OBJECT
if (wordtype[wordnumber] != OBJECT ||
if (wordtype[wordnumber] != OBJECT ||
while (wordnumber <= wordcount && (wordtype[wordnumber] == OBJECT ||
while (wordtype[++wordnumber] != OBJECT &&
wordtype[wordnumber] = OBJECT;
wordtype[wordnumber] = OBJECT;
if (wordtype[wordnumber] == OBJECT && position > 88 &&
wordtype[wordnumber] == OBJECT) {
wordtype[wordnumber--] = OBJECT;
wordtype[wordnumber--] = OBJECT;
wordtype[wordnumber--] = OBJECT;
wordtype[wordnumber--] = OBJECT;
wordtype[wordnumber--] = OBJECT;
wordtype[wordnumber--] = OBJECT;
wordtype[wordnumber--] = OBJECT;
wordtype[wordnumber--] = OBJECT;
wordtype[wordnumber--] = OBJECT;
wordtype[wordnumber--] = OBJECT;
wordtype[wordnumber--] = OBJECT;
(wordtype[wordnumber] == OBJECT || wordtype[wordnumber] == NOUNS)) {
wordtype[wordnumber] = OBJECT;
if (wordtype[wordnumber] != OBJECT || objsht[value] == NULL)
OBJECT) {
while (wordtype[++wordnumber] != OBJECT &&
wordtype[wordnumber + 1] = OBJECT;
!(wordtype[wordnumber] == OBJECT &&
wordtype[n - 1] == OBJECT) &&
wordtype[n - 1] = OBJECT;
{ "bomb", BOMB, OBJECT, NULL },
{ "warhead", BOMB, OBJECT, NULL },
{ "horse", HORSE, OBJECT, NULL },
{ "stallion", HORSE, OBJECT, NULL },
{ "car", CAR, OBJECT, NULL },
{ "volare", CAR, OBJECT, NULL },
{ "pot", POT, OBJECT, NULL },
{ "jewels", POT, OBJECT, NULL },
{ "bar", BAR, OBJECT, NULL },
{ "diamond", BLOCK, OBJECT, NULL },
{ "block", BLOCK, OBJECT, NULL },
{ "everything", EVERYTHING, OBJECT, NULL },
{ "all", EVERYTHING, OBJECT, NULL },
{ "knife", KNIFE, OBJECT, NULL },
{ "scabbard", SWORD, OBJECT, NULL },
{ "fine", SWORD, OBJECT, NULL },
{ "two-handed", TWO_HANDED, OBJECT, NULL },
{ "cleaver", CLEAVER, OBJECT, NULL },
{ "broadsword", BROAD, OBJECT, NULL },
{ "mail", MAIL, OBJECT, NULL },
{ "coat", MAIL, OBJECT, NULL },
{ "helmet", HELM, OBJECT, NULL },
{ "shield", SHIELD, OBJECT, NULL },
{ "maid", MAID, OBJECT, NULL },
{ "maid's", MAID, OBJECT, NULL },
{ "viper", VIPER, OBJECT, NULL },
{ "lamp", LAMPON, OBJECT, NULL },
{ "lantern", LAMPON, OBJECT, NULL },
{ "shoes", SHOES, OBJECT, NULL },
{ "pajamas", PAJAMAS, OBJECT, NULL },
{ "robe", ROBE, OBJECT, NULL },
{ "woodsman", DEADWOOD, OBJECT, NULL },
{ "woodsman's", DEADWOOD, OBJECT, NULL },
{ "mallet", MALLET, OBJECT, NULL },
{ "laser", LASER, OBJECT, NULL },
{ "pistol", LASER, OBJECT, NULL },
{ "blaster", LASER, OBJECT, NULL },
{ "gun", LASER, OBJECT, NULL },
{ "grenade", GRENADE, OBJECT, NULL },
{ "chain", CHAIN, OBJECT, NULL },
{ "rope", ROPE, OBJECT, NULL },
{ "levis", LEVIS, OBJECT, NULL },
{ "pants", LEVIS, OBJECT, NULL },
{ "mace", MACE, OBJECT, NULL },
{ "shovel", SHOVEL, OBJECT, NULL },
{ "halberd", HALBERD, OBJECT, NULL },
{ "compass", COMPASS, OBJECT, NULL },
{ "elf", ELF, OBJECT, NULL },
{ "coins", COINS, OBJECT, NULL },
