* 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
* 185 locations (LTEXT, STEXT, KEY, COND, abbrev, game.atloc, LOCSND, LOCSIZ).
- * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (TWICE), PTEXT, PROP,
+ * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (TWICE), PTEXT, game.prop,
* OBJSND, OBJTXT).
* 35 "action" verbs (ACTSPK, VRBSIZ).
* 277 random messages (RTEXT, RTXSIZ).
* 12 different player classifications (CTEXT, CVAL, CLSMAX).
- * 20 hints (HINTLC, game.hinted, HINTS, HNTSIZ).
+ * 20 hints (game.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,
* If M=100 unconditional, but forbidden to dwarves.
* If 100<M<=200 he must be carrying object M-100.
* If 200<M<=300 must be carrying or in same room as M-200.
- * If 300<M<=400 PROP(M % 100) must *not* be 0.
- * If 400<M<=500 PROP(M % 100) must *not* be 1.
- * If 500<M<=600 PROP(M % 100) must *not* be 2, etc.
+ * If 300<M<=400 game.prop(M % 100) must *not* be 0.
+ * If 400<M<=500 game.prop(M % 100) must *not* be 1.
+ * If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
* If the condition (if any) is not met, then the next *different*
* "destination" value is used (unless it fails to meet *its* conditions,
* in which case the next is found, etc.). Typically, the next dest will
* him to 22 if he's carrying object 10, and otherwise will go to 14.
* 11 303008 49
* 11 9 50
- * This says that, from 11, 49 takes him to 8 unless PROP(3)=0, in which
- * case he goes to 9. Verb 50 takes him to 9 regardless of PROP(3).
+ * This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
+ * case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
* Section 4: Vocabulary. Each line contains a number (n), a tab, and a
* five-letter word. Call M=N/1000. If M=0, then the word is a motion
* verb for use in travelling (see section 3). Else, if M=1, the word is
* 2 (call them N and S), N is a location and message ABS(S) from section
* 6 is the sound heard there. If S<0, the sound there drowns out all
* other noises. If 3 numbers (call them N, S, and T), N is an object
- * number and S+PROP(N) is the property message (from section 5) if he
- * listens to the object, and T+PROP(N) is the text if he reads it. If
+ * number and S+game.prop(N) is the property message (from section 5) if he
+ * listens to the object, and T+game.prop(N) is the text if he reads it. If
* S or T is -1, the object has no sound or text, respectively. Neither
* S nor T is allowed to be 0.
* Section 14: Turn threshholds. Each line contains a number (N), a tab, and
static int finish_init(void) {
for (I=1; I<=100; I++) {
game.place[I]=0;
- PROP[I]=0;
+ game.prop[I]=0;
game.link[I]=0;
{long x = I+NOBJECTS; game.link[x]=0;}
} /* end loop */
MAXTRS=79;
game.tally=0;
for (I=50; I<=MAXTRS; I++) {
- if(PTEXT[I] != 0)PROP[I]= -1;
- game.tally=game.tally-PROP[I];
+ if(PTEXT[I] != 0)game.prop[I]= -1;
+ game.tally=game.tally-game.prop[I];
} /* end loop */
-/* Clear the hint stuff. HINTLC[I] is how long he's been at LOC with cond bit
+/* Clear the hint stuff. game.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++) {
game.hinted[I]=false;
- HINTLC[I]=0;
+ game.hintlc[I]=0;
} /* end loop */
/* Define some handy mnemonics. These correspond to object numbers. */