* too. Then do a null motion to get new description. */
RSPEAK(49);
GETIN(input,WD1,WD1X,WD2,WD2X);
- if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519)) return(2607);
+ if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
+ return(2607);
PSPEAK(DRAGON,3);
game.prop[DRAGON]=1;
game.prop[RUG]=0;
- K=(PLAC[DRAGON]+FIXD[DRAGON])/2;
+ int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
MOVE(DRAGON+NOBJECTS,-1);
MOVE(RUG+NOBJECTS,0);
- MOVE(DRAGON,K);
- MOVE(RUG,K);
- DROP(BLOOD,K);
+ MOVE(DRAGON,k);
+ MOVE(RUG,k);
+ DROP(BLOOD,k);
for (obj=1; obj<=NOBJECTS; obj++) {
- if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])MOVE(obj,K);
- /*etc*/ ;
- } /* end loop */
- game.loc=K;
- K=NUL;
+ if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
+ MOVE(obj,k);
+ }
+ game.loc=k;
+ K=NUL; /* FIXME: error if removed */
return(8);
}
if (game.foobar != 0)SPK=151;
return(2011);
} else {
-
game.foobar=k;
if (k != 4) return(2009);
game.foobar=0;
{
if (AT(obj) ||
(LIQ(0) == obj && AT(BOTTLE)) ||
- K == LIQLOC(game.loc) ||
+ obj == LIQLOC(game.loc) ||
(obj == DWARF && ATDWRF(game.loc) > 0))
SPK=94;
if (game.closed)SPK=138;