=obj;
+ obj=BOTTLE;
if(HERE(BOTTLE) && LIQ(0) == K) goto L9017;
- if(TOTING(BOTTLE) && PROP[BOTTLE] == 1) return(fill());
- if(PROP[BOTTLE] != 1)SPK=105;
+ if(TOTING(BOTTLE) && game.prop[BOTTLE] == 1) return(fill(obj));
+ if(game.prop[BOTTLE] != 1)SPK=105;
if(!TOTING(BOTTLE))SPK=104;
return(2011);
L9017: SPK=92;
- if(HOLDNG >= 7) return(2011);
- if(OBJ != BIRD || PROP[BIRD] == 1 || -1-PROP[BIRD] == 1) goto L9014;
- if(PROP[BIRD] == 2) goto L9015;
+ if(game.holdng >= 7) return(2011);
+ if(obj != BIRD || game.prop[BIRD] == 1 || -1-game.prop[BIRD] == 1) goto L9014;
+ if(game.prop[BIRD] == 2) goto L9015;
if(!TOTING(CAGE))SPK=27;
if(TOTING(ROD))SPK=26;
if(SPK/2 == 13) return(2011);
- PROP[BIRD]=1;
-L9014: if((OBJ == BIRD || OBJ == CAGE) && (PROP[BIRD] == 1 || -1-PROP[BIRD] ==
- 1))CARRY(BIRD+CAGE-OBJ,LOC);
- CARRY(OBJ,LOC);
+ game.prop[BIRD]=1;
+L9014: if((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == 1 || -1-game.prop[BIRD] ==
+ 1))CARRY(BIRD+CAGE-obj,game.loc);
+ CARRY(obj,game.loc);
K=LIQ(0);
- if(OBJ == BOTTLE && K != 0)PLACE[K]= -1;
- if(!GSTONE(OBJ) || PROP[OBJ] == 0) return(2009);
- PROP[OBJ]=0;
- PROP[CAVITY]=1;
+ if(obj == BOTTLE && K != 0)game.place[K]= -1;
+ if(!GSTONE(obj) || game.prop[obj] == 0) return(2009);
+ game.prop[obj]=0;
+ game.prop[CAVITY]=1;
return(2009);
L9015: SPK=238;
* bird (might attack snake or dragon) and cage (might contain bird) and vase.
* Drop coins at vending machine for extra batteries. */
-int discard(bool just_do_it) {
+int discard(long obj, bool just_do_it) {
if(just_do_it) goto L9021;
- if(TOTING(ROD2) && OBJ == ROD && !TOTING(ROD))OBJ=ROD2;
- if(!TOTING(OBJ)) return(2011);
- if(OBJ != BIRD || !HERE(SNAKE)) goto L9023;
+ if(TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
+ if(!TOTING(obj)) return(2011);
+ if(obj != BIRD || !HERE(SNAKE)) goto L9023;
RSPEAK(30);
- if(CLOSED) return(19000);
+ if(game.closed) return(19000);
DSTROY(SNAKE);
-/* SET PROP FOR USE BY TRAVEL OPTIONS */
- PROP[SNAKE]=1;
+/* SET game.prop FOR USE BY TRAVEL OPTIONS */
+ game.prop[SNAKE]=1;
L9021: K=LIQ(0);
- if(K == OBJ)OBJ=BOTTLE;
- if(OBJ == BOTTLE && K != 0)PLACE[K]=0;
- if(OBJ == CAGE && PROP[BIRD] == 1)DROP(BIRD,LOC);
- DROP(OBJ,LOC);
- if(OBJ != BIRD) return(2012);
- PROP[BIRD]=0;
- if(FOREST(LOC))PROP[BIRD]=2;
+ if(K == obj)obj=BOTTLE;
+ if(obj == BOTTLE && K != 0)game.place[K]=0;
+ if(obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
+ DROP(obj,game.loc);
+ if(obj != BIRD) return(2012);
+ game.prop[BIRD]=0;
+ if(FOREST(game.loc))game.prop[BIRD]=2;
return(2012);
-L9023: if(!(GSTONE(OBJ) && AT(CAVITY) && PROP[CAVITY] != 0)) goto L9024;
+L9023: if(!(GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) goto L9024;
RSPEAK(218);
- PROP[OBJ]=1;
- PROP[CAVITY]=0;
- if(!HERE(RUG) || !((OBJ == EMRALD && PROP[RUG] != 2) || (OBJ == RUBY &&
- PROP[RUG] == 2))) goto L9021;
+ game.prop[obj]=1;
+ game.prop[CAVITY]=0;
