SAY=VOCWRD(190125,2);
THROW=VOCWRD(2008181523,2);
-/* Initialise the dwarves. DLOC is loc of dwarves, hard-wired in. ODLOC is
+/* Initialise the dwarves. game.dloc is loc of dwarves, hard-wired in. game.odloc is
* prior loc of each dwarf, initially garbage. DALTLC is alternate initial loc
* for dwarf, in case one of them starts out on top of the adventurer. (No 2
- * of the 5 initial locs are adjacent.) DSEEN is true if dwarf has seen him.
- * DFLAG controls the level of activation of all this:
+ * of the 5 initial locs are adjacent.) game.dseen is true if dwarf has seen him.
+ * game.dflag controls the level of activation of all this:
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
* 1 Reached Hall Of Mists, but hasn't met first dwarf
* 2 Met first dwarf, others start moving, no knives thrown yet
* 3 A knife has been thrown (first set always misses)
* 3+ Dwarves are mad (increases their accuracy)
* Sixth dwarf is special (the pirate). He always starts at his chest's
- * eventual location inside the maze. This loc is saved in CHLOC for ref.
- * the dead end in the other maze has its loc stored in CHLOC2. */
+ * eventual location inside the maze. This loc is saved in game.chloc for ref.
+ * the dead end in the other maze has its loc stored in game.chloc2. */
- CHLOC=114;
- CHLOC2=140;
- for (I=1; I<=6; I++) {
- DSEEN[I]=false;
+ game.chloc=114;
+ game.chloc2=140;
+ for (I=1; I<=NDWARVES; I++) {
+ game.dseen[I]=false;
} /* end loop */
- DFLAG=0;
- DLOC[1]=19;
- DLOC[2]=27;
- DLOC[3]=33;
- DLOC[4]=44;
- DLOC[5]=64;
- DLOC[6]=CHLOC;
+ game.dflag=0;
+ game.dloc[1]=19;
+ game.dloc[2]=27;
+ game.dloc[3]=33;
+ game.dloc[4]=44;
+ game.dloc[5]=64;
+ game.dloc[6]=game.chloc;
DALTLC=18;
/* Other random flags and counters, as follows:
- * ABBNUM How often we should print non-abbreviated descriptions
- * BONUS Used to determine amount of bonus if he reaches closing
- * CLOCK1 Number of turns from finding last treasure till closing
- * CLOCK2 Number of turns from first warning till blinding flash
- * CONDS Min value for cond(loc) if loc has any hints
- * DETAIL How often we've said "not allowed to give more detail"
- * DKILL Number of dwarves killed (unused in scoring, needed for msg)
- * FOOBAR Current progress in saying "FEE FIE FOE FOO".
- * HOLDNG Number of objects being carried
+ * game.abbnum How often we should print non-abbreviated descriptions
+ * game.bonus Used to determine amount of bonus if he reaches closing
+ * game.clock1 Number of turns from finding last treasure till closing
+ * game.clock2 Number of turns from first warning till blinding flash
+ * game.conds Min value for cond(loc) if loc has any hints
+ * game.detail How often we've said "not allowed to give more detail"
+ * game.dkill # of dwarves killed (unused in scoring, needed for msg)
+ * game.foobar Current progress in saying "FEE FIE FOE FOO".
+ * game.holdng Number of objects being carried
* IGO How many times he's said "go XXX" instead of "XXX"
- * IWEST How many times he's said "west" instead of "w"
- * KNFLOC 0 if no knife here, loc if knife here, -1 after caveat
- * LIMIT Lifetime of lamp (not set here)
+ * game.iwest How many times he's said "west" instead of "w"
+ * 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)
THRESH= -1;
if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
TRNLUZ=0;
- LMWARN=false;
+ game.lmwarn=false;
IGO=0;
- IWEST=0;
- KNFLOC=0;
- DETAIL=0;
- ABBNUM=5;
+ game.iwest=0;
+ game.knfloc=0;
+ game.detail=0;
+ game.abbnum=5;
for (I=0; I<=4; I++) {
{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
} /* end loop */
NUMDIE=0;
- HOLDNG=0;
- DKILL=0;
- FOOBAR=0;
- BONUS=0;
- CLOCK1=30;
- CLOCK2=50;
- CONDS=SETBIT(11);
+ game.holdng=0;
+ game.dkill=0;
+ game.foobar=0;
+ game.bonus=0;
+ game.clock1=30;
+ game.clock2=50;
+ game.conds=SETBIT(11);
SAVED=0;
- CLOSNG=false;
+ game.closng=false;
PANIC=false;
- CLOSED=false;
+ game.closed=false;
CLSHNT=false;
NOVICE=false;
SETUP=1;
+ game.blklin=true;
/* if we can ever think of how, we should save it at this point */