Pack more globals into the game block structure.

This commit is contained in:
Eric S. Raymond 2017-06-07 00:41:51 -04:00
parent bb78ca96ce
commit 62ee15c892
7 changed files with 109 additions and 101 deletions

View file

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