long BLANK, CASE, I, K, L, NEG, NPARMS, PARM, PRMTYP, STATE;
/* Print the message which starts at LINES(N). Precede it with a blank line
- * unless BLKLIN is false. */
+ * unless game.blklin is false. */
if(N == 0)return;
- BLANK=BLKLIN;
+ BLANK=game.blklin;
K=N;
NPARMS=1;
L10: L=labs(LINES[K])-1;
long I, M;
/* Find the skip+1st message from msg and print it. MSG should be the index of
- * the inventory message for object. (INVEN+N+1 message is PROP=N message). */
+ * the inventory message for object. (INVEN+N+1 message is game.prop=N message). */
M=PTEXT[MSG];
* WORD2 (chars 6 thru 10 in WORD2X), else WORD2 is -1. */
-L10: if(BLKLIN)TYPE0();
+L10: if(game.blklin)TYPE0();
MAPLIN(input);
if (feof(input))
return false;
WORD1=GETTXT(true,true,true);
- if(BLKLIN && WORD1 < 0) goto L10;
+ if(game.blklin && WORD1 < 0) goto L10;
WORD1X=GETTXT(false,true,true);
L12: JUNK=GETTXT(false,true,true);
if(JUNK > 0) goto L12;
/* Juggle an object by picking it up and putting it down again, the purpose
* being to get the object to the front of the chain of things at its loc. */
- I=PLACE[OBJECT];
- J=FIXED[OBJECT];
+ I=game.place[OBJECT];
+ J=game.fixed[OBJECT];
MOVE(OBJECT,I);
MOVE(OBJECT+NOBJECTS,J);
return;
/* Place any object anywhere by picking it up and dropping it. May already be
* toting, in which case the carry is a no-op. Mustn't pick up objects which
- * are not at any loc, since carry wants to remove objects from ATLOC chains. */
+ * are not at any loc, since carry wants to remove objects from game.atloc chains. */
if(OBJECT > NOBJECTS) goto L1;
- FROM=PLACE[OBJECT];
+ FROM=game.place[OBJECT];
goto L2;
-L1: {long x = OBJECT-NOBJECTS; FROM=FIXED[x];}
+L1: {long x = OBJECT-NOBJECTS; FROM=game.fixed[x];}
L2: if(FROM > 0 && FROM <= 300)CARRY(OBJECT,FROM);
DROP(OBJECT,WHERE);
return;
long X;
/* PUT is the same as MOVE, except it returns a value used to set up the
- * negated PROP values for the repository objects. */
+ * negated game.prop values for the repository objects. */
MOVE(OBJECT,WHERE);
X=(-1)-PVAL;
/* Start toting an object, removing it from the list of things at its former
* location. Incr holdng unless it was already being toted. If OBJECT>NOBJECTS
- * (moving "fixed" second loc), don't change PLACE or HOLDNG. */
+ * (moving "fixed" second loc), don't change game.place or game.holdng. */
if(OBJECT > NOBJECTS) goto L5;
- if(PLACE[OBJECT] == -1)return;
- PLACE[OBJECT]= -1;
- HOLDNG=HOLDNG+1;
-L5: if(ATLOC[WHERE] != OBJECT) goto L6;
- ATLOC[WHERE]=LINK[OBJECT];
+ if(game.place[OBJECT] == -1)return;
+ game.place[OBJECT]= -1;
+ game.holdng=game.holdng+1;
+L5: if(game.atloc[WHERE] != OBJECT) goto L6;
+ game.atloc[WHERE]=game.link[OBJECT];
return;
-L6: TEMP=ATLOC[WHERE];
-L7: if(LINK[TEMP] == OBJECT) goto L8;
- TEMP=LINK[TEMP];
+L6: TEMP=game.atloc[WHERE];
+L7: if(game.link[TEMP] == OBJECT) goto L8;
+ TEMP=game.link[TEMP];
goto L7;
-L8: LINK[TEMP]=LINK[OBJECT];
+L8: game.link[TEMP]=game.link[OBJECT];
return;
}
void DROP(long OBJECT, long WHERE) {
-/* Place an object at a given loc, prefixing it onto the ATLOC list. Decr
- * HOLDNG if the object was being toted. */
+/* Place an object at a given loc, prefixing it onto the game.atloc list. Decr
+ * game.holdng if the object was being toted. */
if(OBJECT > NOBJECTS) goto L1;
- if(PLACE[OBJECT] == -1)HOLDNG=HOLDNG-1;
- PLACE[OBJECT]=WHERE;
+ if(game.place[OBJECT] == -1)game.holdng=game.holdng-1;
+ game.place[OBJECT]=WHERE;
goto L2;
-L1: {long x = OBJECT-NOBJECTS; FIXED[x]=WHERE;}
+L1: {long x = OBJECT-NOBJECTS; game.fixed[x]=WHERE;}
L2: if(WHERE <= 0)return;
- LINK[OBJECT]=ATLOC[WHERE];
- ATLOC[WHERE]=OBJECT;
+ game.link[OBJECT]=game.atloc[WHERE];
+ game.atloc[WHERE]=OBJECT;
return;
}
AT=0;
- if(DFLAG < 2)return(AT);
+ if(game.dflag < 2)return(AT);
AT= -1;
for (I=1; I<=NDWARVES-1; I++) {
if(game.dloc[I] == WHERE) goto L2;