THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+game.limitED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+game.limitED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130;
OBJ=PLANT2;
goto L5010;
-L5130: if(OBJ != KNIFE || KNFLOC != LOC) goto L5140;
- KNFLOC= -1;
+L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140;
+ game.knfloc= -1;
SPK=116;
return(2011);
L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
if(OBJ == GRATE || OBJ == CHAIN)SPK=31;
if(SPK != 31 || !HERE(KEYS)) return(2011);
if(OBJ == CHAIN) goto L9048;
- if(!CLOSNG) goto L9043;
+ if(!game.closng) goto L9043;
K=130;
- if(!PANIC)CLOCK2=15;
+ if(!PANIC)game.clock2=15;
PANIC=true;
return(2010);
/* Light. Applicable only to lamp and urn. */
-L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && LIMIT >= 0)OBJ=LAMP;
+L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && game.limit >= 0)OBJ=LAMP;
if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*100+URN;
if(OBJ == 0 || OBJ > 100) return(8000);
L9070: if(OBJ == URN) goto L9073;
if(OBJ != LAMP) return(2011);
SPK=184;
- if(LIMIT < 0) return(2011);
+ if(game.limit < 0) return(2011);
PROP[LAMP]=1;
RSPEAK(39);
- if(WZDARK) return(2000);
+ if(game.wzdark) return(2000);
return(2012);
L9073: SPK=38;
/* Wave. No effect unless waving rod at fissure or at bird. */
L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
- if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (CLOSNG || !AT(FISSUR))))
+ if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
return(2011);
if(HERE(BIRD))SPK=206+MOD(PROP[BIRD],2);
if(SPK == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
- if(CLOSED) return(18999);
- if(CLOSNG || !AT(FISSUR)) return(2011);
+ if(game.closed) return(18999);
+ if(game.closng || !AT(FISSUR)) return(2011);
if(HERE(BIRD))RSPEAK(SPK);
PROP[FISSUR]=1-PROP[FISSUR];
PSPEAK(FISSUR,2-PROP[FISSUR]);
L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ ==
DWARF && ATDWRF(LOC) > 0))SPK=94;
- if(CLOSED)SPK=138;
+ if(game.closed)SPK=138;
if(TOTING(OBJ))SPK=24;
return(2011);
/* 8201 */ for (I=1; I<=100; I++) {
if(I == BEAR || !TOTING(I)) goto L8201;
if(SPK == 98)RSPEAK(99);
- BLKLIN=false;
+ game.blklin=false;
PSPEAK(I,-1);
- BLKLIN=true;
+ game.blklin=true;
SPK=0;
L8201: /*etc*/ ;
} /* end loop */
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
-L9230: if(PROP[ROD2] < 0 || !CLOSED) return(2011);
- BONUS=133;
- if(LOC == 115)BONUS=134;
- if(HERE(ROD2))BONUS=135;
- RSPEAK(BONUS);
+L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011);
+ game.bonus=133;
+ if(LOC == 115)game.bonus=134;
+ if(HERE(ROD2))game.bonus=135;
+ RSPEAK(game.bonus);
score(0);
/* Score. Call scoring routine but tell it to return. */
L8250: K=VOCAB(WD1,3);
SPK=42;
- if(FOOBAR == 1-K) goto L8252;
- if(FOOBAR != 0)SPK=151;
+ if(game.foobar == 1-K) goto L8252;
+ if(game.foobar != 0)SPK=151;
return(2011);
-L8252: FOOBAR=K;
+L8252: game.foobar=K;
if(K != 4) return(2009);
- FOOBAR=0;
+ game.foobar=0;
if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS]))
return(2011);
/* Bring back troll if we steal the eggs back from him before crossing. */
/* Brief. Intransitive only. Suppress long descriptions after first time. */
L8260: SPK=156;
- ABBNUM=10000;
- DETAIL=3;
+ game.abbnum=10000;
+ game.detail=3;
return(2011);
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