+ if(!HERE(RUG) || !((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
+ game.prop[RUG] == 2))) goto L9021;
SPK=219;
if(TOTING(RUG))SPK=220;
- if(OBJ == RUBY)SPK=221;
+ if(obj == RUBY)SPK=221;
RSPEAK(SPK);
if(SPK == 220) goto L9021;
- K=2-PROP[RUG];
- PROP[RUG]=K;
+ K=2-game.prop[RUG];
+ game.prop[RUG]=K;
if(K == 2)K=PLAC[SAPPH];
- MOVE(RUG+100,K);
+ MOVE(RUG+NOBJECTS,K);
goto L9021;
-L9024: if(OBJ != COINS || !HERE(VEND)) goto L9025;
+L9024: if(obj != COINS || !HERE(VEND)) goto L9025;
DSTROY(COINS);
- DROP(BATTER,LOC);
+ DROP(BATTER,game.loc);
PSPEAK(BATTER,0);
return(2012);
-L9025: if(OBJ != BIRD || !AT(DRAGON) || PROP[DRAGON] != 0) goto L9026;
+L9025: if(obj != BIRD || !AT(DRAGON) || game.prop[DRAGON] != 0) goto L9026;
RSPEAK(154);
DSTROY(BIRD);
- PROP[BIRD]=0;
+ game.prop[BIRD]=0;
return(2012);
-L9026: if(OBJ != BEAR || !AT(TROLL)) goto L9027;
+L9026: if(obj != BEAR || !AT(TROLL)) goto L9027;
RSPEAK(163);
MOVE(TROLL,0);
- MOVE(TROLL+100,0);
+ MOVE(TROLL+NOBJECTS,0);
MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+100,FIXD[TROLL]);
+ MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- PROP[TROLL]=2;
+ game.prop[TROLL]=2;
goto L9021;
-L9027: if(OBJ == VASE && LOC != PLAC[PILLOW]) goto L9028;
+L9027: if(obj == VASE && game.loc != PLAC[PILLOW]) goto L9028;
RSPEAK(54);
goto L9021;
-L9028: PROP[VASE]=2;
- if(AT(PILLOW))PROP[VASE]=0;
- PSPEAK(VASE,PROP[VASE]+1);
- if(PROP[VASE] != 0)FIXED[VASE]= -1;
+L9028: game.prop[VASE]=2;
+ if(AT(PILLOW))game.prop[VASE]=0;
+ PSPEAK(VASE,game.prop[VASE]+1);
+ if(game.prop[VASE] != 0)game.fixed[VASE]= -1;
goto L9021;
}
* objects fall into two categories: enemies (snake, dwarf, etc.) and others
* (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
-int attack(FILE *input) {
- I=ATDWRF(LOC);
- if(OBJ != 0) goto L9124;
- if(I > 0)OBJ=DWARF;
- if(HERE(SNAKE))OBJ=OBJ*100+SNAKE;
- if(AT(DRAGON) && PROP[DRAGON] == 0)OBJ=OBJ*100+DRAGON;
- if(AT(TROLL))OBJ=OBJ*100+TROLL;
- if(AT(OGRE))OBJ=OBJ*100+OGRE;
- if(HERE(BEAR) && PROP[BEAR] == 0)OBJ=OBJ*100+BEAR;
- if(OBJ > 100) return(8000);
- if(OBJ != 0) goto L9124;
+int attack(FILE *input, long obj, long verb) {
+ I=ATDWRF(game.loc);
+ if(obj != 0) goto L9124;
+ if(I > 0)obj=DWARF;
+ if(HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
+ if(AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
+ if(AT(TROLL))obj=obj*NOBJECTS+TROLL;
+ if(AT(OGRE))obj=obj*NOBJECTS+OGRE;
+ if(HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
+ if(obj > NOBJECTS) return(8000);
+ if(obj != 0) goto L9124;
/* CAN'T ATTACK BIRD OR MACHINE BY THROWING AXE. */
- if(HERE(BIRD) && VERB != THROW)OBJ=BIRD;
- if(HERE(VEND) && VERB != THROW)OBJ=OBJ*100+VEND;
+ if(HERE(BIRD) && verb != THROW)obj=BIRD;
+ if(HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
/* CLAM AND OYSTER BOTH TREATED AS CLAM FOR INTRANSITIVE CASE; NO HARM DONE. */
- if(HERE(CLAM) || HERE(OYSTER))OBJ=100*OBJ+CLAM;
