Revert structurization changes, they broke database compilation...
...bug showing only if adventure.data was absent. We'll need to sneak up on this more carefully.
This commit is contained in:
parent
7e5448e974
commit
484ca4e9fd
11 changed files with 485 additions and 533 deletions
230
actions1.c
230
actions1.c
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@ -23,7 +23,7 @@ int action(FILE *input, long STARTAT) {
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BUG(99);
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L4000: VERB=K;
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game.spk=ACTSPK[VERB];
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SPK=ACTSPK[VERB];
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if(WD2 > 0 && VERB != SAY) return(2800);
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if(VERB == SAY)OBJ=WD2;
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if(OBJ > 0) goto L4090;
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@ -134,9 +134,9 @@ L5110: if(K == DWARF && ATDWRF(LOC) > 0) goto L5010;
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L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130;
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OBJ=PLANT2;
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goto L5010;
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L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140;
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game.knfloc= -1;
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game.spk=116;
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L5130: if(OBJ != KNIFE || KNFLOC != LOC) goto L5140;
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KNFLOC= -1;
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SPK=116;
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return(2011);
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L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
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OBJ=ROD2;
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@ -181,7 +181,7 @@ L9035: WD2=0;
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/* Lock, unlock, no object given. Assume various things if present. */
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L8040: game.spk=28;
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L8040: SPK=28;
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if(HERE(CLAM))OBJ=CLAM;
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if(HERE(OYSTER))OBJ=OYSTER;
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if(AT(DOOR))OBJ=DOOR;
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@ -193,17 +193,17 @@ L8040: game.spk=28;
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/* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
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L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
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if(OBJ == DOOR)game.spk=111;
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if(OBJ == DOOR && PROP[DOOR] == 1)game.spk=54;
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if(OBJ == CAGE)game.spk=32;
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if(OBJ == KEYS)game.spk=55;
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if(OBJ == GRATE || OBJ == CHAIN)game.spk=31;
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if(game.spk != 31 || !HERE(KEYS)) return(2011);
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if(OBJ == DOOR)SPK=111;
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if(OBJ == DOOR && PROP[DOOR] == 1)SPK=54;
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if(OBJ == CAGE)SPK=32;
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if(OBJ == KEYS)SPK=55;
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if(OBJ == GRATE || OBJ == CHAIN)SPK=31;
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if(SPK != 31 || !HERE(KEYS)) return(2011);
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if(OBJ == CHAIN) goto L9048;
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if(!game.closng) goto L9043;
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if(!CLOSNG) goto L9043;
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K=130;
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if(!game.panic)game.clock2=15;
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game.panic=true;
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if(!PANIC)CLOCK2=15;
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PANIC=true;
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return(2010);
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L9043: K=34+PROP[GRATE];
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@ -215,11 +215,11 @@ L9043: K=34+PROP[GRATE];
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/* Clam/Oyster. */
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L9046: K=0;
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if(OBJ == OYSTER)K=1;
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game.spk=124+K;
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if(TOTING(OBJ))game.spk=120+K;
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if(!TOTING(TRIDNT))game.spk=122+K;
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if(VERB == LOCK)game.spk=61;
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if(game.spk != 124) return(2011);
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SPK=124+K;
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if(TOTING(OBJ))SPK=120+K;
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if(!TOTING(TRIDNT))SPK=122+K;
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if(VERB == LOCK)SPK=61;
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if(SPK != 124) return(2011);
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DSTROY(CLAM);
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DROP(OYSTER,LOC);
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DROP(PEARL,105);
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@ -227,20 +227,20 @@ L9046: K=0;
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/* Chain. */
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L9048: if(VERB == LOCK) goto L9049;
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game.spk=171;
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if(PROP[BEAR] == 0)game.spk=41;
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if(PROP[CHAIN] == 0)game.spk=37;
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if(game.spk != 171) return(2011);
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SPK=171;
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if(PROP[BEAR] == 0)SPK=41;
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if(PROP[CHAIN] == 0)SPK=37;
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if(SPK != 171) return(2011);
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PROP[CHAIN]=0;
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FIXED[CHAIN]=0;
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if(PROP[BEAR] != 3)PROP[BEAR]=2;
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FIXED[BEAR]=2-PROP[BEAR];
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return(2011);
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L9049: game.spk=172;
