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;
+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 != LOC) goto L5140;
+L5130: if(OBJ != KNIFE || game.knfloc != game.loc) goto L5140;
game.knfloc= -1;
SPK=116;
return(2011);
/* Carry, no object given yet. OK if only one object present. */
-L8010: if(game.atloc[LOC] == 0 || game.link[game.atloc[LOC]] != 0 || ATDWRF(LOC) > 0) return(8000);
- OBJ=game.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. */
if(VERB == LOCK)SPK=61;
if(SPK != 124) return(2011);
DSTROY(CLAM);
- DROP(OYSTER,LOC);
+ DROP(OYSTER,game.loc);
DROP(PEARL,105);
return(2011);
L9049: SPK=172;
if(game.prop[CHAIN] != 0)SPK=34;
- if(LOC != PLAC[CHAIN])SPK=173;
+ if(game.loc != PLAC[CHAIN])SPK=173;
if(SPK != 172) return(2011);
game.prop[CHAIN]=2;
- if(TOTING(CHAIN))DROP(CHAIN,LOC);
+ if(TOTING(CHAIN))DROP(CHAIN,game.loc);
game.fixed[CHAIN]= -1;
return(2011);
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 && LOC == game.place[STEPS] && game.prop[JADE] < 0) goto L9094;
+ 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);
PSPEAK(FISSUR,2-game.prop[FISSUR]);
return(2012);
-L9094: DROP(JADE,LOC);
+L9094: DROP(JADE,game.loc);
game.prop[JADE]=0;
game.tally=game.tally-1;
SPK=208;
/* 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;
L9160: if(OBJ != LAMP)SPK=76;
if(OBJ != URN || game.prop[URN] != 2) return(2011);
DSTROY(URN);
- DROP(AMBER,LOC);
+ DROP(AMBER,game.loc);
game.prop[AMBER]=1;
game.tally=game.tally-1;
- DROP(CAVITY,LOC);
+ DROP(CAVITY,game.loc);
SPK=216;
return(2011);
/* 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;
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);
L8252: game.foobar=K;
if(K != 4) return(2009);
game.foobar=0;
- if(game.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(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);
return(18999);
L9282: SPK=198;
- if(TOTING(VASE))DROP(VASE,LOC);
+ if(TOTING(VASE))DROP(VASE,game.loc);
game.prop[VASE]=2;
game.fixed[VASE]= -1;
return(2011);
* 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,LOC,game.newloc,game.numdie);
+ 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]);
/* Resume. Read a suspended game back from a file. */
L8310: KK=1;
- if(LOC == 1 && game.abbrev[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;
SPK=223;
if(game.prop[RUG] != 2) return(2011);
game.oldlc2=game.oldloc;
- game.oldloc=LOC;
- game.newloc=game.place[RUG]+game.fixed[RUG]-LOC;
+ 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);
/* 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);
/* Z'ZZZ (word gets recomputed at startup; different each game). */
-L8340: if(!AT(RESER) && LOC != game.fixed[RESER]-1) return(2011);
+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);
if(SPK/2 == 13) return(2011);
game.prop[BIRD]=1;
L9014: if((OBJ == BIRD || OBJ == CAGE) && (game.prop[BIRD] == 1 || -1-game.prop[BIRD] ==
- 1))CARRY(BIRD+CAGE-OBJ,LOC);
- CARRY(OBJ,LOC);
+ 1))CARRY(BIRD+CAGE-OBJ,game.loc);
+ CARRY(OBJ,game.loc);
K=LIQ(0);
if(OBJ == BOTTLE && K != 0)game.place[K]= -1;
if(!GSTONE(OBJ) || game.prop[OBJ] == 0) return(2009);
L9021: K=LIQ(0);
if(K == OBJ)OBJ=BOTTLE;
if(OBJ == BOTTLE && K != 0)game.place[K]=0;
- if(OBJ == CAGE && game.prop[BIRD] == 1)DROP(BIRD,LOC);
- DROP(OBJ,LOC);
+ if(OBJ == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
