* 185 locations (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSND, LOCSIZ).
* 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
* OBJSND, OBJTXT).
- * 35 "action" verbs (ACTVERB, VRBSIZ).
+ * 35 "action" verbs (ACTSPK, VRBSIZ).
* 277 random messages (RTEXT, RTXSIZ).
* 12 different player classifications (CTEXT, CVAL, CLSMAX).
* 20 hints (HINTLC, HINTED, HINTS, HNTSIZ).
/* Start new data section. Sect is the section number. */
L1002: SECT=GETNUM(OPENED);
- game.oldloc= -1;
+ OLDLOC= -1;
switch (SECT) { case 0: return(0); case 1: goto L1004; case 2: goto
L1004; case 3: goto L1030; case 4: goto L1040; case 5: goto L1004;
case 6: goto L1004; case 7: goto L1050; case 8: goto L1060; case
LINES[KK]=GETTXT(false,false,false,KK);
if(LINES[KK] != -1) goto L1006;
LINES[LINUSE]=KK;
- if(LOC == game.oldloc) goto L1005;
- game.oldloc=LOC;
+ if(LOC == OLDLOC) goto L1005;
+ OLDLOC=LOC;
LINES[LINUSE]= -KK;
if(SECT == 14) goto L1014;
if(SECT == 10) goto L1012;
/* The stuff for section 3 is encoded here. Each "from-location" gets a
* contiguous section of the "TRAVEL" array. Each entry in travel is
- * game.newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
+ * NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
* this is the last entry for this location. KEY(N) is the index in travel
* of the first option at location N. */
L1030: LOC=GETNUM(OPENED);
if(LOC == -1) goto L1002;
- game.newloc=GETNUM(NULL);
+ NEWLOC=GETNUM(NULL);
if(KEY[LOC] != 0) goto L1033;
KEY[LOC]=TRVS;
goto L1035;
L1033: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
L1035: L=GETNUM(NULL);
if(L == 0) goto L1039;
- TRAVEL[TRVS]=game.newloc*1000+L;
+ TRAVEL[TRVS]=NEWLOC*1000+L;
TRVS=TRVS+1;
if(TRVS == TRVSIZ)BUG(3);
goto L1035;
FIXD[OBJ]=GETNUM(NULL);
goto L1050;
-/* Read default message numbers for action verbs, store in ACTVERB. */
+/* Read default message numbers for action verbs, store in ACTSPK. */
L1060: VERB=GETNUM(OPENED);
if(VERB == -1) goto L1002;
- ACTVERB[VERB]=GETNUM(NULL);
+ ACTSPK[VERB]=GETNUM(NULL);
goto L1060;
/* Read info about available liquids and other conditions, store in COND. */
/* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79).
* Their props are initially -1, and are set to 0 the first time they are
- * described. game.tally keeps track of how many are not yet found, so we know
+ * described. TALLY keeps track of how many are not yet found, so we know
* when to close the cave. */
MAXTRS=79;
- game.tally=0;
+ TALLY=0;
for (I=50; I<=MAXTRS; I++) {
if(PTEXT[I] != 0)PROP[I]= -1;
- game.tally=game.tally-PROP[I];
+ TALLY=TALLY-PROP[I];
} /* end loop */
/* Clear the hint stuff. HINTLC(I) is how long he's been at LOC with cond bit
* prior loc of each dwarf, initially garbage. DALTLC is alternate initial loc
* for dwarf, in case one of them starts out on top of the adventurer. (No 2
* of the 5 initial locs are adjacent.) DSEEN is true if dwarf has seen him.
