* 185 locations (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSND, LOCSIZ).
* 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
* OBJSND, OBJTXT).
- * 35 "action" verbs (ACTSPK, VRBSIZ).
+ * 35 "action" verbs (ACTVERB, VRBSIZ).
* 277 random messages (RTEXT, RTXSIZ).
* 12 different player classifications (CTEXT, CVAL, CLSMAX).
* 20 hints (HINTLC, HINTED, HINTS, HNTSIZ).
/* Start new data section. Sect is the section number. */
L1002: SECT=GETNUM(OPENED);
- OLDLOC= -1;
+ game.oldloc= -1;
switch (SECT) { case 0: return(0); case 1: goto L1004; case 2: goto
L1004; case 3: goto L1030; case 4: goto L1040; case 5: goto L1004;
case 6: goto L1004; case 7: goto L1050; case 8: goto L1060; case
LINES[KK]=GETTXT(false,false,false,KK);
if(LINES[KK] != -1) goto L1006;
LINES[LINUSE]=KK;
- if(LOC == OLDLOC) goto L1005;
- OLDLOC=LOC;
+ if(LOC == game.oldloc) goto L1005;
+ game.oldloc=LOC;
LINES[LINUSE]= -KK;
if(SECT == 14) goto L1014;
if(SECT == 10) goto L1012;
FIXD[OBJ]=GETNUM(NULL);
goto L1050;
-/* Read default message numbers for action verbs, store in ACTSPK. */
+/* Read default message numbers for action verbs, store in ACTVERB. */
L1060: VERB=GETNUM(OPENED);
if(VERB == -1) goto L1002;
- ACTSPK[VERB]=GETNUM(NULL);
+ ACTVERB[VERB]=GETNUM(NULL);
goto L1060;
/* Read info about available liquids and other conditions, store in COND. */
/* 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
* 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.clock1=30;
game.clock2=50;
CONDS=SETBIT(11);
- SAVED=0;
+ game.saved=0;
game.closng=false;
- PANIC=false;
+ game.panic=false;
game.closed=false;
CLSHNT=false;
- NOVICE=false;
- SETUP=1;
+ game.novice=false;
+ game.setup=1;
/* if we can ever think of how, we should save it at this point */
quick_array(ATAB,TABSIZ);
quick_array(PLAC,100);
quick_array(FIXD,100);
- quick_array(ACTSPK,VRBSIZ);
+ quick_array(ACTVERB,VRBSIZ);
quick_array((long *)HINTS,(HNTMAX+1)*5-1);
}