+++ /dev/null
-#include <stdlib.h>
-#include <stdbool.h>
-#include "advent.h"
-#include "database.h"
-
-/*
- * Action handlers. Eventually we'll do lookup through a method table
- * that calls these. Absolutely nothing like the original FORTRAN.
- */
-
-static int bigwords(long foo)
-/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
- * Look up WD1 in section 3 of vocab to determine which word we've got. Last
- * word zips the eggs back to the giant room (unless already there). */
-{
- int k=VOCAB(foo,3);
- SPK=42;
- if (game.foobar != 1-k) {
- if (game.foobar != 0)SPK=151;
- return(2011);
- } else {
-
- game.foobar=k;
- if (k != 4) return(2009);
- game.foobar=0;
- 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 (game.loc == PLAC[EGGS])k=0;
- MOVE(EGGS,PLAC[EGGS]);
- PSPEAK(EGGS,k);
- return(2012);
- }
-}
-
-static int bivalve(token_t verb, token_t obj)
-/* Clam/oyster actions */
-{
- int k=0;
- if (obj == OYSTER)k=1;
- SPK=124+k;
- if (TOTING(obj))SPK=120+k;
- if (!TOTING(TRIDNT))SPK=122+k;
- if (verb == LOCK)SPK=61;
- if (SPK != 124)
- return(2011);
- DSTROY(CLAM);
- DROP(OYSTER,game.loc);
- DROP(PEARL,105);
- return(2011);
-}
-
-static int blast(void)
-/* Blast. No effect unless you've got dynamite, which is a neat trick! */
-{
- if (game.prop[ROD2] < 0 || !game.closed) return(2011);
- game.bonus=133;
- if (game.loc == 115)game.bonus=134;
- if (HERE(ROD2))game.bonus=135;
- RSPEAK(game.bonus);
- score(0);
-}
-
-static int vbreak(token_t obj)
-/* Break. Only works for mirror in repository and, of course, the vase. */
-{
- if (obj == MIRROR)SPK=148;
- if (obj == VASE && game.prop[VASE] == 0) {
- SPK=198;
- if (TOTING(VASE))DROP(VASE,game.loc);
- game.prop[VASE]=2;
- game.fixed[VASE]= -1;
- return(2011);
- } else {
- if (obj != MIRROR || !game.closed) return(2011);
- SPK=197;
- return(18999);
- }
-}
-
-
-static int brief(void)
-/* Brief. Intransitive only. Suppress long descriptions after first time. */
-{
- SPK=156;
- game.abbnum=10000;
- game.detail=3;
- return(2011);
-}
-
-static int chain(token_t verb)
-/* Do something to the bear's chain */
-{
- if (verb != LOCK) {
- SPK=171;
- if (game.prop[BEAR] == 0)SPK=41;
- if (game.prop[CHAIN] == 0)SPK=37;
- if (SPK != 171) return(2011);
- game.prop[CHAIN]=0;
- game.fixed[CHAIN]=0;
- if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
- game.fixed[BEAR]=2-game.prop[BEAR];
- return(2011);
- } else {
- SPK=172;
- if (game.prop[CHAIN] != 0)SPK=34;
- if (game.loc != PLAC[CHAIN])SPK=173;
- if (SPK != 172) return(2011);
- game.prop[CHAIN]=2;
- if (TOTING(CHAIN))DROP(CHAIN,game.loc);
- game.fixed[CHAIN]= -1;
- return(2011);
- }
-}
-
-static int drink(token_t obj)
-/* 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. */
-{
- if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
- return(8000);
- if (obj != BLOOD) {
- 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;
- SPK=74;
- return(2011);
- } else {
- DSTROY(BLOOD);
- game.prop[DRAGON]=2;
- OBJSND[BIRD]=OBJSND[BIRD]+3;
- SPK=240;
- return(2011);
- }
-}
-
-static int eat(token_t obj)
-/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
- * ok, some things lose appetite, rest are ridiculous. */
-{
- if (obj == INTRANSITIVE) {
- if (!HERE(FOOD))
- return(8000);
- DSTROY(FOOD);
- SPK=72;
- return(2011);
- } else {
- if (obj == FOOD) {
