Pack more globals into the game block structure.
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7 changed files with 109 additions and 101 deletions
35
init.c
35
init.c
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@ -325,11 +325,11 @@ L1106: /*etc*/ ;
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* 3 A knife has been thrown (first set always misses)
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* 3+ Dwarves are mad (increases their accuracy)
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* Sixth dwarf is special (the pirate). He always starts at his chest's
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* eventual location inside the maze. This loc is saved in CHLOC for ref.
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* the dead end in the other maze has its loc stored in CHLOC2. */
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* eventual location inside the maze. This loc is saved in game.chloc for ref.
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* the dead end in the other maze has its loc stored in game.chloc2. */
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CHLOC=114;
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CHLOC2=140;
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game.chloc=114;
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game.chloc2=140;
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for (I=1; I<=NDWARVES; I++) {
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game.dseen[I]=false;
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} /* end loop */
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@ -339,17 +339,17 @@ L1106: /*etc*/ ;
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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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game.dloc[6]=game.chloc;
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DALTLC=18;
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/* Other random flags and counters, as follows:
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* ABBNUM How often we should print non-abbreviated descriptions
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* BONUS Used to determine amount of bonus if he reaches closing
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* game.abbnum How often we should print non-abbreviated descriptions
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* game.bonus Used to determine amount of bonus if he reaches closing
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* game.clock1 Number of turns from finding last treasure till closing
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* game.clock2 Number of turns from first warning till blinding flash
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* CONDS Min value for cond(loc) if loc has any hints
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* DETAIL How often we've said "not allowed to give more detail"
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* DKILL Number of dwarves killed (unused in scoring, needed for msg)
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* game.conds Min value for cond(loc) if loc has any hints
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* game.detail How often we've said "not allowed to give more detail"
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* game.dkill # of dwarves killed (unused in scoring, needed for msg)
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* FOOBAR Current progress in saying "FEE FIE FOE FOO".
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* HOLDNG Number of objects being carried
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* IGO How many times he's said "go XXX" instead of "XXX"
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@ -373,26 +373,27 @@ L1106: /*etc*/ ;
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IGO=0;
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IWEST=0;
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KNFLOC=0;
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DETAIL=0;
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ABBNUM=5;
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game.detail=0;
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game.abbnum=5;
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for (I=0; I<=4; I++) {
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{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
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} /* end loop */
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NUMDIE=0;
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HOLDNG=0;
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DKILL=0;
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game.dkill=0;
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FOOBAR=0;
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BONUS=0;
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game.bonus=0;
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game.clock1=30;
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game.clock2=50;
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CONDS=SETBIT(11);
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game.conds=SETBIT(11);
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SAVED=0;
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CLOSNG=false;
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game.closng=false;
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PANIC=false;
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CLOSED=false;
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game.closed=false;
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CLSHNT=false;
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NOVICE=false;
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SETUP=1;
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game.blklin=true;
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/* if we can ever think of how, we should save it at this point */
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