X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=actions1.c;h=7f06ead0f4cc729eedcff90d9ab47cb86e731b8b;hb=4fe6286cc6d432104eeb77ecfe4326d35725b445;hp=8a7ccadf0350ef24403c1c6f50a43dec5de02b0a;hpb=978168523abcc3e4f06c23df57dc47541cd995ca;p=open-adventure.git diff --git a/actions1.c b/actions1.c index 8a7ccad..7f06ead 100644 --- a/actions1.c +++ b/actions1.c @@ -122,19 +122,19 @@ L5010: if(WD2 > 0) return(2800); 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; +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; +L5120: if(OBJ != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130; OBJ=PLANT2; goto L5010; -L5130: if(OBJ != KNIFE || KNFLOC != LOC) goto L5140; - KNFLOC= -1; +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; @@ -156,8 +156,8 @@ 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. */ @@ -193,22 +193,22 @@ L8040: SPK=28; L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046; if(OBJ == DOOR)SPK=111; - if(OBJ == DOOR && PROP[DOOR] == 1)SPK=54; + 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(!CLOSNG) goto L9043; + if(!game.closng) goto L9043; K=130; - if(!PANIC)CLOCK2=15; - PANIC=true; + 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. */ @@ -220,56 +220,56 @@ L9046: K=0; 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; 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 && LIMIT >= 0)OBJ=LAMP; - if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*NOBJECTS+URN; +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); SPK=184; - if(LIMIT < 0) return(2011); - PROP[LAMP]=1; + if(game.limit < 0) return(2011); + game.prop[LAMP]=1; RSPEAK(39); - if(WZDARK) return(2000); + 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*NOBJECTS+URN; +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; @@ -277,11 +277,11 @@ L9080: if(OBJ == URN) goto L9083; 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); @@ -289,20 +289,20 @@ L9086: PROP[LAMP]=0; /* 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) && (CLOSNG || !AT(FISSUR)))) + 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(CLOSED) return(18999); - if(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) 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); @@ -318,24 +318,24 @@ L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0); 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(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]; + 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; @@ -358,18 +358,18 @@ L9140: if(OBJ == FOOD) goto L8142; /* 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(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); @@ -377,12 +377,12 @@ L9153: DSTROY(BLOOD); /* Rub. Yields various snide remarks except for lit urn. */ L9160: if(OBJ != LAMP)SPK=76; - if(OBJ != URN || PROP[URN] != 2) return(2011); + 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); @@ -397,9 +397,9 @@ 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; - if(CLOSED)SPK=138; +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); @@ -409,9 +409,9 @@ L8200: SPK=98; /* 8201 */ for (I=1; I<=NOBJECTS; I++) { if(I == BEAR || !TOTING(I)) goto L8201; if(SPK == 98)RSPEAK(99); - BLKLIN=false; + game.blklin=false; PSPEAK(I,-1); - BLKLIN=true; + game.blklin=true; SPK=0; L8201: /*etc*/ ; } /* end loop */ @@ -425,42 +425,42 @@ L9220: return(fill()); /* Blast. No effect unless you've got dynamite, which is a neat trick! */ -L9230: if(PROP[ROD2] < 0 || !CLOSED) return(2011); - BONUS=133; - if(LOC == 115)BONUS=134; - if(HERE(ROD2))BONUS=135; - RSPEAK(BONUS); +L9230: 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); /* Score. Call scoring routine but tell it to return. */ L8240: score(-1); SETPRM(1,SCORE,MXSCOR); - SETPRM(3,TURNS,TURNS); + SETPRM(3,game.turns,game.turns); RSPEAK(259); 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; - if(FOOBAR == 1-K) goto L8252; - if(FOOBAR != 0)SPK=151; + if(game.foobar == 1-K) goto L8252; + if(game.foobar != 0)SPK=151; return(2011); -L8252: FOOBAR=K; +L8252: game.foobar=K; if(K != 4) return(2009); - FOOBAR=0; - if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS])) + 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(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); @@ -468,43 +468,43 @@ L8252: FOOBAR=K; /* Brief. Intransitive only. Suppress long descriptions after first time. */ L8260: SPK=156; - ABBNUM=10000; - DETAIL=3; + game.abbnum=10000; + game.detail=3; return(2011); /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ L8270: for (I=1; I<=NOBJECTS; I++) { - if(HERE(I) && OBJTXT[I] != 0 && PROP[I] >= 0)OBJ=OBJ*NOBJECTS+I; + if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)OBJ=OBJ*NOBJECTS+I; } /* end loop */ 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 || !CLOSED) return(2011); + 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 || !CLOSED) return(2011); +L9290: if(OBJ != DWARF || !game.closed) return(2011); SPK=199; return(18999); @@ -515,7 +515,7 @@ L9290: if(OBJ != DWARF || !CLOSED) return(2011); L8300: SPK=201; RSPEAK(260); if(!YES(input,200,54,54)) return(2012); - SAVED=SAVED+5; + game.saved=game.saved+5; KK= -1; /* This next part is shared with the "resume" code. The two cases are @@ -533,28 +533,28 @@ L8305: DATIME(&I,&K); * 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(ABBNUM,BLKLIN,BONUS,CLOCK1,CLOCK2,CLOSED,CLOSNG); - SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST); - SAVWDS(KNFLOC,LIMIT,LL,LMWARN,LOC,NEWLOC,NUMDIE); - SAVWDS(OBJ,OLDLC2,OLDLOC,OLDOBJ,PANIC,SAVED,SETUP); - SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]); - SAVWDS(VERB,WD1,WD1X,WD2,WZDARK,ZZWORD,OBJSND[BIRD]); - SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K); - SAVARR(ABB,LOCSIZ); - SAVARR(ATLOC,LOCSIZ); - SAVARR(DLOC,NDWARVES); - SAVARR(DSEEN,NDWARVES); - SAVARR(FIXED,NOBJECTS); - SAVARR(HINTED,HNTSIZ); - SAVARR(HINTLC,HNTSIZ); - SAVARR(LINK,NOBJECTS*2); - SAVARR(ODLOC,NDWARVES); - SAVARR(PLACE,NOBJECTS); - SAVARR(PROP,NOBJECTS); + 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(OBJ,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(VERB,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); + game.zzword=RNDVOC(3,game.zzword); if(KK > 0) return(8); RSPEAK(266); exit(0); @@ -562,7 +562,7 @@ L8305: DATIME(&I,&K); /* Resume. Read a suspended game back from a file. */ L8310: KK=1; - if(LOC == 1 && ABB[1] == 1) goto L8305; + if(game.loc == 1 && game.abbrev[1] == 1) goto L8305; RSPEAK(268); if(!YES(input,200,54,54)) return(2012); goto L8305; @@ -577,48 +577,48 @@ 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; L9320: if(OBJ != RUG) return(2011); SPK=223; - if(PROP[RUG] != 2) return(2011); - OLDLC2=OLDLOC; - OLDLOC=LOC; - NEWLOC=PLACE[RUG]+FIXED[RUG]-LOC; + 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(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(labs(K)); if(K < 0) return(2012); SPK=0; -L8332: SETPRM(1,ZZWORD,0); +L8332: SETPRM(1,game.zzword,0); /* 8335 */ for (I=1; I<=NOBJECTS; I++) { - if(!HERE(I) || OBJSND[I] == 0 || PROP[I] < 0) goto L8335; - PSPEAK(I,OBJSND[I]+PROP[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); - OLDLC2=LOC; - NEWLOC=0; + game.oldlc2=game.loc; + game.newloc=0; RSPEAK(241); return(2);