Pull more globals into the game state block.

This commit is contained in:
Eric S. Raymond 2017-06-07 05:10:20 -04:00
parent 91ad0185ff
commit dda636bbc1
6 changed files with 141 additions and 134 deletions

40
init.c
View file

@ -15,7 +15,7 @@
* 12600 words of message text (LINES, LINSIZ).
* 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
* 185 locations (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSND, LOCSIZ).
* 185 locations (LTEXT, STEXT, KEY, COND, abbrev, ATLOC, LOCSND, LOCSIZ).
* 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
* OBJSND, OBJTXT).
* 35 "action" verbs (ACTSPK, VRBSIZ).
@ -186,7 +186,7 @@ static int finish_init(void) {
} /* end loop */
/* 1102 */ for (I=1; I<=LOCSIZ; I++) {
ABB[I]=0;
game.abbrev[I]=0;
if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102;
K=KEY[I];
if(MOD(labs(TRAVEL[K]),1000) == 1)COND[I]=2;
@ -216,14 +216,14 @@ L1106: /*etc*/ ;
/* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79).
* Their props are initially -1, and are set to 0 the first time they are
* described. TALLY keeps track of how many are not yet found, so we know
* described. game.tally keeps track of how many are not yet found, so we know
* when to close the cave. */
MAXTRS=79;
TALLY=0;
game.tally=0;
for (I=50; I<=MAXTRS; I++) {
if(PTEXT[I] != 0)PROP[I]= -1;
TALLY=TALLY-PROP[I];
game.tally=game.tally-PROP[I];
} /* end loop */
/* Clear the hint stuff. HINTLC(I) is how long he's been at LOC with cond bit
@ -357,18 +357,18 @@ L1106: /*etc*/ ;
* game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
* game.limit Lifetime of lamp (not set here)
* MAXDIE Number of reincarnation messages available (up to 5)
* NUMDIE Number of times killed so far
* THRESH Next #turns threshhold (-1 if none)
* TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
* TRNLUZ # points lost so far due to number of turns used
* TURNS Tallies how many commands he's given (ignores yes/no)
* game.numdie Number of times killed so far
* game.thresh Next #turns threshhold (-1 if none)
* game.trndex Index in TRNVAL of next threshhold (section 14 of database)
* game.trnluz # points lost so far due to number of turns used
* game.turns Tallies how many commands he's given (ignores yes/no)
* Logicals were explained earlier */
TURNS=0;
TRNDEX=1;
THRESH= -1;
if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
TRNLUZ=0;
game.turns=0;
game.trndex=1;
game.thresh= -1;
if(TRNVLS > 0)game.thresh=MOD(TRNVAL[1],100000)+1;
game.trnluz=0;
game.lmwarn=false;
IGO=0;
game.iwest=0;
@ -378,7 +378,7 @@ L1106: /*etc*/ ;
for (I=0; I<=4; I++) {
{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
} /* end loop */
NUMDIE=0;
game.numdie=0;
game.holdng=0;
game.dkill=0;
game.foobar=0;
@ -386,12 +386,12 @@ L1106: /*etc*/ ;
game.clock1=30;
game.clock2=50;
game.conds=SETBIT(11);
SAVED=0;
game.saved=0;
game.closng=false;
PANIC=false;
game.panic=false;
game.closed=false;
CLSHNT=false;
NOVICE=false;
game.clshnt=false;
game.novice=false;
SETUP=1;
game.blklin=true;