X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions1.c;h=791e0c2addc4c55a3f09bb352b853ffb8835caaa;hp=b84d62221b610d2291fb4283a75b32d49dce6476;hb=43aef9ceb16d0e2821c5ee81ea9d7c2f7ace84bb;hpb=f72141fbe356cd7bfe90a91cf65353e2808197a8 diff --git a/actions1.c b/actions1.c index b84d622..791e0c2 100644 --- a/actions1.c +++ b/actions1.c @@ -1,9 +1,8 @@ #include #include -#include "misc.h" -#include "main.h" -#include "share.h" +#include "advent.h" #include "funcs.h" +#include "database.h" /* 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 @@ -23,49 +22,89 @@ int action(FILE *input, long STARTAT) { BUG(99); L4000: VERB=K; - game.spk=ACTVERB[VERB]; + 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: goto L8010; case 1: return(8000); case 2: - return(8000); case 3: goto L8040; case 4: return(2009); case 5: goto L8040; - case 6: goto L8070; case 7: goto L8080; case 8: return(8000); case - 9: return(8000); case 10: return(2011); case 11: goto L9120; case 12: - goto L9130; case 13: goto L8140; case 14: goto L9150; case 15: - return(8000); case 16: return(8000); case 17: goto L8180; case 18: - return(8000); case 19: goto L8200; case 20: return(8000); case 21: - goto L9220; case 22: goto L9230; case 23: goto L8240; case 24: - goto L8250; case 25: goto L8260; case 26: goto L8270; case 27: - return(8000); case 28: return(8000); case 29: goto L8300; case 30: - goto L8310; case 31: goto L8320; case 32: goto L8330; case 33: - goto L8340; } -/* TAKE DROP SAY OPEN NOTH LOCK ON OFF WAVE CALM - * WALK KILL POUR EAT DRNK RUB TOSS QUIT FIND INVN - * FEED FILL BLST SCOR FOO BRF READ BREK WAKE SUSP - * RESU FLY LSTN ZZZZ */ + switch (VERB-1) { + case 0: goto L8010; /* CARRY */ + case 1: return(8000); /* DROP */ + case 2: return(8000); /* SAY */ + case 3: goto L8040; /* UNLOC */ + case 4: return(2009); /* NOTHI */ + case 5: goto L8040; /* LOCK */ + case 6: goto L8070; /* LIGHT */ + case 7: goto L8080; /* EXTIN */ + case 8: return(8000); /* WAVE */ + case 9: return(8000); /* CALM */ + case 10: return(2011); /* WALK */ + case 11: goto L9120; /* ATTAC */ + case 12: goto L9130; /* POUR */ + case 13: goto L8140; /* EAT */ + case 14: goto L9150; /* DRINK */ + case 15: return(8000); /* RUB */ + case 16: return(8000); /* TOSS */ + case 17: goto L8180; /* QUIT */ + case 18: return(8000); /* FIND */ + case 19: goto L8200; /* INVEN */ + case 20: return(8000); /* FEED */ + case 21: goto L9220; /* FILL */ + case 22: goto L9230; /* BLAST */ + case 23: goto L8240; /* SCOR */ + case 24: goto L8250; /* FOO */ + case 25: goto L8260; /* BRIEF */ + case 26: goto L8270; /* READ */ + case 27: return(8000); /* BREAK */ + case 28: return(8000); /* WAKE */ + case 29: goto L8300; /* SUSP */ + case 30: goto L8310; /* RESU */ + case 31: goto L8320; /* FLY */ + case 32: goto L8330; /* LISTEN */ + case 33: goto L8340; /* ZZZZ */ + } BUG(23); /* Analyse a transitive verb. */ -L4090: switch (VERB-1) { case 0: goto L9010; case 