#include <stdlib.h>
#include <stdbool.h>
-#include "misc.h"
-#include "main.h"
-#include "share.h"
+#include "advent.h"
#include "funcs.h"
#include "database.h"
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;
+ if(!PANIC)game.clock2=15;
PANIC=true;
return(2010);
/* Light. Applicable only to lamp and urn. */
-L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && LIMIT >= 0)OBJ=LAMP;
- if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*100+URN;
- if(OBJ == 0 || OBJ > 100) return(8000);
+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;
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
L8080: if(HERE(LAMP) && PROP[LAMP] == 1)OBJ=LAMP;
- if(HERE(URN) && PROP[URN] == 2)OBJ=OBJ*100+URN;
- if(OBJ == 0 || OBJ > 100) return(8000);
+ if(HERE(URN) && PROP[URN] == 2)OBJ=OBJ*NOBJECTS+URN;
+ if(OBJ == 0 || OBJ > NOBJECTS) return(8000);
L9080: if(OBJ == URN) goto L9083;
if(OBJ == LAMP) goto L9086;
/* 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]);
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);
/* Inventory. If object, treat same as find. Else report on current burden. */
L8200: SPK=98;
- /* 8201 */ for (I=1; I<=100; I++) {
+ /* 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. */
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. */
-L8270: for (I=1; I<=100; I++) {
- if(HERE(I) && OBJTXT[I] != 0 && PROP[I] >= 0)OBJ=OBJ*100+I;
+L8270: for (I=1; I<=NOBJECTS; I++) {
+ if(HERE(I) && OBJTXT[I] != 0 && PROP[I] >= 0)OBJ=OBJ*NOBJECTS+I;
} /* end loop */
- if(OBJ > 100 || OBJ == 0 || DARK(0)) return(8000);
+ if(OBJ > NOBJECTS || OBJ == 0 || DARK(0)) return(8000);
L9270: if(DARK(0)) goto L5190;
if(OBJTXT[OBJ] == 0 || PROP[OBJ] < 0) return(2011);
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);
/* This next part is shared with the "resume" code. The two cases are
* distinguished by the value of kk (-1 for suspend, +1 for resume). */
-L8305: DATIME(I,K);
+L8305: DATIME(&I,&K);
K=I+650*K;
SAVWRD(KK,K);
K=VRSION;
* 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,OLDLC2,OLDLOC,OLDOBJ,PANIC,SAVED,SETUP);
+ 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,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,ZZWORD,OBJSND[BIRD]);
+ SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
SAVARR(ABB,LOCSIZ);
SAVARR(ATLOC,LOCSIZ);
- SAVARR(DLOC,6);
- SAVARR(DSEEN,6);
- SAVARR(FIXED,100);
+ SAVARR(game.dloc,NDWARVES);
+ SAVARR(game.dseen,NDWARVES);
+ SAVARR(FIXED,NOBJECTS);
SAVARR(HINTED,HNTSIZ);
SAVARR(HINTLC,HNTSIZ);
- SAVARR(LINK,200);
- SAVARR(ODLOC,6);
- SAVARR(PLACE,100);
- SAVARR(PROP,100);
+ SAVARR(LINK,NOBJECTS*2);
+ SAVARR(game.odloc,NDWARVES);
+ SAVARR(PLACE,NOBJECTS);
+ SAVARR(PROP,NOBJECTS);
SAVWRD(KK,K);
if(K != 0) goto L8318;
K=NUL;
- ZZWORD=RNDVOC(3,ZZWORD-MESH*2)+MESH*2;
+ game.zzword=RNDVOC(3,game.zzword);
if(KK > 0) return(8);
RSPEAK(266);
exit(0);
L9320: if(OBJ != RUG) return(2011);
SPK=223;
if(PROP[RUG] != 2) return(2011);
- OLDLC2=OLDLOC;
- OLDLOC=LOC;
+ game.oldlc2=game.oldloc;
+ game.oldloc=LOC;
NEWLOC=PLACE[RUG]+FIXED[RUG]-LOC;
SPK=226;
if(PROP[SAPPH] >= 0)SPK=227;
L8330: SPK=228;
K=LOCSND[LOC];
if(K == 0) goto L8332;
- RSPEAK(IABS(K));
+ RSPEAK(labs(K));
if(K < 0) return(2012);
SPK=0;
-L8332: SETPRM(1,ZZWORD-MESH*2,0);
- /* 8335 */ for (I=1; I<=100; I++) {
+L8332: SETPRM(1,game.zzword,0);
+ /* 8335 */ for (I=1; I<=NOBJECTS; I++) {
if(!HERE(I) || OBJSND[I] == 0 || PROP[I] < 0) goto L8335;
PSPEAK(I,OBJSND[I]+PROP[I]);
SPK=0;
PSPEAK(RESER,PROP[RESER]+1);
PROP[RESER]=1-PROP[RESER];
if(AT(RESER)) return(2012);
- OLDLC2=LOC;
+ game.oldlc2=LOC;
NEWLOC=0;
RSPEAK(241);
return(2);