X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions1.c;fp=actions1.c;h=0000000000000000000000000000000000000000;hb=dd9bbe1f00367bce08cdd5d77ced9f4f8d9fddc0;hp=db9df8cfcfef2bebc44c8084fab70b716e6727b7;hpb=2abc83350422b98bbb8f4f7bdd19290dd9429949;p=open-adventure.git diff --git a/actions1.c b/actions1.c deleted file mode 100644 index db9df8c..0000000 --- a/actions1.c +++ /dev/null @@ -1,740 +0,0 @@ -#include -#include -#include "advent.h" -#include "database.h" - -/* - * Action handlers. Eventually we'll do lookup through a method table - * that calls these. Absolutely nothing like the original FORTRAN. - */ - -static int bigwords(long foo) -/* 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). */ -{ - int k=VOCAB(foo,3); - SPK=42; - if (game.foobar != 1-k) { - if (game.foobar != 0)SPK=151; - return(2011); - } else { - - game.foobar=k; - if (k != 4) return(2009); - game.foobar=0; - 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 (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0) - game.prop[TROLL]=1; - k=2; - if (HERE(EGGS))k=1; - if (game.loc == PLAC[EGGS])k=0; - MOVE(EGGS,PLAC[EGGS]); - PSPEAK(EGGS,k); - return(2012); - } -} - -static int bivalve(token_t verb, token_t obj) -/* Clam/oyster actions */ -{ - int k=0; - 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,game.loc); - DROP(PEARL,105); - return(2011); -} - -static int blast(void) -/* Blast. No effect unless you've got dynamite, which is a neat trick! */ -{ - if (game.prop[ROD2] < 0 || !game.closed) return(2011); - game.bonus=133; - if (game.loc == 115)game.bonus=134; - if (HERE(ROD2))game.bonus=135; - RSPEAK(game.bonus); - score(0); -} - -static int vbreak(token_t obj) -/* Break. Only works for mirror in repository and, of course, the vase. */ -{ - if (obj == MIRROR)SPK=148; - if (obj == VASE && game.prop[VASE] == 0) { - SPK=198; - if (TOTING(VASE))DROP(VASE,game.loc); - game.prop[VASE]=2; - game.fixed[VASE]= -1; - return(2011); - } else { - if (obj != MIRROR || !game.closed) return(2011); - SPK=197; - return(18999); - } -} - - -static int brief(void) -/* Brief. Intransitive only. Suppress long descriptions after first time. */ -{ - SPK=156; - game.abbnum=10000; - game.detail=3; - return(2011); -} - -static int chain(token_t verb) -/* Do something to the bear's chain */ -{ - if (verb != LOCK) { - 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); - } else { - 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); - } -} - -static int drink(token_t obj) -/* 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. */ -{ - if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE))) - return(8000); - if (obj != BLOOD) { - 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); - } else { - DSTROY(BLOOD); - game.prop[DRAGON]=2; - OBJSND[BIRD]=OBJSND[BIRD]+3; - SPK=240; - return(2011); - } -} - -static int eat(token_t obj) -/* Eat. Intransitive: assume food if present, else ask what. Transitive: food - * ok, some things lose appetite, rest are ridiculous. */ -{ - if (obj == INTRANSITIVE) { - if (!HERE(FOOD)) - return(8000); - DSTROY(FOOD); - SPK=72; - return(2011); - } else { - if (obj == FOOD) { - DSTROY(FOOD); - SPK=72; - return(2011); - } - if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == - DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == - OGRE)SPK=71; - return(2011); - } -} - -static int extinguish(int obj) -/* Extinguish. Lamp, urn, dragon/volcano (nice try). */ -{ - if (obj == INTRANSITIVE) { - 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); - } - - if (obj == URN) { - game.prop[URN]=game.prop[URN]/2; - SPK=210; - return(2011); - } - if (obj == LAMP) { - game.prop[LAMP]=0; - RSPEAK(40); - if (DARK(0)) - RSPEAK(16); - return(2012); - } - if (obj == DRAGON || obj == VOLCAN) - SPK=146; - return(2011); -} - -static int find(token_t obj) -/* Find. Might be carrying it, or it might be here. Else give caveat. */ -{ - 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); -} - -static int fly(token_t obj) -/* Fly. Snide remarks unless hovering rug is here. */ -{ - if (obj == INTRANSITIVE) { - if (game.prop[RUG] != 2)SPK=224; - if (!HERE(RUG))SPK=225; - if (SPK/2 == 112) return(2011); - obj=RUG; - } - - if (obj != RUG) return(2011); - SPK=223; - if (game.prop[RUG] != 2) return(2011); - game.oldlc2=game.oldloc; - 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); -} - -static int inven(token_t obj) -/* Inventory. If object, treat same as find. Else report on current burden. */ -{ - int i; - SPK=98; - for (i=1; i<=NOBJECTS; i++) { - if (i == BEAR || !TOTING(i)) - continue; - if (SPK == 98)RSPEAK(99); - game.blklin=false; - PSPEAK(i,-1); - game.blklin=true; - SPK=0; - } - if (TOTING(BEAR)) - SPK=141; - return(2011); -} - -int light(token_t obj) -/* Light. Applicable only to lamp and urn. */ -{ - if (obj == INTRANSITIVE) { - 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); - } - - if (obj == URN) { - SPK=38; - if (game.prop[URN] == 0) - return(2011); - SPK=209; - game.prop[URN]=2; - return(2011); - } else { - if (obj != LAMP) return(2011); - SPK=184; - if (game.limit < 0) return(2011); - game.prop[LAMP]=1; - RSPEAK(39); - if (game.wzdark) return(2000); - return(2012); - } -} - -static int listen(void) -/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ -{ - int i, k; - SPK=228; - k=LOCSND[game.loc]; - if (k != 0) { - RSPEAK(labs(k)); - if (k < 0) return(2012); - SPK=0; - } - SETPRM(1,game.zzword,0); - for (i=1; i<=NOBJECTS; i++) { - if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0) - continue; - PSPEAK(i,OBJSND[i]+game.prop[i]); - SPK=0; - if (i == BIRD && OBJSND[i]+game.prop[i] == 8) - DSTROY(BIRD); - } - return(2011); -} - -static int lock(token_t verb, token_t obj) -/* Lock, unlock, no object given. Assume various things if present. */ -{ - int k; - if (obj == INTRANSITIVE) { - 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. */ - if (obj == CLAM || obj == OYSTER) - return bivalve(verb, obj); - 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) - return chain(verb); - if (game.closng) { - SPK=130; - if (!game.panic)game.clock2=15; - game.panic=true; - return(2011); - } - SPK=34+game.prop[GRATE]; - game.prop[GRATE]=1; - if (verb == LOCK)game.prop[GRATE]=0; - SPK=SPK+2*game.prop[GRATE]; - return(2011); -} - -static int pour(token_t obj) -/* Pour. If no object, or object is bottle, assume contents of bottle. - * special tests for pouring water or oil on plant or rusty door. */ -{ - 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) - return fill(URN); - game.prop[BOTTLE]=1; - game.place[obj]=0; - SPK=77; - if (!(AT(PLANT) || AT(DOOR))) - return(2011); - if (!AT(DOOR)) { - 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); - } else { - game.prop[DOOR]=0; - if (obj == OIL)game.prop[DOOR]=1; - SPK=113+game.prop[DOOR]; - return(2011); - } -} - -static int quit(FILE *input) -/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ -{ - if (YES(input,22,54,54)) - score(1); - return(2012); -} - -static int read(FILE *input, token_t obj) -/* Read. Print stuff based on objtxt. Oyster (?) is special case. */ -{ - int i; - if (obj == INTRANSITIVE) { - obj = 0; - for (i=1; i<=NOBJECTS; i++) { - if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0) - obj = obj * NOBJECTS + i; - } - if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000); - } - - if (DARK(0)) { - SETPRM(1,WD1,WD1X); - RSPEAK(256); - return(2012); - } - if (OBJTXT[obj] == 0 || game.prop[obj] < 0) - return(2011); - if (obj == OYSTER && !game.clshnt) { - game.clshnt=YES(input,192,193,54); - return(2012); - } - PSPEAK(obj,OBJTXT[obj]+game.prop[obj]); - return(2012); -} - -static int reservoir(void) -/* Z'ZZZ (word gets recomputed at startup; different each game). */ -{ - 