+ DROP(OBJ,game.loc);
if(OBJ != BIRD) return(2012);
game.prop[BIRD]=0;
- if(FOREST(LOC))game.prop[BIRD]=2;
+ if(FOREST(game.loc))game.prop[BIRD]=2;
return(2012);
L9023: if(!(GSTONE(OBJ) && AT(CAVITY) && game.prop[CAVITY] != 0)) goto L9024;
L9024: if(OBJ != COINS || !HERE(VEND)) goto L9025;
DSTROY(COINS);
- DROP(BATTER,LOC);
+ DROP(BATTER,game.loc);
PSPEAK(BATTER,0);
return(2012);
game.prop[TROLL]=2;
goto L9021;
-L9027: if(OBJ == VASE && LOC != PLAC[PILLOW]) goto L9028;
+L9027: if(OBJ == VASE && game.loc != PLAC[PILLOW]) goto L9028;
RSPEAK(54);
goto L9021;
* (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
int attack(FILE *input) {
- I=ATDWRF(LOC);
+ I=ATDWRF(game.loc);
if(OBJ != 0) goto L9124;
if(I > 0)OBJ=DWARF;
if(HERE(SNAKE))OBJ=OBJ*NOBJECTS+SNAKE;
if(game.place[OBJ] == PLAC[DRAGON] || game.place[OBJ] == FIXD[DRAGON])MOVE(OBJ,K);
/*etc*/ ;
} /* end loop */
- LOC=K;
+ game.loc=K;
K=NUL;
return(8);
DSTROY(OGRE);
K=0;
for (I=1; I < PIRATE; I++) {
- if(game.dloc[I] == LOC) {
+ if(game.dloc[I] == game.loc) {
K=K+1;
game.dloc[I]=61;
game.dseen[I]=false;
if(OBJ >= 50 && OBJ <= MAXTRS && AT(TROLL)) goto L9178;
if(OBJ == FOOD && HERE(BEAR)) goto L9177;
if(OBJ != AXE) return(discard(false));
- I=ATDWRF(LOC);
+ I=ATDWRF(game.loc);
if(I > 0) goto L9172;
SPK=152;
if(AT(DRAGON) && game.prop[DRAGON] == 0) goto L9175;
game.dkill=game.dkill+1;
if(game.dkill == 1)SPK=149;
L9175: RSPEAK(SPK);
- DROP(AXE,LOC);
+ DROP(AXE,game.loc);
K=NUL;
return(8);
/* This'll teach him to throw the axe at the bear! */
L9176: SPK=164;
- DROP(AXE,LOC);
+ DROP(AXE,game.loc);
game.fixed[AXE]= -1;
game.prop[AXE]=1;
JUGGLE(BEAR);
if(OBJ != 0 && OBJ != BOTTLE) return(2011);
if(OBJ == 0 && !HERE(BOTTLE)) return(8000);
SPK=107;
- if(LIQLOC(LOC) == 0)SPK=106;
+ if(LIQLOC(game.loc) == 0)SPK=106;
if(HERE(URN) && game.prop[URN] != 0)SPK=214;
if(LIQ(0) != 0)SPK=105;
if(SPK != 107) return(2011);
- game.prop[BOTTLE]=MOD(COND[LOC],4)/2*2;
+ game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
K=LIQ(0);
if(TOTING(BOTTLE))game.place[K]= -1;
if(K == OIL)SPK=108;
return(2011);
L9222: SPK=29;
- if(LIQLOC(LOC) == 0)SPK=144;
- if(LIQLOC(LOC) == 0 || !TOTING(VASE)) return(2011);
+ if(LIQLOC(game.loc) == 0)SPK=144;
+ if(LIQLOC(game.loc) == 0 || !TOTING(VASE)) return(2011);
RSPEAK(145);
game.prop[VASE]=2;
game.fixed[VASE]= -1;
CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
- KNIFE, KQ, L, LAMP, LOC, LOCK, LOOK,
+ KNIFE, KQ, L, LAMP, LOCK, LOOK,
MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
game.zzword=RNDVOC(3,0);
game.novice=YES(stdin, 65,1,0);
game.newloc=1;
- LOC=1;
+ game.loc=1;
game.limit=330;
if(game.novice)game.limit=1000;
if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
RSPEAK(130);
- game.newloc=LOC;
+ game.newloc=game.loc;
if(!game.panic)game.clock2=15;
game.panic=true;
* the dwarf's blocking his way. If coming from place forbidden to pirate
* (dwarves rooted in place) let him get out (and attacked). */
-L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
+L71: if(game.newloc == game.loc || FORCED(game.loc) || CNDBIT(game.loc,3)) goto L74;
/* 73 */ for (I=1; I<=NDWARVES-1; I++) {
if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
- game.newloc=LOC;
+ game.newloc=game.loc;
RSPEAK(2);
goto L74;
L73: /*etc*/ ;
} /* end loop */
-L74: LOC=game.newloc;
