Ignoring the fact that everything shares a global namespace, I've managed to hit the most highly coupled parts of the source. To be fair, some portions of a game are all but impossible to make any other way (i.e. AI has to understand all the game data, so even if you try to abstract the information for the AI, something has to convert it into that form which leads to high coupling).
In Larn, lookforobject is the highly coupled function. In its own words:
/* LOOK_FOR_OBJECT
subroutine to look for an object and give the player his options if an object
was found.
do_ident; identify item: T/F
do_pickup; pickup item: T/F
do_action; prompt for actions on object: T/F
*/
It doesn't look like combat is handled here, but I suspect that the next time the source compiles, the game will be 80-90% converted.
Do you have an ETA on source compilation? :)
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