* unless verb is "say", which snarfs arbitrary second word. */
int action(long STARTAT) {
* unless verb is "say", which snarfs arbitrary second word. */
int action(long STARTAT) {
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:
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:
/* Routines for performing the various action verbs */
/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
/* Routines for performing the various action verbs */
/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
* transitive code, and some verbs use code for other verbs, as noted below. */
/* Carry, no object given yet. OK if only one object present. */
* transitive code, and some verbs use code for other verbs, as noted below. */
/* Carry, no object given yet. OK if only one object present. */
* ok, some things lose appetite, rest are ridiculous. */
L8140: if(!HERE(FOOD)) return(8000);
* ok, some things lose appetite, rest are ridiculous. */
L8140: if(!HERE(FOOD)) return(8000);
* 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)))
* 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)))
-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;
/* 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
/* 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
+ * 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);
* 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);