From: Eric S. Raymond Date: Wed, 7 Jun 2017 09:10:20 +0000 (-0400) Subject: Pull more globals into the game state block. X-Git-Tag: 1.1~587 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=dda636bbc1c15fc28e5d52ad08ef3bcc30a3e682;p=open-adventure.git Pull more globals into the game state block. --- diff --git a/actions1.c b/actions1.c index fb28827..3fabfbd 100644 --- a/actions1.c +++ b/actions1.c @@ -201,8 +201,8 @@ L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046; 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]; @@ -302,7 +302,7 @@ L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29; L9094: DROP(JADE,LOC); PROP[JADE]=0; - TALLY=TALLY-1; + game.tally=game.tally-1; SPK=208; return(2011); @@ -381,7 +381,7 @@ L9160: if(OBJ != LAMP)SPK=76; DSTROY(URN); DROP(AMBER,LOC); PROP[AMBER]=1; - TALLY=TALLY-1; + game.tally=game.tally-1; DROP(CAVITY,LOC); SPK=216; return(2011); @@ -436,7 +436,7 @@ L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011); L8240: score(-1); SETPRM(1,SCORE,MXSCOR); - SETPRM(3,TURNS,TURNS); + SETPRM(3,game.turns,game.turns); RSPEAK(259); return(2012); @@ -481,11 +481,11 @@ L8270: for (I=1; I<=NOBJECTS; I++) { 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. */ @@ -515,7 +515,7 @@ L9290: if(OBJ != DWARF || !game.closed) return(2011); 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 @@ -535,12 +535,12 @@ L8305: DATIME(&I,&K); * 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); @@ -562,7 +562,7 @@ L8305: DATIME(&I,&K); /* 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; @@ -587,7 +587,7 @@ L9320: if(OBJ != RUG) return(2011); 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); @@ -618,7 +618,7 @@ L8340: if(!AT(RESER) && LOC != FIXED[RESER]-1) return(2011); PROP[RESER]=1-PROP[RESER]; if(AT(RESER)) return(2012); game.oldlc2=LOC; - NEWLOC=0; + game.newloc=0; RSPEAK(241); return(2); diff --git a/advent.h b/advent.h index 6f1c086..85d9026 100644 --- a/advent.h +++ b/advent.h @@ -21,6 +21,7 @@ struct game_t { long chloc2; long clock1; long clock2; + long clshnt; long closed; long closng; long conds; @@ -34,10 +35,22 @@ struct game_t { 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]; @@ -45,7 +58,7 @@ struct game_t { 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[]; @@ -111,19 +124,17 @@ extern long randrange(long); 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; diff --git a/compile.c b/compile.c index b6b038e..c048065 100644 --- a/compile.c +++ b/compile.c @@ -502,7 +502,7 @@ void read_sound_text(FILE* database) * to set up ATLOC(N) as the first object at location N, and * LINK(OBJ) as the next object at the same location as OBJ. * (OBJ>NOBJECTS indicates that FIXED(OBJ-NOBJECTS)=LOC; LINK(OBJ) is - * still the correct link to use.) ABB is zeroed; it controls + * still the correct link to use.) game.abbrev is zeroed; it controls * whether the abbreviated description is printed. Counts modulo 5 * unless "LOOK" is used. */ diff --git a/init.c b/init.c index 4bb7cc2..12d3ad1 100644 --- a/init.c +++ b/init.c @@ -15,7 +15,7 @@ * 12600 words of message text (LINES, LINSIZ). * 885 travel options (TRAVEL, TRVSIZ). * 330 vocabulary words (KTAB, ATAB, TABSIZ). - * 185 locations (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSND, LOCSIZ). + * 185 locations (LTEXT, STEXT, KEY, COND, abbrev, ATLOC, LOCSND, LOCSIZ). * 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP, * OBJSND, OBJTXT). * 35 "action" verbs (ACTSPK, VRBSIZ). @@ -186,7 +186,7 @@ static int finish_init(void) { } /* end loop */ /* 1102 */ for (I=1; I<=LOCSIZ; I++) { - ABB[I]=0; + game.abbrev[I]=0; if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102; K=KEY[I]; if(MOD(labs(TRAVEL[K]),1000) == 1)COND[I]=2; @@ -216,14 +216,14 @@ L1106: /*etc*/ ; /* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79). * Their props are initially -1, and are set to 0 the first time they are - * described. TALLY keeps track of how many are not yet found, so we know + * described. game.tally keeps track of how many are not yet found, so we know * when to close the cave. */ MAXTRS=79; - TALLY=0; + game.tally=0; for (I=50; I<=MAXTRS; I++) { if(PTEXT[I] != 0)PROP[I]= -1; - TALLY=TALLY-PROP[I]; + game.tally=game.tally-PROP[I]; } /* end loop */ /* Clear the hint stuff. HINTLC(I) is how long he's been at LOC with cond bit @@ -357,18 +357,18 @@ L1106: /*etc*/ ; * 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 - * 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 - * TURNS Tallies how many commands he's given (ignores yes/no) + * game.numdie Number of times killed so far + * game.thresh Next #turns threshhold (-1 if none) + * game.trndex Index in TRNVAL of next threshhold (section 14 of