L9280: if(OBJ == MIRROR)SPK=148;
if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
- if(OBJ != MIRROR || !CLOSED) return(2011);
+ if(OBJ != MIRROR || !game.closed) return(2011);
SPK=197;
return(18999);
/* Wake. Only use is to disturb the dwarves. */
-L9290: if(OBJ != DWARF || !CLOSED) return(2011);
+L9290: if(OBJ != DWARF || !game.closed) return(2011);
SPK=199;
return(18999);
* suspended or resumed are guaranteed to match. If unsure whether a value
* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
* with junk variables to bring it up to 7 values. */
- SAVWDS(ABBNUM,BLKLIN,BONUS,CLOCK1,CLOCK2,CLOSED,CLOSNG);
- SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST);
- SAVWDS(KNFLOC,LIMIT,LL,LMWARN,LOC,NEWLOC,NUMDIE);
+ SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
+ SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
+ SAVWDS(game.knfloc,game.limit,LL,game.lmwarn,LOC,game.newloc,game.numdie);
SAVWDS(OBJ,OLDLC2,OLDLOC,OLDOBJ,PANIC,SAVED,SETUP);
SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
- SAVWDS(VERB,WD1,WD1X,WD2,WZDARK,ZZWORD,OBJSND[BIRD]);
+ SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,ZZWORD,OBJSND[BIRD]);
SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
SAVARR(ABB,LOCSIZ);
SAVARR(ATLOC,LOCSIZ);
if(PROP[RUG] != 2) return(2011);
OLDLC2=OLDLOC;
OLDLOC=LOC;
- NEWLOC=PLACE[RUG]+FIXED[RUG]-LOC;
+ game.newloc=PLACE[RUG]+FIXED[RUG]-LOC;
SPK=226;
if(PROP[SAPPH] >= 0)SPK=227;
RSPEAK(SPK);
PROP[RESER]=1-PROP[RESER];
if(AT(RESER)) return(2012);
OLDLC2=LOC;
- NEWLOC=0;
+ game.newloc=0;
RSPEAK(241);
return(2);
if(!TOTING(BOTTLE))SPK=104;
return(2011);
L9017: SPK=92;
- if(HOLDNG >= 7) return(2011);
+ if(game.holdng >= 7) return(2011);
if(OBJ != BIRD || PROP[BIRD] == 1 || -1-PROP[BIRD] == 1) goto L9014;
if(PROP[BIRD] == 2) goto L9015;
if(!TOTING(CAGE))SPK=27;
if(!TOTING(OBJ)) return(2011);
if(OBJ != BIRD || !HERE(SNAKE)) goto L9023;
RSPEAK(30);
- if(CLOSED) return(19000);
+ if(game.closed) return(19000);
DSTROY(SNAKE);
/* SET PROP FOR USE BY TRAVEL OPTIONS */
PROP[SNAKE]=1;
if(OBJ > 100) return(8000);
L9124: if(OBJ != BIRD) goto L9125;
SPK=137;
- if(CLOSED) return(2011);
+ if(game.closed) return(2011);
DSTROY(BIRD);
PROP[BIRD]=0;
SPK=45;
if(OBJ == CLAM || OBJ == OYSTER)SPK=150;
if(OBJ == SNAKE)SPK=46;
if(OBJ == DWARF)SPK=49;
- if(OBJ == DWARF && CLOSED) return(19000);
+ if(OBJ == DWARF && game.closed) return(19000);
if(OBJ == DRAGON)SPK=167;
if(OBJ == TROLL)SPK=157;
if(OBJ == OGRE)SPK=203;
return(attack(cmdin));
L9172: SPK=48;
- if(RAN(7) < DFLAG) goto L9175;
+ if(RAN(7) < game.dflag) goto L9175;
DSEEN[I]=false;
DLOC[I]=0;
SPK=47;
- DKILL=DKILL+1;
- if(DKILL == 1)SPK=149;
+ game.dkill=game.dkill+1;
+ if(game.dkill == 1)SPK=149;
L9175: RSPEAK(SPK);
DROP(AXE,LOC);
K=NUL;
SPK=102;
if(OBJ == DRAGON && PROP[DRAGON] != 0)SPK=110;
if(OBJ == TROLL)SPK=182;
- if(OBJ != SNAKE || CLOSED || !HERE(BIRD)) return(2011);
+ if(OBJ != SNAKE || game.closed || !HERE(BIRD)) return(2011);
SPK=101;
DSTROY(BIRD);
PROP[BIRD]=0;
L9213: if(OBJ != DWARF) goto L9214;
if(!HERE(FOOD)) return(2011);
SPK=103;
- DFLAG=DFLAG+2;
+ game.dflag=game.dflag+2;
return(2011);
L9214: if(OBJ != BEAR) goto L9215;
142 though you get partial credit just for locating it. You lose points
142 for getting killed, or for quitting, though the former costs you more.
