#include "advent.h"
#include "database.h"
+struct game_t game;
+
long ABB[186], ATLOC[186], BLKLIN = true, DFLAG,
- DLOC[7], FIXED[NOBJECTS+1], HOLDNG,
+ FIXED[NOBJECTS+1], HOLDNG,
LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
PARMS[26], PLACE[NOBJECTS+1],
SETUP = 0;
char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
- BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
- CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT,
- COINS, CONDS, DALTLC, DETAIL,
- DKILL, DOOR, DPRSSN, DRAGON, DSEEN[NDWARVES+1], DTOTAL, DWARF, EGGS,
+ BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
+ CLAM, CLOSED, CLOSNG, CLSHNT, COINS, CONDS, DALTLC, DETAIL,
+ DKILL, DOOR, DPRSSN, DRAGON, DTOTAL, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD,
GRATE, HINT, HINTED[21], HINTLC[21],
I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK,
MAGZIN, MAXDIE, MAXTRS,
MESSAG, MIRROR, MXSCOR,
NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
- ODLOC[NDWARVES+1], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
+ OGRE, OIL, OLDOBJ, OYSTER,
PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT,
TRNDEX, TRNLUZ, TROLL, TROLL2,
- TURNS, URN, V1, V2, VASE, VEND, VERB,
+ TURNS, URN, V1, V2, VASE, VEND, VERB,
VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
- WZDARK = false, ZZWORD;
+ WZDARK = false;
FILE *logfp;
bool oldstyle = false;
lcg_state lcgstate;
L1: SETUP= -1;
I=0;
- ZZWORD=RNDVOC(3,0);
+ game.zzword=RNDVOC(3,0);
NOVICE=YES(stdin, 65,1,0);
NEWLOC=1;
LOC=1;
// autogenerated, so don't charge user time for it.
--TURNS;
// here we reconfigure any global game state that uses random numbers
- ZZWORD=RNDVOC(3,0);
+ game.zzword=RNDVOC(3,0);
return true;
}
return false;
if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
RSPEAK(130);
NEWLOC=LOC;
- if(!PANIC)CLOCK2=15;
+ if(!PANIC)game.clock2=15;
PANIC=true;
/* See if a dwarf has seen him and has come from where he wants to go. If so,
L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
/* 73 */ for (I=1; I<=NDWARVES-1; I++) {
- if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73;
+ if(game.odloc[I] != NEWLOC || !game.dseen[I]) goto L73;
NEWLOC=LOC;
RSPEAK(2);
goto L74;
DFLAG=2;
for (I=1; I<=2; I++) {
J=1+randrange(NDWARVES-1);
- if(PCT(50))DLOC[J]=0;
+ if(PCT(50))game.dloc[J]=0;
} /* end loop */
for (I=1; I<=NDWARVES-1; I++) {
- if(DLOC[I] == LOC)DLOC[I]=DALTLC;
- ODLOC[I]=DLOC[I];
+ if(game.dloc[I] == LOC)game.dloc[I]=DALTLC;
+ game.odloc[I]=game.dloc[I];
} /* end loop */
RSPEAK(3);
DROP(AXE,LOC);
ATTACK=0;
STICK=0;
/* 6030 */ for (I=1; I<=NDWARVES; I++) {
- if(DLOC[I] == 0) goto L6030;
+ if(game.dloc[I] == 0) goto L6030;
/* Fill TK array with all the places this dwarf might go. */
J=1;
- KK=DLOC[I];
+ KK=game.dloc[I];
KK=KEY[KK];
if(KK == 0) goto L6016;
L6012: NEWLOC=MOD(labs(TRAVEL[KK])/1000,1000);
{long x = J-1;
- if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
- NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
+ if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == game.odloc[I] || (J > 1 &&
+ NEWLOC == TK[x]) || J >= 20 || NEWLOC == game.dloc[I] ||
FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
TK[J]=NEWLOC;
J=J+1;
L6014: KK=KK+1;
{long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
-L6016: TK[J]=ODLOC[I];
+L6016: TK[J]=game.odloc[I];
if(J >= 2)J=J-1;
J=1+randrange(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;
- DLOC[I]=LOC;