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if(PROP[CHAIN] != 0)game.spk=34;
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if(LOC != PLAC[CHAIN])game.spk=173;
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if(game.spk != 172) return(2011);
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L9049: SPK=172;
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if(PROP[CHAIN] != 0)SPK=34;
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if(LOC != PLAC[CHAIN])SPK=173;
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if(SPK != 172) return(2011);
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PROP[CHAIN]=2;
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if(TOTING(CHAIN))DROP(CHAIN,LOC);
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FIXED[CHAIN]= -1;
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@ -248,22 +248,22 @@ L9049: game.spk=172;
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/* Light. Applicable only to lamp and urn. */
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L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && game.limit >= 0)OBJ=LAMP;
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L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && LIMIT >= 0)OBJ=LAMP;
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if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*100+URN;
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if(OBJ == 0 || OBJ > 100) return(8000);
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L9070: if(OBJ == URN) goto L9073;
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if(OBJ != LAMP) return(2011);
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game.spk=184;
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if(game.limit < 0) return(2011);
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SPK=184;
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if(LIMIT < 0) return(2011);
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PROP[LAMP]=1;
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RSPEAK(39);
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if(game.wzdark) return(2000);
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if(WZDARK) return(2000);
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return(2012);
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L9073: game.spk=38;
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L9073: SPK=38;
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if(PROP[URN] == 0) return(2011);
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game.spk=209;
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SPK=209;
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PROP[URN]=2;
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return(2011);
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@ -275,11 +275,11 @@ L8080: if(HERE(LAMP) && PROP[LAMP] == 1)OBJ=LAMP;
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L9080: if(OBJ == URN) goto L9083;
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if(OBJ == LAMP) goto L9086;
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if(OBJ == DRAGON || OBJ == VOLCAN)game.spk=146;
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if(OBJ == DRAGON || OBJ == VOLCAN)SPK=146;
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return(2011);
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L9083: PROP[URN]=PROP[URN]/2;
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game.spk=210;
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SPK=210;
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return(2011);
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L9086: PROP[LAMP]=0;
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@ -289,22 +289,22 @@ L9086: PROP[LAMP]=0;
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/* Wave. No effect unless waving rod at fissure or at bird. */
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L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))game.spk=29;
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if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
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L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
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if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (CLOSNG || !AT(FISSUR))))
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return(2011);
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if(HERE(BIRD))game.spk=206+MOD(PROP[BIRD],2);
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if(game.spk == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
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if(game.closed) return(18999);
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if(game.closng || !AT(FISSUR)) return(2011);
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if(HERE(BIRD))RSPEAK(game.spk);
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if(HERE(BIRD))SPK=206+MOD(PROP[BIRD],2);
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if(SPK == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
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if(CLOSED) return(18999);
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if(CLOSNG || !AT(FISSUR)) return(2011);
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if(HERE(BIRD))RSPEAK(SPK);
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PROP[FISSUR]=1-PROP[FISSUR];
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PSPEAK(FISSUR,2-PROP[FISSUR]);
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return(2012);
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L9094: DROP(JADE,LOC);
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PROP[JADE]=0;
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game.tally=game.tally-1;
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game.spk=208;
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TALLY=TALLY-1;
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SPK=208;
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return(2011);
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/* Attack also moved into separate module. */
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@ -317,16 +317,16 @@ L9120: return(attack(input));
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L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0);
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if(OBJ == 0) return(8000);
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if(!TOTING(OBJ)) return(2011);
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game.spk=78;
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SPK=78;
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if(OBJ != OIL && OBJ != WATER) return(2011);
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if(HERE(URN) && PROP[URN] == 0) goto L9134;
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PROP[BOTTLE]=1;
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PLACE[OBJ]=0;
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game.spk=77;
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SPK=77;
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if(!(AT(PLANT) || AT(DOOR))) return(2011);
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if(AT(DOOR)) goto L9132;