- if(OBJ > 100) return(8000);
-L9124: if(OBJ != BIRD) goto L9125;
- SPK=137;
- if(CLOSED) return(2011);
- DSTROY(BIRD);
- PROP[BIRD]=0;
- SPK=45;
-L9125: if(OBJ != VEND) goto L9126;
- PSPEAK(VEND,PROP[VEND]+2);
- PROP[VEND]=3-PROP[VEND];
+ if(HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
+ if(obj > NOBJECTS) return(8000);
+L9124: if(obj == BIRD) {
+ SPK=137;
+ if(game.closed) return(2011);
+ DSTROY(BIRD);
+ game.prop[BIRD]=0;
+ SPK=45;
+ }
+L9125: if(obj != VEND) goto L9126;
+ PSPEAK(VEND,game.prop[VEND]+2);
+ game.prop[VEND]=3-game.prop[VEND];
return(2012);
-L9126: if(OBJ == 0)SPK=44;
- if(OBJ == CLAM || OBJ == OYSTER)SPK=150;
- if(OBJ == SNAKE)SPK=46;
- if(OBJ == DWARF)SPK=49;
- if(OBJ == DWARF && CLOSED) return(19000);
- if(OBJ == DRAGON)SPK=167;
- if(OBJ == TROLL)SPK=157;
- if(OBJ == OGRE)SPK=203;
- if(OBJ == OGRE && I > 0) goto L9128;
- if(OBJ == BEAR)SPK=165+(PROP[BEAR]+1)/2;
- if(OBJ != DRAGON || PROP[DRAGON] != 0) return(2011);
-/* Fun stuff for dragon. If he insists on attacking it, win! Set PROP to dead,
+L9126: if(obj == 0)SPK=44;
+ if(obj == CLAM || obj == OYSTER)SPK=150;
+ if(obj == SNAKE)SPK=46;
+ if(obj == DWARF)SPK=49;
+ if(obj == DWARF && game.closed) return(19000);
+ if(obj == DRAGON)SPK=167;
+ if(obj == TROLL)SPK=157;
+ if(obj == OGRE)SPK=203;
+ if(obj == OGRE && I > 0) goto L9128;
+ if(obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
+ if(obj != DRAGON || game.prop[DRAGON] != 0) return(2011);
+/* Fun stuff for dragon. If he insists on attacking it, win! Set game.prop to dead,
* move dragon to central loc (still fixed), move rug there (not fixed), and
* move him there, too. Then do a null motion to get new description. */
RSPEAK(49);
- VERB=0;
- OBJ=0;
GETIN(input,WD1,WD1X,WD2,WD2X);
if(WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
PSPEAK(DRAGON,3);
- PROP[DRAGON]=1;
- PROP[RUG]=0;
+ game.prop[DRAGON]=1;
+ game.prop[RUG]=0;
K=(PLAC[DRAGON]+FIXD[DRAGON])/2;
- MOVE(DRAGON+100,-1);
- MOVE(RUG+100,0);
+ MOVE(DRAGON+NOBJECTS,-1);
+ MOVE(RUG+NOBJECTS,0);
MOVE(DRAGON,K);
MOVE(RUG,K);
DROP(BLOOD,K);
- for (OBJ=1; OBJ<=100; OBJ++) {
- if(PLACE[OBJ] == PLAC[DRAGON] || PLACE[OBJ] == FIXD[DRAGON])MOVE(OBJ,K);
+ for (obj=1; obj<=NOBJECTS; obj++) {
+ if(game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])MOVE(obj,K);
/*etc*/ ;
} /* end loop */
- LOC=K;
+ game.loc=K;
K=NUL;
return(8);
RSPEAK(6);
DSTROY(OGRE);
K=0;
- /* 9129 */ for (I=1; I<=5; I++) {
- if(DLOC[I] != LOC) goto L9129;
- K=K+1;
- DLOC[I]=61;
- DSEEN[I]=false;
-L9129: /*etc*/ ;
- } /* end loop */
+ for (I=1; I < PIRATE; I++) {
+ if(game.dloc[I] == game.loc) {
+ K=K+1;
+ game.dloc[I]=61;
+ game.dseen[I]=false;
+ }
+ }
SPK=SPK+1+1/K;
- return(2011);
+ return(2011);
}
/* Throw. Same as discard unless axe. Then same as attack except ignore bird,
* and if dwarf is present then one might be killed. (Only way to do so!)
