* as is. any other value for case is the same as 0 but also causes
* trailing blanks to be included (in anticipation of subsequent
* additional text). */
-
-
ALPH1=13*CASE+24;
ALPH2=26*labs(CASE)+ALPH1;
if(labs(CASE) > 1)ALPH1=ALPH2;
return(LEXEME);
}
-void DSTROY(long OBJECT) {
-/* Permanently eliminate "OBJECT" by moving to a non-existent location. */
-
- MOVE(OBJECT,0);
- return;
+void DSTROY(long object)
+/* Permanently eliminate "object" by moving to a non-existent location. */
+{
+ MOVE(object,0);
}
-void JUGGLE(long OBJECT) {
-long I, J;
-
+void JUGGLE(long object)
/* Juggle an object by picking it up and putting it down again, the purpose
* being to get the object to the front of the chain of things at its loc. */
+{
+ long i, j;
- I=game.place[OBJECT];
- J=game.fixed[OBJECT];
- MOVE(OBJECT,I);
- MOVE(OBJECT+NOBJECTS,J);
- return;
+ i=game.place[object];
+ j=game.fixed[object];
+ MOVE(object,i);
+ MOVE(object+NOBJECTS,j);
}
-void MOVE(long OBJECT, long WHERE) {
-long FROM;
-
-/* Place any object anywhere by picking it up and dropping it. May already be
- * toting, in which case the carry is a no-op. Mustn't pick up objects which
- * are not at any loc, since carry wants to remove objects from game.atloc chains. */
-
+void MOVE(long object, long where)
+/* Place any object anywhere by picking it up and dropping it. May
+ * already be toting, in which case the carry is a no-op. Mustn't
+ * pick up objects which are not at any loc, since carry wants to
+ * remove objects from game.atloc chains. */
+{
+ long from;
- if(OBJECT > NOBJECTS) goto L1;
- FROM=game.place[OBJECT];
- goto L2;
-L1: {long x = OBJECT-NOBJECTS; FROM=game.fixed[x];}
-L2: if(FROM > 0 && FROM <= 300)CARRY(OBJECT,FROM);
- DROP(OBJECT,WHERE);
- return;
+ if(object > NOBJECTS) goto L1;
+ from=game.place[object];
+ goto L2;
+L1: from=game.fixed[object-NOBJECTS];
+L2: if(from > 0 && from <= 300)
+ CARRY(object,from);
+ DROP(object,where);
}
-long PUT(long OBJECT, long WHERE, long PVAL) {
-long X;
-
+long PUT(long object, long where, long pval)
/* PUT is the same as MOVE, except it returns a value used to set up the
* negated game.prop values for the repository objects. */
-
- MOVE(OBJECT,WHERE);
- X=(-1)-PVAL;
- return(X);
+{
+ MOVE(object,where);
+ return (-1)-pval;;
}
-void CARRY(long OBJECT, long WHERE) {
+void CARRY(long object, long where) {
long TEMP;
/* Start toting an object, removing it from the list of things at its former
- * location. Incr holdng unless it was already being toted. If OBJECT>NOBJECTS
+ * location. Incr holdng unless it was already being toted. If object>NOBJECTS
* (moving "fixed" second loc), don't change game.place or game.holdng. */
- if(OBJECT > NOBJECTS) goto L5;
- if(game.place[OBJECT] == -1)return;
- game.place[OBJECT]= -1;
+ if(object > NOBJECTS) goto L5;
+ if(game.place[object] == -1)return;
+ game.place[object]= -1;
game.holdng=game.holdng+1;
-L5: if(game.atloc[WHERE] != OBJECT) goto L6;
- game.atloc[WHERE]=game.link[OBJECT];
+L5: if(game.atloc[where] != object) goto L6;
+ game.atloc[where]=game.link[object];
return;
-L6: TEMP=game.atloc[WHERE];
-L7: if(game.link[TEMP] == OBJECT) goto L8;
+L6: TEMP=game.atloc[where];
+L7: if(game.link[TEMP] == object) goto L8;
TEMP=game.link[TEMP];
goto L7;
-L8: game.link[TEMP]=game.link[OBJECT];
+L8: game.link[TEMP]=game.link[object];
return;
}
L30: if(IN)IGNORE(fread(ARR,sizeof(long),250,F));
if(!IN)fwrite(ARR,sizeof(long),250,F);
return;
-
}
void DATIME(long* D, long* T)