142 There are also points based on how much (if any) of the cave you've
-142 managed to explore; in particular, there is a large bonus just for
+142 managed to explore; in particular, there is a large game.bonus just for
142 getting in (to distinguish the beginners from the rest of the pack),
142 and there are other ways to determine whether you've been through some
142 of the more harrowing sections. If you think you've found all the
142 treasures, just keep exploring for a while. If nothing interesting
142 happens, you haven't found them all yet. If something interesting
142 *DOES* happen (incidentally, there *ARE* ways to hasten things along),
-142 it means you're getting a bonus and have an opportunity to garner many
+142 it means you're getting a game.bonus and have an opportunity to garner many
142 more points in the Master's section. I may occasionally offer hints
142 if you seem to be having trouble. If I do, I'll warn you in advance
142 how much it will affect your score to accept the hints. Finally, to
#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
-/* The following two functions were added to fix a bug (CLOCK1 decremented
+/* The following two functions were added to fix a bug (game.clock1 decremented
* while in forest). They should probably be replaced by using another
* "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
* LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
/* The stuff for section 3 is encoded here. Each "from-location" gets a
* contiguous section of the "TRAVEL" array. Each entry in travel is
- * NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
+ * game.newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
* this is the last entry for this location. KEY(N) is the index in travel
* of the first option at location N. */
L1030: LOC=GETNUM(OPENED);
if(LOC == -1) goto L1002;
- NEWLOC=GETNUM(NULL);
+ game.newloc=GETNUM(NULL);
if(KEY[LOC] != 0) goto L1033;
KEY[LOC]=TRVS;
goto L1035;
L1033: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
L1035: L=GETNUM(NULL);
if(L == 0) goto L1039;
- TRAVEL[TRVS]=NEWLOC*1000+L;
+ TRAVEL[TRVS]=game.newloc*1000+L;
TRVS=TRVS+1;
if(TRVS == TRVSIZ)BUG(3);
goto L1035;
* 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.
- * DFLAG controls the level of activation of all this:
+ * game.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
* 2 Met first dwarf, others start moving, no knives thrown yet
for (I=1; I<=6; I++) {
DSEEN[I]=false;
} /* end loop */
- DFLAG=0;
+ game.dflag=0;
DLOC[1]=19;
DLOC[2]=27;
DLOC[3]=33;
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
+ * 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
* 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)
- * FOOBAR Current progress in saying "FEE FIE FOE FOO".
- * HOLDNG Number of objects being carried
+ * game.detail How often we've said "not allowed to give more detail"
+ * game.dkill Number of dwarves killed (unused in scoring, needed for msg)
+ * game.foobar Current progress in saying "FEE FIE FOE FOO".
+ * game.holdng Number of objects being carried
* IGO How many times he's said "go XXX" instead of "XXX"
- * IWEST How many times he's said "west" instead of "w"
- * KNFLOC 0 if no knife here, loc if knife here, -1 after caveat
- * LIMIT Lifetime of lamp (not set here)
+ * game.iwest How many times he's said "west" instead of "w"
+ * game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
+ * game.limit Lifetime of lamp (not set here)
* MAXDIE Number of reincarnation messages available (up to 5)
- * NUMDIE Number of times killed so far
+ * game.numdie Number of times killed so far
* THRESH Next #turns threshhold (-1 if none)
* TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
* TRNLUZ # points lost so far due to number of turns used
THRESH= -1;
if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
TRNLUZ=0;
- LMWARN=false;
+ game.lmwarn=false;
IGO=0;
- IWEST=0;
- KNFLOC=0;
- DETAIL=0;
- ABBNUM=5;
+ game.iwest=0;
+ game.knfloc=0;
+ 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;
- FOOBAR=0;
- BONUS=0;
- CLOCK1=30;
- CLOCK2=50;
+ game.numdie=0;
+ game.holdng=0;
+ game.dkill=0;
+ game.foobar=0;
+ game.bonus=0;
+ game.clock1=30;
+ game.clock2=50;
CONDS=SETBIT(11);
SAVED=0;
- CLOSNG=false;
+ game.closng=false;
PANIC=false;
- CLOSED=false;
+ game.closed=false;
CLSHNT=false;
NOVICE=false;
SETUP=1;
#include "misc.h"
-long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG,
- DLOC[7], FIXED[101], HOLDNG,
+long ABB[186], ATAB[331], ATLOC[186],
+ DLOC[7], FIXED[101],
KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
SETUP = 0, TABSIZ = 330;
signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
-long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
+long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
- CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES,
- COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL,
- DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD,
+ CLAM, CLSHNT, CLSMAX = 12, CLSSES,
+ COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC,
+ DOOR, DPRSSN, DRAGON, DSEEN[7], DWARF, EGGS,
+ EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOD,
GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
- HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK,
- KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL,
- LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
+ HNTSIZ = 20, I, INVENT, IGO, J, JADE, K, K2, KEY[186], KEYS, KK,
+ KNIFE, KQ, L, LAMP, LINSIZ = 12500, LINUSE, LL,
+ LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
MESSAG, MIRROR, MXSCOR,
- NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101],
+ NOVICE, NUGGET, NUL, OBJ, OBJSND[101],
OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
- WZDARK = false, ZZWORD;
+ ZZWORD;
+struct game_t game = {.blklin = true};
FILE *logfp;
bool oldstyle = false;
/* Logical variables:
*
- * CLOSED says whether we're all the way closed
- * CLOSNG says whether it's closing time yet
+ * game.closed says whether we're all the way closed
+ * game.closng says whether it's closing time yet
* CLSHNT says whether he's read the clue in the endgame
- * LMWARN says whether he's been warned about lamp going dim
+ * game.lmwarn says whether he's been warned about lamp going dim
* NOVICE says whether he asked for instructions at start-up
* PANIC says whether he's found out he's trapped in the cave
- * WZDARK says whether the loc he's leaving was dark */
+ * game.wzdark says whether the loc he's leaving was dark */
#include "funcs.h"
I=RAN(-1);
ZZWORD=RNDVOC(3,0)+MESH*2;
NOVICE=YES(stdin, 65,1,0);
- NEWLOC=1;
+ game.newloc=1;
LOC=1;
- LIMIT=330;
- if(NOVICE)LIMIT=1000;
+ game.limit=330;
+ if(NOVICE)game.limit=1000;
for (;;) {
do_command(stdin);
/* Can't leave cave once it's closing (except by main office). */
-L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
+L2: if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
RSPEAK(130);
- NEWLOC=LOC;
- if(!PANIC)CLOCK2=15;
+ game.newloc=LOC;
+ if(!PANIC)game.clock2=15;
PANIC=true;
/* See if a dwarf has seen him and has come from where he wants to go. If so,
* the dwarf's blocking his way. If coming from place forbidden to pirate
* (dwarves rooted in place) let him get out (and attacked). */
-L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
+L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
/* 73 */ for (I=1; I<=5; I++) {
- if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
- NEWLOC=LOC;
+ if(ODLOC[I] != game.newloc || !DSEEN[I]) goto L73;
+ game.newloc=LOC;
RSPEAK(2);
goto L74;
L73: /*etc*/ ;
} /* end loop */
-L74: LOC=NEWLOC;
+L74: LOC=game.newloc;
/* Dwarf stuff. See earlier comments for description of variables. Remember
* sixth dwarf is pirate and is thus very different except for motion rules. */
/* First off, don't let the dwarves follow him into a pit or a wall. Activate
* the whole mess the first time he gets as far as the hall of mists (loc 15).
- * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
+ * If game.newloc is forbidden to pirate (in particular, if it's beyond the troll
* bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
* dwarves can't meet the bear. Also means dwarves won't follow him into dead
* end in maze, but c'est la vie. They'll wait for him outside the dead end. */
- if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
- if(DFLAG != 0) goto L6000;
- if(INDEEP(LOC))DFLAG=1;
+ if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
+ if(game.dflag != 0) goto L6000;
+ if(INDEEP(LOC))game.dflag=1;
goto L2000;
/* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If
* any of the survivors is at loc, replace him with the alternate. */
-L6000: if(DFLAG != 1) goto L6010;
+L6000: if(game.dflag != 1) goto L6010;
if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
- DFLAG=2;
+ game.dflag=2;
for (I=1; I<=2; I++) {
J=1+RAN(5);
if(PCT(50))DLOC[J]=0;
* they don't back up unless there's no alternative. If they don't have to
* move, they attack. And, of course, dead dwarves don't do much of anything. */
-L6010: DTOTAL=0;
+L6010: game.dtotal=0;
ATTACK=0;
STICK=0;
/* 6030 */ for (I=1; I<=6; I++) {
KK=DLOC[I];
KK=KEY[KK];
if(KK == 0) goto L6016;
-L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
+L6012: game.newloc=MOD(IABS(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] ||
- FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
+ if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == ODLOC[I] || (J > 1 &&
+ game.newloc == TK[x]) || J >= 20 || game.newloc == DLOC[I] ||
+ FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
- TK[J]=NEWLOC;
+ TK[J]=game.newloc;
J=J+1;
L6014: KK=KK+1;
{long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
/* This threatening little dwarf is in the room with him! */