+L74: game.loc=game.newloc;
/* Dwarf stuff. See earlier comments for description of variables. Remember
* sixth dwarf is pirate and is thus very different except for motion rules. */
* dwarves can't meet the bear. Also means dwarves won't follow him into dead
* end in maze, but c'est la vie. They'll wait for him outside the dead end. */
- if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
+ if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) goto L2000;
if(game.dflag != 0) goto L6000;
- if(INDEEP(LOC))game.dflag=1;
+ if(INDEEP(game.loc))game.dflag=1;
goto L2000;
/* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
* any of the survivors is at loc, replace him with the alternate. */
L6000: if(game.dflag != 1) goto L6010;
- if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
+ if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) goto L2000;
game.dflag=2;
for (I=1; I<=2; I++) {
J=1+randrange(NDWARVES-1);
if(PCT(50))game.dloc[J]=0;
} /* end loop */
for (I=1; I<=NDWARVES-1; I++) {
- if(game.dloc[I] == LOC)game.dloc[I]=DALTLC;
+ if(game.dloc[I] == game.loc)game.dloc[I]=DALTLC;
game.odloc[I]=game.dloc[I];
} /* end loop */
RSPEAK(3);
- DROP(AXE,LOC);
+ DROP(AXE,game.loc);
goto L2000;
/* Things are in full swing. Move each dwarf at random, except if he's seen us
J=1+randrange(J);
game.odloc[I]=game.dloc[I];
game.dloc[I]=TK[J];
- game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
+ game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
if(!game.dseen[I]) goto L6030;
- game.dloc[I]=LOC;
+ game.dloc[I]=game.loc;
if(I != 6) goto L6027;
/* The pirate's spotted him. He leaves him alone once we've found chest. K
* the pirate be spotted. Note that game.place(CHEST)=0 might mean that he's
* thrown it to the troll, but in that case he's seen the chest (game.prop=0). */
- if(LOC == game.chloc || game.prop[CHEST] >= 0) goto L6030;
+ if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030;
K=0;
/* 6020 */ for (J=50; J<=MAXTRS; J++) {
/* Pirate won't take pyramid from plover room or dark room (too easy!). */
- if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
+ if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
if(TOTING(J)) goto L6021;
L6020: if(HERE(J))K=1;
} /* end loop */
MOVE(MESSAG,game.chloc2);
L6022: RSPEAK(128);
/* 6023 */ for (J=50; J<=MAXTRS; J++) {
- if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
- if(AT(J) && game.fixed[J] == 0)CARRY(J,LOC);
+ if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
+ if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
if(TOTING(J))DROP(J,game.chloc);
L6023: /*etc*/ ;
} /* end loop */
L6027: game.dtotal=game.dtotal+1;
if(game.odloc[I] != game.dloc[I]) goto L6030;
ATTACK=ATTACK+1;
- if(game.knfloc >= 0)game.knfloc=LOC;
+ if(game.knfloc >= 0)game.knfloc=game.loc;
if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
L6030: /*etc*/ ;
} /* end loop */
SETPRM(1,STICK,0);
RSPEAK(K+1+2/(1+STICK));
if(STICK == 0) goto L2000;
- game.oldlc2=LOC;
+ game.oldlc2=game.loc;
goto L99;
/* Describe the current location and (maybe) get next command. */
/* Print text for current loc. */
-L2000: if(LOC == 0) goto L99;
- KK=STEXT[LOC];
- if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
- if(FORCED(LOC) || !DARK(0)) goto L2001;
+L2000: if(game.loc == 0) goto L99;
+ KK=STEXT[game.loc];
