More global-to-structure moves.

This commit is contained in:
Eric S. Raymond 2017-05-23 20:22:35 -04:00
parent 50ed247042
commit c3add5c206
7 changed files with 214 additions and 206 deletions

77
main.c
View file

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