...and doesn't have to be saved.
* with junk variables to bring it up to 7 values. */
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(game.knfloc,game.limit,K,game.lmwarn,LOC,game.newloc,game.numdie);
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]);
CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
- KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
+ KNIFE, KQ, L, LAMP, LOC, LOCK, LOOK,
MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ,
OGRE, OIL, OLDOBJ, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
- KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
+ KNIFE, KQ, L, LAMP, LOC, LOCK, LOOK,
MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
int main(int argc, char *argv[]) {
int ch;
-
+
/* Adventure (rev 2: 20 treasures) */
/* History: Original idea & 5-treasure version (adventures) by Willie Crowther
}
static bool do_command(FILE *cmdin) {
+ long LL;
/* Can't leave cave once it's closing (except by main office). */
game.oldlc2=LOC;
goto L99;
-
-
-
-
-
/* Describe the current location and (maybe) get next command. */
/* Print text for current loc. */
*
* Given the current location in "LOC", and a motion verb number in
* "K", put the new location in "game.newloc". The current loc is saved
- * in "game.olddloc" in case he wants to retreat. The current
+ * in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
* does, game.newloc will be limbo, and OLgame.dloc will be what killed
* him, so we need game.oldlc2, which is the last place he was