First step in game state encapsulation: the dwarf & pirate locations.
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3b8122ae3a
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6 changed files with 60 additions and 50 deletions
18
init.c
18
init.c
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@ -314,10 +314,10 @@ L1106: /*etc*/ ;
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SAY=VOCWRD(190125,2);
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THROW=VOCWRD(2008181523,2);
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/* Initialise the dwarves. DLOC is loc of dwarves, hard-wired in. ODLOC is
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/* Initialise the dwarves. game.dloc is loc of dwarves, hard-wired in. game.odloc is
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* prior loc of each dwarf, initially garbage. DALTLC is alternate initial loc
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* for dwarf, in case one of them starts out on top of the adventurer. (No 2
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* of the 5 initial locs are adjacent.) DSEEN is true if dwarf has seen him.
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* of the 5 initial locs are adjacent.) game.dseen is true if dwarf has seen him.
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* DFLAG controls the level of activation of all this:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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* 1 Reached Hall Of Mists, but hasn't met first dwarf
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@ -331,15 +331,15 @@ L1106: /*etc*/ ;
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CHLOC=114;
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CHLOC2=140;
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for (I=1; I<=NDWARVES; I++) {
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DSEEN[I]=false;
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game.dseen[I]=false;
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} /* end loop */
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DFLAG=0;
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DLOC[1]=19;
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DLOC[2]=27;
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DLOC[3]=33;
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DLOC[4]=44;
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DLOC[5]=64;
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DLOC[6]=CHLOC;
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game.dloc[1]=19;
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game.dloc[2]=27;
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game.dloc[3]=33;
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game.dloc[4]=44;
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game.dloc[5]=64;
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game.dloc[6]=CHLOC;
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DALTLC=18;
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/* Other random flags and counters, as follows:
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