1: goto L9020; case 2: goto - L9030; case 3: goto L9040; case 4: return(2009); case 5: goto L9040; - case 6: goto L9070; case 7: goto L9080; case 8: goto L9090; case - 9: return(2011); case 10: return(2011); case 11: goto L9120; case 12: - goto L9130; case 13: goto L9140; case 14: goto L9150; case 15: - goto L9160; case 16: goto L9170; case 17: return(2011); case 18: - goto L9190; case 19: goto L9190; case 20: goto L9210; case 21: - goto L9220; case 22: goto L9230; case 23: return(2011); case 24: - return(2011); case 25: return(2011); case 26: goto L9270; case 27: - goto L9280; case 28: goto L9290; case 29: return(2011); case 30: - return(2011); case 31: goto L9320; case 32: return(2011); case 33: - goto L8340; } -/* TAKE DROP SAY OPEN NOTH LOCK ON OFF WAVE CALM - * WALK KILL POUR EAT DRNK RUB TOSS QUIT FIND INVN - * FEED FILL BLST SCOR FOO BRF READ BREK WAKE SUSP - * RESU FLY LSTN ZZZZ */ +L4090: switch (VERB-1) { + case 0: goto L9010; /* CARRY */ + case 1: goto L9020; /* DROP */ + case 2: goto L9030; /* SAY */ + case 3: goto L9040; /* UNLOC */ + case 4: return(2009); /* NOTHI */ + case 5: goto L9040; /* LOCK */ + case 6: goto L9070; /* LIGHT */ + case 7: goto L9080; /* EXTI */ + case 8: goto L9090; /* WAVE */ + case 9: return(2011); /* CALM */ + case 10: return(2011); /* WALK */ + case 11: goto L9120; /* ATTAC */ + case 12: goto L9130; /* POUR */ + case 13: goto L9140; /* EAT */ + case 14: goto L9150; /* DRINK */ + case 15: goto L9160; /* RUB */ + case 16: goto L9170; /* TOSS */ + case 17: return(2011); /* QUIT */ + case 18: goto L9190; /* FIND */ + case 19: goto L9190; /* INVEN */ + case 20: goto L9210; /* FEED */ + case 21: goto L9220; /* FILL */ + case 22: goto L9230; /* BLAST */ + case 23: return(2011); /* SCOR */ + case 24: return(2011); /* FOO */ + case 25: return(2011); /* BRIEF */ + case 26: goto L9270; /* READ */ + case 27: goto L9280; /* BREAK */ + case 28: goto L9290; /* WAKE */ + case 29: return(2011); /* SUSP */ + case 30: return(2011); /* RESU */ + case 31: goto L9320; /* FLY */ + case 32: return(2011); /* LISTEN */ + case 33: goto L8340; /* ZZZZ */ + } BUG(24); /* Analyse an object word. See if the thing is here, whether we've got a verb @@ -94,9 +133,9 @@ L5110: if(K == DWARF && ATDWRF(LOC) > 0) goto L5010; L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130; OBJ=PLANT2; goto L5010; -L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140; - game.knfloc= -1; - game.spk=116; +L5130: if(OBJ != KNIFE || KNFLOC != LOC) goto L5140; + KNFLOC= -1; + SPK=116; return(2011); L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190; OBJ=ROD2; @@ -141,7 +180,7 @@ L9035: WD2=0; /* Lock, unlock, no object given. Assume various things if present. */ -L8040: game.spk=28; +L8040: SPK=28; if(HERE(CLAM))OBJ=CLAM; if(HERE(OYSTER))OBJ=OYSTER; if(AT(DOOR))OBJ=DOOR; @@ -153,17 +192,17 @@ L8040: game.spk=28; /* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */ L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046; - if(OBJ == DOOR)game.spk=111; - if(OBJ == DOOR && PROP[DOOR] == 1)game.spk=54; - if(OBJ == CAGE)game.spk=32; - if(OBJ == KEYS)game.spk=55; - if(OBJ == GRATE || OBJ == CHAIN)game.spk=31; - if(game.spk != 31 || !HERE(KEYS)) return(2011); + if(OBJ == DOOR)SPK=111; + if(OBJ == DOOR && 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(!game.closng) goto L9043; + if(!CLOSNG) goto L9043; K=130; - if(!game.panic)game.clock2=15; - game.panic=true; + if(!PANIC)CLOCK2=15; + PANIC=true; return(2010); L9043: K=34+PROP[GRATE]; @@ -175,11 +214,11 @@ L9043: K=34+PROP[GRATE]; /* Clam/Oyster. */ L9046: K=0; if(OBJ == OYSTER)K=1; - game.spk=124+K; - if(TOTING(OBJ))game.spk=120+K; - if(!TOTING(TRIDNT))game.spk=122+K; - if(VERB == LOCK)game.spk=61; - if(game.spk != 124) return(2011); + 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,LOC); DROP(PEARL,105); @@ -187,20 +226,20 @@ L9046: K=0; /* Chain. */ L9048: if(VERB == LOCK) goto L9049; - game.spk=171; - if(PROP[BEAR] == 0)game.spk=41; - if(PROP[CHAIN] == 0)game.spk=37; - if(game.spk != 171) return(2011); + SPK=171; + if(PROP[BEAR] == 0)SPK=41; + if(PROP[CHAIN] == 0)SPK=37; + if(SPK != 171) return(2011); PROP[CHAIN]=0; FIXED[CHAIN]=0; if(PROP[BEAR] != 3)PROP[BEAR]=2; FIXED[BEAR]=2-PROP[BEAR]; return(2011); -L9049: game.spk=172; - if(PROP[CHAIN] != 0)game.spk=34; - if(LOC != PLAC[CHAIN])game.spk=173; - if(game.spk != 172) return(2011); +L9049: SPK=172; + if(PROP[CHAIN] != 0)SPK=34; + if(LOC != PLAC[CHAIN])SPK=173; + if(SPK != 172) return(2011); PROP[CHAIN]=2; if(TOTING(CHAIN))DROP(CHAIN,LOC); FIXED[CHAIN]= -1; @@ -208,22 +247,22 @@ L9049: game.spk=172; /* Light. Applicable only to lamp and urn. */ -L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && game.limit >= 0)OBJ=LAMP; +L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && LIMIT >= 0)OBJ=LAMP; if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*100+URN; if(OBJ == 0 || OBJ > 100) return(8000); L9070: if(OBJ == URN) goto L9073; if(OBJ != LAMP) return(2011); - game.spk=184; - if(game.limit < 0) return(2011); + SPK=184; + if(LIMIT < 0) return(2011); PROP[LAMP]=1; RSPEAK(39); - if(game.wzdark) return(2000); + if(WZDARK) return(2000); return(2012); -L9073: game.spk=38; +L9073: SPK=38; if(PROP[URN] == 0) return(2011); - game.spk=209; + SPK=209; PROP[URN]=2; return(2011); @@ -235,11 +274,11 @@ L8080: if(HERE(LAMP) && PROP[LAMP] == 1)OBJ=LAMP; L9080: if(OBJ == URN) goto L9083; if(OBJ == LAMP) goto L9086; - if(OBJ == DRAGON || OBJ == VOLCAN)game.spk=146; + if(OBJ == DRAGON || OBJ == VOLCAN)SPK=146; return(2011); L9083: PROP[URN]=PROP[URN]/2; - game.spk=210; + SPK=210; return(2011); L9086: PROP[LAMP]=0; @@ -249,22 +288,22 @@ L9086: PROP[LAMP]=0; /* Wave. No effect unless waving rod at fissure or at bird. */ -L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))game.