- DSTROY(FOOD);
- SPK=72;
- return(2011);
- }
- if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
- DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
- OGRE)SPK=71;
- return(2011);
- }
-}
-
-static int extinguish(int obj)
-/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
-{
- if (obj == INTRANSITIVE) {
- 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);
- }
-
- if (obj == URN) {
- game.prop[URN]=game.prop[URN]/2;
- SPK=210;
- return(2011);
- }
- if (obj == LAMP) {
- game.prop[LAMP]=0;
- RSPEAK(40);
- if (DARK(0))
- RSPEAK(16);
- return(2012);
- }
- if (obj == DRAGON || obj == VOLCAN)
- SPK=146;
- return(2011);
-}
-
-static int find(token_t obj)
-/* Find. Might be carrying it, or it might be here. Else give caveat. */
-{
- 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);
-}
-
-static int fly(token_t obj)
-/* Fly. Snide remarks unless hovering rug is here. */
-{
- if (obj == INTRANSITIVE) {
- if (game.prop[RUG] != 2)SPK=224;
- if (!HERE(RUG))SPK=225;
- if (SPK/2 == 112) return(2011);
- obj=RUG;
- }
-
- if (obj != RUG) return(2011);
- SPK=223;
- if (game.prop[RUG] != 2) return(2011);
- game.oldlc2=game.oldloc;
- 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);
- return(2);
-}
-
-static int inven(token_t obj)
-/* Inventory. If object, treat same as find. Else report on current burden. */
-{
- int i;
- SPK=98;
- for (i=1; i<=NOBJECTS; i++) {
- if (i == BEAR || !TOTING(i))
- continue;
- if (SPK == 98)RSPEAK(99);
- game.blklin=false;
- PSPEAK(i,-1);
- game.blklin=true;
- SPK=0;
- }
- if (TOTING(BEAR))
- SPK=141;
- return(2011);
-}
-
-int light(token_t obj)
-/* Light. Applicable only to lamp and urn. */
-{
- if (obj == INTRANSITIVE) {
- 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);
- }
-
- if (obj == URN) {
- SPK=38;
- if (game.prop[URN] == 0)
- return(2011);
- SPK=209;
- game.prop[URN]=2;
- return(2011);
- } else {
- if (obj != LAMP) return(2011);
- SPK=184;
- if (game.limit < 0) return(2011);
- game.prop[LAMP]=1;
- RSPEAK(39);
- if (game.wzdark) return(2000);
- return(2012);
- }
-}
-
-static int listen(void)
-/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
-{
- int i, k;
- SPK=228;
- k=LOCSND[game.loc];
- if (k != 0) {
- RSPEAK(labs(k));
- if (k < 0) return(2012);
- SPK=0;
- }
- SETPRM(1,game.zzword,0);
- for (i=1; i<=NOBJECTS; i++) {
- if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
- continue;
- PSPEAK(i,OBJSND[i]+game.prop[i]);
- SPK=0;
- if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
- DSTROY(BIRD);
- }
- return(2011);
-}
-
-static int lock(token_t verb, token_t obj)
-/* Lock, unlock, no object given. Assume various things if present. */
-{
- int k;
- if (obj == INTRANSITIVE) {
- 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);
- }
-
- /* Lock, unlock object. Special stuff for opening clam/oyster
- * and for chain. */
- if (obj == CLAM || obj == OYSTER)
- return bivalve(verb, obj);
- 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)
- return chain(verb);
- if (game.closng) {
- SPK=130;
- if (!game.panic)game.clock2=15;
- game.panic=true;
- return(2011);
- }
- SPK=34+game.prop[GRATE];
- game.prop[GRATE]=1;
- if (verb == LOCK)game.prop[GRATE]=0;
- SPK=SPK+2*game.prop[GRATE];
- return(2011);
-}
-
-static int pour(token_t 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. */
-{
