#include <stdlib.h>
#include <stdbool.h>
-#include "misc.h"
-#include "main.h"
-#include "share.h"
+#include "advent.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 a verb. Remember what it was, go back for object if second word
- * unless verb is "say", which snarfs arbitrary second word. */
+ * unless verb is "say", which snarfs arbitrary second word.
+ */
-int action(FILE *input, long STARTAT) {
+int action(FILE *input, long STARTAT, long verb, long obj) {
+ int kk;
switch(STARTAT) {
case 4000: goto L4000;
case 4090: goto L4090;
}
BUG(99);
-L4000: VERB=K;
- game.spk=ACTVERB[VERB];
- if(WD2 > 0 && VERB != SAY) return(2800);
- if(VERB == SAY)OBJ=WD2;
- if(OBJ > 0) goto L4090;
+L4000:
+ 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). */
- 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
* 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;
+L5000: obj=K;
if(!HERE(K)) goto L5100;
L5010: if(WD2 > 0) return(2800);
- if(VERB != 0) goto L4090;
+ if(verb != 0) goto L4090;
SETPRM(1,WD1,WD1X);
RSPEAK(255);
return(2600);
L5100: if(K != GRATE) goto L5110;
- if(LOC == 1 || LOC == 4 || LOC == 7)K=DPRSSN;
- if(LOC > 9 && LOC < 15)K=ENTRNC;
+ if(game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
+ if(game.loc > 9 && game.loc < 15)K=ENTRNC;
if(K != GRATE) return(8);
-L5110: if(K == DWARF && ATDWRF(LOC) > 0) goto L5010;
- if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(LOC)) goto L5010;
- if(OBJ != OIL || !HERE(URN) || PROP[URN] == 0) goto L5120;
- OBJ=URN;
+L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
+ if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
+ if(obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
+ obj=URN;
goto L5010;
-L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130;
- OBJ=PLANT2;
+L5120: if(obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
+ obj=PLANT2;
goto L5010;
-L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140;
+L5130: if(obj != KNIFE || game.knfloc != game.loc) goto L5140;
game.knfloc= -1;
- game.spk=116;
+ SPK=116;
return(2011);
-L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
- OBJ=ROD2;
+L5140: if(obj != ROD || !HERE(ROD2)) goto L5190;
+ obj=ROD2;
goto L5010;
-L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010;
+L5190: if((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
SETPRM(1,WD1,WD1X);
RSPEAK(256);
return(2012);
/* 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];
+L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000);
+ obj=game.atloc[game.loc];
/* Transitive carry/drop are in separate file. */
-L9010: return(carry());
-L9020: return(discard(false));
+L9010: return(carry(obj));
+L9020: return(discard(obj, false));
/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
return(2012);
L9035: WD2=0;
- OBJ=0;
+ obj=0;
return(2630);
/* Lock, unlock, no object given. Assume various things if present. */
-L8040: game.spk=28;
- if(HERE(CLAM))OBJ=CLAM;
- if(HERE(OYSTER))OBJ=OYSTER;
- if(AT(DOOR))OBJ=DOOR;
- if(AT(GRATE))OBJ=GRATE;
- if(OBJ != 0 && HERE(CHAIN)) return(8000);
- if(HERE(CHAIN))OBJ=CHAIN;
- if(OBJ == 0) return(2011);
+L8040: SPK=28;
+ if(HERE(CLAM))obj=CLAM;
+ if(HERE(OYSTER))obj=OYSTER;
+ if(AT(DOOR))obj=DOOR;
+ if(AT(GRATE))obj=GRATE;
+ if(obj != 0 && HERE(CHAIN)) return(8000);
+ if(HERE(CHAIN))obj=CHAIN;
+ if(obj == 0) return(2011);
/* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
-L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
- 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;
+L9040: if(obj == CLAM || obj == OYSTER) goto L9046;
+ if(obj == DOOR)SPK=111;
+ if(obj == DOOR && game.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 == CHAIN) goto L9048;
if(!game.closng) goto L9043;
K=130;
if(!game.panic)game.clock2=15;
game.panic=true;
return(2010);
-L9043: K=34+PROP[GRATE];
- PROP[GRATE]=1;
