#include "database.h"
long ABB[186], ATLOC[186], BLKLIN = true, DFLAG,
- DLOC[7], FIXED[101], HOLDNG,
+ DLOC[7], FIXED[NOBJECTS+1], HOLDNG,
LINK[201], LNLENG, LNPOSN,
- PARMS[26], PLACE[101],
+ PARMS[26], PLACE[NOBJECTS+1],
SETUP = 0;
char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
MESSAG, MIRROR, MXSCOR,
NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
- PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[101], PYRAM,
+ PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT,
I=ATLOC[LOC];
L2004: if(I == 0) goto L2012;
OBJ=I;
- if(OBJ > 100)OBJ=OBJ-100;
+ if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
if(PROP[OBJ] >= 0) goto L2006;
if(CLOSED) goto L2008;
L2603: if(!CLOSED) goto L2605;
if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
- for (I=1; I<=100; I++) {
+ for (I=1; I<=NOBJECTS; I++) {
if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
} /* end loop */
L2605: WZDARK=DARK(0);
L10: LL=LL/1000;
L11: NEWLOC=LL/1000;
- K=MOD(NEWLOC,100);
+ K=MOD(NEWLOC,100); /* ESR: an instance of NOBJECTS? */
if(NEWLOC <= 300) goto L13;
if(PROP[K] != NEWLOC/100-3) goto L16;
L12: if(TRAVEL[KK] < 0)BUG(25);
LL=NEWLOC;
goto L11;
-L13: if(NEWLOC <= 100) goto L14;
+L13: if(NEWLOC <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
goto L12;
* table must include "useless" entries going through passage, which can never
* be used for actual motion, but can be spotted by "go back". */
-L30100: NEWLOC=99+100-LOC;
+L30100: NEWLOC=99+100-LOC; /* ESR: an instance of NOBJECTS? */
if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true;
NEWLOC=LOC;
RSPEAK(117);
PSPEAK(TROLL,1);
PROP[TROLL]=0;
MOVE(TROLL2,0);
- MOVE(TROLL2+100,0);
+ MOVE(TROLL2+NOBJECTS,0);
MOVE(TROLL,PLAC[TROLL]);
- MOVE(TROLL+100,FIXD[TROLL]);
+ MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
NEWLOC=LOC;
return true;
PLACE[WATER]=0;
PLACE[OIL]=0;
if(TOTING(LAMP))PROP[LAMP]=0;
- /* 98 */ for (J=1; J<=100; J++) {
- I=101-J;
+ /* 98 */ for (J=1; J<=NOBJECTS; J++) {
+ I=NOBJECTS + 1 - J;
if(!TOTING(I)) goto L98;
K=OLDLC2;
if(I == LAMP)K=1;
DLOC[I]=0;
} /* end loop */
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);
if(PROP[BEAR] != 3)DSTROY(BEAR);
PROP[CHAIN]=0;
PROP[MIRROR]=PUT(MIRROR,115,0);
FIXED[MIRROR]=116;
- for (I=1; I<=100; I++) {
+ for (I=1; I<=NOBJECTS; I++) {
if(TOTING(I))DSTROY(I);
} /* end loop */