struct game_t game;
-long ATLOC[LOCSIZ+1], FIXED[NOBJECTS+1],
- LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
- PARMS[26], PLACE[NOBJECTS+1];
+long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
- CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
+ CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
- GRATE, HINT, HINTED[21], HINTLC[21],
- I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
- KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
- MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
- NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
- PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
- RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
- SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
- STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2,
- URN, V1, V2, VASE, VEND, VERB,
+ GRATE, HINT, I, INVENT, J, JADE, K, KEYS,
+ KNIFE, L, LAMP, LOCK, LOOK, MAGZIN,
+ MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
+ PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
+ RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, SPK,
+ STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
+ URN, V1, V2, VASE, VEND,
VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
FILE *logfp;
bool oldstyle = false;
extern void initialise();
extern void score(long);
-extern int action(FILE *, long);
+extern int action(FILE *, long, long, long);
void sig_handler(int signo)
{
int main(int argc, char *argv[]) {
int ch;
-
+
/* Adventure (rev 2: 20 treasures) */
/* History: Original idea & 5-treasure version (adventures) by Willie Crowther
game.zzword=RNDVOC(3,0);
game.novice=YES(stdin, 65,1,0);
game.newloc=1;
- LOC=1;
+ game.loc=1;
game.limit=330;
if(game.novice)game.limit=1000;
}
static bool do_command(FILE *cmdin) {
+ long LL, KQ, VERB, KK, K2;
+ long obj;
+ long TK[21];
+ static long IGO = 0;
/* Can't leave cave once it's closing (except by main office). */
if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
RSPEAK(130);
- game.newloc=LOC;
+ game.newloc=game.loc;
if(!game.panic)game.clock2=15;
game.panic=true;
* the dwarf's blocking his way. If coming from place forbidden to pirate
* (dwarves rooted in place) let him get out (and attacked). */
-L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
+L71: if(game.newloc == game.loc || FORCED(game.loc) || CNDBIT(game.loc,3)) goto L74;
/* 73 */ for (I=1; I<=NDWARVES-1; I++) {
if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
- game.newloc=LOC;
+ game.newloc=game.loc;
RSPEAK(2);
goto L74;
L73: /*etc*/ ;
} /* end loop */
-L74: LOC=game.newloc;
+L74: game.loc=game.newloc;
/* Dwarf stuff. See earlier comments for description of variables. Remember
* sixth dwarf is pirate and is thus very different except for motion rules. */
* dwarves can't meet the bear. Also means dwarves won't follow him into dead
* end in maze, but c'est la vie. They'll wait for him outside the dead end. */
- if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
+ if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) goto L2000;
if(game.dflag != 0) goto L6000;
- if(INDEEP(LOC))game.dflag=1;
+ if(INDEEP(game.loc))game.dflag=1;
goto L2000;
/* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
* any of the survivors is at loc, replace him with the alternate. */
L6000: if(game.dflag != 1) goto L6010;
- if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
+ if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) goto L2000;
game.dflag=2;
for (I=1; I<=2; I++) {
J=1+randrange(NDWARVES-1);
if(PCT(50))game.dloc[J]=0;
} /* end loop */
for (I=1; I<=NDWARVES-1; I++) {
- if(game.dloc[I] == LOC)game.dloc[I]=DALTLC;
+ if(game.dloc[I] == game.loc)game.dloc[I]=DALTLC;
game.odloc[I]=game.dloc[I];
} /* end loop */
RSPEAK(3);
- DROP(AXE,LOC);
+ DROP(AXE,game.loc);
goto L2000;
/* Things are in full swing. Move each dwarf at random, except if he's seen us
J=1+randrange(J);
game.odloc[I]=game.dloc[I];
game.dloc[I]=TK[J];
- game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
+ game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
if(!game.dseen[I]) goto L6030;
- game.dloc[I]=LOC;
+ game.dloc[I]=game.loc;
if(I != 6) goto L6027;
/* The pirate's spotted him. He leaves him alone once we've found chest. K
* counts if a treasure is here. If not, and tally=1 for an unseen chest, let
- * the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
- * thrown it to the troll, but in that case he's seen the chest (PROP=0). */
+ * the pirate be spotted. Note that game.place(CHEST)=0 might mean that he's
+ * thrown it to the troll, but in that case he's seen the chest (game.prop=0). */
- if(LOC == game.chloc || PROP[CHEST] >= 0) goto L6030;
+ if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030;
K=0;
/* 6020 */ for (J=50; J<=MAXTRS; J++) {
/* Pirate won't take pyramid from plover room or dark room (too easy!). */
- if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020;
+ if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
if(TOTING(J)) goto L6021;
L6020: if(HERE(J))K=1;
} /* end loop */
- if(game.tally == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
+ if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP]
== 1) goto L6025;
if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
goto L6030;
-L6021: if(PLACE[CHEST] != 0) goto L6022;
+L6021: if(game.place[CHEST] != 0) goto L6022;
/* Install chest only once, to insure it is the last treasure in the list. */
MOVE(CHEST,game.chloc);
MOVE(MESSAG,game.chloc2);
L6022: RSPEAK(128);
/* 6023 */ for (J=50; J<=MAXTRS; J++) {
- if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
- if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
+ if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
+ if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
if(TOTING(J))DROP(J,game.chloc);
L6023: /*etc*/ ;
} /* end loop */
L6027: game.dtotal=game.dtotal+1;
if(game.odloc[I] != game.dloc[I]) goto L6030;
ATTACK=ATTACK+1;
- if(game.knfloc >= 0)game.knfloc=LOC;
+ if(game.knfloc >= 0)game.knfloc=game.loc;
if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
L6030: /*etc*/ ;
} /* end loop */
SETPRM(1,STICK,0);
RSPEAK(K+1+2/(1+STICK));
if(STICK == 0) goto L2000;
- game.oldlc2=LOC;
+ game.oldlc2=game.loc;
goto L99;
-
-
-
-
-
/* Describe the current location and (maybe) get next command. */
/* Print text for current loc. */
-L2000: if(LOC == 0) goto L99;
- KK=STEXT[LOC];
- if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
- if(FORCED(LOC) || !DARK(0)) goto L2001;
+L2000: if(game.loc == 0) goto L99;
+ KK=STEXT[game.loc];
+ if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
+ if(FORCED(game.loc) || !DARK(0)) goto L2001;
if(game.wzdark && PCT(35)) goto L90;
KK=RTEXT[16];
L2001: if(TOTING(BEAR))RSPEAK(141);
SPEAK(KK);
K=1;
- if(FORCED(LOC)) goto L8;
- if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
+ if(FORCED(game.loc)) goto L8;
+ if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
/* Print out descriptions of objects at this location. If not closing and
* property value is negative, tally off another treasure. Rug is special
- * case; once seen, its PROP is 1 (dragon on it) till dragon is killed.
- * Similarly for chain; PROP is initially 1 (locked to bear). These hacks
- * are because PROP=0 is needed to get full score. */
+ * case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
+ * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks
+ * are because game.prop=0 is needed to get full score. */
if(DARK(0)) goto L2012;
- game.abbrev[LOC]=game.abbrev[LOC]+1;
- I=ATLOC[LOC];
+ game.abbrev[game.loc]=game.abbrev[game.loc]+1;
+ I=game.atloc[game.loc];
L2004: if(I == 0) goto L2012;
- OBJ=I;
- if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
- if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
- if(PROP[OBJ] >= 0) goto L2006;
+ obj=I;
+ if(obj > NOBJECTS)obj=obj-NOBJECTS;
+ if(obj == STEPS && TOTING(NUGGET)) goto L2008;
+ if(game.prop[obj] >= 0) goto L2006;
if(game.closed) goto L2008;
- PROP[OBJ]=0;
- if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
+ game.prop[obj]=0;
+ if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
game.tally=game.tally-1;
/* Note: There used to be a test here to see whether the player had blown it
* so badly that he could never ever see the remaining treasures, and if so
* or trident, and the effects propagate. So the whole thing was flushed.
* anyone who makes such a gross blunder isn't likely to find everything
* else anyway (so goes the rationalisation). */
-L2006: KK=PROP[OBJ];
- if(OBJ == STEPS && LOC == FIXED[STEPS])KK=1;
- PSPEAK(OBJ,KK);
-L2008: I=LINK[I];
+L2006: KK=game.prop[obj];
+ if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
+ PSPEAK(obj,KK);
+L2008: I=game.link[I];
goto L2004;
L2009: K=54;
L2011: RSPEAK(SPK);
L2012: VERB=0;
- game.oldobj=OBJ;
- OBJ=0;
+ game.oldobj=obj;
+ obj=0;
/* Check if this loc is eligible for any hints. If been here long enough,
* branch to help section (on later page). Hints all come back here eventually
* to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
*/
-L2600: if(COND[LOC] < game.conds) goto L2603;
+L2600: if(COND[game.loc] < game.conds) goto L2603;
/* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
- if(HINTED[HINT]) goto L2602;
- if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
- HINTLC[HINT]=HINTLC[HINT]+1;
- if(HINTLC[HINT] >= HINTS[HINT][1]) goto L40000;
+ if(game.hinted[HINT]) goto L2602;
+ if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
+ game.hintlc[HINT]=game.hintlc[HINT]+1;
+ if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
L2602: /*etc*/ ;
} /* end loop */
-/* If closing time, check for any objects being toted with PROP < 0 and set
- * the prop to -1-PROP. This way objects won't be described until they've
+/* If closing time, check for any objects being toted with game.prop < 0 and set
+ * the prop to -1-game.prop. This way objects won't be described until they've
* been picked up and put down separate from their respective piles. Don't
* tick game.clock1 unless well into cave (and not at Y2). */
L2603: if(!game.closed) goto L2605;
- if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
+ if(game.prop[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
for (I=1; I<=NOBJECTS; I++) {
- if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
+ if(TOTING(I) && game.prop[I] < 0)game.prop[I]= -1-game.prop[I];
} /* end loop */
L2605: game.wzdark=DARK(0);
- if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
+ if(game.knfloc > 0 && game.knfloc != game.loc)game.knfloc=0;
I=0;
if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
return false;
}
if(VERB == SAY && WD2 > 0)VERB=0;
if(VERB == SAY) goto L4090;
- if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
+ if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
if(game.clock1 == 0) goto L10000;
if(game.clock1 < 0)game.clock2=game.clock2-1;
if(game.clock2 == 0) goto L11000;
- if(PROP[LAMP] == 1)game.limit=game.limit-1;
- if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
+ if(game.prop[LAMP] == 1)game.limit=game.limit-1;
+ if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
L12000;
if(game.limit == 0) goto L12400;
if(game.limit <= 30) goto L12200;
L19999: K=43;
- if(LIQLOC(LOC) == WATER)K=70;
+ if(LIQLOC(game.loc) == WATER)K=70;
V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1);
if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
/* Verb and object analysis moved to separate module. */
-L4000: I=4000; goto Laction;
+L4000: I=4000; VERB=K; goto Laction;
L4090: I=4090; goto Laction;
L5000: I=5000;
Laction:
- switch (action(cmdin, I)) {
+ switch (action(cmdin, I, VERB, obj)) {
case 2: return true;
case 8: goto L8;
case 2000: goto L2000;
L8000: SETPRM(1,WD1,WD1X);
RSPEAK(257);
- OBJ=0;
+ obj=0;
goto L2600;
/* Figure out the new location
*
- * Given the current location in "LOC", and a motion verb number in
+ * Given the current location in "game.loc", and a motion verb number in
* "K", put the new location in "game.newloc". The current loc is saved
- * in "game.olddloc" in case he wants to retreat. The current
+ * in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
* does, game.newloc will be limbo, and OLgame.dloc will be what killed
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-L8: KK=KEY[LOC];
- game.newloc=LOC;
+L8: KK=KEY[game.loc];
+ game.newloc=game.loc;
if(KK == 0)BUG(26);
if(K == NUL) return true;
if(K == BACK) goto L20;
if(K == LOOK) goto L30;
if(K == CAVE) goto L40;
game.oldlc2=game.oldloc;
- game.oldloc=LOC;
+ game.oldloc=game.loc;
L9: LL=labs(TRAVEL[KK]);
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
L11: game.newloc=LL/1000;
K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
if(game.newloc <= 300) goto L13;
- if(PROP[K] != game.newloc/100-3) goto L16;
+ if(game.prop[K] != game.newloc/100-3) goto L16;
L12: if(TRAVEL[KK] < 0)BUG(25);
KK=KK+1;
game.newloc=labs(TRAVEL[KK])/1000;
if(game.newloc <= 300) return true;
if(game.newloc <= 500) goto L30000;
RSPEAK(game.newloc-500);
- game.newloc=LOC;
+ game.newloc=game.loc;
return true;
/* Special motions come here. Labelling convention: statement numbers NNNXX
* table must include "useless" entries going through passage, which can never
* be used for actual motion, but can be spotted by "go back". */
-L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
+L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
- game.newloc=LOC;
+ game.newloc=game.loc;
RSPEAK(117);
return true;
* toting it), so he's forced to use the plover-passage to get it out. Having
* dropped it, go back and pretend he wasn't carrying it after all. */
-L30200: DROP(EMRALD,LOC);
+L30200: DROP(EMRALD,game.loc);
goto L12;
/* Travel 303. Troll bridge. Must be done only as special motion so that
* dwarves won't wander across and encounter the bear. (They won't follow the
* player there because that region is forbidden to the pirate.) If
- * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
- * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
+ * game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
+ * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
-L30300: if(PROP[TROLL] != 1) goto L30310;
+L30300: if(game.prop[TROLL] != 1) goto L30310;
PSPEAK(TROLL,1);
- PROP[TROLL]=0;
+ game.prop[TROLL]=0;
MOVE(TROLL2,0);
MOVE(TROLL2+NOBJECTS,0);
MOVE(TROLL,PLAC[TROLL]);
MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- game.newloc=LOC;
+ game.newloc=game.loc;
return true;
-L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
- if(PROP[TROLL] == 0)PROP[TROLL]=1;
+L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
+ if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
if(!TOTING(BEAR)) return true;
RSPEAK(162);
- PROP[CHASM]=1;
- PROP[TROLL]=2;
+ game.prop[CHASM]=1;
+ game.prop[TROLL]=2;
DROP(BEAR,game.newloc);
- FIXED[BEAR]= -1;
- PROP[BEAR]=3;
+ game.fixed[BEAR]= -1;
+ game.prop[BEAR]=3;
game.oldlc2=game.newloc;
goto L99;
/* End of specials. */
-/* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
+/* Handle "go back". Look for verb which goes from game.loc to game.oldloc, or to game.oldlc2
* If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
L20: K=game.oldloc;
if(FORCED(K))K=game.oldlc2;
game.oldlc2=game.oldloc;
- game.oldloc=LOC;
+ game.oldloc=game.loc;
K2=0;
- if(K == LOC)K2=91;
- if(CNDBIT(LOC,4))K2=274;
+ if(K == game.loc)K2=91;
+ if(CNDBIT(game.loc,4))K2=274;
if(K2 == 0) goto L21;
RSPEAK(K2);
return true;
}
K=MOD(labs(TRAVEL[KK]),1000);
- KK=KEY[LOC];
+ KK=KEY[game.loc];
goto L9;
/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
L30: if(game.detail < 3)RSPEAK(15);
game.detail=game.detail+1;
game.wzdark=false;
- game.abbrev[LOC]=0;
+ game.abbrev[game.loc]=0;
return true;
/* Cave. Different messages depending on whether above ground. */
L40: K=58;
- if(OUTSID(LOC) && LOC != 8)K=57;
+ if(OUTSID(game.loc) && game.loc != 8)K=57;
RSPEAK(K);
return true;
/* The easiest way to get killed is to fall into a pit in pitch darkness. */
L90: RSPEAK(23);
- game.oldlc2=LOC;
+ game.oldlc2=game.loc;
/* Okay, he's dead. Let's get on with it. */
game.numdie=game.numdie+1;
if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
if(game.numdie == MAXDIE) score(0);
- PLACE[WATER]=0;
- PLACE[OIL]=0;
- if(TOTING(LAMP))PROP[LAMP]=0;
+ game.place[WATER]=0;
+ game.place[OIL]=0;
+ if(TOTING(LAMP))game.prop[LAMP]=0;
/* 98 */ for (J=1; J<=NOBJECTS; J++) {
I=NOBJECTS + 1 - J;
if(!TOTING(I)) goto L98;
DROP(I,K);
L98: /*etc*/ ;
} /* end loop */
- LOC=3;
- game.oldloc=LOC;
+ game.loc=3;
+ game.oldloc=game.loc;
goto L2000;
/* He died during closing time. No resurrection. Tally up a death and exit. */
/* Come here if he's been long enough at required loc(s) for some unused hint.
* hint number is in variable "hint". Branch to quick test for additional
* conditions, then come back to do neat stuff. Goto 40010 if conditions are
- * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
+ * met and we want to offer the hint. Goto 40020 to clear game.hintlc back to zero,
* 40030 to take no action yet. */
L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
* JADE */
BUG(27);
-L40010: HINTLC[HINT]=0;
+L40010: game.hintlc[HINT]=0;
if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
RSPEAK(261);
- HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
- if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
-L40020: HINTLC[HINT]=0;
+ game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
+ if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
+L40020: game.hintlc[HINT]=0;
L40030: goto L2602;
/* Now for the quick tests. See database description for one-line notes. */
-L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
+L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
goto L40020;
-L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
+L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
goto L40030;
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
goto L40020;
-L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng >
+L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
1) goto L40010;
goto L40020;
-L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
+L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
goto L40020;
L40600: goto L40010;
L40700: if(game.dflag == 0) goto L40010;
goto L40020;
-L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
+L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
L40010;
goto L40030;
-L40900: I=ATDWRF(LOC);
+L40900: I=ATDWRF(game.loc);
if(I < 0) goto L40020;
if(HERE(OGRE) && I == 0) goto L40010;
goto L40030;
-L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010;
+L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
goto L40020;
* gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves
* must have been activated, since we've found chest. */
-L10000: PROP[GRATE]=0;
- PROP[FISSUR]=0;
+L10000: game.prop[GRATE]=0;
+ game.prop[FISSUR]=0;
for (I=1; I<=NDWARVES; I++) {
game.dseen[I]=false;
game.dloc[I]=0;
MOVE(TROLL2,PLAC[TROLL]);
MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- if(PROP[BEAR] != 3)DSTROY(BEAR);
- PROP[CHAIN]=0;
- FIXED[CHAIN]=0;
- PROP[AXE]=0;
- FIXED[AXE]=0;
+ if(game.prop[BEAR] != 3)DSTROY(BEAR);
+ game.prop[CHAIN]=0;
+ game.fixed[CHAIN]=0;
+ game.prop[AXE]=0;
+ game.fixed[AXE]=0;
RSPEAK(129);
game.clock1= -1;
game.closng=true;
* objects he might be carrying (lest he have some which could cause trouble,
* such as the keys). We describe the flash of light and trundle back. */
-L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
- PROP[PLANT]=PUT(PLANT,115,0);
- PROP[OYSTER]=PUT(OYSTER,115,0);
+L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
+ game.prop[PLANT]=PUT(PLANT,115,0);
+ game.prop[OYSTER]=PUT(OYSTER,115,0);
OBJTXT[OYSTER]=3;
- PROP[LAMP]=PUT(LAMP,115,0);
- PROP[ROD]=PUT(ROD,115,0);
- PROP[DWARF]=PUT(DWARF,115,0);
- LOC=115;
+ game.prop[LAMP]=PUT(LAMP,115,0);
+ game.prop[ROD]=PUT(ROD,115,0);
+ game.prop[DWARF]=PUT(DWARF,115,0);
+ game.loc=115;
game.oldloc=115;
game.newloc=115;
I=PUT(GRATE,116,0);
I=PUT(SIGN,116,0);
OBJTXT[SIGN]=OBJTXT[SIGN]+1;
- PROP[SNAKE]=PUT(SNAKE,116,1);
- PROP[BIRD]=PUT(BIRD,116,1);
- PROP[CAGE]=PUT(CAGE,116,0);
- PROP[ROD2]=PUT(ROD2,116,0);
- PROP[PILLOW]=PUT(PILLOW,116,0);
+ game.prop[SNAKE]=PUT(SNAKE,116,1);
+ game.prop[BIRD]=PUT(BIRD,116,1);
+ game.prop[CAGE]=PUT(CAGE,116,0);
+ game.prop[ROD2]=PUT(ROD2,116,0);
+ game.prop[PILLOW]=PUT(PILLOW,116,0);
- PROP[MIRROR]=PUT(MIRROR,115,0);
- FIXED[MIRROR]=116;
+ game.prop[MIRROR]=PUT(MIRROR,115,0);
+ game.fixed[MIRROR]=116;
for (I=1; I<=NOBJECTS; I++) {
if(TOTING(I))
* out. Even then, he can explore outside for a while if desired. */
L12000: RSPEAK(188);
- PROP[BATTER]=1;
- if(TOTING(BATTER))DROP(BATTER,LOC);
+ game.prop[BATTER]=1;
+ if(TOTING(BATTER))DROP(BATTER,game.loc);
game.limit=game.limit+2500;
game.lmwarn=false;
goto L19999;
L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
game.lmwarn=true;
SPK=187;
- if(PLACE[BATTER] == 0)SPK=183;
- if(PROP[BATTER] == 1)SPK=189;
+ if(game.place[BATTER] == 0)SPK=183;
+ if(game.prop[BATTER] == 1)SPK=189;
RSPEAK(SPK);
goto L19999;
L12400: game.limit= -1;
- PROP[LAMP]=0;
+ game.prop[LAMP]=0;
if(HERE(LAMP))RSPEAK(184);
goto L19999;