{ "matches", MATCHES, OBJECT, NULL },
{ "match", MATCHES, OBJECT, NULL },
{ "book", MATCHES, OBJECT, NULL },
{ "papaya", PAPAYAS, OBJECT, NULL },
{ "papayas", PAPAYAS, OBJECT, NULL },
{ "pineapple", PINEAPPLE, OBJECT, NULL },
{ "kiwi", KIWI, OBJECT, NULL },
{ "coconut", COCONUTS, OBJECT, NULL },
{ "coconuts", COCONUTS, OBJECT, NULL },
{ "mango", MANGO, OBJECT, NULL },
{ "ring", RING, OBJECT, NULL },
{ "potion", POTION, OBJECT, NULL },
{ "bracelet", BRACELET, OBJECT, NULL },
gr_row_col(&row, &col, (FLOOR | TUNNEL | OBJECT | STAIRS));
gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
if (dungeon[row][col] & OBJECT) {
gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
if (dungeon[row][col] & OBJECT) {
if (s & (MONSTER | OBJECT | STAIRS)) {
dungeon[row][col] |= OBJECT;
dungeon[row][col] |= OBJECT;
if (dungeon[row][col] & (MONSTER | OBJECT)) {
dungeon[row][col] &= (~OBJECT);
dungeon[row][col] &= ~(OBJECT);
dungeon[row][col] &= ~(OBJECT);
if (dungeon[rogue.row][rogue.col] & (OBJECT | STAIRS | TRAP)) {
if (!(dungeon[rogue.row][rogue.col] & OBJECT)) {
if (!(dungeon[i][j] & (OBJECT | STAIRS)) &&
if (mask & OBJECT) {
if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) &&
if (dungeon[row][col] & OBJECT) {
} while (((dungeon[row][col] & (OBJECT|STAIRS|TRAP|TUNNEL)) ||
gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
OBJECT *obj;
OBJECT *obj;
OBJECT *obj;
OBJECT *obj = NULL;
OBJECT *curobj;
OBJECT *biggie = 0;
bounce(OBJECT *obj)
OBJECT *obj;
OBJECT *obj;
OBJECT*
OBJECT *obj;
OBJECT *curobj;
OBJECT *temp;
OBJECT *thenext;
void bounce(OBJECT *);
OBJECT *lookimg(int, int, char);
OBJECT *
long mas, OBJECT *where)
OBJECT *obj;
obj = (OBJECT *) malloc(sizeof root);
obj = Null(OBJECT*);
unmake_object(OBJECT *curobj)
free_object(OBJECT *curobj)
OBJECT root = {0, 0, 0, 0, &root, &root, 0, 0, 0, Root, '?', 0, 0};
EXT OBJECT root;
OBJECT free_root = {0, 0, 0, 0, &free_root, &free_root, 0, 0, 0, Root, '?', 0, 0};
EXT OBJECT free_root;
EXT OBJECT *ent;
EXT OBJECT *base;
EXT OBJECT *enemies;
EXT OBJECT *movers;
EXT OBJECT *realapollo;
EXT OBJECT *nuke;
EXT OBJECT *occupant[YSIZE][XSIZE];
OBJECT *make_object(char, char, int, int, int, int, long, long, OBJECT *);
void unmake_object(OBJECT *);
void free_object(OBJECT *);
OBJECT *curobj;
OBJECT *to;
OBJECT *obj;
OBJECT *obj;
OBJECT *curkl;
OBJECT *obj = NULL;
OBJECT *obj;
OBJECT *obj;
OBJECT *obj;
attack(OBJECT *attackee)
OBJECT *obj;
fire_torp(OBJECT *from, int ydir, int xdir)
OBJECT *to;
fire_phaser(OBJECT *obj, int dy, int dx)
tract(OBJECT *obj, int dy, int dx, int to_or_fro)
OBJECT *tractee;
EXT OBJECT *isatorp[2][3][3];
void fire_torp(OBJECT *, int, int);
void attack(OBJECT *);
void fire_phaser(OBJECT *, int, int);
int tract(OBJECT *, int, int, int);
#ifdef OBJECT