* Axe also special for dragon, bear, and troll. Treasures special for troll. */
-int throw(FILE *cmdin) {
- if(TOTING(ROD2) && OBJ == ROD && !TOTING(ROD))OBJ=ROD2;
- if(!TOTING(OBJ)) return(2011);
- if(OBJ >= 50 && OBJ <= MAXTRS && AT(TROLL)) goto L9178;
- if(OBJ == FOOD && HERE(BEAR)) goto L9177;
- if(OBJ != AXE) return(discard(false));
- I=ATDWRF(LOC);
+int throw(FILE *cmdin, long obj, long verb) {
+ if(TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
+ if(!TOTING(obj)) return(2011);
+ if(obj >= 50 && obj <= MAXTRS && AT(TROLL)) goto L9178;
+ if(obj == FOOD && HERE(BEAR)) goto L9177;
+ if(obj != AXE) return(discard(obj, false));
+ I=ATDWRF(game.loc);
if(I > 0) goto L9172;
SPK=152;
- if(AT(DRAGON) && PROP[DRAGON] == 0) goto L9175;
+ if(AT(DRAGON) && game.prop[DRAGON] == 0) goto L9175;
SPK=158;
if(AT(TROLL)) goto L9175;
SPK=203;
if(AT(OGRE)) goto L9175;
- if(HERE(BEAR) && PROP[BEAR] == 0) goto L9176;
- OBJ=0;
- return(attack(cmdin));
+ if(HERE(BEAR) && game.prop[BEAR] == 0) goto L9176;
+ obj=0;
+ return(attack(cmdin, obj, verb));
L9172: SPK=48;
- if(randrange(7) < DFLAG) goto L9175;
- DSEEN[I]=false;
- DLOC[I]=0;
+ if(randrange(NDWARVES+1) < game.dflag) goto L9175;
+ game.dseen[I]=false;
+ game.dloc[I]=0;
SPK=47;
- DKILL=DKILL+1;
- if(DKILL == 1)SPK=149;
+ game.dkill=game.dkill+1;
+ if(game.dkill == 1)SPK=149;
L9175: RSPEAK(SPK);
- DROP(AXE,LOC);
+ DROP(AXE,game.loc);
K=NUL;
return(8);
/* This'll teach him to throw the axe at the bear! */
L9176: SPK=164;
- DROP(AXE,LOC);
- FIXED[AXE]= -1;
- PROP[AXE]=1;
+ DROP(AXE,game.loc);
+ game.fixed[AXE]= -1;
+ game.prop[AXE]=1;
JUGGLE(BEAR);
return(2011);
/* But throwing food is another story. */
-L9177: OBJ=BEAR;
- return(feed());
+L9177: obj=BEAR;
+ return(feed(obj));
L9178: SPK=159;
/* Snarf a treasure for the troll. */
- DROP(OBJ,0);
+ DROP(obj,0);
MOVE(TROLL,0);
- MOVE(TROLL+100,0);
+ MOVE(TROLL+NOBJECTS,0);
DROP(TROLL2,PLAC[TROLL]);
- DROP(TROLL2+100,FIXD[TROLL]);
+ DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
return(2011);
}
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
-int feed() {
- if(OBJ != BIRD) goto L9212;
+int feed(long obj) {
+ if(obj != BIRD) goto L9212;
SPK=100;
return(2011);
-L9212: if(OBJ != SNAKE && OBJ != DRAGON && OBJ != TROLL) goto L9213;
+L9212: if(obj != SNAKE && obj != DRAGON && obj != TROLL) goto L9213;
SPK=102;
- if(OBJ == DRAGON && PROP[DRAGON] != 0)SPK=110;
- if(OBJ == TROLL)SPK=182;
