Pull more globals into the game state block.
[open-adventure.git] / actions1.c
index fb2882722b761842275d54defb6aee143f2dddc0..3fabfbdefd91b792c222e91cb633ca7e2f581de6 100644 (file)
@@ -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);