X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;ds=sidebyside;f=main.c;h=75982c651cab10000f7e3b868dd3eab0c512239b;hb=07c0020a7aaa0ab34ee0e4f6e3a9ae0e1fe06c25;hp=698163aeea417b686e2edc2efff69e91a79ba129;hpb=3b8122ae3a12281d8b8a8e10a6ffe49a5ba35154;p=open-adventure.git diff --git a/main.c b/main.c index 698163a..75982c6 100644 --- a/main.c +++ b/main.c @@ -12,8 +12,10 @@ #include "advent.h" #include "database.h" +struct game_t game; + long ABB[186], ATLOC[186], BLKLIN = true, DFLAG, - DLOC[7], FIXED[NOBJECTS+1], HOLDNG, + FIXED[NOBJECTS+1], HOLDNG, LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN, PARMS[26], PLACE[NOBJECTS+1], SETUP = 0; @@ -23,7 +25,7 @@ long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, COINS, CONDS, DALTLC, DETAIL, - DKILL, DOOR, DPRSSN, DRAGON, DSEEN[NDWARVES+1], DTOTAL, DWARF, EGGS, + DKILL, DOOR, DPRSSN, DRAGON, DTOTAL, DWARF, EGGS, EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD, GRATE, HINT, HINTED[21], HINTLC[21], I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK, @@ -32,7 +34,7 @@ long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, - ODLOC[NDWARVES+1], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER, + OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY, SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK, @@ -180,7 +182,7 @@ static bool do_command(FILE *cmdin) { L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; /* 73 */ for (I=1; I<=NDWARVES-1; I++) { - if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73; + if(game.odloc[I] != NEWLOC || !game.dseen[I]) goto L73; NEWLOC=LOC; RSPEAK(2); goto L74; @@ -211,11 +213,11 @@ L6000: if(DFLAG != 1) goto L6010; DFLAG=2; for (I=1; I<=2; I++) { J=1+randrange(NDWARVES-1); - if(PCT(50))DLOC[J]=0; + if(PCT(50))game.dloc[J]=0; } /* end loop */ for (I=1; I<=NDWARVES-1; I++) { - if(DLOC[I] == LOC)DLOC[I]=DALTLC; - ODLOC[I]=DLOC[I]; + if(game.dloc[I] == LOC)game.dloc[I]=DALTLC; + game.odloc[I]=game.dloc[I]; } /* end loop */ RSPEAK(3); DROP(AXE,LOC); @@ -230,30 +232,30 @@ L6010: DTOTAL=0; ATTACK=0; STICK=0; /* 6030 */ for (I=1; I<=NDWARVES; I++) { - if(DLOC[I] == 0) goto L6030; + if(game.dloc[I] == 0) goto L6030; /* Fill TK array with all the places this dwarf might go. */ J=1; - KK=DLOC[I]; + KK=game.dloc[I]; KK=KEY[KK]; if(KK == 0) goto L6016; L6012: NEWLOC=MOD(labs(TRAVEL[KK])/1000,1000); {long x = J-1; - if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 && - NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] || + if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == game.odloc[I] || (J > 1 && + NEWLOC == TK[x]) || J >= 20 || NEWLOC == game.dloc[I] || FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) || labs(TRAVEL[KK])/1000000 == 100) goto L6014;} TK[J]=NEWLOC; J=J+1; L6014: KK=KK+1; {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} -L6016: TK[J]=ODLOC[I]; +L6016: TK[J]=game.odloc[I]; if(J >= 2)J=J-1; J=1+randrange(J); - ODLOC[I]=DLOC[I]; - DLOC[I]=TK[J]; - DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC); - if(!DSEEN[I]) goto L6030; - DLOC[I]=LOC; + game.odloc[I]=game.dloc[I]; + game.dloc[I]=TK[J]; + game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC); + if(!game.dseen[I]) goto L6030; + game.dloc[I]=LOC; if(I != 6) goto L6027; /* The pirate's spotted him. He leaves him alone once we've found chest. K @@ -271,7 +273,7 @@ L6020: if(HERE(J))K=1; } /* end loop */ if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP] == 1) goto L6025; - if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127); + if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127); goto L6030; L6021: if(PLACE[CHEST] != 0) goto L6022; @@ -285,9 +287,9 @@ L6022: RSPEAK(128); if(TOTING(J))DROP(J,CHLOC); L6023: /*etc*/ ; } /* end loop */ -L6024: DLOC[6]=CHLOC; - ODLOC[6]=CHLOC; - DSEEN[6]=false; +L6024: game.dloc[6]=CHLOC; + game.odloc[6]=CHLOC; + game.dseen[6]=false; goto L6030; L6025: RSPEAK(186); @@ -298,7 +300,7 @@ L6025: RSPEAK(186); /* This threatening little dwarf is in the room with him! */ L6027: DTOTAL=DTOTAL+1; - if(ODLOC[I] != DLOC[I]) goto L6030; + if(game.odloc[I] != game.dloc[I]) goto L6030; ATTACK=ATTACK+1; if(KNFLOC >= 0)KNFLOC=LOC; if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1; @@ -518,9 +520,9 @@ L8000: SETPRM(1,WD1,WD1X); /* Figure out the new location * * Given the current location in "LOC", and a motion verb number in "K", put - * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case - * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he - * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed + * the new location in "NEWLOC". The current loc is saved in "OLgame.dloc" in case + * he wants to retreat. The current OLgame.dloc is saved in OLDLC2, in case he + * dies. (if he does, NEWLOC will be limbo, and OLgame.dloc will be what killed * him, so we need OLDLC2, which is the last place he was safe.) */ L8: KK=KEY[LOC]; @@ -835,8 +837,8 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; L10000: PROP[GRATE]=0; PROP[FISSUR]=0; for (I=1; I<=NDWARVES; I++) { - DSEEN[I]=false; - DLOC[I]=0; + game.dseen[I]=false; + game.dloc[I]=0; } /* end loop */ MOVE(TROLL,0); MOVE(TROLL+NOBJECTS,0);