-L6027: DTOTAL=DTOTAL+1;
+L6027: game.dtotal=game.dtotal+1;
if(ODLOC[I] != DLOC[I]) goto L6030;
ATTACK=ATTACK+1;
- if(KNFLOC >= 0)KNFLOC=LOC;
- if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1;
+ if(game.knfloc >= 0)game.knfloc=LOC;
+ if(RAN(1000) < 95*(game.dflag-2))STICK=STICK+1;
L6030: /*etc*/ ;
} /* end loop */
* Note that various of the "knife" messages must have specific relative
* positions in the RSPEAK database. */
- if(DTOTAL == 0) goto L2000;
- SETPRM(1,DTOTAL,0);
- RSPEAK(4+1/DTOTAL);
+ if(game.dtotal == 0) goto L2000;
+ SETPRM(1,game.dtotal,0);
+ RSPEAK(4+1/game.dtotal);
if(ATTACK == 0) goto L2000;
- if(DFLAG == 2)DFLAG=3;
+ if(game.dflag == 2)game.dflag=3;
SETPRM(1,ATTACK,0);
K=6;
if(ATTACK > 1)K=250;
L2000: if(LOC == 0) goto L99;
KK=STEXT[LOC];
- if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
+ if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
if(FORCED(LOC) || !DARK(0)) goto L2001;
- if(WZDARK && PCT(35)) goto L90;
+ if(game.wzdark && PCT(35)) goto L90;
KK=RTEXT[16];
L2001: if(TOTING(BEAR))RSPEAK(141);
SPEAK(KK);
K=1;
if(FORCED(LOC)) goto L8;
- if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
+ if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
/* Print out descriptions of objects at this location. If not closing and
* property value is negative, tally off another treasure. Rug is special
if(OBJ > 100)OBJ=OBJ-100;
if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
if(PROP[OBJ] >= 0) goto L2006;
- if(CLOSED) goto L2008;
+ if(game.closed) goto L2008;
PROP[OBJ]=0;
if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
TALLY=TALLY-1;
* if closing time, check for any objects being toted with PROP < 0 and set
* the prop to -1-PROP. This way objects won't be described until they've
* been picked up and put down separate from their respective piles. Don't
- * tick CLOCK1 unless well into cave (and not at Y2). */
+ * tick game.clock1 unless well into cave (and not at Y2). */
-L2603: if(!CLOSED) goto L2605;
+L2603: if(!game.closed) goto L2605;
if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
for (I=1; I<=100; I++) {
if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
} /* end loop */
-L2605: WZDARK=DARK(0);
- if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
+L2605: game.wzdark=DARK(0);
+ if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0;
I=RAN(1);
GETIN(cmdin, WD1,WD1X,WD2,WD2X);
-/* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
+/* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos,
* make neg. If neg, he skipped a word, so make it zero. */
-L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
+L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
TURNS=TURNS+1;
if(TURNS != THRESH) goto L2608;
SPEAK(TTEXT[TRNDEX]);
if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
L2608: if(VERB == SAY && WD2 > 0)VERB=0;
if(VERB == SAY) goto L4090;
- if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
- if(CLOCK1 == 0) goto L10000;
- if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
- if(CLOCK2 == 0) goto L11000;
- if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
- if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
+ if(TALLY == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
+ if(game.clock1 == 0) goto L10000;
+ if(game.clock1 < 0)game.clock2=game.clock2-1;
+ if(game.clock2 == 0) goto L11000;
+ if(PROP[LAMP] == 1)game.limit=game.limit-1;
+ if(game.limit <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
L12000;
- if(LIMIT == 0) goto L12400;
- if(LIMIT <= 30) goto L12200;
+ if(game.limit == 0) goto L12400;
+ if(game.limit <= 30) goto L12200;
L19999: K=43;
if(LIQLOC(LOC) == WATER)K=70;
V1=VOCAB(WD1,-1);
L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) &&
HERE(BIRD))WD1=MAKEWD(301200308);
L2620: if(WD1 != MAKEWD(23051920)) goto L2625;
- IWEST=IWEST+1;
- if(IWEST == 10)RSPEAK(17);
+ game.iwest=game.iwest+1;
+ if(game.iwest == 10)RSPEAK(17);
L2625: if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
IGO=IGO+1;
if(IGO == 10)RSPEAK(276);
/* 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
+ * the new location in "game.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
+ * dies. (if he does, game.newloc will be limbo, and OLDLOC will be what killed
* him, so we need OLDLC2, which is the last place he was safe.) */
L8: KK=KEY[LOC];
- NEWLOC=LOC;
+ game.newloc=LOC;
if(KK == 0)BUG(26);
if(K == NUL) return;
if(K == BACK) goto L20;
goto L9;
L10: LL=LL/1000;
-L11: NEWLOC=LL/1000;
- K=MOD(NEWLOC,100);
- if(NEWLOC <= 300) goto L13;
- if(PROP[K] != NEWLOC/100-3) goto L16;
+L11: game.newloc=LL/1000;
+ K=MOD(game.newloc,100);
+ if(game.newloc <= 300) goto L13;
+ if(PROP[K] != game.newloc/100-3) goto L16;
L12: if(TRAVEL[KK] < 0)BUG(25);
KK=KK+1;
- NEWLOC=IABS(TRAVEL[KK])/1000;
- if(NEWLOC == LL) goto L12;
- LL=NEWLOC;
+ game.newloc=IABS(TRAVEL[KK])/1000;
+ if(game.newloc == LL) goto L12;