- if(VERB == LOCK)PROP[GRATE]=0;
- K=K+2*PROP[GRATE];
+L9043: K=34+game.prop[GRATE];
+ game.prop[GRATE]=1;
+ if(verb == LOCK)game.prop[GRATE]=0;
+ K=K+2*game.prop[GRATE];
return(2010);
/* Clam/Oyster. */
L9046: K=0;
- if(OBJ == OYSTER)K=1;
- 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);
+ 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);
DSTROY(CLAM);
- DROP(OYSTER,LOC);
+ DROP(OYSTER,game.loc);
DROP(PEARL,105);
return(2011);
/* Chain. */
-L9048: if(VERB == LOCK) goto L9049;
- 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];
+L9048: if(verb == LOCK) goto L9049;
+ SPK=171;
+ if(game.prop[BEAR] == 0)SPK=41;
+ if(game.prop[CHAIN] == 0)SPK=37;
+ if(SPK != 171) return(2011);
+ game.prop[CHAIN]=0;
+ game.fixed[CHAIN]=0;
+ if(game.prop[BEAR] != 3)game.prop[BEAR]=2;
+ game.fixed[BEAR]=2-game.prop[BEAR];
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;
+L9049: SPK=172;
+ if(game.prop[CHAIN] != 0)SPK=34;
+ if(game.loc != PLAC[CHAIN])SPK=173;
+ if(SPK != 172) return(2011);
+ game.prop[CHAIN]=2;
+ if(TOTING(CHAIN))DROP(CHAIN,game.loc);
+ game.fixed[CHAIN]= -1;
return(2011);
/* Light. Applicable only to lamp and urn. */
-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);
+L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
+ if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
+ if(obj == 0 || obj > NOBJECTS) return(8000);
-L9070: if(OBJ == URN) goto L9073;
- if(OBJ != LAMP) return(2011);
- game.spk=184;
+L9070: if(obj == URN) goto L9073;
+ if(obj != LAMP) return(2011);
+ SPK=184;
if(game.limit < 0) return(2011);
- PROP[LAMP]=1;
+ game.prop[LAMP]=1;
RSPEAK(39);
if(game.wzdark) return(2000);
return(2012);
-L9073: game.spk=38;
- if(PROP[URN] == 0) return(2011);
- game.spk=209;
- PROP[URN]=2;
+L9073: SPK=38;
+ if(game.prop[URN] == 0) return(2011);
+ SPK=209;
+ game.prop[URN]=2;
return(2011);
/* 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;
- if(OBJ == 0 || OBJ > 100) return(8000);
+L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
+ if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
+ if(obj == 0 || obj > NOBJECTS) return(8000);
-L9080: if(OBJ == URN) goto L9083;
- if(OBJ == LAMP) goto L9086;
- if(OBJ == DRAGON || OBJ == VOLCAN)game.spk=146;
+L9080: if(obj == URN) goto L9083;
+ if(obj == LAMP) goto L9086;
+ if(obj == DRAGON || obj == VOLCAN)SPK=146;
return(2011);
-L9083: PROP[URN]=PROP[URN]/2;
- game.spk=210;
+L9083: game.prop[URN]=game.prop[URN]/2;
+ SPK=210;
return(2011);
-L9086: PROP[LAMP]=0;
+L9086: game.prop[LAMP]=0;
RSPEAK(40);
if(DARK(0))RSPEAK(16);
return(2012);
/* Wave. No effect unless waving rod at fissure or at bird. */
-L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))game.spk=29;
- if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
+L9090: if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
+ if(obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
return(2011);
- if(HERE(BIRD))game.spk=206+MOD(PROP[BIRD],2);
- if(game.spk == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
+ if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
+ if(SPK == 206 && game.loc == game.place[STEPS] && game.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]);
+ if(HERE(BIRD))RSPEAK(SPK);
+ game.prop[FISSUR]=1-game.prop[FISSUR];
+ PSPEAK(FISSUR,2-game.prop[FISSUR]);
return(2012);
-L9094: DROP(JADE,LOC);
- PROP[JADE]=0;
+L9094: DROP(JADE,game.loc);
+ game.prop[JADE]=0;
game.tally=game.tally-1;
- game.spk=208;
+ SPK=208;
return(2011);
/* Attack also moved into separate module. */
-L9120: return(attack(input));
+L9120: return(attack(input, obj, verb));
/* 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);
- game.spk=78;
- if(OBJ != OIL && OBJ != WATER) return(2011);
- if(HERE(URN) && PROP[URN] == 0) goto L9134;
- PROP[BOTTLE]=1;
- PLACE[OBJ]=0;
- game.spk=77;
+L9130: if(obj == BOTTLE || obj == 0)obj=LIQ(0);