+ if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
+ if(FORCED(game.loc) || !DARK(0)) goto L2001;
if(game.wzdark && PCT(35)) goto L90;
KK=RTEXT[16];
L2001: if(TOTING(BEAR))RSPEAK(141);
SPEAK(KK);
K=1;
- if(FORCED(LOC)) goto L8;
- if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
+ if(FORCED(game.loc)) goto L8;
+ if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
/* Print out descriptions of objects at this location. If not closing and
* property value is negative, tally off another treasure. Rug is special
* are because game.prop=0 is needed to get full score. */
if(DARK(0)) goto L2012;
- game.abbrev[LOC]=game.abbrev[LOC]+1;
- I=game.atloc[LOC];
+ game.abbrev[game.loc]=game.abbrev[game.loc]+1;
+ I=game.atloc[game.loc];
L2004: if(I == 0) goto L2012;
OBJ=I;
if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
* anyone who makes such a gross blunder isn't likely to find everything
* else anyway (so goes the rationalisation). */
L2006: KK=game.prop[OBJ];
- if(OBJ == STEPS && LOC == game.fixed[STEPS])KK=1;
+ if(OBJ == STEPS && game.loc == game.fixed[STEPS])KK=1;
PSPEAK(OBJ,KK);
L2008: I=game.link[I];
goto L2004;
* to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
*/
-L2600: if(COND[LOC] < game.conds) goto L2603;
+L2600: if(COND[game.loc] < game.conds) goto L2603;
/* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
if(game.hinted[HINT]) goto L2602;
- if(!CNDBIT(LOC,HINT+10))game.hintlc[HINT]= -1;
+ if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
game.hintlc[HINT]=game.hintlc[HINT]+1;
if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
L2602: /*etc*/ ;
if(TOTING(I) && game.prop[I] < 0)game.prop[I]= -1-game.prop[I];
} /* end loop */
L2605: game.wzdark=DARK(0);
- if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
+ if(game.knfloc > 0 && game.knfloc != game.loc)game.knfloc=0;
I=0;
if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
return false;
}
if(VERB == SAY && WD2 > 0)VERB=0;
if(VERB == SAY) goto L4090;
- if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
+ if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
if(game.clock1 == 0) goto L10000;
if(game.clock1 < 0)game.clock2=game.clock2-1;
if(game.clock2 == 0) goto L11000;
if(game.limit == 0) goto L12400;
if(game.limit <= 30) goto L12200;
L19999: K=43;
- if(LIQLOC(LOC) == WATER)K=70;
+ if(LIQLOC(game.loc) == WATER)K=70;
V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1);
if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
/* Figure out the new location
*
- * Given the current location in "LOC", and a motion verb number in
+ * Given the current location in "game.loc", and a motion verb number in
* "K", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-L8: KK=KEY[LOC];
- game.newloc=LOC;
+L8: KK=KEY[game.loc];
+ game.newloc=game.loc;
if(KK == 0)BUG(26);
if(K == NUL) return true;
if(K == BACK) goto L20;
if(K == LOOK) goto L30;
if(K == CAVE) goto L40;
game.oldlc2=game.oldloc;
- game.oldloc=LOC;
+ game.oldloc=game.loc;
L9: LL=labs(TRAVEL[KK]);
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
if(game.newloc <= 300) return true;
if(game.newloc <= 500) goto L30000;
RSPEAK(game.newloc-500);
- game.newloc=LOC;
+ game.newloc=game.loc;
return true;
/* Special motions come here. Labelling convention: statement numbers NNNXX
