*/
/* 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.
+ * Takes K, OBJ, and VERB as inputs.
+ */
-int action(FILE *input, long STARTAT) {
+int action(FILE *input, long STARTAT, long obj) {
switch(STARTAT) {
case 4000: goto L4000;
case 4090: goto L4090;
L4000: VERB=K;
SPK=ACTSPK[VERB];
if(WD2 > 0 && VERB != SAY) return(2800);
- if(VERB == SAY)OBJ=WD2;
- if(OBJ > 0) goto L4090;
+ if(VERB == SAY)obj=WD2;
+ if(obj > 0) goto L4090;
/* Analyse an intransitive verb (ie, no object given yet). */
* 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(K != GRATE) return(8);
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;
+ 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;
+L5120: if(obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
+ obj=PLANT2;
goto L5010;
-L5130: if(OBJ != KNIFE || game.knfloc != game.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;
SETPRM(1,WD1,WD1X);
/* Carry, no object given yet. OK if only one object present. */
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];
+ obj=game.atloc[game.loc];
/* Transitive carry/drop are in separate file. */
-L9010: return(carry(OBJ));
-L9020: return(discard(OBJ, false));
+L9010: return(carry(obj));
+L9020: return(discard(obj, false));
/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
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 && game.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;
/* 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(SPK != 124) return(2011);
/* Light. Applicable only to lamp and 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);
+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);
game.prop[LAMP]=1;
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
-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);
+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: game.prop[URN]=game.prop[URN]/2;
/* 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(game.prop[BIRD],2);
if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) goto L9094;
/* Attack also moved into separate module. */
-L9120: return(attack(input, OBJ));
+L9120: return(attack(input, obj));
/* 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(obj != OIL && obj != WATER) return(2011);
if(HERE(URN) && game.prop[URN] == 0) goto L9134;
game.prop[BOTTLE]=1;
- game.place[OBJ]=0;
+ 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);
+ 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];
return(8);
L9132: game.prop[DOOR]=0;
- if(OBJ == OIL)game.prop[DOOR]=1;
+ 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
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(game.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);
game.prop[BOTTLE]=1;
game.place[WATER]=0;
/* Rub. Yields various snide remarks except for lit urn. */
-L9160: if(OBJ != LAMP)SPK=76;
- if(OBJ != URN || game.prop[URN] != 2) return(2011);
+L9160: if(obj != LAMP)SPK=76;
+ if(obj != URN || game.prop[URN] != 2) return(2011);
DSTROY(URN);
DROP(AMBER,game.loc);
game.prop[AMBER]=1;
/* Throw moved into separate module. */
-L9170: return(throw(input, OBJ));
+L9170: return(throw(input, obj));
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
/* Find. Might be carrying it, or it might be here. Else give caveat. */
-L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(game.loc) || (OBJ ==
+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. */
/* Feed/fill are in the other module. */
-L9210: return(feed(OBJ));
-L9220: return(fill(OBJ));
+L9210: return(feed(obj));
+L9220: return(fill(obj));
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
L8270: for (I=1; I<=NOBJECTS; I++) {
- if(HERE(I) && OBJTXT[I] != 0 && game.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);
+ if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
L9270: if(DARK(0)) goto L5190;
- if(OBJTXT[OBJ] == 0 || game.prop[OBJ] < 0) return(2011);
- if(OBJ == OYSTER && !game.clshnt) goto L9275;
- PSPEAK(OBJ,OBJTXT[OBJ]+game.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: game.clshnt=YES(input,192,193,54);
/* Break. Only works for mirror in repository and, of course, the vase. */
-L9280: if(OBJ == MIRROR)SPK=148;
- if(OBJ == VASE && game.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);
/* 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);
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(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(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
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(game.prop[RUG] != 2) return(2011);
game.oldlc2=game.oldloc;