#include "main.h"
#include "share.h"
#include "funcs.h"
+#include "database.h"
/* 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
/* Analyse an intransitive verb (ie, no object given yet). */
- 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:
- goto L9130; case 13: goto L8140; case 14: goto L9150; case 15:
- return(8000); case 16: return(8000); case 17: goto L8180; case 18:
- return(8000); case 19: goto L8200; case 20: return(8000); case 21:
- goto L9220; case 22: goto L9230; case 23: goto L8240; case 24:
- goto L8250; case 25: goto L8260; case 26: goto L8270; case 27:
- return(8000); case 28: return(8000); case 29: goto L8300; case 30:
- goto L8310; case 31: goto L8320; case 32: goto L8330; case 33:
- goto L8340; }
-/* TAKE DROP SAY OPEN NOTH LOCK ON OFF WAVE CALM
- * WALK KILL POUR EAT DRNK RUB TOSS QUIT FIND INVN
- * FEED FILL BLST SCOR FOO BRF READ BREK WAKE SUSP
- * RESU FLY LSTN ZZZZ */
+ switch (VERB-1) {
+ case 0: goto L8010; /* CARRY */
+ case 1: return(8000); /* DROP */
+ case 2: return(8000); /* SAY */
+ case 3: goto L8040; /* UNLOC */
+ case 4: return(2009); /* NOTHI */
+ case 5: goto L8040; /* LOCK */
+ case 6: goto L8070; /* LIGHT */
+ case 7: goto L8080; /* EXTIN */
+ case 8: return(8000); /* WAVE */
+ case 9: return(8000); /* CALM */
+ case 10: return(2011); /* WALK */
+ case 11: goto L9120; /* ATTAC */
+ case 12: goto L9130; /* POUR */
+ case 13: goto L8140; /* EAT */
+ case 14: goto L9150; /* DRINK */
+ case 15: return(8000); /* RUB */
+ case 16: return(8000); /* TOSS */
+ case 17: goto L8180; /* QUIT */
+ case 18: return(8000); /* FIND */
+ case 19: goto L8200; /* INVEN */
+ case 20: return(8000); /* FEED */
+ case 21: goto L9220; /* FILL */
+ case 22: goto L9230; /* BLAST */
+ case 23: goto L8240; /* SCOR */
+ case 24: goto L8250; /* FOO */
+ case 25: goto L8260; /* BRIEF */
+ case 26: goto L8270; /* READ */
+ case 27: return(8000); /* BREAK */
+ case 28: return(8000); /* WAKE */
+ case 29: goto L8300; /* SUSP */
+ case 30: goto L8310; /* RESU */
+ case 31: goto L8320; /* FLY */
+ case 32: goto L8330; /* LISTEN */
+ case 33: goto L8340; /* ZZZZ */
+ }
BUG(23);
/* 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;
- case 6: goto L9070; case 7: goto L9080; case 8: goto L9090; case
- 9: return(2011); case 10: return(2011); case 11: goto L9120; case 12:
- goto L9130; case 13: goto L9140; case 14: goto L9150; case 15:
- goto L9160; case 16: goto L9170; case 17: return(2011); case 18:
- goto L9190; case 19: goto L9190; case 20: goto L9210; case 21:
- goto L9220; case 22: goto L9230; case 23: return(2011); case 24:
- return(2011); case 25: return(2011); case 26: goto L9270; case 27:
- goto L9280; case 28: goto L9290; case 29: return(2011); case 30:
- return(2011); case 31: goto L9320; case 32: return(2011); case 33:
- goto L8340; }
-/* TAKE DROP SAY OPEN NOTH LOCK ON OFF WAVE CALM
- * WALK KILL POUR EAT DRNK RUB TOSS QUIT FIND INVN