+ game.odloc[I]=game.dloc[I];
+ game.dloc[I]=TK[J];
+ game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC);
+ if(!game.dseen[I]) goto L6030;
+ game.dloc[I]=LOC;
if(I != 6) goto L6027;
/* The pirate's spotted him. He leaves him alone once we've found chest. K
} /* end loop */
if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
== 1) goto L6025;
- if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
+ if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
goto L6030;
L6021: if(PLACE[CHEST] != 0) goto L6022;
if(TOTING(J))DROP(J,CHLOC);
L6023: /*etc*/ ;
} /* end loop */
-L6024: DLOC[6]=CHLOC;
- ODLOC[6]=CHLOC;
- DSEEN[6]=false;
+L6024: game.dloc[6]=CHLOC;
+ game.odloc[6]=CHLOC;
+ game.dseen[6]=false;
goto L6030;
L6025: RSPEAK(186);
/* This threatening little dwarf is in the room with him! */
L6027: DTOTAL=DTOTAL+1;
- if(ODLOC[I] != DLOC[I]) goto L6030;
+ if(game.odloc[I] != game.dloc[I]) goto L6030;
ATTACK=ATTACK+1;
if(KNFLOC >= 0)KNFLOC=LOC;
if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1;
SETPRM(1,STICK,0);
RSPEAK(K+1+2/(1+STICK));
if(STICK == 0) goto L2000;
- OLDLC2=LOC;
+ game.oldlc2=LOC;
goto L99;
/* If closing time, check for any objects being toted with PROP < 0 and set
* the prop to -1-PROP. This way objects won't be described until they've
* been picked up and put down separate from their respective piles. Don't
- * tick CLOCK1 unless well into cave (and not at Y2). */
+ * tick game.clock1 unless well into cave (and not at Y2). */
L2603: if(!CLOSED) goto L2605;
if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0);
TURNS=TURNS+1;
- if(TURNS != THRESH) goto L2608;
+ if(TURNS == THRESH) {
SPEAK(TTEXT[TRNDEX]);
TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
TRNDEX=TRNDEX+1;
THRESH= -1;
- if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
-L2608: if(VERB == SAY && WD2 > 0)VERB=0;
+ if(TRNDEX <= TRNVLS)
+ THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
+ }
+ if(VERB == SAY && WD2 > 0)VERB=0;
if(VERB == SAY) goto L4090;
- if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1;
- if(CLOCK1 == 0) goto L10000;
- if(CLOCK1 < 0)CLOCK2=CLOCK2-1;
- if(CLOCK2 == 0) goto L11000;
+ if(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;
if(PROP[LAMP] == 1)LIMIT=LIMIT-1;
if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto
L12000;
/* Figure out the new location
*
- * Given the current location in "LOC", and a motion verb number in "K", put
- * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
- * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
- * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
- * him, so we need OLDLC2, which is the last place he was safe.) */
+ * Given the current location in "LOC", and a motion verb number in
+ * "K", put the new location in "NEWLOC". The current loc is saved
+ * in "game.olddloc" in case he wants to retreat. The current
+ * game.oldloc is saved in game.oldlc2, in case he dies. (if he
+ * does, NEWLOC will be limbo, and OLgame.dloc will be what killed
+ * him, so we need game.oldlc2, which is the last place he was
+ * safe.) */
L8: KK=KEY[LOC];
NEWLOC=LOC;
if(K == BACK) goto L20;
if(K == LOOK) goto L30;
if(K == CAVE) goto L40;
- OLDLC2=OLDLOC;
- OLDLOC=LOC;
+ game.oldlc2=game.oldloc;
+ game.oldloc=LOC;
L9: LL=labs(TRAVEL[KK]);
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
DROP(BEAR,NEWLOC);
FIXED[BEAR]= -1;
PROP[BEAR]=3;
- OLDLC2=NEWLOC;
+ game.oldlc2=NEWLOC;
goto L99;
