( VECTOR FIELDS )                                               DECIMAL VLENGTH SC= INTR NC= INTC ( INITIAL POS AND COL )       NC= NOWR NC= NOWC ( CURRENT ROW AND COLUMN )                    NC= NOWD ( CURRENT DIRECTION )                                  ( NC= NXTR NC= NXTC ) ( NEXT ROW AND COLUMN )                   ( CUSTOM VECTOR ROUTINE GOODIES )                               NC= BASEX 1+                                                    NC= BASEY 1+                                                    NC= DELTAX 1+                                                   NC= DELTAY 1+                                                   NC= MAXDIST MAXDIST NOWR - 1+ C= POSLEN                         NC= DISTANCE 1+                                                 NC= DELTADIST 1+ DELTADIST NOWR - C= SNATLEN                    ( NC= ACCDIST 1+ )                                              NC= MEMDIST NC= MEMR NC= MEMC NC= MEMD -->                                                                                      ( MORE CUSTOM VECTOR FIELDS )                                   NC= CUSVEC 1+ ( CUSTOM VECTOR ROUTINE ADDRESS )                 NC= MYFLAG ( BUILD IN NEATO FLAG )                              NC= DRPO ( DROP OFF FLAG )                                      NC= DISPF ( DISPLACEMENT FACTOR )                               NC= VCOR 1+ ( MY COROUTINE CELL )                               NC= BEHIND 1+ ( FELLOW BEHIND ME )                              NC= AHEAD 1+ ( FELLOW AHEAD OF ME )                             NC= OBJSV ( OBJECT STATE VARIABLE )                             1+ C= M#L                                                       M#L SC= ASSMSV                                                  NC= DIST-1 ( PREV DISTANCE )                                    1+ C= V#L -->                                                                                                                                                                                                                                                   ( STUFF FOR MONSTERS - PRECEEDS NORMAL VECTOR DOPE )            { : PC= } 1- DUP C= { ; }                                       0 PC= MMSV ( MONSTER MOTION STATE )                             1- PC= MSPDS ( MONSTER SLOW SPEED )                             1- PC= MSPDF ( MONSTER FAST SPEED )                             PC= RMctr ( HOSTAGE GUARDING STATE VAR )                        PC= PMOD                                                        1- PC= FNDPTR 1- PC= TRACKPTR 1- PC= TREECK TREECK C= WTCTR     1- PC= MYBOSS                                                   1- PC= FRONTIER                                                 NCOLS - PC= VISMAT                                              0 SC= TPL NC= TPH NC= TRC NC= TD 1+ C= TEL                      TEL NNODES * C= TDEPTH 134 C= SURPLUS                           TDEPTH SURPLUS + -                                              PC= TREES ABS C= MONSURP                                        -->                                                             ( MONSTER STATE VARIABLE )                                      0 SC= MSPRO ( MONSTER ON PROWL )                                NC= MSRIP ( RETURN INITIAL POSITION )                           NC= MSAIP ( AT INITIAL POSITION )                               NC= MSSNA DROP ( SNATCH HOSTAGE )                               ( MONSTER MOTION STATE VARIABLE )                               0 SC= MMONT ( ON TARGET )                                       NC= MMTHK ( THINKING )                                          NC= MMSTP ( STOPPED )                                           NC= MMINC ( IN CHAMBER )                                        NC= MMWLK ( WALKING )                                           NC= MMSCU DROP ( SCURRYING )                                    -->                                                                                                                                                                                                                                                             ( VECTOR TYPES )                                                0 SC= T-TYP NC= H-TYP NC= M-TYP C= K-TYP                                                                                        -->                                                             ( MONSTER PERSONALITY CODES )                                   0 SC= MPRTH ( RETURN TO HOSTAGE )                               NC= MPGUA ( GUARD THE HOSTAGE )                                 NC= MPCHP ( CHASE THE PLAYER )                                  NC= MPRND DROP ( RANDOM MOVE )                                                                                                  -->                                                                                                                                                                                                                                                                                                                                                                                             ( HOSTAGE AND PLAYER STATE VARIABLES )                          ( THE HOSTAGE STATE VARIABLE )                                  0 SC= HSFREE ( HOSTAGE FREE )                                   NC= HSATP ( HOSTAGE ATTACHED TO PLAYER )                        NC= HSATM ( HOSTAGE ATTACHED TO MONSTER )                       NC= HSLPF ( HOSTAGE LEAVING PLAYFIELD )                         NC= HSRES DROP ( HOSTAGE COMPLETELY RESCUED )                   ( ASSIMILATION STATE VARIABLE )                                 0 SC= ASNOT ( NOT ASSIMILATED )                                 NC= ASSIM DROP  ( FULLY ASSIMILATED )                           ( PLAYERS ASSIMILATION STATE VARIABLE )                         0 SC= ASCOOL ( PLAYER NOT ONTOP OF HOSTAGES )                   NC= ASONTOP DROP ( PLAYER IS ON TOP OF HOSTAGES )               -->                                                                                                                                                                                             ( MONSTER AND TREASURE STUFF )                                  XC? NOT IFTRUE VPTR @ HEX FFF0 VPTR ! IFEND <STKD               RAMMARK                                                         { : M$ } VPTR @ MONSURP - VPTR ! { ; }                          M#L BR= MONV1 M$ M#L BR= MONV2 M$                               XC? IFTRUE M#L BR= MONV3 M$ M#L BR= MONV4 M$                    M#L BR= JAWSV M$ IFEND                                          M#L BR= ARV ( ARROW VECTOR ) M#L BR= CHRV ( CHAM REV VECT )     VLENGTH BR= SCV                                                 M#L BR= SFXV                                                    5 30 * 4 + C= ARWL ARWL BA= ARWP                                RAMLEN C= vs1l VARHERE C= vs1s                                  M#L MONSURP + C= M#B                                            : I:M M#B * MONV1 SWAP - ;                                      : MON#? MONV1 SWAP - M#B / ;                                    STK> XC? NOT IFTRUE VPTR @ H. VPTR ! IFEND -->                  ( MONSTER AND TREASURE STUFF )                                  RAMMARK                                                         ( M#L BR= ARV )                                                 V#L BR= PLYRV                                                   V#L BR= REVV                                                    M#L BR= KEY                                                     XC? IFTRUE M#L BR= TRSV IFEND                                   DECIMAL -->                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     ( HOSTAGE VECTORS )                                             V#L BR= HOSV1                                                   XC? IFTRUE V#L BR= HOSV2                                        V#L BR= HOSV3 IFEND                                             RAMLEN C= vs2l  VARHERE C= vs2s                                 XC? IFTRUE 3 C= TOTAL-HOSTAGES                                  TABLE HOSTAB HOSV1 , HOSV2 , HOSV3 , 0 ,                        OTHERWISE 1 C= TOTAL-HOSTAGES TABLE HOSTAB HOSV1 , 0 , IFEND                                                                    ( ******* )                                                     ( MORE NEAT VECTOR STUFF )                                      : ZAP:VECT 0 vs1s vs1l FILL                                     0 vs2s vs2l FILL ;                                              -->                                                                                                                                                                                             