- * FEED FILL BLST SCOR FOO BRF READ BREK WAKE SUSP
- * RESU FLY LSTN ZZZZ */
+L4090: switch (VERB-1) {
+ case 0: goto L9010; /* CARRY */
+ case 1: goto L9020; /* DROP */
+ case 2: goto L9030; /* SAY */
+ case 3: goto L9040; /* UNLOC */
+ case 4: return(2009); /* NOTHI */
+ case 5: goto L9040; /* LOCK */
+ case 6: goto L9070; /* LIGHT */
+ case 7: goto L9080; /* EXTI */
+ case 8: goto L9090; /* WAVE */
+ case 9: return(2011); /* CALM */
+ case 10: return(2011); /* WALK */
+ case 11: goto L9120; /* ATTAC */
+ case 12: goto L9130; /* POUR */
+ case 13: goto L9140; /* EAT */
+ case 14: goto L9150; /* DRINK */
+ case 15: goto L9160; /* RUB */
+ case 16: goto L9170; /* TOSS */
+ case 17: return(2011); /* QUIT */
+ case 18: goto L9190; /* FIND */
+ case 19: goto L9190; /* INVEN */
+ case 20: goto L9210; /* FEED */
+ case 21: goto L9220; /* FILL */
+ case 22: goto L9230; /* BLAST */
+ case 23: return(2011); /* SCOR */
+ case 24: return(2011); /* FOO */
+ case 25: return(2011); /* BRIEF */
+ case 26: goto L9270; /* READ */
+ case 27: goto L9280; /* BREAK */
+ case 28: goto L9290; /* WAKE */
+ case 29: return(2011); /* SUSP */
+ case 30: return(2011); /* RESU */
+ case 31: goto L9320; /* FLY */
+ case 32: return(2011); /* LISTEN */
+ case 33: goto L8340; /* ZZZZ */
+ }
BUG(24);
/* Analyse an object word. See if the thing is here, whether we've got a verb
L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130;
OBJ=PLANT2;
goto L5010;
-L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140;
- game.knfloc= -1;
+L5130: if(OBJ != KNIFE || KNFLOC != LOC) goto L5140;
+ KNFLOC= -1;
SPK=116;
return(2011);
L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
if(OBJ == GRATE || OBJ == CHAIN)SPK=31;
if(SPK != 31 || !HERE(KEYS)) return(2011);
if(OBJ == CHAIN) goto L9048;
- if(!game.closng) goto L9043;
+ if(!CLOSNG) goto L9043;
K=130;
- if(!game.panic)game.clock2=15;
- game.panic=true;
+ if(!PANIC)CLOCK2=15;
+ PANIC=true;
return(2010);
L9043: K=34+PROP[GRATE];
/* Light. Applicable only to lamp and urn. */
-L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && game.limit >= 0)OBJ=LAMP;
+L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && 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(game.limit < 0) return(2011);
+ if(LIMIT < 0) return(2011);
PROP[LAMP]=1;
RSPEAK(39);
- if(game.wzdark) return(2000);
+ if(WZDARK) return(2000);
return(2012);
L9073: SPK=38;
/* 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) && (game.closng || !AT(FISSUR))))
+ if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (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(game.closed) return(18999);
- if(game.closng || !AT(FISSUR)) return(2011);
+ if(CLOSED) return(18999);
+ if(CLOSNG || !AT(FISSUR)) return(2011);
if(HERE(BIRD))RSPEAK(SPK);
PROP[FISSUR]=1-PROP[FISSUR];
PSPEAK(FISSUR,2-PROP[FISSUR]);
L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ ==
DWARF && ATDWRF(LOC) > 0))SPK=94;
- if(game.closed)SPK=138;
