* 12600 words of message text (LINES, LINSIZ).
* 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
- * 185 locations (LTEXT, STEXT, KEY, COND, abbrev, 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
*/
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++) {
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 */
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 */