if(OBJ == CHAIN) goto L9048;
if(!game.closng) goto L9043;
K=130;
- if(!PANIC)game.clock2=15;
- PANIC=true;
+ if(!game.panic)game.clock2=15;
+ game.panic=true;
return(2010);
L9043: K=34+PROP[GRATE];
L9094: DROP(JADE,LOC);
PROP[JADE]=0;
- TALLY=TALLY-1;
+ game.tally=game.tally-1;
SPK=208;
return(2011);
DSTROY(URN);
DROP(AMBER,LOC);
PROP[AMBER]=1;
- TALLY=TALLY-1;
+ game.tally=game.tally-1;
DROP(CAVITY,LOC);
SPK=216;
return(2011);
L8240: score(-1);
SETPRM(1,SCORE,MXSCOR);
- SETPRM(3,TURNS,TURNS);
+ SETPRM(3,game.turns,game.turns);
RSPEAK(259);
return(2012);
L9270: if(DARK(0)) goto L5190;
if(OBJTXT[OBJ] == 0 || PROP[OBJ] < 0) return(2011);
- if(OBJ == OYSTER && !CLSHNT) goto L9275;
+ if(OBJ == OYSTER && !game.clshnt) goto L9275;
PSPEAK(OBJ,OBJTXT[OBJ]+PROP[OBJ]);
return(2012);
-L9275: CLSHNT=YES(input,192,193,54);
+L9275: game.clshnt=YES(input,192,193,54);
return(2012);
/* Break. Only works for mirror in repository and, of course, the vase. */
L8300: SPK=201;
RSPEAK(260);
if(!YES(input,200,54,54)) return(2012);
- SAVED=SAVED+5;
+ game.saved=game.saved+5;
KK= -1;
/* This next part is shared with the "resume" code. The two cases are
* 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,NEWLOC,NUMDIE);
- SAVWDS(OBJ,game.oldlc2,game.oldloc,OLDOBJ,PANIC,SAVED,SETUP);
- SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
+ 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(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],CLSHNT,NOVICE,K,K,K,K);
- SAVARR(ABB,LOCSIZ);
+ SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
+ SAVARR(game.abbrev,LOCSIZ);
SAVARR(ATLOC,LOCSIZ);
SAVARR(game.dloc,NDWARVES);
SAVARR(game.dseen,NDWARVES);
/* Resume. Read a suspended game back from a file. */
L8310: KK=1;
- if(LOC == 1 && ABB[1] == 1) goto L8305;
+ if(LOC == 1 && game.abbrev[1] == 1) goto L8305;
RSPEAK(268);
if(!YES(input,200,54,54)) return(2012);
goto L8305;
if(PROP[RUG] != 2) return(2011);
game.oldlc2=game.oldloc;
game.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);
game.oldlc2=LOC;
- NEWLOC=0;
+ game.newloc=0;
RSPEAK(241);
return(2);
long chloc2;
long clock1;
long clock2;
+ long clshnt;
long closed;
long closng;
long conds;
long knfloc;
long limit;
long lmwarn;
+ long newloc;
+ long novice;
+ long numdie;
long oldloc;
long oldlc2;
+ long oldobj;
+ long panic;
+ long saved;
+ long tally;
+ long thresh;
+ long trndex;
+ long trnluz;
+ long turns;
long wzdark;
long zzword;
+ long abbrev[185+1]; /* FIXME: LOCSIZE in the compiler */
long dseen[NDWARVES+1];
long dloc[NDWARVES+1];
long odloc[NDWARVES+1];
extern struct game_t game;
-extern long ABB[], ATLOC[], FIXED[],
+extern long ATLOC[], FIXED[],
LINK[], LNLENG, LNPOSN,
PARMS[], PLACE[];
extern char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[], MAP2[];
extern void score(long);
extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
- CLAM, CLSHNT, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
+ CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
GRATE, HINT, HINTED[], HINTLC[],
I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
- MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
- NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
+ MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ,
OGRE, OIL, OLDOBJ, OYSTER,
PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[], PYRAM,
- RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
+ RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
SCORE, SECT, SETUP, SIGN, SNAKE, SPK, STEPS, STICK,
- STREAM, TALLY, THRESH, THROW, TK[], TRIDNT,
- TRNDEX, TRNLUZ, TROLL, TROLL2,
- TURNS, URN, V1, V2, VASE, VEND, VERB,
+ STREAM, THROW, TK[], TRIDNT, TROLL, TROLL2,
+ URN, V1, V2, VASE, VEND, VERB,
VOLCAN, VRSION, WATER, WD1, WD1X, WD2, WD2X;
struct game_t game;
-long ABB[186], ATLOC[186],
- FIXED[NOBJECTS+1],
+long ATLOC[186], FIXED[NOBJECTS+1],
LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
PARMS[26], PLACE[NOBJECTS+1],
SETUP = 0;
long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