+ if(CLOSED)SPK=138;
if(TOTING(OBJ))SPK=24;
return(2011);
/* 8201 */ for (I=1; I<=100; I++) {
if(I == BEAR || !TOTING(I)) goto L8201;
if(SPK == 98)RSPEAK(99);
- game.blklin=false;
+ BLKLIN=false;
PSPEAK(I,-1);
- game.blklin=true;
+ BLKLIN=true;
SPK=0;
L8201: /*etc*/ ;
} /* end loop */
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
-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);
+L9230: if(PROP[ROD2] < 0 || !CLOSED) return(2011);
+ BONUS=133;
+ if(LOC == 115)BONUS=134;
+ if(HERE(ROD2))BONUS=135;
+ RSPEAK(BONUS);
score(0);
/* Score. Call scoring routine but tell it to return. */
L8250: K=VOCAB(WD1,3);
SPK=42;
- if(game.foobar == 1-K) goto L8252;
- if(game.foobar != 0)SPK=151;
+ if(FOOBAR == 1-K) goto L8252;
+ if(FOOBAR != 0)SPK=151;
return(2011);
-L8252: game.foobar=K;
+L8252: FOOBAR=K;
if(K != 4) return(2009);
- game.foobar=0;
+ 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. */
/* Brief. Intransitive only. Suppress long descriptions after first time. */
L8260: SPK=156;
- game.abbnum=10000;
- game.detail=3;
+ ABBNUM=10000;
+ DETAIL=3;
return(2011);
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
L9280: if(OBJ == MIRROR)SPK=148;
if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
- if(OBJ != MIRROR || !game.closed) return(2011);
+ if(OBJ != MIRROR || !CLOSED) return(2011);
SPK=197;
return(18999);
/* Wake. Only use is to disturb the dwarves. */
-L9290: if(OBJ != DWARF || !game.closed) return(2011);
+L9290: if(OBJ != DWARF || !CLOSED) return(2011);
SPK=199;
return(18999);
L8300: SPK=201;
RSPEAK(260);
if(!YES(input,200,54,54)) return(2012);
- game.saved=game.saved+5;
+ SAVED=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). */
-L8305: DATIME(I,K);
+L8305: DATIME(&I,&K);
K=I+650*K;
SAVWRD(KK,K);
K=VRSION;
* 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,SETUP);
+ 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,game.wzdark,ZZWORD,OBJSND[BIRD]);
- SAVWDS(OBJTXT[SIGN],CLSHNT,game.novice,K,K,K,K);
+ SAVWDS(VERB,WD1,WD1X,WD2,WZDARK,ZZWORD,OBJSND[BIRD]);
+ SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
SAVARR(ABB,LOCSIZ);
SAVARR(ATLOC,LOCSIZ);
SAVARR(DLOC,6);
SAVWRD(KK,K);
if(K != 0) goto L8318;
K=NUL;
- ZZWORD=RNDVOC(3,ZZWORD-MESH*2)+MESH*2;
+ ZZWORD=RNDVOC(3,ZZWORD);
if(KK > 0) return(8);
RSPEAK(266);
exit(0);
L9320: if(OBJ != RUG) return(2011);
SPK=223;
if(PROP[RUG] != 2) return(2011);
- game.oldlc2=game.oldloc;
- game.oldloc=LOC;
- game.newloc=PLACE[RUG]+FIXED[RUG]-LOC;
+ OLDLC2=OLDLOC;
+ OLDLOC=LOC;
+ NEWLOC=PLACE[RUG]+FIXED[RUG]-LOC;
SPK=226;
if(PROP[SAPPH] >= 0)SPK=227;
RSPEAK(SPK);
RSPEAK(IABS(K));
if(K < 0) return(2012);
SPK=0;
-L8332: SETPRM(1,ZZWORD-MESH*2,0);
+L8332: SETPRM(1,ZZWORD,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]);
PSPEAK(RESER,PROP[RESER]+1);
PROP[RESER]=1-PROP[RESER];
if(AT(RESER)) return(2012);
- game.oldlc2=LOC;
- game.newloc=0;
+ OLDLC2=LOC;
+ NEWLOC=0;
RSPEAK(241);
return(2);