- 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 (HERE(URN) && game.prop[URN] == 0)
- return fill(URN);
- game.prop[BOTTLE]=1;
- game.place[obj]=0;
- SPK=77;
- if (!(AT(PLANT) || AT(DOOR)))
- return(2011);
- if (!AT(DOOR)) {
- SPK=112;
- 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];
- K=NUL;
- return(8);
- } else {
- game.prop[DOOR]=0;
- if (obj == OIL)game.prop[DOOR]=1;
- SPK=113+game.prop[DOOR];
- return(2011);
- }
-}
-
-static int quit(FILE *input)
-/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
-{
- if (YES(input,22,54,54))
- score(1);
- return(2012);
-}
-
-static int read(FILE *input, token_t obj)
-/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
-{
- int i;
- if (obj == INTRANSITIVE) {
- obj = 0;
- for (i=1; i<=NOBJECTS; i++) {
- if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
- obj = obj * NOBJECTS + i;
- }
- if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
- }
-
- if (DARK(0)) {
- SETPRM(1,WD1,WD1X);
- RSPEAK(256);
- return(2012);
- }
- if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
- return(2011);
- if (obj == OYSTER && !game.clshnt) {
- game.clshnt=YES(input,192,193,54);
- return(2012);
- }
- PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
- return(2012);
-}
-
-static int reservoir(void)
-/* Z'ZZZ (word gets recomputed at startup; different each game). */
-{
- 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=game.loc;
- game.newloc=0;
- RSPEAK(241);
- return(2);
-}
-
-static int rub(token_t obj)
-/* Rub. Yields various snide remarks except for lit urn. */
-{
- if (obj != LAMP)SPK=76;
- if (obj != URN || game.prop[URN] != 2) return(2011);
- DSTROY(URN);
- DROP(AMBER,game.loc);
- game.prop[AMBER]=1;
- game.tally=game.tally-1;
- DROP(CAVITY,game.loc);
- SPK=216;
- return(2011);
-}
-
-static int say(void)
-/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
-{
- /* FIXME: ugly use of globals */
- SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X);
- if (WD2 > 0)WD1=WD2;
- int wd=VOCAB(WD1,-1);
- if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
- WD2=0;
- return(2630);
- }
- RSPEAK(258);
- return(2012);
-
-}
-
-static int vscore(void)
-/* Score. Call scoring routine but tell it to return. */
-{
- score(-1);
- return(2012);
-}
-
-static int wake(token_t obj)
-/* Wake. Only use is to disturb the dwarves. */
-{
- if (obj != DWARF || !game.closed) return(2011);
- SPK=199;
- return(18999);
-}
-
-static int wave(token_t obj)
-/* Wave. No effect unless waving rod at fissure or at bird. */
-{
- 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) {
- DROP(JADE,game.loc);
- game.prop[JADE]=0;
- game.tally=game.tally-1;
- SPK=208;
- return(2011);
- } else {
- if (game.closed) return(18999);
- if (game.closng || !AT(FISSUR)) return(2011);
- if (HERE(BIRD))RSPEAK(SPK);
- game.prop[FISSUR]=1-game.prop[FISSUR];
- PSPEAK(FISSUR,2-game.prop[FISSUR]);
- return(2012);
- }
-}
-
-/* This stuff was broken off as part of an effort to get the main program
- * to compile without running out of memory. We're called with a number
- * that says what label the caller wanted to "goto", and we return a
- * similar label number for the caller to "goto".
- */
-
-/* Analyse a verb. Remember what it was, go back for object if second word
- * unless verb is "say", which snarfs arbitrary second word.
