Pack more globals into the game block structure.
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parent
bb78ca96ce
commit
62ee15c892
7 changed files with 109 additions and 101 deletions
40
actions1.c
40
actions1.c
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@ -199,7 +199,7 @@ L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
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if(OBJ == GRATE || OBJ == CHAIN)SPK=31;
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if(SPK != 31 || !HERE(KEYS)) return(2011);
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if(OBJ == CHAIN) goto L9048;
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if(!CLOSNG) goto L9043;
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if(!game.closng) goto L9043;
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K=130;
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if(!PANIC)game.clock2=15;
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PANIC=true;
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@ -257,7 +257,7 @@ L9070: if(OBJ == URN) goto L9073;
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if(LIMIT < 0) return(2011);
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PROP[LAMP]=1;
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RSPEAK(39);
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if(WZDARK) return(2000);
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if(game.wzdark) return(2000);
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return(2012);
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L9073: SPK=38;
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@ -289,12 +289,12 @@ L9086: PROP[LAMP]=0;
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/* Wave. No effect unless waving rod at fissure or at bird. */
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L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
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if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (CLOSNG || !AT(FISSUR))))
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if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
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return(2011);
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if(HERE(BIRD))SPK=206+MOD(PROP[BIRD],2);
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if(SPK == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
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if(CLOSED) return(18999);
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if(CLOSNG || !AT(FISSUR)) return(2011);
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if(game.closed) return(18999);
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if(game.closng || !AT(FISSUR)) return(2011);
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if(HERE(BIRD))RSPEAK(SPK);
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PROP[FISSUR]=1-PROP[FISSUR];
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PSPEAK(FISSUR,2-PROP[FISSUR]);
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@ -399,7 +399,7 @@ L8180: if(YES(input,22,54,54)) score(1);
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L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ ==
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DWARF && ATDWRF(LOC) > 0))SPK=94;
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if(CLOSED)SPK=138;
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if(game.closed)SPK=138;
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if(TOTING(OBJ))SPK=24;
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return(2011);
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@ -409,9 +409,9 @@ L8200: SPK=98;
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/* 8201 */ for (I=1; I<=NOBJECTS; I++) {
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if(I == BEAR || !TOTING(I)) goto L8201;
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if(SPK == 98)RSPEAK(99);
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BLKLIN=false;
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game.blklin=false;
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PSPEAK(I,-1);
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BLKLIN=true;
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game.blklin=true;
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SPK=0;
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L8201: /*etc*/ ;
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} /* end loop */
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@ -425,11 +425,11 @@ L9220: return(fill());
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/* Blast. No effect unless you've got dynamite, which is a neat trick! */
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L9230: if(PROP[ROD2] < 0 || !CLOSED) return(2011);
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BONUS=133;
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if(LOC == 115)BONUS=134;
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if(HERE(ROD2))BONUS=135;
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RSPEAK(BONUS);
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L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011);
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game.bonus=133;
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if(LOC == 115)game.bonus=134;
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if(HERE(ROD2))game.bonus=135;
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RSPEAK(game.bonus);
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score(0);
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/* Score. Call scoring routine but tell it to return. */
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@ -468,8 +468,8 @@ L8252: FOOBAR=K;
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/* Brief. Intransitive only. Suppress long descriptions after first time. */
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L8260: SPK=156;
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ABBNUM=10000;
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DETAIL=3;
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game.abbnum=10000;
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game.detail=3;
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return(2011);
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/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
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@ -492,7 +492,7 @@ L9275: CLSHNT=YES(input,192,193,54);
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L9280: if(OBJ == MIRROR)SPK=148;
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if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
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if(OBJ != MIRROR || !CLOSED) return(2011);
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if(OBJ != MIRROR || !game.closed) return(2011);
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SPK=197;
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return(18999);
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@ -504,7 +504,7 @@ L9282: SPK=198;
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/* Wake. Only use is to disturb the dwarves. */
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L9290: if(OBJ != DWARF || !CLOSED) return(2011);
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L9290: if(OBJ != DWARF || !game.closed) return(2011);
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SPK=199;
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return(18999);
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@ -533,12 +533,12 @@ L8305: DATIME(&I,&K);
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* suspended or resumed are guaranteed to match. If unsure whether a value
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* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
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* with junk variables to bring it up to 7 values. */
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SAVWDS(ABBNUM,BLKLIN,BONUS,game.clock1,game.clock2,CLOSED,CLOSNG);
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SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST);
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SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
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SAVWDS(game.detail,DFLAG,game.dkill,game.dtotal,FOOBAR,HOLDNG,IWEST);
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SAVWDS(KNFLOC,LIMIT,LL,LMWARN,LOC,NEWLOC,NUMDIE);
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SAVWDS(OBJ,game.oldlc2,game.oldloc,OLDOBJ,PANIC,SAVED,SETUP);
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SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
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SAVWDS(VERB,WD1,WD1X,WD2,WZDARK,game.zzword,OBJSND[BIRD]);
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SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
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SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
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SAVARR(ABB,LOCSIZ);
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SAVARR(ATLOC,LOCSIZ);
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