- CLAM, CLSHNT, COINS, DALTLC,
- DOOR, DPRSSN, DRAGON, DWARF, EGGS,
+ CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
GRATE, HINT, HINTED[21], HINTLC[21],
I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
- NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
- OGRE, OIL, OLDOBJ, OYSTER,
- PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
- RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
+ NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
+ PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
+ RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
- STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT,
- TRNDEX, TRNLUZ, TROLL, TROLL2,
- TURNS, URN, V1, V2, VASE, VEND, VERB,
+ STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2,
+ URN, V1, V2, VASE, VEND, VERB,
VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
FILE *logfp;
bool oldstyle = false;
*
* 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
+ * game.clshnt says whether he's read the clue in the endgame
* 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
+ * game.novice says whether he asked for instructions at start-up
+ * game.panic says whether he's found out he's trapped in the cave
* game.wzdark says whether the loc he's leaving was dark */
#include "funcs.h"
L1: SETUP= -1;
I=0;
game.zzword=RNDVOC(3,0);
- NOVICE=YES(stdin, 65,1,0);
- NEWLOC=1;
+ game.novice=YES(stdin, 65,1,0);
+ game.newloc=1;
LOC=1;
game.limit=330;
- if(NOVICE)game.limit=1000;
+ if(game.novice)game.limit=1000;
if (logfp)
fprintf(logfp, "seed %ld\n", seedval);
set_seed(sv);
printf("Seed set to %ld\n", sv);
// autogenerated, so don't charge user time for it.
- --TURNS;
+ --game.turns;
// here we reconfigure any global game state that uses random numbers
game.zzword=RNDVOC(3,0);
return true;
/* Can't leave cave once it's closing (except by main office). */
- if(!OUTSID(NEWLOC) || NEWLOC == 0 || !game.closng) goto L71;
+ if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
RSPEAK(130);
- NEWLOC=LOC;
- if(!PANIC)game.clock2=15;
- PANIC=true;
+ game.newloc=LOC;
+ if(!game.panic)game.clock2=15;
+ game.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<=NDWARVES-1; I++) {
- if(game.odloc[I] != NEWLOC || !game.dseen[I]) goto L73;
- NEWLOC=LOC;
+ if(game.odloc[I] != game.newloc || !game.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(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
if(game.dflag != 0) goto L6000;
if(INDEEP(LOC))game.dflag=1;
goto L2000;
KK=game.dloc[I];
KK=KEY[KK];
if(KK == 0) goto L6016;
-L6012: NEWLOC=MOD(labs(TRAVEL[KK])/1000,1000);
+L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000);
{long x = J-1;
- 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)) ||
+ if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
+ game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
+ FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
labs(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;}
if(TOTING(J)) goto L6021;
L6020: if(HERE(J))K=1;
} /* end loop */
- if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
+ if(game.tally == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
== 1) goto L6025;
if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
goto L6030;
L2000: if(LOC == 0) goto L99;
KK=STEXT[LOC];
- if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
+ if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
if(FORCED(LOC) || !DARK(0)) goto L2001;
if(game.wzdark && PCT(35)) goto L90;
KK=RTEXT[16];
* are because PROP=0 is needed to get full score. */
if(DARK(0)) goto L2012;
- ABB[LOC]=ABB[LOC]+1;
+ game.abbrev[LOC]=game.abbrev[LOC]+1;
I=ATLOC[LOC];
L2004: if(I == 0) goto L2012;
OBJ=I;
if(game.closed) goto L2008;
PROP[OBJ]=0;
if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
- TALLY=TALLY-1;
+ game.tally=game.tally-1;
/* Note: There used to be a test here to see whether the player had blown it
* so badly that he could never ever see the remaining treasures, and if so