- */
-
-int action(FILE *input, long STARTAT, long verb, long obj) {
- int kk;
- switch(STARTAT) {
- case 4000: goto L4000;
- case 4090: goto L4090;
- case 5000: goto L5000;
- }
- BUG(99);
-
-L4000:
- SPK=ACTSPK[verb];
- if (WD2 > 0 && verb != SAY) return(2800);
- if (verb == SAY)obj=WD2;
- if (obj > 0) goto L4090;
-
-/* Analyse an intransitive verb (ie, no object given yet). */
-
- switch (verb-1) {
- case 0: /* CARRY */ goto L8010;
- case 1: /* DROP */ return(8000);
- case 2: /* SAY */ return(8000);
- case 3: /* UNLOC */ goto L8040;
- case 4: /* NOTHI */ return(2009);
- case 5: /* LOCK */ goto L8040;
- case 6: /* LIGHT */ goto L8070;
- case 7: /* EXTIN */ goto L8080;
- case 8: /* WAVE */ return(8000);
- case 9: /* CALM */ return(8000);
- case 10: /* WALK */ return(2011);
- case 11: /* ATTAC */ goto L9120;
- case 12: /* POUR */ goto L9130;
- case 13: /* EAT */ goto L8140;
- case 14: /* DRINK */ goto L9150;
- case 15: /* RUB */ return(8000);
- case 16: /* TOSS */ return(8000);
- case 17: /* QUIT */ goto L8180;
- case 18: /* FIND */ return(8000);
- case 19: /* INVEN */ goto L8200;
- case 20: /* FEED */ return(8000);
- case 21: /* FILL */ goto L9220;
- case 22: /* BLAST */ goto L9230;
- case 23: /* SCOR */ goto L8240;
- case 24: /* FOO */ goto L8250;
- case 25: /* BRIEF */ goto L8260;
- case 26: /* READ */ goto L8270;
- case 27: /* BREAK */ return(8000);
- case 28: /* WAKE */ return(8000);
- case 29: /* SUSP */ goto L8300;
- case 30: /* RESU */ goto L8310;
- case 31: /* FLY */ goto L8320;
- case 32: /* LISTE */ goto L8330;
- case 33: /* ZZZZ */ goto L8340;
- }
- BUG(23);
-
-/* Analyse a transitive verb. */
-
-L4090: switch (verb-1) {
- case 0: /* CARRY */ goto L9010;
- case 1: /* DROP */ goto L9020;
- case 2: /* SAY */ goto L9030;
- case 3: /* UNLOC */ goto L9040;
- case 4: /* NOTHI */ return(2009);
- case 5: /* LOCK */ goto L9040;
- case 6: /* LIGHT */ goto L9070;
- case 7: /* EXTI */ goto L9080;
- case 8: /* WAVE */ goto L9090;
- case 9: /* CALM */ return(2011);
- case 10: /* WALK */ return(2011);
- case 11: /* ATTAC */ goto L9120;
- case 12: /* POUR */ goto L9130;
- case 13: /* EAT */ goto L9140;
- case 14: /* DRINK */ goto L9150;
- case 15: /* RUB */ goto L9160;
- case 16: /* TOSS */ goto L9170;
- case 17: /* QUIT */ return(2011);
- case 18: /* FIND */ goto L9190;
- case 19: /* INVEN */ goto L9190;
- case 20: /* FEED */ goto L9210;
- case 21: /* FILL */ goto L9220;
- case 22: /* BLAST */ goto L9230;
- case 23: /* SCOR */ return(2011);
- case 24: /* FOO */ return(2011);
- case 25: /* BRIEF */ return(2011);
- case 26: /* READ */ goto L9270;
- case 27: /* BREAK */ goto L9280;
- case 28: /* WAKE */ goto L9290;
- case 29: /* SUSP */ return(2011);
- case 30: /* RESU */ return(2011);
- case 31: /* FLY */ goto L9320;
- case 32: /* LISTE */ return(2011);
- case 33: /* ZZZZ */ goto L8340;
- }
- BUG(24);
-
-/* Analyse an object word. See if the thing is here, whether we've got a verb
- * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
- * (and no new verb yet to be analysed). Water and oil are also funny, since
- * 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;
- if (!HERE(K)) goto L5100;
-L5010: if (WD2 > 0) return(2800);
- if (verb != 0) goto L4090;
- SETPRM(1,WD1,WD1X);
- RSPEAK(255);
- return(2600);
-
-L5100: if (K != GRATE) goto L5110;
- 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(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 != game.loc) goto L5140;
