if(LNLENG < LNPOSN)BUG(1);
L1006: KK=KK+1;
if(KK >= LINSIZ)BUG(2);
- LINES[KK]=GETTXT(false,false,false,KK);
+ LINES[KK]=GETTXT(false,false,false);
if(LINES[KK] != -1) goto L1006;
LINES[LINUSE]=KK;
if(LOC == OLDLOC) goto L1005;
/* The stuff for section 3 is encoded here. Each "from-location" gets a
* contiguous section of the "TRAVEL" array. Each entry in travel is
- * game.newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
+ * NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
* this is the last entry for this location. KEY(N) is the index in travel
* of the first option at location N. */
L1030: LOC=GETNUM(OPENED);
if(LOC == -1) goto L1002;
- game.newloc=GETNUM(NULL);
+ NEWLOC=GETNUM(NULL);
if(KEY[LOC] != 0) goto L1033;
KEY[LOC]=TRVS;
goto L1035;
L1033: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
L1035: L=GETNUM(NULL);
if(L == 0) goto L1039;
- TRAVEL[TRVS]=game.newloc*1000+L;
+ TRAVEL[TRVS]=NEWLOC*1000+L;
TRVS=TRVS+1;
if(TRVS == TRVSIZ)BUG(3);
goto L1035;
/* Here we read in the vocabulary. KTAB(N) is the word number, ATAB(N) is
* the corresponding word. The -1 at the end of section 4 is left in KTAB
- * as an end-marker. The words are given a minimal hash to make deciphering
- * the core-image harder. (We don't use gettxt's hash since that would force
- * us to hash each input line to make comparisons work, and that in turn
- * would make it harder to detect particular input words.) */
+ * as an end-marker. */
L1040: J=10000;
for (TABNDX=1; TABNDX<=TABSIZ; TABNDX++) {
KTAB[TABNDX]=GETNUM(OPENED);
if(KTAB[TABNDX] == -1) goto L1002;
J=J+7;
- ATAB[TABNDX]=GETTXT(true,true,true,0)+J*J;
+ ATAB[TABNDX]=GETTXT(true,true,true);
} /* end loop */
BUG(4);
* 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.
- * game.dflag controls the level of activation of all this:
+ * 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
for (I=1; I<=6; I++) {
DSEEN[I]=false;
} /* end loop */
- game.dflag=0;
+ DFLAG=0;
DLOC[1]=19;
DLOC[2]=27;
DLOC[3]=33;
DALTLC=18;
/* Other random flags and counters, as follows:
- * 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
+ * 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
- * game.detail How often we've said "not allowed to give more detail"
- * game.dkill Number 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
+ * 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
* IGO How many times he's said "go XXX" instead of "XXX"
- * 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)
+ * 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)
* MAXDIE Number of reincarnation messages available (up to 5)
- * game.numdie Number of times killed so far
+ * 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
THRESH= -1;
if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
TRNLUZ=0;
- game.lmwarn=false;
+ LMWARN=false;
IGO=0;
- game.iwest=0;
- game.knfloc=0;
- game.detail=0;
- game.abbnum=5;
+ IWEST=0;
+ KNFLOC=0;
+ DETAIL=0;
+ ABBNUM=5;
for (I=0; I<=4; I++) {
{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
} /* end loop */
- game.numdie=0;
- game.holdng=0;
- game.dkill=0;
- game.foobar=0;
- game.bonus=0;
- game.clock1=30;
- game.clock2=50;
+ NUMDIE=0;
+ HOLDNG=0;
+ DKILL=0;
+ FOOBAR=0;
+ BONUS=0;
+ CLOCK1=30;
+ CLOCK2=50;
CONDS=SETBIT(11);
SAVED=0;
- game.closng=false;
+ CLOSNG=false;
PANIC=false;
- game.closed=false;
+ CLOSED=false;
CLSHNT=false;
NOVICE=false;
SETUP=1;