+ if(obj == 0) return(8000);
+ if(!TOTING(obj)) return(2011);
+ SPK=78;
+ if(obj != OIL && obj != WATER) return(2011);
+ if(HERE(URN) && game.prop[URN] == 0) goto L9134;
+ game.prop[BOTTLE]=1;
+ game.place[obj]=0;
+ SPK=77;
if(!(AT(PLANT) || AT(DOOR))) return(2011);
if(AT(DOOR)) goto L9132;
- game.spk=112;
- if(OBJ != WATER) return(2011);
- PSPEAK(PLANT,PROP[PLANT]+3);
- PROP[PLANT]=MOD(PROP[PLANT]+1,3);
- PROP[PLANT2]=PROP[PLANT];
+ SPK=112;
+ if(obj != WATER) return(2011);
+ PSPEAK(PLANT,game.prop[PLANT]+3);
+ game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
+ game.prop[PLANT2]=game.prop[PLANT];
K=NUL;
return(8);
-L9132: PROP[DOOR]=0;
- if(OBJ == OIL)PROP[DOOR]=1;
- game.spk=113+PROP[DOOR];
+L9132: game.prop[DOOR]=0;
+ if(obj == OIL)game.prop[DOOR]=1;
+ SPK=113+game.prop[DOOR];
return(2011);
-L9134: OBJ=URN;
+L9134: obj=URN;
goto L9220;
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
L8140: if(!HERE(FOOD)) return(8000);
L8142: DSTROY(FOOD);
- game.spk=72;
+ 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)game.spk=71;
+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;
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. */
-L9150: if(OBJ == 0 && LIQLOC(LOC) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
+L9150: if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
return(8000);
- if(OBJ == BLOOD) goto L9153;
- 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;
- game.spk=74;
+ if(obj == BLOOD) goto L9153;
+ if(obj != 0 && obj != WATER)SPK=110;
+ if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
+ game.prop[BOTTLE]=1;
+ game.place[WATER]=0;
+ SPK=74;
return(2011);
L9153: DSTROY(BLOOD);
- PROP[DRAGON]=2;
+ game.prop[DRAGON]=2;
OBJSND[BIRD]=OBJSND[BIRD]+3;
- game.spk=240;
+ SPK=240;
return(2011);
/* Rub. Yields various snide remarks except for lit urn. */
-L9160: if(OBJ != LAMP)game.spk=76;
- if(OBJ != URN || PROP[URN] != 2) return(2011);
+L9160: if(obj != LAMP)SPK=76;
+ if(obj != URN || game.prop[URN] != 2) return(2011);
DSTROY(URN);
- DROP(AMBER,LOC);
- PROP[AMBER]=1;
+ DROP(AMBER,game.loc);
+ game.prop[AMBER]=1;
game.tally=game.tally-1;
- DROP(CAVITY,LOC);
- game.spk=216;
+ DROP(CAVITY,game.loc);
+ SPK=216;
return(2011);
/* Throw moved into separate module. */
-L9170: return(throw(input));
+L9170: return(throw(input, obj, verb));
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
/* 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))game.spk=94;
- if(game.closed)game.spk=138;
- if(TOTING(OBJ))game.spk=24;
+L9190: if(AT(obj) || (LIQ(0) == obj && AT(BOTTLE)) || K == LIQLOC(game.loc) || (obj ==
+ DWARF && ATDWRF(game.loc) > 0))SPK=94;
+ if(game.closed)SPK=138;
+ if(TOTING(obj))SPK=24;
return(2011);
/* Inventory. If object, treat same as find. Else report on current burden. */
-L8200: game.spk=98;
- /* 8201 */ for (I=1; I<=100; I++) {
+L8200: SPK=98;
+ /* 8201 */ for (I=1; I<=NOBJECTS; I++) {
if(I == BEAR || !TOTING(I)) goto L8201;
- if(game.spk == 98)RSPEAK(99);
+ if(SPK == 98)RSPEAK(99);
game.blklin=false;
PSPEAK(I,-1);
game.blklin=true;
- game.spk=0;
+ SPK=0;
L8201: /*etc*/ ;
} /* end loop */
- if(TOTING(BEAR))game.spk=141;
+ if(TOTING(BEAR))SPK=141;
return(2011);
/* Feed/fill are in the other module. */
-L9210: return(feed());
-L9220: return(fill());
+L9210: return(feed(obj));
+L9220: return(fill(obj));
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
-L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011);
+L9230: if(game.prop[ROD2] < 0 || !game.closed) return(2011);
game.bonus=133;
- if(LOC == 115)game.bonus=134;
+ if(game.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. */
L8240: score(-1);
- SETPRM(1,SCORE,MXSCOR);
- SETPRM(3,game.turns,game.turns);
- RSPEAK(259);
- return(2012);
+ return(2012);
-/* FEE FIE FOE FOO (AND FUM). ADVANCE TO NEXT STATE IF GIVEN IN PROPER ORDER.