- * game.dflag controls the level of activation of all this:
+ * DFLAG controls the level of activation of all this:
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
* 1 Reached Hall Of Mists, but hasn't met first dwarf
* 2 Met first dwarf, others start moving, no knives thrown yet
for (I=1; I<=6; I++) {
DSEEN[I]=false;
} /* end loop */
- game.dflag=0;
+ DFLAG=0;
DLOC[1]=19;
DLOC[2]=27;
DLOC[3]=33;
DALTLC=18;
/* Other random flags and counters, as follows:
- * game.abbnum How often we should print non-abbreviated descriptions
- * game.bonus Used to determine amount of bonus if he reaches closing
- * game.clock1 Number of turns from finding last treasure till closing
- * game.clock2 Number of turns from first warning till blinding flash
+ * ABBNUM How often we should print non-abbreviated descriptions
+ * BONUS Used to determine amount of bonus if he reaches closing
+ * CLOCK1 Number of turns from finding last treasure till closing
+ * CLOCK2 Number of turns from first warning till blinding flash
* CONDS Min value for cond(loc) if loc has any hints
- * game.detail How often we've said "not allowed to give more detail"
- * game.dkill Number of dwarves killed (unused in scoring, needed for msg)
- * game.foobar Current progress in saying "FEE FIE FOE FOO".
- * game.holdng Number of objects being carried
+ * DETAIL How often we've said "not allowed to give more detail"
+ * DKILL Number of dwarves killed (unused in scoring, needed for msg)
+ * FOOBAR Current progress in saying "FEE FIE FOE FOO".
+ * HOLDNG Number of objects being carried
* IGO How many times he's said "go XXX" instead of "XXX"
- * game.iwest How many times he's said "west" instead of "w"
- * game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
- * game.limit Lifetime of lamp (not set here)
+ * IWEST How many times he's said "west" instead of "w"
+ * KNFLOC 0 if no knife here, loc if knife here, -1 after caveat
+ * LIMIT Lifetime of lamp (not set here)
* MAXDIE Number of reincarnation messages available (up to 5)
- * game.numdie Number of times killed so far
- * game.thresh Next #turns threshhold (-1 if none)
- * game.trndex Index in TRNVAL of next threshhold (section 14 of database)
- * game.trnluz # points lost so far due to number of turns used
- * game.turns Tallies how many commands he's given (ignores yes/no)
+ * NUMDIE Number of times killed so far
+ * THRESH Next #turns threshhold (-1 if none)
+ * TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
+ * TRNLUZ # points lost so far due to number of turns used
+ * TURNS Tallies how many commands he's given (ignores yes/no)
* Logicals were explained earlier */
- game.turns=0;
- game.trndex=1;
- game.thresh= -1;
- if(TRNVLS > 0)game.thresh=MOD(TRNVAL[1],100000)+1;
- game.trnluz=0;
- game.lmwarn=false;
+ TURNS=0;
+ TRNDEX=1;
+ THRESH= -1;
+ if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
+ TRNLUZ=0;
+ LMWARN=false;
IGO=0;
- game.iwest=0;
- game.knfloc=0;
- game.detail=0;
- game.abbnum=5;
+ IWEST=0;
+ KNFLOC=0;
+ DETAIL=0;
+ ABBNUM=5;
for (I=0; I<=4; I++) {
{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
} /* end loop */
- game.numdie=0;
- game.holdng=0;
- game.dkill=0;
- game.foobar=0;
- game.bonus=0;
- game.clock1=30;
- game.clock2=50;
+ NUMDIE=0;
+ HOLDNG=0;
+ DKILL=0;
+ FOOBAR=0;
+ BONUS=0;
+ CLOCK1=30;
+ CLOCK2=50;
CONDS=SETBIT(11);
- game.saved=0;
- game.closng=false;
- game.panic=false;
- game.closed=false;
+ SAVED=0;
+ CLOSNG=false;
+ PANIC=false;
+ CLOSED=false;
CLSHNT=false;
- game.novice=false;
- game.setup=1;
+ NOVICE=false;
+ SETUP=1;
/* if we can ever think of how, we should save it at this point */
quick_array(ATAB,TABSIZ);
quick_array(PLAC,100);
quick_array(FIXD,100);
- quick_array(ACTVERB,VRBSIZ);
+ quick_array(ACTSPK,VRBSIZ);
quick_array((long *)HINTS,(HNTMAX+1)*5-1);
}