+ LL=game.newloc;
goto L11;
-L13: if(NEWLOC <= 100) goto L14;
- if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
+L13: if(game.newloc <= 100) goto L14;
+ if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
goto L12;
-L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
-L16: NEWLOC=MOD(LL,1000);
- if(NEWLOC <= 300) return;
- if(NEWLOC <= 500) goto L30000;
- RSPEAK(NEWLOC-500);
- NEWLOC=LOC;
+L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
+L16: game.newloc=MOD(LL,1000);
+ if(game.newloc <= 300) return;
+ if(game.newloc <= 500) goto L30000;
+ RSPEAK(game.newloc-500);
+ game.newloc=LOC;
return;
/* Special motions come here. Labelling convention: statement numbers NNNXX
* (XX=00-99) are used for special case number NNN (NNN=301-500). */
-L30000: NEWLOC=NEWLOC-300;
- switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
+L30000: game.newloc=game.newloc-300;
+ switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
L30300; }
BUG(20);
* table must include "useless" entries going through passage, which can never
* be used for actual motion, but can be spotted by "go back". */
-L30100: NEWLOC=99+100-LOC;
- if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return;
- NEWLOC=LOC;
+L30100: game.newloc=99+100-LOC;
+ if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return;
+ game.newloc=LOC;
RSPEAK(117);
return;
MOVE(TROLL,PLAC[TROLL]);
MOVE(TROLL+100,FIXD[TROLL]);
JUGGLE(CHASM);
- NEWLOC=LOC;
+ game.newloc=LOC;
return;
-L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
+L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
if(PROP[TROLL] == 0)PROP[TROLL]=1;
if(!TOTING(BEAR)) return;
RSPEAK(162);
PROP[CHASM]=1;
PROP[TROLL]=2;
- DROP(BEAR,NEWLOC);
+ DROP(BEAR,game.newloc);
FIXED[BEAR]= -1;
PROP[BEAR]=3;
- OLDLC2=NEWLOC;
+ OLDLC2=game.newloc;
goto L99;
/* End of specials. */
/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
* be dark) so he won't fall into a pit while staring into the gloom. */
-L30: if(DETAIL < 3)RSPEAK(15);
- DETAIL=DETAIL+1;
- WZDARK=false;
+L30: if(game.detail < 3)RSPEAK(15);
+ game.detail=game.detail+1;
+ game.wzdark=false;
ABB[LOC]=0;
return;
/* Okay, he's dead. Let's get on with it. */
-L99: if(CLOSNG) goto L95;
- NUMDIE=NUMDIE+1;
- if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
- if(NUMDIE == MAXDIE) score(0);
+L99: if(game.closng) goto L95;
+ game.numdie=game.numdie+1;
+ if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
+ if(game.numdie == MAXDIE) score(0);
PLACE[WATER]=0;
PLACE[OIL]=0;
if(TOTING(LAMP))PROP[LAMP]=0;
/* He died during closing time. No resurrection. Tally up a death and exit. */
L95: RSPEAK(131);
- NUMDIE=NUMDIE+1;
+ game.numdie=game.numdie+1;
score(0);
SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
RSPEAK(261);
HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
- if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
+ if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
L40020: HINTLC[HINT]=0;
L40030: goto L2602;
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
goto L40020;
-L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
+L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && game.holdng >
1) goto L40010;
goto L40020;
L40600: goto L40010;
-L40700: if(DFLAG == 0) goto L40010;
+L40700: if(game.dflag == 0) goto L40010;
goto L40020;
L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
/* Cave closing and scoring */
-/* These sections handle the closing of the cave. The cave closes "CLOCK1"
+/* These sections handle the closing of the cave. The cave closes "game.clock1"
* turns after the last treasure has been located (including the pirate's
* chest, which may of course never show up). Note that the treasures need not
- * have been taken yet, just located. Hence CLOCK1 must be large enough to get
+ * have been taken yet, just located. Hence game.clock1 must be large enough to get
* out of the cave (it only ticks while inside the cave). When it hits zero,
* we branch to 10000 to start closing the cave, and then sit back and wait for
- * him to try to get out. If he doesn't within CLOCK2 turns, we close the
+ * him to try to get out. If he doesn't within game.clock2 turns, we close the
* cave; if he does try, we assume he panics, and give him a few additional
- * turns to get frantic before we close. When CLOCK2 hits zero, we branch to
+ * turns to get frantic before we close. When game.clock2 hits zero, we branch to
* 11000 to transport him into the final puzzle. Note that the puzzle depends
* upon all sorts of random things. For instance, there must be no water or
* oil, since there are beanstalks which we don't want to be able to water,
/* When the first warning comes, we lock the grate, destroy the bridge, kill
* all the dwarves (and the pirate), remove the troll and bear (unless dead),
- * and set "CLOSNG" to true. Leave the dragon; too much trouble to move it.