* table must include "useless" entries going through passage, which can never
* be used for actual motion, but can be spotted by "go back". */
-L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
+L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
- game.newloc=LOC;
+ game.newloc=game.loc;
RSPEAK(117);
return true;
* toting it), so he's forced to use the plover-passage to get it out. Having
* dropped it, go back and pretend he wasn't carrying it after all. */
-L30200: DROP(EMRALD,LOC);
+L30200: DROP(EMRALD,game.loc);
goto L12;
/* Travel 303. Troll bridge. Must be done only as special motion so that
MOVE(TROLL,PLAC[TROLL]);
MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- game.newloc=LOC;
+ game.newloc=game.loc;
return true;
-L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
+L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
if(!TOTING(BEAR)) return true;
RSPEAK(162);
/* End of specials. */
-/* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
+/* Handle "go back". Look for verb which goes from game.loc to game.oldloc, or to game.oldlc2
* If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
L20: K=game.oldloc;
if(FORCED(K))K=game.oldlc2;
game.oldlc2=game.oldloc;
- game.oldloc=LOC;
+ game.oldloc=game.loc;
K2=0;
- if(K == LOC)K2=91;
- if(CNDBIT(LOC,4))K2=274;
+ if(K == game.loc)K2=91;
+ if(CNDBIT(game.loc,4))K2=274;
if(K2 == 0) goto L21;
RSPEAK(K2);
return true;
}
K=MOD(labs(TRAVEL[KK]),1000);
- KK=KEY[LOC];
+ KK=KEY[game.loc];
goto L9;
/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
L30: if(game.detail < 3)RSPEAK(15);
game.detail=game.detail+1;
game.wzdark=false;
- game.abbrev[LOC]=0;
+ game.abbrev[game.loc]=0;
return true;
/* Cave. Different messages depending on whether above ground. */
L40: K=58;
- if(OUTSID(LOC) && LOC != 8)K=57;
+ if(OUTSID(game.loc) && game.loc != 8)K=57;
RSPEAK(K);
return true;
/* The easiest way to get killed is to fall into a pit in pitch darkness. */
L90: RSPEAK(23);
- game.oldlc2=LOC;
+ game.oldlc2=game.loc;
/* Okay, he's dead. Let's get on with it. */
DROP(I,K);
L98: /*etc*/ ;
} /* end loop */
- LOC=3;
- game.oldloc=LOC;
+ game.loc=3;
+ game.oldloc=game.loc;
goto L2000;
/* He died during closing time. No resurrection. Tally up a death and exit. */
L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
goto L40020;
-L40200: if(game.place[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
+L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
goto L40030;
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
goto L40020;
-L40400: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
+L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
1) goto L40010;
goto L40020;
L40700: if(game.dflag == 0) goto L40010;
goto L40020;
-L40800: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
+L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
L40010;
goto L40030;
-L40900: I=ATDWRF(LOC);
+L40900: I=ATDWRF(game.loc);
if(I < 0) goto L40020;
if(HERE(OGRE) && I == 0) goto L40010;
goto L40030;
game.prop[LAMP]=PUT(LAMP,115,0);
game.prop[ROD]=PUT(ROD,115,0);
game.prop[DWARF]=PUT(DWARF,115,0);
- LOC=115;
+ game.loc=115;
game.oldloc=115;
game.newloc=115;
L12000: RSPEAK(188);
game.prop[BATTER]=1;
- if(TOTING(BATTER))DROP(BATTER,LOC);
+ if(TOTING(BATTER))DROP(BATTER,game.loc);
game.limit=game.limit+2500;
game.lmwarn=false;
goto L19999;