More more globals into the game state block.
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parent
07c0020a7a
commit
ab04fe4d41
3 changed files with 38 additions and 35 deletions
50
main.c
50
main.c
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@ -34,15 +34,15 @@ long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
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MAGZIN, MAXDIE, MAXTRS,
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MESSAG, MIRROR, MXSCOR,
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NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
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OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
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OGRE, OIL, OLDOBJ, OYSTER,
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PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
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RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
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SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
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STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT,
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TRNDEX, TRNLUZ, TROLL, TROLL2,
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TURNS, URN, V1, V2, VASE, VEND, VERB,
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TURNS, URN, V1, V2, VASE, VEND, VERB,
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VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
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WZDARK = false, ZZWORD;
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WZDARK = false;
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FILE *logfp;
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bool oldstyle = false;
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lcg_state lcgstate;
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@ -133,7 +133,7 @@ int main(int argc, char *argv[]) {
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L1: SETUP= -1;
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I=0;
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ZZWORD=RNDVOC(3,0);
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game.zzword=RNDVOC(3,0);
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NOVICE=YES(stdin, 65,1,0);
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NEWLOC=1;
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LOC=1;
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@ -160,7 +160,7 @@ static bool fallback_handler(char *buf)
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// autogenerated, so don't charge user time for it.
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--TURNS;
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// here we reconfigure any global game state that uses random numbers
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ZZWORD=RNDVOC(3,0);
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game.zzword=RNDVOC(3,0);
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return true;
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}
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return false;
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@ -323,7 +323,7 @@ L6030: /*etc*/ ;
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SETPRM(1,STICK,0);
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RSPEAK(K+1+2/(1+STICK));
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if(STICK == 0) goto L2000;
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OLDLC2=LOC;
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game.oldlc2=LOC;
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goto L99;
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@ -521,9 +521,9 @@ L8000: SETPRM(1,WD1,WD1X);
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*
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* Given the current location in "LOC", and a motion verb number in "K", put
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* the new location in "NEWLOC". The current loc is saved in "OLgame.dloc" in case
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* he wants to retreat. The current OLgame.dloc is saved in OLDLC2, in case he
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* he wants to retreat. The current OLgame.dloc is saved in game.oldlc2, in case he
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* dies. (if he does, NEWLOC will be limbo, and OLgame.dloc will be what killed
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* him, so we need OLDLC2, which is the last place he was safe.) */
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* him, so we need game.oldlc2, which is the last place he was safe.) */
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L8: KK=KEY[LOC];
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NEWLOC=LOC;
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@ -532,8 +532,8 @@ L8: KK=KEY[LOC];
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if(K == BACK) goto L20;
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if(K == LOOK) goto L30;
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if(K == CAVE) goto L40;
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OLDLC2=OLDLOC;
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OLDLOC=LOC;
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game.oldlc2=game.oldloc;
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game.oldloc=LOC;
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L9: LL=labs(TRAVEL[KK]);
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if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
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@ -616,18 +616,18 @@ L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
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DROP(BEAR,NEWLOC);
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FIXED[BEAR]= -1;
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PROP[BEAR]=3;
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OLDLC2=NEWLOC;
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game.oldlc2=NEWLOC;
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goto L99;
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/* End of specials. */
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/* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
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* If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */
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/* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
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* If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
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L20: K=OLDLOC;
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if(FORCED(K))K=OLDLC2;
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OLDLC2=OLDLOC;
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OLDLOC=LOC;
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L20: K=game.oldloc;
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if(FORCED(K))K=game.oldlc2;
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game.oldlc2=game.oldloc;
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game.oldloc=LOC;
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K2=0;
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if(K == LOC)K2=91;
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if(CNDBIT(LOC,4))K2=274;
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@ -693,7 +693,7 @@ L50: SPK=12;
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* snide messages available. Each death results in a message (81, 83, etc.)
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* which offers reincarnation; if accepted, this results in message 82, 84,
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* etc. The last time, if he wants another chance, he gets a snide remark as
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* we exit. When reincarnated, all objects being carried get dropped at OLDLC2
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* we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
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* (presumably the last place prior to being killed) without change of props.
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* the loop runs backwards to assure that the bird is dropped before the cage.
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* (this kluge could be changed once we're sure all references to bird and cage
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@ -701,12 +701,12 @@ L50: SPK=12;
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* it in the cave). It is turned off and left outside the building (only if he
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* was carrying it, of course). He himself is left inside the building (and
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* heaven help him if he tries to xyzzy back into the cave without the lamp!).
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* OLDLOC is zapped so he can't just "retreat". */
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* game.oldloc is zapped so he can't just "retreat". */
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/* The easiest way to get killed is to fall into a pit in pitch darkness. */
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L90: RSPEAK(23);
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OLDLC2=LOC;
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game.oldlc2=LOC;
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/* Okay, he's dead. Let's get on with it. */
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@ -720,13 +720,13 @@ L99: if(CLOSNG) goto L95;
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/* 98 */ for (J=1; J<=NOBJECTS; J++) {
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I=NOBJECTS + 1 - J;
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if(!TOTING(I)) goto L98;
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K=OLDLC2;
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K=game.oldlc2;
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if(I == LAMP)K=1;
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DROP(I,K);
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L98: /*etc*/ ;
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} /* end loop */
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LOC=3;
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OLDLOC=LOC;
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game.oldloc=LOC;
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goto L2000;
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/* He died during closing time. No resurrection. Tally up a death and exit. */
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@ -774,7 +774,7 @@ L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
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L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
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goto L40020;
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L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG >
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L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && HOLDNG >
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1) goto L40010;
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goto L40020;
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@ -786,7 +786,7 @@ L40600: goto L40010;
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L40700: if(DFLAG == 0) goto L40010;
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goto L40020;
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L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
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L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
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L40010;
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goto L40030;
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@ -875,7 +875,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
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PROP[ROD]=PUT(ROD,115,0);
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PROP[DWARF]=PUT(DWARF,115,0);
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LOC=115;
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OLDLOC=115;
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game.oldloc=115;
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NEWLOC=115;
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/* Leave the grate with normal (non-negative) property. Reuse sign. */
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