- * from now until CLOCK2 runs out, he cannot unlock the grate, move to any
+ * and set "game.closng" to true. Leave the dragon; too much trouble to move it.
+ * from now until game.clock2 runs out, he cannot unlock the grate, move to any
* location outside the cave, or create the bridge. Nor can he be
* resurrected if he dies. Note that the snake is already gone, since he got
* to the treasure accessible only via the hall of the mountain king. Also, he's
PROP[AXE]=0;
FIXED[AXE]=0;
RSPEAK(129);
- CLOCK1= -1;
- CLOSNG=true;
+ game.clock1= -1;
+ game.closng=true;
goto L19999;
-/* ONCE HE'S PANICKED, AND CLOCK2 HAS RUN OUT, WE COME HERE TO SET UP THE
+/* ONCE HE'S PANICKED, AND game.clock2 HAS RUN OUT, WE COME HERE TO SET UP THE
* STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE) AND 116 (SW).
* AT THE NE END, WE PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, A BED OF
* OYSTERS, A PILE OF LAMPS, RODS WITH STARS, SLEEPING DWARVES, AND HIM. AT
PROP[DWARF]=PUT(DWARF,115,0);
LOC=115;
OLDLOC=115;
- NEWLOC=115;
+ game.newloc=115;
/* Leave the grate with normal (non-negative) property. Reuse sign. */
} /* end loop */
RSPEAK(132);
- CLOSED=true;
+ game.closed=true;
return;
/* Another way we can force an end to things is by having the lamp give out.
L12000: RSPEAK(188);
PROP[BATTER]=1;
if(TOTING(BATTER))DROP(BATTER,LOC);
- LIMIT=LIMIT+2500;
- LMWARN=false;
+ game.limit=game.limit+2500;
+ game.lmwarn=false;
goto L19999;
-L12200: if(LMWARN || !HERE(LAMP)) goto L19999;
- LMWARN=true;
+L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
+ game.lmwarn=true;
SPK=187;
if(PLACE[BATTER] == 0)SPK=183;
if(PROP[BATTER] == 1)SPK=189;
RSPEAK(SPK);
goto L19999;
-L12400: LIMIT= -1;
+L12400: game.limit= -1;
PROP[LAMP]=0;
if(HERE(LAMP))RSPEAK(184);
goto L19999;
#define LINESIZE 100
-extern long ABB[], ATAB[], ATLOC[], BLKLIN, DFLAG, DLOC[], FIXED[], HOLDNG,
+extern long ABB[], ATAB[], ATLOC[], DLOC[], FIXED[],
KTAB[], *LINES, LINK[], LNLENG, LNPOSN,
PARMS[], PLACE[], PTEXT[], RTEXT[], TABSIZ;
extern signed char INLINE[LINESIZE+1], MAP1[], MAP2[];
extern FILE *logfp;
extern bool oldstyle;
+
+struct game_t {
+ /* These members are in the save order of the individual variables
+ * in the 2.5 code. */
+ long abbnum;
+ long blklin;
+ long bonus;
+ long clock1;
+ long clock2;
+ long closed;
+ long closng;
+ long detail;
+ long dflag;
+ long dkill;
+ long dtotal;
+ long foobar;
+ long holdng;
+ long iwest;
+ long knfloc;
+ long limit;
+ /* LL may go here */
+ long lmwarn;
+ /* LOC will go here */
+ long newloc;
+ long numdie;
+ /* more state will go here */
+ long wzdark;
+};
+extern struct game_t game;
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=IABS(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(input == stdin && feof(stdin)) score(1);
WORD1=GETTXT(true,true,true,0);
- if(BLKLIN && WORD1 < 0) goto L10;
+ if(game.blklin && WORD1 < 0) goto L10;
WORD1X=GETTXT(false,true,true,0);
L12: JUNK=GETTXT(false,true,true,0);
if(JUNK > 0) 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>100
- * (moving "fixed" second loc), don't change PLACE or HOLDNG. */
+ * (moving "fixed" second loc), don't change PLACE or game.holdng. */
if(OBJECT > 100) 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;
;
/* 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 > 100) 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-100; FIXED[x]=WHERE;}
ATDWRF=0;