- if(OBJ != SNAKE || CLOSED || !HERE(BIRD)) return(2011);
+ if(obj == DRAGON && game.prop[DRAGON] != 0)SPK=110;
+ if(obj == TROLL)SPK=182;
+ if(obj != SNAKE || game.closed || !HERE(BIRD)) return(2011);
SPK=101;
DSTROY(BIRD);
- PROP[BIRD]=0;
+ game.prop[BIRD]=0;
return(2011);
-L9213: if(OBJ != DWARF) goto L9214;
+L9213: if(obj != DWARF) goto L9214;
if(!HERE(FOOD)) return(2011);
SPK=103;
- DFLAG=DFLAG+2;
+ game.dflag=game.dflag+2;
return(2011);
-L9214: if(OBJ != BEAR) goto L9215;
- if(PROP[BEAR] == 0)SPK=102;
- if(PROP[BEAR] == 3)SPK=110;
+L9214: if(obj != BEAR) goto L9215;
+ if(game.prop[BEAR] == 0)SPK=102;
+ if(game.prop[BEAR] == 3)SPK=110;
if(!HERE(FOOD)) return(2011);
DSTROY(FOOD);
- PROP[BEAR]=1;
- FIXED[AXE]=0;
- PROP[AXE]=0;
+ game.prop[BEAR]=1;
+ game.fixed[AXE]=0;
+ game.prop[AXE]=0;
SPK=168;
return(2011);
-L9215: if(OBJ != OGRE) goto L9216;
+L9215: if(obj != OGRE) goto L9216;
if(HERE(FOOD))SPK=202;
return(2011);
/* Fill. Bottle or urn must be empty, and liquid available. (Vase is nasty.) */
-int fill() {
- if(OBJ == VASE) goto L9222;
- if(OBJ == URN) goto L9224;
- if(OBJ != 0 && OBJ != BOTTLE) return(2011);
- if(OBJ == 0 && !HERE(BOTTLE)) return(8000);
+int fill(long obj) {
+ if(obj == VASE) goto L9222;
+ if(obj == URN) goto L9224;
+ if(obj != 0 && obj != BOTTLE) return(2011);
+ if(obj == 0 && !HERE(BOTTLE)) return(8000);
SPK=107;
- if(LIQLOC(LOC) == 0)SPK=106;
- if(HERE(URN) && PROP[URN] != 0)SPK=214;
+ if(LIQLOC(game.loc) == 0)SPK=106;
+ if(HERE(URN) && game.prop[URN] != 0)SPK=214;
if(LIQ(0) != 0)SPK=105;
if(SPK != 107) return(2011);
- PROP[BOTTLE]=MOD(COND[LOC],4)/2*2;
+ game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
K=LIQ(0);
- if(TOTING(BOTTLE))PLACE[K]= -1;
+ if(TOTING(BOTTLE))game.place[K]= -1;
if(K == OIL)SPK=108;
return(2011);
L9222: SPK=29;
- if(LIQLOC(LOC) == 0)SPK=144;
- if(LIQLOC(LOC) == 0 || !TOTING(VASE)) return(2011);
+ if(LIQLOC(game.loc) == 0)SPK=144;
+ if(LIQLOC(game.loc) == 0 || !TOTING(VASE)) return(2011);
RSPEAK(145);
- PROP[VASE]=2;
- FIXED[VASE]= -1;
- return(discard(true));
+ game.prop[VASE]=2;
+ game.fixed[VASE]= -1;
+ return(discard(obj, true));
L9224: SPK=213;
- if(PROP[URN] != 0) return(2011);
+ if(game.prop[URN] != 0) return(2011);
SPK=144;
K=LIQ(0);
if(K == 0 || !HERE(BOTTLE)) return(2011);
- PLACE[K]=0;
- PROP[BOTTLE]=1;
- if(K == OIL)PROP[URN]=1;
- SPK=211+PROP[URN];
+ game.place[K]=0;
+ game.prop[BOTTLE]=1;
+ if(K == OIL)game.prop[URN]=1;
+ SPK=211+game.prop[URN];
return(2011);
}