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];
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
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(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,SETUP);
SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,ZZWORD,OBJSND[BIRD]);
- SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
+ SAVWDS(OBJTXT[SIGN],CLSHNT,game.novice,K,K,K,K);
SAVARR(ABB,LOCSIZ);
SAVARR(ATLOC,LOCSIZ);
SAVARR(DLOC,6);
L9320: if(OBJ != RUG) return(2011);
SPK=223;
if(PROP[RUG] != 2) return(2011);
- OLDLC2=OLDLOC;
- OLDLOC=LOC;
+ game.oldlc2=game.oldloc;
+ game.oldloc=LOC;
game.newloc=PLACE[RUG]+FIXED[RUG]-LOC;
SPK=226;
if(PROP[SAPPH] >= 0)SPK=227;
PSPEAK(RESER,PROP[RESER]+1);
PROP[RESER]=1-PROP[RESER];
if(AT(RESER)) return(2012);
- OLDLC2=LOC;
+ game.oldlc2=LOC;
game.newloc=0;
RSPEAK(241);
return(2);
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,
- 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,
+ MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ, OBJSND[101],
+ OBJTXT[101], ODLOC[7], OGRE, OIL, OYSTER,
+ PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
+ RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAY,
SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
* game.closng says whether it's closing time yet
* 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=RAN(-1);
ZZWORD=RNDVOC(3,0)+MESH*2;
- NOVICE=YES(stdin, 65,1,0);
+ 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;
for (;;) {
do_command(stdin);
L2: if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
RSPEAK(130);
game.newloc=LOC;
- if(!PANIC)game.clock2=15;
- PANIC=true;
+ 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
SETPRM(1,STICK,0);
RSPEAK(K+1+2/(1+STICK));
if(STICK == 0) goto L2000;
- OLDLC2=LOC;
+ game.oldlc2=LOC;
goto L99;
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,
/* Figure out the new location
*
- * 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 "OLDLOC" in case
- * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
- * 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.) */
+ * 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.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 game.oldloc will be what
+ * killed him, so we need game.oldlc2, which is the last place he was
+ * safe.) */
L8: KK=KEY[LOC];
game.newloc=LOC;
if(K == BACK) goto L20;
if(K == LOOK) goto L30;
if(K == CAVE) goto L40;
- OLDLC2=OLDLOC;
- OLDLOC=LOC;
+ game.oldlc2=game.oldloc;
+ game.oldloc=LOC;
L9: LL=IABS(TRAVEL[KK]);
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
DROP(BEAR,game.newloc);
FIXED[BEAR]= -1;
PROP[BEAR]=3;
- OLDLC2=game.newloc;
+ game.oldlc2=game.newloc;
goto L99;
/* End of specials. */
-/* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
- * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */
+/* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
+ * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
-L20: K=OLDLOC;
- if(FORCED(K))K=OLDLC2;
- OLDLC2=OLDLOC;
- OLDLOC=LOC;
+L20: K=game.oldloc;
+ if(FORCED(K))K=game.oldlc2;
+ game.oldlc2=game.oldloc;
+ game.oldloc=LOC;
K2=0;
if(K == LOC)K2=91;
if(CNDBIT(LOC,4))K2=274;
* snide messages available. Each death results in a message (81, 83, etc.)
* which offers reincarnation; if accepted, this results in message 82, 84,
* etc. The last time, if he wants another chance, he gets a snide remark as
- * we exit. When reincarnated, all objects being carried get dropped at OLDLC2
+ * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
* (presumably the last place prior to being killed) without change of props.
* the loop runs backwards to assure that the bird is dropped before the cage.
* (this kluge could be changed once we're sure all references to bird and cage
* it in the cave). It is turned off and left outside the building (only if he
* was carrying it, of course). He himself is left inside the building (and
* heaven help him if he tries to xyzzy back into the cave without the lamp!).
- * OLDLOC is zapped so he can't just "retreat". */
+ * game.oldloc is zapped so he can't just "retreat". */
/* The easiest way to get killed is to fall into a pit in pitch darkness. */
L90: RSPEAK(23);
- OLDLC2=LOC;
+ game.oldlc2=LOC;
/* Okay, he's dead. Let's get on with it. */
/* 98 */ for (J=1; J<=100; J++) {
I=101-J;
if(!TOTING(I)) goto L98;
- K=OLDLC2;
+ K=game.oldlc2;
if(I == LAMP)K=1;
DROP(I,K);
L98: /*etc*/ ;
} /* end loop */
LOC=3;
- OLDLOC=LOC;
+ game.oldloc=LOC;
goto L2000;
/* He died during closing time. No resurrection. Tally up a death and exit. */
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;
goto L40020;
-L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && game.holdng >
+L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng >
1) goto L40010;
goto L40020;
L40700: if(game.dflag == 0) goto L40010;
goto L40020;
-L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
+L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
L40010;
goto L40030;
/* 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 "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
+ * from now until 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
game.closng=true;
goto L19999;
-/* ONCE HE'S PANICKED, AND game.clock2 HAS RUN OUT, WE COME HERE TO SET UP THE
+/* ONCE HE'S PANICKED, AND 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[ROD]=PUT(ROD,115,0);
PROP[DWARF]=PUT(DWARF,115,0);
LOC=115;
- OLDLOC=115;
+ game.oldloc=115;
game.newloc=115;
/* Leave the grate with normal (non-negative) property. Reuse sign. */
KNIFE, KQ, L, LAMP, LINSIZ, LINUSE, LL,
LOC, LOCK, LOCSIZ, LOCSND[], LOOK, LTEXT[],
MAGZIN, MAXDIE, MAXTRS, MESH, MESSAG, MIRROR, MXSCOR,
- 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,
+ NUGGET, NUL, OBJ, OBJSND[],
+ OBJTXT[], ODLOC[], OGRE, OIL, OYSTER,
+ PEARL, PILLOW, PLAC[], PLANT, PLANT2, PROP[], PYRAM,
+ RESER, ROD, ROD2, RTXSIZ, RUBY, RUG, SAPPH, SAY,
SCORE, SECT, SETUP, SIGN, SNAKE, SPK, STEPS, STEXT[], STICK,
STREAM, TABNDX, TALLY, THRESH, THROW, TK[], TRAVEL[], TRIDNT,
TRNDEX, TRNLUZ, TRNSIZ, TRNVAL[], TRNVLS, TROLL, TROLL2, TRVS,