- * LOOK UP WD1 IN SECTION 3 OF VOCAB TO DETERMINE WHICH WORD WE'VE GOT. LAST
- * WORD ZIPS THE EGGS BACK TO THE GIANT ROOM (UNLESS ALREADY THERE). */
+/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
+ * Look up WD1 in section 3 of vocab to determine which word we've got. Last
+ * word zips the eggs back to the giant room (unless already there). */
L8250: K=VOCAB(WD1,3);
- game.spk=42;
+ SPK=42;
if(game.foobar == 1-K) goto L8252;
- if(game.foobar != 0)game.spk=151;
+ if(game.foobar != 0)SPK=151;
return(2011);
L8252: game.foobar=K;
if(K != 4) return(2009);
game.foobar=0;
- if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS]))
+ if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
return(2011);
/* 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;
+ if(game.place[EGGS] == 0 && game.place[TROLL] == 0 && game.prop[TROLL] ==
+ 0)game.prop[TROLL]=1;
K=2;
if(HERE(EGGS))K=1;
- if(LOC == PLAC[EGGS])K=0;
+ if(game.loc == PLAC[EGGS])K=0;
MOVE(EGGS,PLAC[EGGS]);
PSPEAK(EGGS,K);
return(2012);
/* Brief. Intransitive only. Suppress long descriptions after first time. */
-L8260: game.spk=156;
+L8260: SPK=156;
game.abbnum=10000;
game.detail=3;
return(2011);
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
-L8270: for (I=1; I<=100; I++) {
- if(HERE(I) && OBJTXT[I] != 0 && PROP[I] >= 0)OBJ=OBJ*100+I;
+L8270: for (I=1; I<=NOBJECTS; I++) {
+ if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I;
} /* end loop */
- if(OBJ > 100 || OBJ == 0 || DARK(0)) return(8000);
+ if(obj > NOBJECTS || 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;
- PSPEAK(OBJ,OBJTXT[OBJ]+PROP[OBJ]);
+ if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
+ if(obj == OYSTER && !game.clshnt) goto L9275;
+ PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
return(2012);
-L9275: CLSHNT=YES(input,192,193,54);
+L9275: game.clshnt=YES(input,192,193,54);
return(2012);
/* Break. Only works for mirror in repository and, of course, the vase. */
-L9280: if(OBJ == MIRROR)game.spk=148;
- if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
- if(OBJ != MIRROR || !game.closed) return(2011);
- game.spk=197;
+L9280: if(obj == MIRROR)SPK=148;
+ if(obj == VASE && game.prop[VASE] == 0) goto L9282;
+ if(obj != MIRROR || !game.closed) return(2011);
+ SPK=197;
return(18999);
-L9282: game.spk=198;
- if(TOTING(VASE))DROP(VASE,LOC);
- PROP[VASE]=2;
- FIXED[VASE]= -1;
+L9282: SPK=198;
+ if(TOTING(VASE))DROP(VASE,game.loc);
+ game.prop[VASE]=2;
+ game.fixed[VASE]= -1;
return(2011);
/* Wake. Only use is to disturb the dwarves. */
-L9290: if(OBJ != DWARF || !game.closed) return(2011);
- game.spk=199;
+L9290: if(obj != DWARF || !game.closed) return(2011);
+ 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). */
-L8300: game.spk=201;
+L8300: SPK=201;
RSPEAK(260);
if(!YES(input,200,54,54)) return(2012);
game.saved=game.saved+5;
- KK= -1;
+ 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);
+ SAVWRD(kk,K);
K=VRSION;
SAVWRD(0,K);
if(K != VRSION) goto L8312;
* 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,ZZWORD,OBJSND[BIRD]);
