#include "database.h"
/* Limit visibility of ugly globals. Eventually these should go away. */
-extern long K, WD1, WD1X, WD2, WD2X;
+extern long WD1, WD1X, WD2, WD2X;
static long SPK; /* This should go away too */
MOVE(obj,k);
}
game.loc=k;
- K=NUL; /* FIXME: error if removed */
return(8);
}
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;
{
RSPEAK(spk);
DROP(AXE,game.loc);
- K=NUL;
return(8);
}
RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
URN, VASE, VEND, VOLCAN, WATER;
-long K, WD1, WD1X, WD2, WD2X;
+long WD1, WD1X, WD2, WD2X;
+
+static int K; /* information leak, should go away */
FILE *logfp;
bool oldstyle = false;
L5000: part=unknown; obj = K;
Laction:
switch (action(cmdin, part, VERB, obj)) {
- case 2: return true;
- case 8: goto L8;
- case 2000: goto L2000;
- case 2012: goto L2012;
- case 2600: goto L2600;
- case 2607: goto L2607;
- case 2630: goto L2630;
- case 2800:
- /* Get second word for analysis. */
- WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- goto L2620;
- case 8000:
- /* Random intransitive verbs come here. Clear obj just in case
- * (see attack()). */
- SETPRM(1,WD1,WD1X);
- RSPEAK(257);
- obj=0;
- goto L2600;
- case 19000:
- /* Oh dear, he's disturbed the dwarves. */
- RSPEAK(136);
- score(0);
- return true;
- }
+ case 2: return true;
+ case 8: K=NUL; goto L8;
+ case 2000: goto L2000;
+ case 2012: goto L2012;
+ case 2600: goto L2600;
+ case 2607: goto L2607;
+ case 2630: goto L2630;
+ case 2800:
+ /* Get second word for analysis. */
+ WD1=WD2;
+ WD1X=WD2X;
+ WD2=0;
+ goto L2620;
+ case 8000:
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(257);
+ obj=0;
+ goto L2600;
+ case 19000:
+ /* Oh dear, he's disturbed the dwarves. */
+ RSPEAK(136);
+ score(0);
+ return true;
+ }
BUG(99);
/* Figure out the new location */