/* 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
CHLOC=114;
CHLOC2=140;
for (I=1; I<=6; I++) {
- DSEEN[I]=false;
+ game.dseen[I]=false;
} /* end loop */
game.dflag=0;
DLOC[1]=19;
* game.limit Lifetime of lamp (not set here)
* MAXDIE Number of reincarnation messages available (up to 5)
* game.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.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;
game.closng=false;
game.panic=false;
game.closed=false;
- CLSHNT=false;
+ game.clshint=false;
game.novice=false;
- SETUP=1;
+ game.setup=1;
/* if we can ever think of how, we should save it at this point */