X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=951c90f068bd6192a1f14812103d4f74b93b2674;hp=c5b4523aa7bd630714174a04603306ae8cb90f99;hb=bb78ca96ce24d30df54f3f8319d9d43129979c59;hpb=c68b92d9dab2976bcee4e695be459a0a3d0577e1 diff --git a/main.c b/main.c index c5b4523..951c90f 100644 --- a/main.c +++ b/main.c @@ -22,9 +22,8 @@ long ABB[186], ATLOC[186], BLKLIN = true, DFLAG, 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, + 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], @@ -173,7 +172,7 @@ static bool do_command(FILE *cmdin) { 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, @@ -407,7 +406,7 @@ L2602: /*etc*/ ; /* 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); @@ -435,10 +434,10 @@ L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0); } 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; @@ -519,11 +518,13 @@ L8000: SETPRM(1,WD1,WD1X); /* 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 "OLgame.dloc" in case - * he wants to retreat. The current OLgame.dloc 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.) */ + * 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; @@ -851,7 +852,7 @@ L10000: PROP[GRATE]=0; PROP[AXE]=0; FIXED[AXE]=0; RSPEAK(129); - CLOCK1= -1; + game.clock1= -1; CLOSNG=true; goto L19999;