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game.spk=112;
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SPK=112;
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if(OBJ != WATER) return(2011);
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PSPEAK(PLANT,PROP[PLANT]+3);
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PROP[PLANT]=MOD(PROP[PLANT]+1,3);
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L9132: PROP[DOOR]=0;
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if(OBJ == OIL)PROP[DOOR]=1;
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game.spk=113+PROP[DOOR];
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SPK=113+PROP[DOOR];
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return(2011);
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L9134: OBJ=URN;
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@ -347,13 +347,13 @@ L9134: OBJ=URN;
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L8140: if(!HERE(FOOD)) return(8000);
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L8142: DSTROY(FOOD);
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game.spk=72;
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SPK=72;
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return(2011);
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L9140: if(OBJ == FOOD) goto L8142;
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if(OBJ == BIRD || OBJ == SNAKE || OBJ == CLAM || OBJ == OYSTER || OBJ ==
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DWARF || OBJ == DRAGON || OBJ == TROLL || OBJ == BEAR || OBJ ==
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OGRE)game.spk=71;
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OGRE)SPK=71;
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return(2011);
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/* Drink. If no object, assume water and look for it here. If water is in
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@ -362,29 +362,29 @@ L9140: if(OBJ == FOOD) goto L8142;
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L9150: if(OBJ == 0 && LIQLOC(LOC) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
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return(8000);
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if(OBJ == BLOOD) goto L9153;
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if(OBJ != 0 && OBJ != WATER)game.spk=110;
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if(game.spk == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
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if(OBJ != 0 && OBJ != WATER)SPK=110;
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if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
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PROP[BOTTLE]=1;
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PLACE[WATER]=0;
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game.spk=74;
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SPK=74;
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return(2011);
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L9153: DSTROY(BLOOD);
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PROP[DRAGON]=2;
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OBJSND[BIRD]=OBJSND[BIRD]+3;
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game.spk=240;
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SPK=240;
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return(2011);
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/* Rub. Yields various snide remarks except for lit urn. */
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L9160: if(OBJ != LAMP)game.spk=76;
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L9160: if(OBJ != LAMP)SPK=76;
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if(OBJ != URN || PROP[URN] != 2) return(2011);
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DSTROY(URN);
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DROP(AMBER,LOC);
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PROP[AMBER]=1;
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game.tally=game.tally-1;
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TALLY=TALLY-1;
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DROP(CAVITY,LOC);
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game.spk=216;
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SPK=216;
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return(2011);
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/* Throw moved into separate module. */
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@ -399,24 +399,24 @@ L8180: if(YES(input,22,54,54)) score(1);
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/* Find. Might be carrying it, or it might be here. Else give caveat. */
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L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ ==
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DWARF && ATDWRF(LOC) > 0))game.spk=94;
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if(game.closed)game.spk=138;
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if(TOTING(OBJ))game.spk=24;
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DWARF && ATDWRF(LOC) > 0))SPK=94;
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if(CLOSED)SPK=138;
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if(TOTING(OBJ))SPK=24;
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return(2011);
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/* Inventory. If object, treat same as find. Else report on current burden. */
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L8200: game.spk=98;
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L8200: SPK=98;
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/* 8201 */ for (I=1; I<=100; I++) {
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if(I == BEAR || !TOTING(I)) goto L8201;
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if(game.spk == 98)RSPEAK(99);
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game.blklin=false;
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if(SPK == 98)RSPEAK(99);
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BLKLIN=false;
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PSPEAK(I,-1);
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game.blklin=true;
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game.spk=0;
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BLKLIN=true;
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SPK=0;
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L8201: /*etc*/ ;
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} /* end loop */
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if(TOTING(BEAR))game.spk=141;
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if(TOTING(BEAR))SPK=141;
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return(2011);
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/* Feed/fill are in the other module. */
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@ -426,18 +426,18 @@ L9220: return(fill());
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/* Blast. No effect unless you've got dynamite, which is a neat trick! */
