X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions1.c;h=5de9a1f84a89f31a2b166032482353a7958565e5;hb=46cd836df0943cfab98494d8668479f7ac93b762;hp=5ae13cbaf1eda3a6463bd85239b1756737b92dbf;hpb=fa1f8591629eccdaf53da24c29fdf02acb84255f;p=open-adventure.git diff --git a/actions1.c b/actions1.c index 5ae13cb..5de9a1f 100644 --- a/actions1.c +++ b/actions1.c @@ -1,9 +1,7 @@ #include #include -#include "misc.h" -#include "main.h" -#include "share.h" -#include "funcs.h" +#include "advent.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 @@ -12,9 +10,11 @@ */ /* 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; @@ -22,50 +22,90 @@ int action(FILE *input, long STARTAT) { } BUG(99); -L4000: VERB=K; - SPK=ACTSPK[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 @@ -74,34 +114,34 @@ L4090: switch (VERB-1) { case 0: goto L9010; case 1: goto L9020; case 2: goto * 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; 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); @@ -117,13 +157,13 @@ L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010; /* 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. */ @@ -136,170 +176,170 @@ L9030: SETPRM(1,WD2,WD2X); return(2012); L9035: WD2=0; - OBJ=0; + obj=0; return(2630); /* Lock, unlock, no object given. Assume various things if present. */ 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); + 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)SPK=111; - if(OBJ == DOOR && PROP[DOOR] == 1)SPK=54; - if(OBJ == CAGE)SPK=32; - if(OBJ == KEYS)SPK=55; - if(OBJ == GRATE || OBJ == CHAIN)SPK=31; +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(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; + if(obj == OYSTER)K=1; SPK=124+K; - if(TOTING(OBJ))SPK=120+K; + if(TOTING(obj))SPK=120+K; if(!TOTING(TRIDNT))SPK=122+K; - if(VERB == LOCK)SPK=61; + 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; +L9048: if(verb == LOCK) goto L9049; SPK=171; - if(PROP[BEAR] == 0)SPK=41; - if(PROP[CHAIN] == 0)SPK=37; + if(game.prop[BEAR] == 0)SPK=41; + if(game.prop[CHAIN] == 0)SPK=37; if(SPK != 171) return(2011); - PROP[CHAIN]=0; - FIXED[CHAIN]=0; - if(PROP[BEAR] != 3)PROP[BEAR]=2; - FIXED[BEAR]=2-PROP[BEAR]; + 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: SPK=172; - if(PROP[CHAIN] != 0)SPK=34; - if(LOC != PLAC[CHAIN])SPK=173; + if(game.prop[CHAIN] != 0)SPK=34; + if(game.loc != PLAC[CHAIN])SPK=173; if(SPK != 172) return(2011); - PROP[CHAIN]=2; - if(TOTING(CHAIN))DROP(CHAIN,LOC); - FIXED[CHAIN]= -1; + 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); +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: SPK=38; - if(PROP[URN] == 0) return(2011); + if(game.prop[URN] == 0) return(2011); SPK=209; - PROP[URN]=2; + 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)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; +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)))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))SPK=206+MOD(PROP[BIRD],2); - if(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(SPK); - PROP[FISSUR]=1-PROP[FISSUR]; - PSPEAK(FISSUR,2-PROP[FISSUR]); + game.prop[FISSUR]=1-game.prop[FISSUR]; + PSPEAK(FISSUR,2-game.prop[FISSUR]); return(2012); -L9094: DROP(JADE,LOC); - PROP[JADE]=0; - TALLY=TALLY-1; +L9094: DROP(JADE,game.loc); + game.prop[JADE]=0; + game.tally=game.tally-1; 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); +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) && PROP[URN] == 0) goto L9134; - PROP[BOTTLE]=1; - PLACE[OBJ]=0; + 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; SPK=112; - if(OBJ != WATER) return(2011); - PSPEAK(PLANT,PROP[PLANT]+3); - PROP[PLANT]=MOD(PROP[PLANT]+1,3); - PROP[PLANT2]=PROP[PLANT]; + 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; - 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 @@ -310,46 +350,46 @@ L8142: DSTROY(FOOD); 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 == +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)SPK=110; + if(obj == BLOOD) goto L9153; + if(obj != 0 && obj != WATER)SPK=110; if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011); - PROP[BOTTLE]=1; - PLACE[WATER]=0; + 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; SPK=240; return(2011); /* Rub. Yields various snide remarks except for lit urn. */ -L9160: if(OBJ != LAMP)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; - TALLY=TALLY-1; - DROP(CAVITY,LOC); + DROP(AMBER,game.loc); + game.prop[AMBER]=1; + game.tally=game.tally-1; + 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. */ @@ -358,16 +398,16 @@ L8180: if(YES(input,22,54,54)) score(1); /* 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))SPK=94; +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; + if(TOTING(obj))SPK=24; return(2011); /* Inventory. If object, treat same as find. Else report on current burden. */ L8200: SPK=98; - /* 8201 */ for (I=1; I<=100; I++) { + /* 8201 */ for (I=1; I<=NOBJECTS; I++) { if(I == BEAR || !TOTING(I)) goto L8201; if(SPK == 98)RSPEAK(99); game.blklin=false; @@ -381,14 +421,14 @@ L8201: /*etc*/ ; /* 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); @@ -396,14 +436,11 @@ L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011); /* Score. Call scoring routine but tell it to return. */ L8240: score(-1); - SETPRM(1,SCORE,MXSCOR); - SETPRM(3,TURNS,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); SPK=42; @@ -414,14 +451,14 @@ L8250: K=VOCAB(WD1,3); 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); @@ -435,37 +472,37 @@ L8260: SPK=156; /* 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)SPK=148; - if(OBJ == VASE && PROP[VASE] == 0) goto L9282; - if(OBJ != MIRROR || !game.closed) return(2011); +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: SPK=198; - if(TOTING(VASE))DROP(VASE,LOC); - PROP[VASE]=2; - FIXED[VASE]= -1; + 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); +L9290: if(obj != DWARF || !game.closed) return(2011); SPK=199; return(18999); @@ -477,14 +514,14 @@ 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; @@ -496,34 +533,34 @@ L8305: DATIME(I,K); * 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(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); - 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; @@ -538,47 +575,47 @@ L8318: RSPEAK(270); /* Fly. Snide remarks unless hovering rug is here. */ -L8320: if(PROP[RUG] != 2)SPK=224; +L8320: if(game.prop[RUG] != 2)SPK=224; if(!HERE(RUG))SPK=225; if(SPK/2 == 112) return(2011); - OBJ=RUG; + obj=RUG; -L9320: if(OBJ != RUG) return(2011); +L9320: if(obj != RUG) return(2011); SPK=223; - if(PROP[RUG] != 2) return(2011); + if(game.prop[RUG] != 2) return(2011); game.oldlc2=game.oldloc; - game.oldloc=LOC; - game.newloc=PLACE[RUG]+FIXED[RUG]-LOC; + game.oldloc=game.loc; + game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc; SPK=226; - if(PROP[SAPPH] >= 0)SPK=227; + if(game.prop[SAPPH] >= 0)SPK=227; RSPEAK(SPK); return(2); /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ L8330: SPK=228; - K=LOCSND[LOC]; + K=LOCSND[game.loc]; if(K == 0) goto L8332; - RSPEAK(IABS(K)); + RSPEAK(labs(K)); if(K < 0) return(2012); 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]); +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]+PROP[I] == 8)DSTROY(BIRD); + 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);