More global-to-structure moves.
This commit is contained in:
parent
50ed247042
commit
c3add5c206
7 changed files with 214 additions and 206 deletions
77
main.c
77
main.c
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@ -15,10 +15,10 @@ long ABB[186], ATAB[331], ATLOC[186],
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DLOC[7], FIXED[101],
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KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
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PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
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SETUP = 0, TABSIZ = 330;
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TABSIZ = 330;
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signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
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long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
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long ACTVERB[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
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BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
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CLAM, CLSHNT, CLSMAX = 12, CLSSES,
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COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC,
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@ -33,10 +33,10 @@ long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
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OBJTXT[101], ODLOC[7], OGRE, OIL, OYSTER,
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PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
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RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAY,
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SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
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STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
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TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
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TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
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SCORE, SECT, SIGN, SNAKE, STEPS, STEXT[186], STICK,
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STREAM, TABNDX, THROW, TK[21], TRAVEL[886], TRIDNT,
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TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
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TRVSIZ = 885, TTEXT[6], URN, V1, V2, VASE, VEND, VERB,
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VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
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ZZWORD;
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struct game_t game = {.blklin = true};
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@ -102,8 +102,8 @@ int main(int argc, char *argv[]) {
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}
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MAP2[1] = 0;
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if(!SETUP)initialise();
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if(SETUP > 0) goto L1;
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if(!game.setup)initialise();
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if(game.setup > 0) goto L1;
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/* Unlike earlier versions, adventure is no longer restartable. (This
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* lets us get away with modifying things such as OBJSND(BIRD) without
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@ -115,7 +115,7 @@ int main(int argc, char *argv[]) {
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/* Start-up, dwarf stuff */
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L1: SETUP= -1;
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L1: game.setup= -1;
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I=RAN(-1);
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ZZWORD=RNDVOC(3,0)+MESH*2;
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game.novice=YES(stdin, 65,1,0);
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@ -234,7 +234,7 @@ L6016: TK[J]=ODLOC[I];
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if(TOTING(J)) goto L6021;
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L6020: if(HERE(J))K=1;
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} /* end loop */
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if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
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if(game.tally == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
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== 1) goto L6025;
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if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127);
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goto L6030;
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@ -327,7 +327,7 @@ L2004: if(I == 0) goto L2012;
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if(game.closed) goto L2008;
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PROP[OBJ]=0;
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if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
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TALLY=TALLY-1;
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game.tally=game.tally-1;
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/* Note: There used to be a test here to see whether the player had blown it
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* so badly that he could never ever see the remaining treasures, and if so
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* the lamp was zapped to 35 turns. But the tests were too simple-minded;
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@ -346,8 +346,8 @@ L2008: I=LINK[I];
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goto L2004;
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L2009: K=54;
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L2010: SPK=K;
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L2011: RSPEAK(SPK);
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L2010: game.spk=K;
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L2011: RSPEAK(game.spk);
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L2012: VERB=0;
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game.oldobj=OBJ;
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@ -387,16 +387,16 @@ L2605: game.wzdark=DARK(0);
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* make neg. If neg, he skipped a word, so make it zero. */
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L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
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TURNS=TURNS+1;
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if(TURNS != THRESH) goto L2608;
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SPEAK(TTEXT[TRNDEX]);
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TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
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TRNDEX=TRNDEX+1;
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THRESH= -1;
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if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
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game.turns=game.turns+1;
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if(game.turns != game.thresh) goto L2608;
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SPEAK(TTEXT[game.trndex]);
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game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
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game.trndex=game.trndex+1;
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game.thresh= -1;
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if(game.trndex <= TRNVLS)game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
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L2608: if(VERB == SAY && WD2 > 0)VERB=0;
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if(VERB == SAY) goto L4090;
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if(TALLY == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
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if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
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if(game.clock1 == 0) goto L10000;
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if(game.clock1 < 0)game.clock2=game.clock2-1;
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if(game.clock2 == 0) goto L11000;
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@ -581,8 +581,9 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
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/* End of specials. */
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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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/* Handle "go back". Look for verb which goes from LOC to
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* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
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* K2 saves entry -> forced loc -> previous loc. */
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L20: K=game.oldloc;
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if(FORCED(K))K=game.oldlc2;
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@ -631,15 +632,15 @@ L40: K=58;
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/* Non-applicable motion. Various messages depending on word given. */
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L50: SPK=12;
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if(K >= 43 && K <= 50)SPK=52;
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if(K == 29 || K == 30)SPK=52;
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if(K == 7 || K == 36 || K == 37)SPK=10;
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if(K == 11 || K == 19)SPK=11;
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if(VERB == FIND || VERB == INVENT)SPK=59;
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if(K == 62 || K == 65)SPK=42;
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if(K == 17)SPK=80;
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RSPEAK(SPK);
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L50: game.spk=12;
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if(K >= 43 && K <= 50)game.spk=52;
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if(K == 29 || K == 30)game.spk=52;
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if(K == 7 || K == 36 || K == 37)game.spk=10;
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if(K == 11 || K == 19)game.spk=11;
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if(VERB == FIND || VERB == INVENT)game.spk=59;
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if(K == 62 || K == 65)game.spk=42;
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if(K == 17)game.spk=80;
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RSPEAK(game.spk);
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return;
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@ -755,7 +756,7 @@ L40900: I=ATDWRF(LOC);
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if(HERE(OGRE) && I == 0) goto L40010;
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goto L40030;
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L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
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L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010;
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goto L40020;
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@ -875,10 +876,10 @@ L12000: RSPEAK(188);
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L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
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game.lmwarn=true;
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SPK=187;
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if(PLACE[BATTER] == 0)SPK=183;
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if(PROP[BATTER] == 1)SPK=189;
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RSPEAK(SPK);
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game.spk=187;
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if(PLACE[BATTER] == 0)game.spk=183;
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if(PROP[BATTER] == 1)game.spk=189;
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RSPEAK(game.spk);
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goto L19999;
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L12400: game.limit= -1;
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@ -888,7 +889,7 @@ L12400: game.limit= -1;
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/* Oh dear, he's disturbed the dwarves. */
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L18999: RSPEAK(SPK);
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L18999: RSPEAK(game.spk);
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L19000: RSPEAK(136);
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score(0);
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}
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