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.
+ * of the 5 initial locs are adjacent.) game.dseen is true if dwarf has seen him.
* 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
CHLOC=114;
CHLOC2=140;
for (I=1; I<=NDWARVES; I++) {
- DSEEN[I]=false;
+ 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.dloc[1]=19;
+ game.dloc[2]=27;
+ game.dloc[3]=33;
+ game.dloc[4]=44;
+ game.dloc[5]=64;
+ game.dloc[6]=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
+ * game.clock1 Number of turns from finding last treasure till closing
+ * game.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)
DKILL=0;
FOOBAR=0;
BONUS=0;
- CLOCK1=30;
- CLOCK2=50;
+ game.clock1=30;
+ game.clock2=50;
CONDS=SETBIT(11);
SAVED=0;
CLOSNG=false;