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=game.loc; - game.newloc=0; - RSPEAK(241); - return(2); -} - -static int rub(token_t obj) -/* Rub. Yields various snide remarks except for lit urn. */ -{ - if (obj != LAMP)SPK=76; - if (obj != URN || game.prop[URN] != 2) return(2011); - DSTROY(URN); - DROP(AMBER,game.loc); - game.prop[AMBER]=1; - game.tally=game.tally-1; - DROP(CAVITY,game.loc); - SPK=216; - return(2011); -} - -static int say(void) -/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ -{ - /* FIXME: ugly use of globals */ - SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X); - if (WD2 > 0)WD1=WD2; - int wd=VOCAB(WD1,-1); - if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { - WD2=0; - return(2630); - } - RSPEAK(258); - return(2012); - -} - -static int vscore(void) -/* Score. Call scoring routine but tell it to return. */ -{ - score(-1); - return(2012); -} - -static int wake(token_t obj) -/* Wake. Only use is to disturb the dwarves. */ -{ - if (obj != DWARF || !game.closed) return(2011); - SPK=199; - return(18999); -} - -static int wave(token_t obj) -/* Wave. No effect unless waving rod at fissure or at bird. */ -{ - 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))SPK=206+MOD(game.prop[BIRD],2); - if (SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) { - DROP(JADE,game.loc); - game.prop[JADE]=0; - game.tally=game.tally-1; - SPK=208; - return(2011); - } else { - if (game.closed) return(18999); - if (game.closng || !AT(FISSUR)) return(2011); - if (HERE(BIRD))RSPEAK(SPK); - game.prop[FISSUR]=1-game.prop[FISSUR]; - PSPEAK(FISSUR,2-game.prop[FISSUR]); - return(2012); - } -} - -/* 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 - * that says what label the caller wanted to "goto", and we return a - * similar label number for the caller to "goto". - */ - -/* Analyse a verb. Remember what it was, go back for object if second word - * unless verb is "say", which snarfs arbitrary second word. - */ - -int action(FILE *input, long STARTAT, long verb, long obj) { - int kk; - switch(STARTAT) { - case 4000: goto L4000; - case 4090: goto L4090; - case 5000: goto L5000; - } - BUG(99); - -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: /* CARRY */ goto L8010; - case 1: /* DROP */ return(8000); - case 2: /* SAY */ return(8000); - case 3: /* UNLOC */ goto L8040; - case 4: /* NOTHI */ return(2009); - case 5: /* LOCK */ goto L8040; - case 6: /* LIGHT */ goto L8070; - case 7: /* EXTIN */ goto L8080; - case 8: /* WAVE */ return(8000); - case 9: /* CALM */ return(8000); - case 10: /* WALK */ return(2011); - case 11: /* ATTAC */ goto L9120; - case 12: /* POUR */ goto L9130; - case 13: /* EAT */ goto L8140; - case 14: /* DRINK */ goto L9150; - case 15: /* RUB */ return(8000); - case 16: /* TOSS */ return(8000); - case 17: /* QUIT */ goto L8180; - case 18: /* FIND */ return(8000); - case 19: /* INVEN */ goto L8200; - case 20: /* FEED */ return(8000); - case 21: /* FILL */ goto L9220; - case 22: /* BLAST */ goto L9230; - case 23: /* SCOR */ goto L8240; - case 24: /* FOO */ goto L8250; - case 25: /* BRIEF */ goto L8260; - case 26: /* READ */ goto L8270; - case 27: /* BREAK */ return(8000); - case 28: /* WAKE */ return(8000); - case 29: /* SUSP */ goto L8300; - case 30: /* RESU */ goto L8310; - case 31: /* FLY */ goto L8320; - case 32: /* LISTE */ goto L8330; - case 33: /* ZZZZ */ goto L8340; - } - BUG(23); - -/* Analyse a transitive verb. */ - -L4090: switch (verb-1) { - case 0: /* CARRY */ goto L9010; - case 1: /* DROP */ goto L9020; - case 2: /* SAY */ goto L9030; - case 3: /* UNLOC */ goto L9040; - case 4: /* NOTHI */ return(2009); - case 5: /* LOCK */ goto L9040; - case 6: /* LIGHT */ goto L9070; - case 7: /* EXTI */ goto L9080; - case 8: /* WAVE */ goto L9090; - case 9: /* CALM */ return(2011); - case 10: /* WALK */ return(2011); - case 11: /* ATTAC */ goto