/* End of specials. */
-/* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
- * If 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=OLDLOC;
- if(FORCED(K))K=OLDLC2;
- OLDLC2=OLDLOC;
- OLDLOC=LOC;
+L20: K=game.oldloc;
+ if(FORCED(K))K=game.oldlc2;
+ game.oldlc2=game.oldloc;
+ game.oldloc=LOC;
K2=0;
if(K == LOC)K2=91;
if(CNDBIT(LOC,4))K2=274;
return true;
L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
- if(LL == K) goto L25;
- if(LL <= 300) {
- J=KEY[LL];
- if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
- K2=KK;
+ if(LL != K) {
+ if(LL <= 300) {
+ J=KEY[LL];
+ if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
+ K2=KK;
+ }
+ if(TRAVEL[KK] < 0) goto L23;
+ KK=KK+1;
+ goto L21;
+
+L23: KK=K2;
+ if(KK == 0) {
+ RSPEAK(140);
+ return true;
+ }
}
- if(TRAVEL[KK] < 0) goto L23;
- KK=KK+1;
- goto L21;
-
-L23: KK=K2;
- if(KK != 0) goto L25;
- RSPEAK(140);
- return true;
-L25: K=MOD(labs(TRAVEL[KK]),1000);
+ K=MOD(labs(TRAVEL[KK]),1000);
KK=KEY[LOC];
goto L9;
* snide messages available. Each death results in a message (81, 83, etc.)
* which offers reincarnation; if accepted, this results in message 82, 84,
* etc. The last time, if he wants another chance, he gets a snide remark as
- * we exit. When reincarnated, all objects being carried get dropped at OLDLC2
+ * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
* (presumably the last place prior to being killed) without change of props.
* the loop runs backwards to assure that the bird is dropped before the cage.
* (this kluge could be changed once we're sure all references to bird and cage
* it in the cave). It is turned off and left outside the building (only if he
* was carrying it, of course). He himself is left inside the building (and
* heaven help him if he tries to xyzzy back into the cave without the lamp!).
- * OLDLOC is zapped so he can't just "retreat". */
+ * game.oldloc is zapped so he can't just "retreat". */
/* The easiest way to get killed is to fall into a pit in pitch darkness. */
L90: RSPEAK(23);
- OLDLC2=LOC;
+ game.oldlc2=LOC;
/* Okay, he's dead. Let's get on with it. */
/* 98 */ for (J=1; J<=NOBJECTS; J++) {
I=NOBJECTS + 1 - J;
if(!TOTING(I)) goto L98;
- K=OLDLC2;
+ K=game.oldlc2;
if(I == LAMP)K=1;
DROP(I,K);
L98: /*etc*/ ;
} /* end loop */
LOC=3;
- OLDLOC=LOC;
+ game.oldloc=LOC;
goto L2000;
/* He died during closing time. No resurrection. Tally up a death and exit. */
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
goto L40020;
-L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
+L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && HOLDNG >
1) goto L40010;
goto L40020;
L40700: if(DFLAG == 0) goto L40010;
goto L40020;
-L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
+L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
L40010;
goto L40030;
L10000: PROP[GRATE]=0;
PROP[FISSUR]=0;
for (I=1; I<=NDWARVES; I++) {
- DSEEN[I]=false;
- DLOC[I]=0;
+ game.dseen[I]=false;
+ game.dloc[I]=0;
} /* end loop */
MOVE(TROLL,0);
MOVE(TROLL+NOBJECTS,0);
PROP[AXE]=0;
FIXED[AXE]=0;
RSPEAK(129);
- CLOCK1= -1;
+ game.clock1= -1;
CLOSNG=true;
goto L19999;
PROP[ROD]=PUT(ROD,115,0);
PROP[DWARF]=PUT(DWARF,115,0);
LOC=115;
- OLDLOC=115;
+ game.oldloc=115;
NEWLOC=115;
/* Leave the grate with normal (non-negative) property. Reuse sign. */
FIXED[MIRROR]=116;
for (I=1; I<=NOBJECTS; I++) {
- if(TOTING(I))DSTROY(I);
+ if(TOTING(I))
+ DSTROY(I);
} /* end loop */
RSPEAK(132);