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) && (CLOSNG || !AT(FISSUR)))) return(2011); - if(HERE(BIRD))game.spk=206+MOD(PROP[BIRD],2); - if(game.spk == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094; - if(game.closed) return(18999); - if(game.closng || !AT(FISSUR)) return(2011); - if(HERE(BIRD))RSPEAK(game.spk); + if(HERE(BIRD))SPK=206+MOD(PROP[BIRD],2); + if(SPK == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094; + if(CLOSED) return(18999); + if(CLOSNG || !AT(FISSUR)) return(2011); + if(HERE(BIRD))RSPEAK(SPK); PROP[FISSUR]=1-PROP[FISSUR]; PSPEAK(FISSUR,2-PROP[FISSUR]); return(2012); L9094: DROP(JADE,LOC); PROP[JADE]=0; - game.tally=game.tally-1; - game.spk=208; + TALLY=TALLY-1; + SPK=208; return(2011); /* Attack also moved into separate module. */ @@ -277,16 +316,16 @@ L9120: return(attack(input)); L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0); if(OBJ == 0) return(8000); if(!TOTING(OBJ)) return(2011); - game.spk=78; + SPK=78; if(OBJ != OIL && OBJ != WATER) return(2011); if(HERE(URN) && PROP[URN] == 0) goto L9134; PROP[BOTTLE]=1; PLACE[OBJ]=0; - game.spk=77; + SPK=77; if(!(AT(PLANT) || AT(DOOR))) return(2011); if(AT(DOOR)) goto L9132; - game.spk=112; + SPK=112; if(OBJ != WATER) return(2011); PSPEAK(PLANT,PROP[PLANT]+3); PROP[PLANT]=MOD(PROP[PLANT]+1,3); @@ -296,7 +335,7 @@ L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0); L9132: PROP[DOOR]=0; if(OBJ == OIL)PROP[DOOR]=1; - game.spk=113+PROP[DOOR]; + SPK=113+PROP[DOOR]; return(2011); L9134: OBJ=URN; @@ -307,13 +346,13 @@ L9134: OBJ=URN; L8140: if(!HERE(FOOD)) return(8000); L8142: DSTROY(FOOD); - game.spk=72; + 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 == - OGRE)game.spk=71; + OGRE)SPK=71; return(2011); /* Drink. If no object, assume water and look for it here. If water is in @@ -322,29 +361,29 @@ L9140: if(OBJ == FOOD) goto L8142; L9150: if(OBJ == 0 && LIQLOC(LOC) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE))) return(8000); if(OBJ == BLOOD) goto L9153; - if(OBJ != 0 && OBJ != WATER)game.spk=110; - if(game.spk == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011); + if(OBJ != 0 && OBJ != WATER)SPK=110; + if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011); PROP[BOTTLE]=1; PLACE[WATER]=0; - game.spk=74; + SPK=74; return(2011); L9153: DSTROY(BLOOD); PROP[DRAGON]=2; OBJSND[BIRD]=OBJSND[BIRD]+3; - game.spk=240; + SPK=240; return(2011); /* Rub. Yields various snide remarks except for lit urn. */ -L9160: if(OBJ != LAMP)game.spk=76; +L9160: if(OBJ != LAMP)SPK=76; if(OBJ != URN || PROP[URN] != 2) return(2011); DSTROY(URN); DROP(AMBER,LOC); PROP[AMBER]=1; - game.tally=game.tally-1; + TALLY=TALLY-1; DROP(CAVITY,LOC); - game.spk=216; + SPK=216; return(2011); /* Throw moved into separate module. */ @@ -359,24 +398,24 @@ L8180: if(YES(input,22,54,54)) score(1); /* 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))game.spk=94; - if(game.closed)game.spk=138; - if(TOTING(OBJ))game.spk=24; + DWARF && ATDWRF(LOC) > 