* 12600 words of message text (LINES, LINSIZ).
* 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
- * 185 locations (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSND, LOCSIZ).
- * 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
+ * 185 locations (LTEXT, STEXT, KEY, COND, abbrev, game.atloc, LOCSND, LOCSIZ).
+ * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (TWICE), PTEXT, PROP,
* OBJSND, OBJTXT).
* 35 "action" verbs (ACTSPK, VRBSIZ).
* 277 random messages (RTEXT, RTXSIZ).
* 12 different player classifications (CTEXT, CVAL, CLSMAX).
- * 20 hints (HINTLC, HINTED, HINTS, HNTSIZ).
+ * 20 hints (HINTLC, game.hinted, HINTS, HNTSIZ).
* 5 "# of turns" threshholds (TTEXT, TRNVAL, TRNSIZ).
* There are also limits which cannot be exceeded due to the structure of
* the database. (E.G., The vocabulary uses n/1000 to determine word type,
/* Note:
* - the object count limit has been abstracted as NOBJECTS
- * - the random message limit has been abstracted as RTXSIZE
+ * - the random message limit has been abstracted as RTXSIZ
+ * - maximum locations limit has been abstracted as LOCSIZ
*/
/* Description of the database format
static int finish_init(void) {
for (I=1; I<=100; I++) {
- PLACE[I]=0;
+ game.place[I]=0;
PROP[I]=0;
- LINK[I]=0;
- {long x = I+NOBJECTS; LINK[x]=0;}
+ game.link[I]=0;
+ {long x = I+NOBJECTS; game.link[x]=0;}
} /* end loop */
/* 1102 */ for (I=1; I<=LOCSIZ; I++) {
- ABB[I]=0;
+ game.abbrev[I]=0;
if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102;
K=KEY[I];
if(MOD(labs(TRAVEL[K]),1000) == 1)COND[I]=2;
-L1102: ATLOC[I]=0;
+L1102: game.atloc[I]=0;
} /* end loop */
-/* Set up the ATLOC and LINK arrays as described above. We'll use the DROP
+/* Set up the game.atloc and game.link arrays as described above. We'll use the DROP
* subroutine, which prefaces new objects on the lists. Since we want things
* in the other order, we'll run the loop backwards. If the object is in two
- * locs, we drop it twice. This also sets up "PLACE" and "fixed" as copies of
+ * locs, we drop it twice. This also sets up "game.place" and "fixed" as copies of
* "PLAC" and "FIXD". Also, since two-placed objects are typically best
* described last, we'll drop them first. */
for (I=1; I<=NOBJECTS; I++) {
K=NOBJECTS + 1 - I;
- FIXED[K]=FIXD[K];
+ game.fixed[K]=FIXD[K];
if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]);
} /* end loop */
/* 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. TALLY keeps track of how many are not yet found, so we know
+ * described. game.tally keeps track of how many are not yet found, so we know
* when to close the cave. */
MAXTRS=79;
- TALLY=0;
+ game.tally=0;
for (I=50; I<=MAXTRS; I++) {
if(PTEXT[I] != 0)PROP[I]= -1;
- TALLY=TALLY-PROP[I];
+ game.tally=game.tally-PROP[I];
} /* end loop */
-/* Clear the hint stuff. HINTLC(I) is how long he's been at LOC with cond bit
- * I. HINTED(I) is true iff hint I has been used. */
+/* Clear the hint stuff. HINTLC[I] is how long he's been at LOC with cond bit
+ * I. game.hinted[I] is true iff hint I has been used. */
for (I=1; I<=HNTMAX; I++) {
- HINTED[I]=false;
+ game.hinted[I]=false;
HINTLC[I]=0;
} /* end loop */
* game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
* game.limit Lifetime of lamp (not set here)
* MAXDIE Number of reincarnation messages available (up to 5)
- * 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)
+ * 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)
* Logicals were explained earlier */
- TURNS=0;
- TRNDEX=1;
- THRESH= -1;
- if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
- TRNLUZ=0;
+ 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;
IGO=0;
game.iwest=0;
for (I=0; I<=4; I++) {
{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
} /* end loop */
- NUMDIE=0;
+ game.numdie=0;
game.holdng=0;
game.dkill=0;
game.foobar=0;
game.clock1=30;
game.clock2=50;
game.conds=SETBIT(11);
- SAVED=0;
+ game.saved=0;
game.closng=false;
- PANIC=false;
+ game.panic=false;
game.closed=false;
- CLSHNT=false;
- NOVICE=false;
- SETUP=1;
+ game.clshnt=false;
+ game.novice=false;
+ game.setup=1;
game.blklin=true;
/* if we can ever think of how, we should save it at this point */