database) + * game.trnluz # points lost so far due to number of turns used + * game.turns Tallies how many commands he's given (ignores yes/no) * Logicals were explained earlier */ - TURNS=0; - TRNDEX=1; - THRESH= -1; - if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1; - TRNLUZ=0; + game.turns=0; + game.trndex=1; + game.thresh= -1; + if(TRNVLS > 0)game.thresh=MOD(TRNVAL[1],100000)+1; + game.trnluz=0; game.lmwarn=false; IGO=0; game.iwest=0; @@ -378,7 +378,7 @@ L1106: /*etc*/ ; for (I=0; I<=4; I++) { {long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;} } /* end loop */ - NUMDIE=0; + game.numdie=0; game.holdng=0; game.dkill=0; game.foobar=0; @@ -386,12 +386,12 @@ L1106: /*etc*/ ; game.clock1=30; game.clock2=50; game.conds=SETBIT(11); - SAVED=0; + game.saved=0; game.closng=false; - PANIC=false; + game.panic=false; game.closed=false; - CLSHNT=false; - NOVICE=false; + game.clshnt=false; + game.novice=false; SETUP=1; game.blklin=true; diff --git a/main.c b/main.c index 3239fc3..8a58c57 100644 --- a/main.c +++ b/main.c @@ -14,8 +14,7 @@ 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; @@ -23,21 +22,18 @@ char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; 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; @@ -94,10 +90,10 @@ int main(int argc, char *argv[]) { * * 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" @@ -130,11 +126,11 @@ int main(int argc, char *argv[]) { 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); @@ -154,7 +150,7 @@ static bool fallback_handler(char *buf) 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; @@ -166,37 +162,37 @@ static bool do_command(FILE *cmdin) { /* 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; @@ -234,13 +230,13 @@ L6010: game.dtotal=0; 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;} @@ -267,7 +263,7 @@ L6016: TK[J]=game.odloc[I]; 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; @@ -333,7 +329,7 @@ L6030: /*etc*/ ; 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]; @@ -350,7 +346,7 @@ L2001: if(TOTING(BEAR))RSPEAK(141); * 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; @@ -360,7 +356,7 @@ L2004: if(I == 0) goto L2012; 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; @@ -383,7 +379,7 @@ L2010: SPK=K; 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, @@ -420,18 +416,18 @@ L2605: game.wzdark=DARK(0); * 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; @@ -516,15 +512,15 @@ L8000: SETPRM(1,WD1,WD1X); /* 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; @@ -540,34 +536,34 @@ L9: LL=labs(TRAVEL[KK]); 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); @@ -575,9 +571,9 @@ L30000: NEWLOC=NEWLOC-300; * 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; @@ -602,19 +598,19 @@ L30300: if(PROP[TROLL] != 1) goto L30310; 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. */ @@ -661,7 +657,7 @@ L23: KK=K2; 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. */ @@ -709,9 +705,9 @@ L90: RSPEAK(23); /* 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; @@ -730,7 +726,7 @@ L98: /*etc*/ ; /* 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); @@ -766,7 +762,7 @@ L40030: goto L2602; 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; @@ -793,7 +789,7 @@ L40900: I=ATDWRF(LOC); 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; @@ -874,7 +870,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); 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. */ diff --git a/score.c b/score.c index bee722d..c8428d7 100644 --- a/score.c +++ b/score.c @@ -45,14 +45,14 @@ void score(long MODE) { L20010: /*etc*/ ; } /* end loop */ -/* Now look at how he finished and how far he got. MAXDIE and NUMDIE tell us +/* 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 "game.closed"), then 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; @@ -82,9 +82,9 @@ L20020: MXSCOR=MXSCOR+45; for (I=1; I<=HNTMAX; I++) { if(HINTED[I])SCORE=SCORE-HINTS[I][2]; } /* end loop */ - if(NOVICE)SCORE=SCORE-5; - if(CLSHNT)SCORE=SCORE-10; - SCORE=SCORE-TRNLUZ-SAVED; + if(game.novice)SCORE=SCORE-5; + if(game.clshnt)SCORE=SCORE-10; + SCORE=SCORE-game.trnluz-game.saved; /* Return to score command if that's where we came from. */ @@ -92,10 +92,10 @@ L20020: MXSCOR=MXSCOR+45; /* that should be good enough. Let's tell him all about it. */ - if(SCORE+TRNLUZ+1 >= MXSCOR && TRNLUZ != 0)RSPEAK(242); - if(SCORE+SAVED+1 >= MXSCOR && SAVED != 0)RSPEAK(143); + if(SCORE+game.trnluz+1 >= MXSCOR && game.trnluz != 0)RSPEAK(242); + if(SCORE+game.saved+1 >= MXSCOR && game.saved != 0)RSPEAK(143); SETPRM(1,SCORE,MXSCOR); - SETPRM(3,TURNS,TURNS); + SETPRM(3,game.turns,game.turns); RSPEAK(262); for (I=1; I<=CLSSES; I++) { if(CVAL[I] >= SCORE) goto L20210;