long BLANK, CASE, I, K, L, NEG, NPARMS, PARM, PRMTYP, STATE;
/* Print the message which starts at LINES(N). Precede it with a blank line
- * unless BLKLIN is false. */
+ * unless game.blklin is false. */
if(N == 0)return;
- BLANK=BLKLIN;
+ BLANK=game.blklin;
K=N;
NPARMS=1;
L10: L=labs(LINES[K])-1;
* WORD2 (chars 6 thru 10 in WORD2X), else WORD2 is -1. */
-L10: if(BLKLIN)TYPE0();
+L10: if(game.blklin)TYPE0();
MAPLIN(input);
if (feof(input))
return false;
WORD1=GETTXT(true,true,true);
- if(BLKLIN && WORD1 < 0) goto L10;
+ if(game.blklin && WORD1 < 0) goto L10;
WORD1X=GETTXT(false,true,true);
L12: JUNK=GETTXT(false,true,true);
if(JUNK > 0) goto L12;
}
TEXT=0;
- for (int I=1; I<=5; I++) {
+ for (int I=1; I<=TOKLEN; I++) {
TEXT=TEXT*64;
if(LNPOSN > LNLENG || (ONEWRD && INLINE[LNPOSN] == 0))
continue;
token_t MAKEWD(long LETTRS) {
long I, L, WORD;
-/* Combine five uppercase letters (represented by pairs of decimal digits
- * in lettrs) to form a 30-bit value matching the one that GETTXT would
- * return given those characters plus trailing blanks. Caution:
- * lettrs will overflow 31 bits if 5-letter word starts with V-Z. As a
- * kludgey workaround, you can increment a letter by 5 by adding 50 to
- * the next pair of digits. */
+/* Combine TOKLEN (currently 5) uppercase letters (represented by
+ * pairs of decimal digits in lettrs) to form a 30-bit value matching
+ * the one that GETTXT would return given those characters plus
+ * trailing blanks. Caution: lettrs will overflow 31 bits if
+ * 5-letter word starts with V-Z. As a kludgey workaround, you can
+ * increment a letter by 5 by adding 50 to the next pair of
+ * digits. */
WORD=0;
I=1;
void fPUTTXT(token_t WORD, long *sTATE, long CASE) {
long ALPH1, ALPH2, BYTE, DIV, I, W;
-/* Unpack the 30-bit value in word to obtain up to 5 integer-encoded chars,
- * and store them in inline starting at LNPOSN. If LNLENG>=LNPOSN, shift
- * existing characters to the right to make room. STATE will be zero when
- * puttxt is called with the first of a sequence of words, but is thereafter
- * unchanged by the caller, so PUTTXT can use it to maintain state across
- * calls. LNPOSN and LNLENG are incremented by the number of chars stored.
- * If CASE=1, all letters are made uppercase; if -1, lowercase; if 0, as is.
- * any other value for case is the same as 0 but also causes trailing blanks
- * to be included (in anticipation of subsequent additional text). */
+/* Unpack the 30-bit value in word to obtain up to TOKLEN (currently
+ * 5) integer-encoded chars, and store them in inline starting at
+ * LNPOSN. If LNLENG>=LNPOSN, shift existing characters to the right
+ * to make room. STATE will be zero when puttxt is called with the
+ * first of a sequence of words, but is thereafter unchanged by the
+ * caller, so PUTTXT can use it to maintain state across calls.
+ * LNPOSN and LNLENG are incremented by the number of chars stored.
+ * If CASE=1, all letters are made uppercase; if -1, lowercase; if 0,
+ * as is. any other value for case is the same as 0 but also causes
+ * trailing blanks to be included (in anticipation of subsequent
+ * additional text). */
ALPH1=13*CASE+24;
/* ALPH1&2 DEFINE RANGE OF WRONG-CASE CHARS, 11-36 OR 37-62 OR EMPTY. */
DIV=64L*64L*64L*64L;
W=WORD;
- /* 18 */ for (I=1; I<=5; I++) {
+ /* 18 */ for (I=1; I<=TOKLEN; I++) {
if(W <= 0 && STATE == 0 && labs(CASE) <= 1)return;
BYTE=W/DIV;
if(STATE != 0 || BYTE != 63) goto L12;
/* Start toting an object, removing it from the list of things at its former
* location. Incr holdng unless it was already being toted. If OBJECT>NOBJECTS
- * (moving "fixed" second loc), don't change PLACE or HOLDNG. */
+ * (moving "fixed" second loc), don't change PLACE or game.holdng. */
if(OBJECT > NOBJECTS) goto L5;
if(PLACE[OBJECT] == -1)return;
PLACE[OBJECT]= -1;
- HOLDNG=HOLDNG+1;
+ game.holdng=game.holdng+1;
L5: if(ATLOC[WHERE] != OBJECT) goto L6;
ATLOC[WHERE]=LINK[OBJECT];
return;
void DROP(long OBJECT, long WHERE) {
/* Place an object at a given loc, prefixing it onto the ATLOC list. Decr
- * HOLDNG if the object was being toted. */
+ * game.holdng if the object was being toted. */
if(OBJECT > NOBJECTS) goto L1;
- if(PLACE[OBJECT] == -1)HOLDNG=HOLDNG-1;
+ if(PLACE[OBJECT] == -1)game.holdng=game.holdng-1;
PLACE[OBJECT]=WHERE;
goto L2;
L1: {long x = OBJECT-NOBJECTS; FIXED[x]=WHERE;}
AT=0;
- if(DFLAG < 2)return(AT);
+ if(game.dflag < 2)return(AT);
AT= -1;
for (I=1; I<=NDWARVES-1; I++) {
- if(DLOC[I] == WHERE) goto L2;
- if(DLOC[I] != 0)AT=0;
+ if(game.dloc[I] == WHERE) goto L2;
+ if(game.dloc[I] != 0)AT=0;
} /* end loop */
return(AT);