- game.knfloc= -1;
- SPK=116;
- return(2011);
-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);
- RSPEAK(256);
- return(2012);
-
-
-/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
- * transitive, plus ten times the verb number. Many intransitive verbs use the
- * transitive code, and some verbs use code for other verbs, as noted below. */
-
-L8010: return carry(INTRANSITIVE);
-L9010: return carry(obj);
-L9020: return discard(obj, false);
-L9030: return say();
-L8040: return lock(verb, INTRANSITIVE);
-L9040: return lock(verb, obj);
-L9046: return bivalve(verb, obj);
-L9048: return chain(verb);
-L8070: return light(INTRANSITIVE);
-L9070: return light(obj);
-L8080: return extinguish(INTRANSITIVE);
-L9080: return extinguish(obj);
-L9090: return wave(obj);
-L9120: return attack(input, verb, obj);
-L9130: return pour(obj);
-L8140: return eat(INTRANSITIVE);
-L9140: return eat(obj);
-L9150: return drink(obj);
-L9160: return rub(obj);
-L9170: return throw(input, verb, obj);
-L8180: return quit(input);
-L9190: return find(obj);
-L8200: return inven(obj);
-L9210: return feed(obj);
-L9220: return fill(obj);
-L9230: return blast();
-L8240: return vscore();
-L8250: return bigwords(WD1);
-L8260: return brief();
-L8270: return read(input, INTRANSITIVE);
-L9270: return read(input, obj);
-L9280: return vbreak(obj);
-L9290: return wake(obj);
-
-/* Suspend. Offer to save things in a file, but charging some points (so
- * can't win by using saved games to retry battles or to start over after
- * learning zzword). */
-
-L8300: SPK=201;
- RSPEAK(260);
- if (!YES(input,200,54,54)) return(2012);
- game.saved=game.saved+5;
- kk= -1;
-
-/* This next part is shared with the "resume" code. The two cases are
- * distinguished by the value of kk (-1 for suspend, +1 for resume). */
-
-L8305: DATIME(&I,&K);
- K=I+650*K;
- SAVWRD(kk,K);
- K=VRSION;
- SAVWRD(0,K);
- if (K != VRSION) goto L8312;
-/* Herewith are all the variables whose values can change during a game,
- * omitting a few (such as I, J, ATTACK) whose values between turns are
- * irrelevant and some whose values when a game is
- * suspended or resumed are guaranteed to match. If unsure whether a value
- * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
- * 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,game.loc,game.newloc,game.numdie);
- 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(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
- SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
- SAVARR(game.abbrev,LOCSIZ);
- SAVARR(game.atloc,LOCSIZ);
- SAVARR(game.dloc,NDWARVES);
- SAVARR(game.dseen,NDWARVES);
- SAVARR(game.fixed,NOBJECTS);
- SAVARR(game.hinted,HNTSIZ);
- SAVARR(game.hintlc,HNTSIZ);
- SAVARR(game.link,NOBJECTS*2);
- SAVARR(game.odloc,NDWARVES);
- SAVARR(game.place,NOBJECTS);
- SAVARR(game.prop,NOBJECTS);
- SAVWRD(kk,K);
- if (K != 0) goto L8318;
- K=NUL;
- game.zzword=RNDVOC(3,game.zzword);
- if (kk > 0) return(8);
- RSPEAK(266);
- exit(0);
-
-/* Resume. Read a suspended game back from a file. */
-
-L8310: kk=1;
- if (game.loc == 1 && game.abbrev[1] == 1) goto L8305;
- RSPEAK(268);
- if (!YES(input,200,54,54)) return(2012);
- goto L8305;
-
-L8312: SETPRM(1,K/10,MOD(K,10));
- SETPRM(3,VRSION/10,MOD(VRSION,10));
- RSPEAK(269);
- return(2000);
-
-L8318: RSPEAK(270);
- exit(0);
-
-L8320: return fly(INTRANSITIVE);
-L9320: return fly(obj);
-L8330: return listen();
-L8340: return reservoir();
-}