L9120; - case 12: /* POUR */ goto L9130; - case 13: /* EAT */ goto L9140; - case 14: /* DRINK */ goto L9150; - case 15: /* RUB */ goto L9160; - case 16: /* TOSS */ goto L9170; - case 17: /* QUIT */ return(2011); - case 18: /* FIND */ goto L9190; - case 19: /* INVEN */ goto L9190; - case 20: /* FEED */ goto L9210; - case 21: /* FILL */ goto L9220; - case 22: /* BLAST */ goto L9230; - case 23: /* SCOR */ return(2011); - case 24: /* FOO */ return(2011); - case 25: /* BRIEF */ return(2011); - case 26: /* READ */ goto L9270; - case 27: /* BREAK */ goto L9280; - case 28: /* WAKE */ goto L9290; - case 29: /* SUSP */ return(2011); - case 30: /* RESU */ return(2011); - case 31: /* FLY */ goto L9320; - case 32: /* LISTE */ return(2011); - case 33: /* ZZZZ */ goto L8340; - } - BUG(24); - -/* Analyse an object word. See if the thing is here, whether we've got a verb - * yet, and so on. Object must be here unless verb is "find" or "invent(ory)" - * (and no new verb yet to be analysed). Water and oil are also funny, since - * 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; - if (!HERE(K)) goto L5100; -L5010: if (WD2 > 0) return(2800); - if (verb != 0) goto L4090; - SETPRM(1,WD1,WD1X); - RSPEAK(255); - return(2600); - -L5100: if (K != GRATE) goto L5110; - 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(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) || game.prop[PLANT2] == 0) goto L5130; - obj=PLANT2; - goto L5010; -L5130: if (obj != KNIFE || game.knfloc != game.loc) goto L5140; - game.knfloc= -1; - SPK=116; - return(2011); -L5140: if (obj != ROD || !HERE(ROD2)) goto L5190; - obj=ROD2; - goto L5010; -L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010; - SETPRM(1,WD1,WD1X); - RSPEAK(256); - return(2012); - - -/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for - * transitive, plus ten times the verb number. Many intransitive verbs use the - * transitive code, and some verbs use code for other verbs, as noted below. */ - -L8010: return carry(INTRANSITIVE); -L9010: return carry(obj); -L9020: return discard(obj, false); -L9030: return say(); -L8040: return lock(verb, INTRANSITIVE); -L9040: return lock(verb, obj); -L9046: return bivalve(verb, obj); -L9048: return chain(verb); -L8070: return light(INTRANSITIVE); -L9070: return light(obj); -L8080: return extinguish(INTRANSITIVE); -L9080: return extinguish(obj); -L9090: return wave(obj); -L9120: return attack(input, verb, obj); -L9130: return pour(obj); -L8140: return eat(INTRANSITIVE); -L9140: return eat(obj); -L9150: return drink(obj); -L9160: return rub(obj); -L9170: return throw(input, verb, obj); -L8180: return quit(input); -L9190: return find(obj); -L8200: return inven(obj); -L9210: return feed(obj); -L9220: return fill(obj); -L9230: return blast(); -L8240: return vscore(); -L8250: return bigwords(WD1); -L8260: return brief(); -L8270: return read(input, INTRANSITIVE); -L9270: return read(input, obj); -L9280: return vbreak(obj); -L9290: return wake(obj); - -/* 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: SPK=201; - RSPEAK(260); - if (!YES(input,200,54,54)) return(2012); - game.saved=game.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); - K=I+650*K; - SAVWRD(kk,K); - K=VRSION; - SAVWRD(0,K); - if (K != VRSION) goto L8312; -/* 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 - * 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,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; - 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 (game.loc == 1 && game.abbrev[1] == 1) goto L8305; - RSPEAK(268); - if (!YES(input,200,54,54)) return(2012); - goto L8305; - -L8312: SETPRM(1,K/10,MOD(K,10)); - SETPRM(3,VRSION/10,MOD(VRSION,10)); - RSPEAK(269); - return(2000); - -L8318: RSPEAK(270); - exit(0); - -L8320: return fly(INTRANSITIVE); -L9320: return fly(obj); -L8330: return listen(); -L8340: return reservoir(); -}