X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=4af5ce9b61621cca9fd612ffc2d79801c65f6ba8;hb=62ee15c892eb1cd1e0333ff8d83888765923e1b4;hp=1220d88d93e0a7683bf0693fe7b20e3ac1e1202c;hpb=3b8122ae3a12281d8b8a8e10a6ffe49a5ba35154;p=open-adventure.git diff --git a/init.c b/init.c index 1220d88..4af5ce9 100644 --- a/init.c +++ b/init.c @@ -314,10 +314,10 @@ L1106: /*etc*/ ; SAY=VOCWRD(190125,2); THROW=VOCWRD(2008181523,2); -/* Initialise the dwarves. DLOC is loc of dwarves, hard-wired in. ODLOC is +/* Initialise the dwarves. game.dloc is loc of dwarves, hard-wired in. game.odloc is * prior loc of each dwarf, initially garbage. DALTLC is alternate initial loc * for dwarf, in case one of them starts out on top of the adventurer. (No 2 - * of the 5 initial locs are adjacent.) DSEEN is true if dwarf has seen him. + * of the 5 initial locs are adjacent.) game.dseen is true if dwarf has seen him. * DFLAG controls the level of activation of all this: * 0 No dwarf stuff yet (wait until reaches Hall Of Mists) * 1 Reached Hall Of Mists, but hasn't met first dwarf @@ -325,31 +325,31 @@ L1106: /*etc*/ ; * 3 A knife has been thrown (first set always misses) * 3+ Dwarves are mad (increases their accuracy) * Sixth dwarf is special (the pirate). He always starts at his chest's - * eventual location inside the maze. This loc is saved in CHLOC for ref. - * the dead end in the other maze has its loc stored in CHLOC2. */ + * eventual location inside the maze. This loc is saved in game.chloc for ref. + * the dead end in the other maze has its loc stored in game.chloc2. */ - CHLOC=114; - CHLOC2=140; + game.chloc=114; + game.chloc2=140; for (I=1; I<=NDWARVES; I++) { - DSEEN[I]=false; + game.dseen[I]=false; } /* end loop */ DFLAG=0; - DLOC[1]=19; - DLOC[2]=27; - DLOC[3]=33; - DLOC[4]=44; - DLOC[5]=64; - DLOC[6]=CHLOC; + game.dloc[1]=19; + game.dloc[2]=27; + game.dloc[3]=33; + game.dloc[4]=44; + game.dloc[5]=64; + game.dloc[6]=game.chloc; DALTLC=18; /* Other random flags and counters, as follows: - * ABBNUM How often we should print non-abbreviated descriptions - * BONUS Used to determine amount of bonus if he reaches closing - * CLOCK1 Number of turns from finding last treasure till closing - * CLOCK2 Number of turns from first warning till blinding flash - * CONDS Min value for cond(loc) if loc has any hints - * DETAIL How often we've said "not allowed to give more detail" - * DKILL Number of dwarves killed (unused in scoring, needed for msg) + * game.abbnum How often we should print non-abbreviated descriptions + * game.bonus Used to determine amount of bonus if he reaches closing + * game.clock1 Number of turns from finding last treasure till closing + * game.clock2 Number of turns from first warning till blinding flash + * game.conds Min value for cond(loc) if loc has any hints + * game.detail How often we've said "not allowed to give more detail" + * game.dkill # of dwarves killed (unused in scoring, needed for msg) * FOOBAR Current progress in saying "FEE FIE FOE FOO". * HOLDNG Number of objects being carried * IGO How many times he's said "go XXX" instead of "XXX" @@ -373,26 +373,27 @@ L1106: /*etc*/ ; IGO=0; IWEST=0; KNFLOC=0; - DETAIL=0; - ABBNUM=5; + game.detail=0; + game.abbnum=5; for (I=0; I<=4; I++) { {long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;} } /* end loop */ NUMDIE=0; HOLDNG=0; - DKILL=0; + game.dkill=0; FOOBAR=0; - BONUS=0; - CLOCK1=30; - CLOCK2=50; - CONDS=SETBIT(11); + game.bonus=0; + game.clock1=30; + game.clock2=50; + game.conds=SETBIT(11); SAVED=0; - CLOSNG=false; + game.closng=false; PANIC=false; - CLOSED=false; + game.closed=false; CLSHNT=false; NOVICE=false; SETUP=1; + game.blklin=true; /* if we can ever think of how, we should save it at this point */