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L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011);
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game.bonus=133;
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if(LOC == 115)game.bonus=134;
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if(HERE(ROD2))game.bonus=135;
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RSPEAK(game.bonus);
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L9230: if(PROP[ROD2] < 0 || !CLOSED) return(2011);
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BONUS=133;
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if(LOC == 115)BONUS=134;
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if(HERE(ROD2))BONUS=135;
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RSPEAK(BONUS);
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score(0);
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/* Score. Call scoring routine but tell it to return. */
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L8240: score(-1);
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SETPRM(1,SCORE,MXSCOR);
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SETPRM(3,game.turns,game.turns);
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SETPRM(3,TURNS,TURNS);
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RSPEAK(259);
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return(2012);
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@ -446,14 +446,14 @@ L8240: score(-1);
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* WORD ZIPS THE EGGS BACK TO THE GIANT ROOM (UNLESS ALREADY THERE). */
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L8250: K=VOCAB(WD1,3);
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game.spk=42;
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if(game.foobar == 1-K) goto L8252;
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if(game.foobar != 0)game.spk=151;
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SPK=42;
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if(FOOBAR == 1-K) goto L8252;
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if(FOOBAR != 0)SPK=151;
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return(2011);
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L8252: game.foobar=K;
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L8252: FOOBAR=K;
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if(K != 4) return(2009);
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game.foobar=0;
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FOOBAR=0;
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if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS]))
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return(2011);
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/* Bring back troll if we steal the eggs back from him before crossing. */
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@ -468,9 +468,9 @@ L8252: game.foobar=K;
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/* Brief. Intransitive only. Suppress long descriptions after first time. */
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L8260: game.spk=156;
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game.abbnum=10000;
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game.detail=3;
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L8260: SPK=156;
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ABBNUM=10000;
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DETAIL=3;
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return(2011);
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/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
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@ -482,22 +482,22 @@ L8270: for (I=1; I<=100; I++) {
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L9270: if(DARK(0)) goto L5190;
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if(OBJTXT[OBJ] == 0 || PROP[OBJ] < 0) return(2011);
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if(OBJ == OYSTER && !game.clshint) goto L9275;
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if(OBJ == OYSTER && !CLSHNT) goto L9275;
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PSPEAK(OBJ,OBJTXT[OBJ]+PROP[OBJ]);
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return(2012);
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L9275: game.clshint=YES(input,192,193,54);
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L9275: CLSHNT=YES(input,192,193,54);
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return(2012);
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/* Break. Only works for mirror in repository and, of course, the vase. */
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L9280: if(OBJ == MIRROR)game.spk=148;
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L9280: if(OBJ == MIRROR)SPK=148;
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if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
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if(OBJ != MIRROR || !game.closed) return(2011);
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game.spk=197;
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if(OBJ != MIRROR || !CLOSED) return(2011);
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SPK=197;
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return(18999);
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L9282: game.spk=198;
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L9282: SPK=198;
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if(TOTING(VASE))DROP(VASE,LOC);
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PROP[VASE]=2;
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FIXED[VASE]= -1;
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@ -505,18 +505,18 @@ L9282: game.spk=198;
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/* Wake. Only use is to disturb the dwarves. */
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L9290: if(OBJ != DWARF || !game.closed) return(2011);
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game.spk=199;
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L9290: if(OBJ != DWARF || !CLOSED) return(2011);
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SPK=199;
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return(18999);
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/* Suspend. Offer to save things in a file, but charging some points (so
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* can't win by using saved games to retry battles or to start over after
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* learning zzword). */
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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
|
||||
|
@ -534,17 +534,17 @@ 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);
|
||||
|
@ -555,7 +555,7 @@ 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-MESH*2)+MESH*2;
|
||||
if(KK > 0) return(8);
|
||||
RSPEAK(266);
|
||||
exit(0);
|
||||
|
@ -578,35 +578,35 @@ 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-MESH*2,0);
|
||||
/* 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 */
|
||||
|
@ -618,8 +618,8 @@ 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);
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue