L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130;
OBJ=PLANT2;
goto L5010;
-L5130: if(OBJ != KNIFE || KNFLOC != LOC) goto L5140;
- KNFLOC= -1;
+L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140;
+ game.knfloc= -1;
SPK=116;
return(2011);
L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
if(OBJ == GRATE || OBJ == CHAIN)SPK=31;
if(SPK != 31 || !HERE(KEYS)) return(2011);
if(OBJ == CHAIN) goto L9048;
- if(!CLOSNG) goto L9043;
+ if(!game.closng) goto L9043;
K=130;
- if(!PANIC)CLOCK2=15;
- PANIC=true;
+ if(!game.panic)game.clock2=15;
+ game.panic=true;
return(2010);
L9043: K=34+PROP[GRATE];
/* Light. Applicable only to lamp and urn. */
-L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && LIMIT >= 0)OBJ=LAMP;
+L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && game.limit >= 0)OBJ=LAMP;
if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*NOBJECTS+URN;
if(OBJ == 0 || OBJ > NOBJECTS) return(8000);
L9070: if(OBJ == URN) goto L9073;
if(OBJ != LAMP) return(2011);
SPK=184;
- if(LIMIT < 0) return(2011);
+ if(game.limit < 0) return(2011);
PROP[LAMP]=1;
RSPEAK(39);
- if(WZDARK) return(2000);
+ if(game.wzdark) return(2000);
return(2012);
L9073: SPK=38;
/* Wave. No effect unless waving rod at fissure or at bird. */
L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
- if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (CLOSNG || !AT(FISSUR))))
+ if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
return(2011);
if(HERE(BIRD))SPK=206+MOD(PROP[BIRD],2);
if(SPK == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
- if(CLOSED) return(18999);
- if(CLOSNG || !AT(FISSUR)) return(2011);
+ if(game.closed) return(18999);
+ if(game.closng || !AT(FISSUR)) return(2011);
if(HERE(BIRD))RSPEAK(SPK);
PROP[FISSUR]=1-PROP[FISSUR];
PSPEAK(FISSUR,2-PROP[FISSUR]);
L9094: DROP(JADE,LOC);
PROP[JADE]=0;
- TALLY=TALLY-1;
+ game.tally=game.tally-1;
SPK=208;
return(2011);
DSTROY(URN);
DROP(AMBER,LOC);
PROP[AMBER]=1;
- TALLY=TALLY-1;
+ game.tally=game.tally-1;
DROP(CAVITY,LOC);
SPK=216;
return(2011);
L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ ==
DWARF && ATDWRF(LOC) > 0))SPK=94;
- if(CLOSED)SPK=138;
+ if(game.closed)SPK=138;
if(TOTING(OBJ))SPK=24;
return(2011);
/* 8201 */ for (I=1; I<=NOBJECTS; I++) {
if(I == BEAR || !TOTING(I)) goto L8201;
if(SPK == 98)RSPEAK(99);
- BLKLIN=false;
+ game.blklin=false;
PSPEAK(I,-1);
- BLKLIN=true;
+ game.blklin=true;
SPK=0;
L8201: /*etc*/ ;
} /* end loop */
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
-L9230: if(PROP[ROD2] < 0 || !CLOSED) return(2011);
- BONUS=133;
- if(LOC == 115)BONUS=134;
- if(HERE(ROD2))BONUS=135;
- RSPEAK(BONUS);
+L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011);
+ game.bonus=133;
+ if(LOC == 115)game.bonus=134;
+ if(HERE(ROD2))game.bonus=135;
+ RSPEAK(game.bonus);
score(0);
/* Score. Call scoring routine but tell it to return. */
L8240: score(-1);
SETPRM(1,SCORE,MXSCOR);
- SETPRM(3,TURNS,TURNS);
+ SETPRM(3,game.turns,game.turns);
RSPEAK(259);
return(2012);
L8250: K=VOCAB(WD1,3);
SPK=42;
- if(FOOBAR == 1-K) goto L8252;
- if(FOOBAR != 0)SPK=151;
+ if(game.foobar == 1-K) goto L8252;
+ if(game.foobar != 0)SPK=151;
return(2011);
-L8252: FOOBAR=K;
+L8252: game.foobar=K;
if(K != 4) return(2009);
- FOOBAR=0;
+ game.foobar=0;
if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS]))
return(2011);
/* Bring back troll if we steal the eggs back from him before crossing. */
/* Brief. Intransitive only. Suppress long descriptions after first time. */
L8260: SPK=156;
- ABBNUM=10000;
- DETAIL=3;
+ game.abbnum=10000;
+ game.detail=3;
return(2011);
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
L9270: if(DARK(0)) goto L5190;
if(OBJTXT[OBJ] == 0 || PROP[OBJ] < 0) return(2011);
- if(OBJ == OYSTER && !CLSHNT) goto L9275;
+ if(OBJ == OYSTER && !game.clshnt) goto L9275;
PSPEAK(OBJ,OBJTXT[OBJ]+PROP[OBJ]);
return(2012);
-L9275: CLSHNT=YES(input,192,193,54);
+L9275: game.clshnt=YES(input,192,193,54);
return(2012);
/* Break. Only works for mirror in repository and, of course, the vase. */
L9280: if(OBJ == MIRROR)SPK=148;
if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
- if(OBJ != MIRROR || !CLOSED) return(2011);
+ if(OBJ != MIRROR || !game.closed) return(2011);
SPK=197;
return(18999);
/* Wake. Only use is to disturb the dwarves. */
-L9290: if(OBJ != DWARF || !CLOSED) return(2011);
+L9290: if(OBJ != DWARF || !game.closed) return(2011);
SPK=199;
return(18999);
L8300: SPK=201;
RSPEAK(260);
if(!YES(input,200,54,54)) return(2012);
- SAVED=SAVED+5;
+ game.saved=game.saved+5;
KK= -1;
/* This next part is shared with the "resume" code. The two cases are
* suspended or resumed are guaranteed to match. If unsure whether a value
* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
* with junk variables to bring it up to 7 values. */
- SAVWDS(ABBNUM,BLKLIN,BONUS,CLOCK1,CLOCK2,CLOSED,CLOSNG);
- SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST);
- SAVWDS(KNFLOC,LIMIT,LL,LMWARN,LOC,NEWLOC,NUMDIE);
- SAVWDS(OBJ,game.oldlc2,game.oldloc,OLDOBJ,PANIC,SAVED,SETUP);
- SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
- SAVWDS(VERB,WD1,WD1X,WD2,WZDARK,game.zzword,OBJSND[BIRD]);
- SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
- SAVARR(ABB,LOCSIZ);
+ SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
+ SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
+ SAVWDS(game.knfloc,game.limit,LL,game.lmwarn,LOC,game.newloc,game.numdie);
+ SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
+ SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
+ SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
+ SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
+ SAVARR(game.abbrev,LOCSIZ);
SAVARR(ATLOC,LOCSIZ);
SAVARR(game.dloc,NDWARVES);
SAVARR(game.dseen,NDWARVES);
/* Resume. Read a suspended game back from a file. */
L8310: KK=1;
- if(LOC == 1 && ABB[1] == 1) goto L8305;
+ if(LOC == 1 && game.abbrev[1] == 1) goto L8305;
RSPEAK(268);
if(!YES(input,200,54,54)) return(2012);
goto L8305;
if(PROP[RUG] != 2) return(2011);
game.oldlc2=game.oldloc;
game.oldloc=LOC;
- NEWLOC=PLACE[RUG]+FIXED[RUG]-LOC;
+ game.newloc=PLACE[RUG]+FIXED[RUG]-LOC;
SPK=226;
if(PROP[SAPPH] >= 0)SPK=227;
RSPEAK(SPK);
PROP[RESER]=1-PROP[RESER];
if(AT(RESER)) return(2012);
game.oldlc2=LOC;
- NEWLOC=0;
+ game.newloc=0;
RSPEAK(241);
return(2);