* the lamp was zapped to 35 turns. But the tests were too simple-minded;
L2011: RSPEAK(SPK);
L2012: VERB=0;
- OLDOBJ=OBJ;
+ game.oldobj=OBJ;
OBJ=0;
/* Check if this loc is eligible for any hints. If been here long enough,
* make neg. If neg, he skipped a word, so make it zero. */
L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
- TURNS=TURNS+1;
- if(TURNS == THRESH) {
- SPEAK(TTEXT[TRNDEX]);
- TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
- TRNDEX=TRNDEX+1;
- THRESH= -1;
- if(TRNDEX <= TRNVLS)
- THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
+ game.turns=game.turns+1;
+ if(game.turns == game.thresh) {
+ SPEAK(TTEXT[game.trndex]);
+ game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
+ game.trndex=game.trndex+1;
+ game.thresh= -1;
+ if(game.trndex <= TRNVLS)
+ game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
}
if(VERB == SAY && WD2 > 0)VERB=0;
if(VERB == SAY) goto L4090;
- if(TALLY == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
+ if(game.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;
/* 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
+ * "K", put the new location in "game.newloc". The current loc is saved
* in "game.olddloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
- * does, NEWLOC will be limbo, and OLgame.dloc will be what killed
+ * 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
* safe.) */
L8: KK=KEY[LOC];
- NEWLOC=LOC;
+ game.newloc=LOC;
if(KK == 0)BUG(26);
if(K == NUL) return true;
if(K == BACK) goto L20;
goto L9;
L10: LL=LL/1000;
-L11: NEWLOC=LL/1000;
- K=MOD(NEWLOC,100); /* ESR: an instance of NOBJECTS? */
- if(NEWLOC <= 300) goto L13;
- if(PROP[K] != NEWLOC/100-3) goto L16;
+L11: game.newloc=LL/1000;
+ K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
+ 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=labs(TRAVEL[KK])/1000;
- if(NEWLOC == LL) goto L12;
- LL=NEWLOC;
+ game.newloc=labs(TRAVEL[KK])/1000;
+ if(game.newloc == LL) goto L12;
+ LL=game.newloc;
goto L11;
-L13: if(NEWLOC <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
- if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
+L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
+ 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 true;
- 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 true;
+ if(game.newloc <= 500) goto L30000;
+ RSPEAK(game.newloc-500);
+ game.newloc=LOC;
return true;
/* 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; /* ESR: an instance of NOBJECTS? */
+L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
- NEWLOC=LOC;
+ game.newloc=LOC;
RSPEAK(117);
return true;
MOVE(TROLL,PLAC[TROLL]);
MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- NEWLOC=LOC;
+ game.newloc=LOC;
return true;
-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 true;
RSPEAK(162);
PROP[CHASM]=1;
PROP[TROLL]=2;
- DROP(BEAR,NEWLOC);
+ DROP(BEAR,game.newloc);
FIXED[BEAR]= -1;
PROP[BEAR]=3;
- game.oldlc2=NEWLOC;
+ game.oldlc2=game.newloc;
goto L99;
/* End of specials. */
L30: if(game.detail < 3)RSPEAK(15);
game.detail=game.detail+1;
game.wzdark=false;
- ABB[LOC]=0;
+ game.abbrev[LOC]=0;
return true;
/* Cave. Different messages depending on whether above ground. */
/* Okay, he's dead. Let's get on with it. */
L99: if(game.closng) goto L95;
- NUMDIE=NUMDIE+1;
- if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
- if(NUMDIE == MAXDIE) score(0);
+ 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);
L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
goto L40020;
-L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
+L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
goto L40030;
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
if(HERE(OGRE) && I == 0) goto L40010;
goto L40030;
-L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
+L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010;
goto L40020;
PROP[DWARF]=PUT(DWARF,115,0);
LOC=115;
game.oldloc=115;
- NEWLOC=115;
+ game.newloc=115;
/* Leave the grate with normal (non-negative) property. Reuse sign. */