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,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,SETUP);
+ SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
long oldobj;
long panic;
long saved;
+ long setup;
long tally;
long thresh;
long trndex;
OGRE, OIL, OLDOBJ, OYSTER,
PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[], PYRAM,
RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
- SCORE, SECT, SETUP, SIGN, SNAKE, SPK, STEPS, STICK,
+ SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
STREAM, THROW, TK[], TRIDNT, TROLL, TROLL2,
URN, V1, V2, VASE, VEND, VERB,
VOLCAN, VRSION, WATER, WD1, WD1X, WD2, WD2X;
game.closed=false;
game.clshnt=false;
game.novice=false;
- SETUP=1;
+ game.setup=1;
game.blklin=true;
/* if we can ever think of how, we should save it at this point */
long ATLOC[186], FIXED[NOBJECTS+1],
LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
- PARMS[26], PLACE[NOBJECTS+1],
- SETUP = 0;
+ PARMS[26], PLACE[NOBJECTS+1];
char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
/* Read the database if we have not yet done so */
MAP2[1] = 0;
- if(!SETUP)initialise();
- if(SETUP > 0) goto L1;
+ if (!game.setup)initialise();
+ if(game.setup > 0) goto L1;
/* Unlike earlier versions, adventure is no longer restartable. (This
* lets us get away with modifying things such as OBJSND(BIRD) without
/* Start-up, dwarf stuff */
-L1: SETUP= -1;
+L1: game.setup= -1;
I=0;
game.zzword=RNDVOC(3,0);
game.novice=YES(stdin, 65,1,0);