DLOC[7], FIXED[101],
KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
- SETUP = 0, TABSIZ = 330;
+ TABSIZ = 330;
signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
- CLAM, CLSHNT, CLSMAX = 12, CLSSES,
+ CLAM, CLSMAX = 12, CLSSES,
COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC,
- DOOR, DPRSSN, DRAGON, DSEEN[7], DWARF, EGGS,
+ DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOD,
GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
HNTSIZ = 20, I, INVENT, IGO, J, JADE, K, K2, KEY[186], KEYS, KK,
OBJTXT[101], ODLOC[7], OGRE, OIL, OYSTER,
PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAY,
- SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
- STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
- TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
- TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
- VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
- ZZWORD;
+ SCORE, SECT, SIGN, SNAKE, STEPS, STEXT[186], STICK,
+ STREAM, TABNDX, THROW, TK[21], TRAVEL[886], TRIDNT,
+ TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
+ TRVSIZ = 885, TTEXT[6], URN, V1, V2, VASE, VEND, VERB,
+ VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
struct game_t game = {.blklin = true};
FILE *logfp;
bool oldstyle = false;
*
* game.closed says whether we're all the way closed
* game.closng says whether it's closing time yet
- * CLSHNT says whether he's read the clue in the endgame
+ * game.clshint says whether he's read the clue in the endgame
* game.lmwarn says whether he's been warned about lamp going dim
* game.novice says whether he asked for instructions at start-up
* game.panic says whether he's found out he's trapped in the cave
}
MAP2[1] = 0;
- if(!SETUP)initialise();
- if(SETUP > 0) goto L1;
+ if(!game.setup)initialise();
+ if(game.setup > 0) goto L1;
/* Unlike earlier versions, adventure is no longer restartable. (This
* lets us get away with modifying things such as OBJSND(BIRD) without
/* Start-up, dwarf stuff */
-L1: SETUP= -1;
+L1: game.setup= -1;
I=RAN(-1);
- ZZWORD=RNDVOC(3,0)+MESH*2;
+ game.zzword=RNDVOC(3,0)+MESH*2;
game.novice=YES(stdin, 65,1,0);
game.newloc=1;
LOC=1;
L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
/* 73 */ for (I=1; I<=5; I++) {
- if(ODLOC[I] != game.newloc || !DSEEN[I]) goto L73;
+ if(ODLOC[I] != game.newloc || !game.dseen[I]) goto L73;
game.newloc=LOC;
RSPEAK(2);
goto L74;
J=1+RAN(J);
ODLOC[I]=DLOC[I];
DLOC[I]=TK[J];
- DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
- if(!DSEEN[I]) goto L6030;
+ game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
+ if(!game.dseen[I]) goto L6030;
DLOC[I]=LOC;
if(I != 6) goto L6027;
if(TOTING(J)) goto L6021;
L6020: if(HERE(J))K=1;
} /* end loop */
- if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
+ if(game.tally == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
== 1) goto L6025;
if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
goto L6030;
} /* end loop */
L6024: DLOC[6]=CHLOC;
ODLOC[6]=CHLOC;
- DSEEN[6]=false;
+ game.dseen[6]=false;
goto L6030;
L6025: RSPEAK(186);
if(game.closed) goto L2008;
PROP[OBJ]=0;
if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
- TALLY=TALLY-1;
+ game.tally=game.tally-1;
/* Note: There used to be a test here to see whether the player had blown it
* so badly that he could never ever see the remaining treasures, and if so
* the lamp was zapped to 35 turns. But the tests were too simple-minded;
goto L2004;
L2009: K=54;
-L2010: SPK=K;
-L2011: RSPEAK(SPK);
+L2010: game.spk=K;
+L2011: RSPEAK(game.spk);
L2012: VERB=0;
game.oldobj=OBJ;
* make neg. If neg, he skipped a word, so make it zero. */
L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
- TURNS=TURNS+1;
- if(TURNS != THRESH) goto L2608;
- SPEAK(TTEXT[TRNDEX]);
- TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
- TRNDEX=TRNDEX+1;
- THRESH= -1;
- if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
+ game.turns=game.turns+1;
+ if(game.turns != game.thresh) goto L2608;
+ SPEAK(TTEXT[game.trndex]);
+ game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
+ game.trndex=game.trndex+1;
+ game.thresh= -1;
+ if(game.trndex <= TRNVLS)game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
L2608: if(VERB == SAY && WD2 > 0)VERB=0;
if(VERB == SAY) goto L4090;
- if(TALLY == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
+ if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
if(game.clock1 == 0) goto L10000;
if(game.clock1 < 0)game.clock2=game.clock2-1;
if(game.clock2 == 0) goto L11000;
/* End of specials. */
-/* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
- * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
+/* Handle "go back". Look for verb which goes from LOC to
+ * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
+ * K2 saves entry -> forced loc -> previous loc. */
L20: K=game.oldloc;
if(FORCED(K))K=game.oldlc2;
/* Non-applicable motion. Various messages depending on word given. */
-L50: SPK=12;
- if(K >= 43 && K <= 50)SPK=52;
- if(K == 29 || K == 30)SPK=52;
- if(K == 7 || K == 36 || K == 37)SPK=10;
- if(K == 11 || K == 19)SPK=11;
- if(VERB == FIND || VERB == INVENT)SPK=59;
- if(K == 62 || K == 65)SPK=42;
- if(K == 17)SPK=80;
- RSPEAK(SPK);
+L50: game.spk=12;
+ if(K >= 43 && K <= 50)game.spk=52;
+ if(K == 29 || K == 30)game.spk=52;
+ if(K == 7 || K == 36 || K == 37)game.spk=10;
+ if(K == 11 || K == 19)game.spk=11;
+ if(VERB == FIND || VERB == INVENT)game.spk=59;
+ if(K == 62 || K == 65)game.spk=42;
+ if(K == 17)game.spk=80;
+ RSPEAK(game.spk);
return;
if(HERE(OGRE) && I == 0) goto L40010;
goto L40030;
-L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
+L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010;
goto L40020;
L10000: PROP[GRATE]=0;
PROP[FISSUR]=0;
for (I=1; I<=6; I++) {
- DSEEN[I]=false;
+ game.dseen[I]=false;
DLOC[I]=0;
} /* end loop */
MOVE(TROLL,0);
L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
game.lmwarn=true;
- SPK=187;
- if(PLACE[BATTER] == 0)SPK=183;
- if(PROP[BATTER] == 1)SPK=189;
- RSPEAK(SPK);
+ game.spk=187;
+ if(PLACE[BATTER] == 0)game.spk=183;
+ if(PROP[BATTER] == 1)game.spk=189;
+ RSPEAK(game.spk);
goto L19999;
L12400: game.limit= -1;
/* Oh dear, he's disturbed the dwarves. */
-L18999: RSPEAK(SPK);
+L18999: RSPEAK(game.spk);
L19000: RSPEAK(136);
score(0);
}