- if(DFLAG < 2)return(ATDWRF);
+ if(game.dflag < 2)return(ATDWRF);
ATDWRF= -1;
for (I=1; I<=5; I++) {
if(DLOC[I] == WHERE) goto L2;
* Each treasure > chest 16 224
* Surviving (MAX-NUM)*10 30
* Not quitting 4 4
- * Reaching "CLOSNG" 25 25
+ * Reaching "game.closng" 25 25
* "Closed": Quit/Killed 10
* Klutzed 25
* Wrong way 30
L20010: /*etc*/ ;
} /* end loop */
-/* Now look at how he finished and how far he got. MAXDIE and NUMDIE tell us
- * how well he survived. DFLAG will
- * tell us if he ever got suitably deep into the cave. CLOSNG still indicates
+/* Now look at how he finished and how far he got. MAXDIE and game.numdie tell us
+ * how well he survived. game.dflag will
+ * tell us if he ever got suitably deep into the cave. game.closng still indicates
* whether he reached the endgame. And if he got as far as "cave closed"
- * (indicated by "CLOSED"), then bonus is zero for mundane exits or 133, 134,
+ * (indicated by "game.closed"), then game.bonus is zero for mundane exits or 133, 134,
* 135 if he blew it (so to speak). */
- SCORE=SCORE+(MAXDIE-NUMDIE)*10;
+ SCORE=SCORE+(MAXDIE-game.numdie)*10;
MXSCOR=MXSCOR+MAXDIE*10;
if(MODE == 0)SCORE=SCORE+4;
MXSCOR=MXSCOR+4;
- if(DFLAG != 0)SCORE=SCORE+25;
+ if(game.dflag != 0)SCORE=SCORE+25;
MXSCOR=MXSCOR+25;
- if(CLOSNG)SCORE=SCORE+25;
+ if(game.closng)SCORE=SCORE+25;
MXSCOR=MXSCOR+25;
- if(!CLOSED) goto L20020;
- if(BONUS == 0)SCORE=SCORE+10;
- if(BONUS == 135)SCORE=SCORE+25;
- if(BONUS == 134)SCORE=SCORE+30;
- if(BONUS == 133)SCORE=SCORE+45;
+ if(!game.closed) goto L20020;
+ if(game.bonus == 0)SCORE=SCORE+10;
+ if(game.bonus == 135)SCORE=SCORE+25;
+ if(game.bonus == 134)SCORE=SCORE+30;
+ if(game.bonus == 133)SCORE=SCORE+45;
L20020: MXSCOR=MXSCOR+45;
/* Did he come to Witt's End as he should? */
extern void score(long);
-extern long ABBNUM, ACTSPK[], AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
- BIRD, BLOOD, BONUS,
+extern long ACTSPK[], AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
+ BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
- CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX, CLSSES,
- COINS, COND[], CONDS, CTEXT[], CVAL[], DALTLC, DETAIL,
- DKILL, DOOR, DPRSSN, DRAGON, DSEEN[], DTOTAL, DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[], FOOBAR, FOOD,
+ CLAM, CLSHNT, CLSMAX, CLSSES,
+ COINS, COND[], CONDS, CTEXT[], CVAL[], DALTLC,
+ DOOR, DPRSSN, DRAGON, DSEEN[], DWARF, EGGS,
+ EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[], FOOD,
GRATE, HINT, HINTED[], HINTLC[], HINTS[][5], HNTMAX,
- HNTSIZ, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[], KEYS, KK,
- KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ, LINUSE, LL,
- LMWARN, LOC, LOCK, LOCSIZ, LOCSND[], LOOK, LTEXT[],
+ HNTSIZ, I, INVENT, IGO, J, JADE, K, K2, KEY[], KEYS, KK,
+ KNIFE, KQ, L, LAMP, LINSIZ, LINUSE, LL,
+ LOC, LOCK, LOCSIZ, LOCSND[], LOOK, LTEXT[],
MAGZIN, MAXDIE, MAXTRS, MESH, MESSAG, MIRROR, MXSCOR,
- NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[],
+ NOVICE, NUGGET, NUL, OBJ, OBJSND[],
OBJTXT[], ODLOC[], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
PANIC, PEARL, PILLOW, PLAC[], PLANT, PLANT2, PROP[], PYRAM,
RESER, ROD, ROD2, RTXSIZ, RUBY, RUG, SAPPH, SAVED, SAY,
TRNDEX, TRNLUZ, TRNSIZ, TRNVAL[], TRNVLS, TROLL, TROLL2, TRVS,
TRVSIZ, TTEXT[], TURNS, URN, V1, V2, VASE, VEND, VERB,
VOLCAN, VRBSIZ, VRSION, WATER, WD1, WD1X, WD2, WD2X,
- WZDARK, ZZWORD;
-
+ ZZWORD;