- SAVWDS(OBJTXT[SIGN],CLSHNT,game.novice,K,K,K,K);
- SAVARR(ABB,LOCSIZ);
- SAVARR(ATLOC,LOCSIZ);
- SAVARR(DLOC,6);
- SAVARR(DSEEN,6);
- SAVARR(FIXED,100);
- SAVARR(HINTED,HNTSIZ);
- SAVARR(HINTLC,HNTSIZ);
- SAVARR(LINK,200);
- SAVARR(ODLOC,6);
- SAVARR(PLACE,100);
- SAVARR(PROP,100);
- SAVWRD(KK,K);
+ SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
+ SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
+ SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
+ SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
+ SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
+ SAVARR(game.abbrev,LOCSIZ);
+ SAVARR(game.atloc,LOCSIZ);
+ SAVARR(game.dloc,NDWARVES);
+ SAVARR(game.dseen,NDWARVES);
+ SAVARR(game.fixed,NOBJECTS);
+ SAVARR(game.hinted,HNTSIZ);
+ SAVARR(game.hintlc,HNTSIZ);
+ SAVARR(game.link,NOBJECTS*2);
+ SAVARR(game.odloc,NDWARVES);
+ SAVARR(game.place,NOBJECTS);
+ SAVARR(game.prop,NOBJECTS);
+ SAVWRD(kk,K);
if(K != 0) goto L8318;
K=NUL;
- ZZWORD=RNDVOC(3,ZZWORD-MESH*2)+MESH*2;
- if(KK > 0) return(8);
+ game.zzword=RNDVOC(3,game.zzword);
+ if(kk > 0) return(8);
RSPEAK(266);
exit(0);
/* Resume. Read a suspended game back from a file. */
-L8310: KK=1;
- if(LOC == 1 && ABB[1] == 1) goto L8305;
+L8310: kk=1;
+ if(game.loc == 1 && game.abbrev[1] == 1) goto L8305;
RSPEAK(268);
if(!YES(input,200,54,54)) return(2012);
goto L8305;
/* Fly. Snide remarks unless hovering rug is here. */
-L8320: if(PROP[RUG] != 2)game.spk=224;
- if(!HERE(RUG))game.spk=225;
- if(game.spk/2 == 112) return(2011);
- OBJ=RUG;
+L8320: if(game.prop[RUG] != 2)SPK=224;
+ if(!HERE(RUG))SPK=225;
+ if(SPK/2 == 112) return(2011);
+ obj=RUG;
-L9320: if(OBJ != RUG) return(2011);
- game.spk=223;
- if(PROP[RUG] != 2) return(2011);
+L9320: if(obj != RUG) return(2011);
+ SPK=223;
+ if(game.prop[RUG] != 2) return(2011);
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);
+ game.oldloc=game.loc;
+ game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
+ SPK=226;
+ if(game.prop[SAPPH] >= 0)SPK=227;
+ RSPEAK(SPK);
return(2);
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
-L8330: game.spk=228;
- K=LOCSND[LOC];
+L8330: SPK=228;
+ K=LOCSND[game.loc];
if(K == 0) goto L8332;
- RSPEAK(IABS(K));
+ RSPEAK(labs(K));
if(K < 0) return(2012);
- game.spk=0;
-L8332: SETPRM(1,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]);
- game.spk=0;
- if(I == BIRD && OBJSND[I]+PROP[I] == 8)DSTROY(BIRD);
+ SPK=0;
+L8332: SETPRM(1,game.zzword,0);
+ /* 8335 */ for (I=1; I<=NOBJECTS; I++) {
+ if(!HERE(I) || OBJSND[I] == 0 || game.prop[I] < 0) goto L8335;
+ PSPEAK(I,OBJSND[I]+game.prop[I]);
+ SPK=0;
+ if(I == BIRD && OBJSND[I]+game.prop[I] == 8)DSTROY(BIRD);
L8335: /*etc*/ ;
} /* end loop */
return(2011);
/* 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];
+L8340: if(!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
+ PSPEAK(RESER,game.prop[RESER]+1);
+ game.prop[RESER]=1-game.prop[RESER];
if(AT(RESER)) return(2012);
- game.oldlc2=LOC;
+ game.oldlc2=game.loc;
game.newloc=0;
RSPEAK(241);
return(2);