0))SPK=94; + if(CLOSED)SPK=138; + if(TOTING(OBJ))SPK=24; return(2011); /* Inventory. If object, treat same as find. Else report on current burden. */ -L8200: game.spk=98; +L8200: SPK=98; /* 8201 */ for (I=1; I<=100; I++) { if(I == BEAR || !TOTING(I)) goto L8201; - if(game.spk == 98)RSPEAK(99); - game.blklin=false; + if(SPK == 98)RSPEAK(99); + BLKLIN=false; PSPEAK(I,-1); - game.blklin=true; - game.spk=0; + BLKLIN=true; + SPK=0; L8201: /*etc*/ ; } /* end loop */ - if(TOTING(BEAR))game.spk=141; + if(TOTING(BEAR))SPK=141; return(2011); /* Feed/fill are in the other module. */ @@ -386,18 +425,18 @@ L9220: return(fill()); /* Blast. No effect unless you've got dynamite, which is a neat trick! */ -L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011); - game.bonus=133; - if(LOC == 115)game.bonus=134; - if(HERE(ROD2))game.bonus=135; - RSPEAK(game.bonus); +L9230: if(PROP[ROD2] < 0 || !CLOSED) return(2011); + BONUS=133; + if(LOC == 115)BONUS=134; + if(HERE(ROD2))BONUS=135; + RSPEAK(BONUS); score(0); /* Score. Call scoring routine but tell it to return. */ L8240: score(-1); SETPRM(1,SCORE,MXSCOR); - SETPRM(3,game.turns,game.turns); + SETPRM(3,TURNS,TURNS); RSPEAK(259); return(2012); @@ -406,14 +445,14 @@ L8240: score(-1); * WORD ZIPS THE EGGS BACK TO THE GIANT ROOM (UNLESS ALREADY THERE). */ L8250: K=VOCAB(WD1,3); - game.spk=42; - if(game.foobar == 1-K) goto L8252; - if(game.foobar != 0)game.spk=151; + SPK=42; + if(FOOBAR == 1-K) goto L8252; + if(FOOBAR != 0)SPK=151; return(2011); -L8252: game.foobar=K; +L8252: FOOBAR=K; if(K != 4) return(2009); - game.foobar=0; + FOOBAR=0; if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS])) return(2011); /* Bring back troll if we steal the eggs back from him before crossing. */ @@ -428,9 +467,9 @@ L8252: game.foobar=K; /* Brief. Intransitive only. Suppress long descriptions after first time. */ -L8260: game.spk=156; - game.abbnum=10000; - game.detail=3; +L8260: SPK=156; + ABBNUM=10000; + DETAIL=3; return(2011); /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ @@ -442,22 +481,22 @@ L8270: for (I=1; I<=100; I++) { L9270: if(DARK(0)) goto L5190; if(OBJTXT[OBJ] == 0 || PROP[OBJ] < 0) return(2011); - if(OBJ == OYSTER && !game.clshint) goto L9275; + if(OBJ == OYSTER && !CLSHNT) goto L9275; PSPEAK(OBJ,OBJTXT[OBJ]+PROP[OBJ]); return(2012); -L9275: game.clshint=YES(input,192,193,54); +L9275: CLSHNT=YES(input,192,193,54); return(2012); /* Break. Only works for mirror in repository and, of course, the vase. */ -L9280: if(OBJ == MIRROR)game.spk=148; +L9280: if(OBJ == MIRROR)SPK=148; if(OBJ == VASE && PROP[VASE] == 0) goto L9282; - if(OBJ != MIRROR || !game.closed) return(2011); - game.spk=197; + if(OBJ != MIRROR || !CLOSED) return(2011); + SPK=197; return(18999); -L9282: game.spk=198; +L9282: SPK=198; if(TOTING(VASE))DROP(VASE,LOC); PROP[VASE]=2; FIXED[VASE]= -1; @@ -465,24 +504,24 @@ L9282: game.spk=198; /* Wake. Only use is to disturb the dwarves. */ -L9290: if(OBJ != DWARF || !game.closed) return(2011); - game.spk=199; +L9290: if(OBJ != DWARF || !CLOSED) return(2011); + SPK=199; return(18999); /* 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: game.spk=201; +L8300: SPK=201; RSPEAK(260); if(!YES(input,200,54,54)) return(2012); - game.saved=game.saved+5; + SAVED=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); +L8305: DATIME(&I,&K); K=I+650*K; SAVWRD(KK,K); K=VRSION; @@ -494,17 +533,17 @@ L8305: DATIME(I,K); * 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,LL,game.lmwarn,LOC,game.newloc,game.numdie); - SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup); - SAVWDS(game.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.clshint,game.novice,K,K,K,K); + SAVWDS(ABBNUM,BLKLIN,BONUS,CLOCK1,CLOCK2,CLOSED,CLOSNG); + SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST); + SAVWDS(KNFLOC,LIMIT,LL,LMWARN,LOC,NEWLOC,NUMDIE); + SAVWDS(OBJ,OLDLC2,OLDLOC,OLDOBJ,PANIC,SAVED,SETUP); + SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]); + SAVWDS(VERB,WD1,WD1X,WD2,WZDARK,ZZWORD,OBJSND[BIRD]); + SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K); SAVARR(ABB,LOCSIZ); SAVARR(ATLOC,LOCSIZ); SAVARR(DLOC,6); - SAVARR(game.dseen,6); + SAVARR(DSEEN,6); SAVARR(FIXED,100); SAVARR(HINTED,HNTSIZ); SAVARR(HINTLC,HNTSIZ); @@ -515,7 +554,7 @@ L8305: DATIME(I,K); SAVWRD(KK,K); if(K != 0) goto L8318; K=NUL; - game.zzword=RNDVOC(3,game.zzword-MESH*2)+MESH*2; + ZZWORD=RNDVOC(3,ZZWORD); if(KK > 0) return(8); RSPEAK(266); exit(0); @@ -538,35 +577,35 @@ L8318: RSPEAK(270); /* Fly. Snide remarks unless hovering rug is here. */ -L8320: if(PROP[RUG] != 2)game.spk=224; - if(!HERE(RUG))game.spk=225; - if(game.spk/2 == 112) return(2011); +L8320: if(PROP[RUG] != 2)SPK=224; + if(!HERE(RUG))SPK=225; + if(SPK/2 == 112) return(2011); OBJ=RUG; L9320: if(OBJ != RUG) return(2011); - game.spk=223; + SPK=223; if(PROP[RUG] != 2) return(2011); - game.oldlc2=game.oldloc; - game.oldloc=LOC; - game.newloc=PLACE[RUG]+FIXED[RUG]-LOC; - game.spk=226; - if(PROP[SAPPH] >= 0)game.spk=227; - RSPEAK(game.spk); + OLDLC2=OLDLOC; + OLDLOC=LOC; + NEWLOC=PLACE[RUG]+FIXED[RUG]-LOC; + SPK=226; + if(PROP[SAPPH] >= 0)SPK=227; + RSPEAK(SPK); return(2); /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ -L8330: game.spk=228; +L8330: SPK=228; K=LOCSND[LOC]; if(K == 0) goto L8332; RSPEAK(IABS(K)); if(K < 0) return(2012); - game.spk=0; -L8332: SETPRM(1,game.zzword-MESH*2,0); + SPK=0; +L8332: SETPRM(1,ZZWORD,0); /* 8335 */ for (I=1; I<=100; I++) { if(!HERE(I) || OBJSND[I] == 0 || PROP[I] < 0) goto L8335; PSPEAK(I,OBJSND[I]+PROP[I]); - game.spk=0; + SPK=0; if(I == BIRD && OBJSND[I]+PROP[I] == 8)DSTROY(BIRD); L8335: /*etc*/ ; } /* end loop */ @@ -578,8 +617,8 @@ L8340: if(!AT(RESER) && LOC != FIXED[RESER]-1) return(2011); PSPEAK(RESER,PROP[RESER]+1); PROP[RESER]=1-PROP[RESER]; if(AT(RESER)) return(2012); - game.oldlc2=LOC; - game.newloc=0; + OLDLC2=LOC; + NEWLOC=0; RSPEAK(241); return(2);