Move more globals into the state structure.
This commit is contained in:
parent
42189d79d7
commit
fa1f859162
6 changed files with 68 additions and 59 deletions
16
actions1.c
16
actions1.c
|
@ -162,8 +162,8 @@ L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
|
||||||
if(OBJ == CHAIN) goto L9048;
|
if(OBJ == CHAIN) goto L9048;
|
||||||
if(!game.closng) goto L9043;
|
if(!game.closng) goto L9043;
|
||||||
K=130;
|
K=130;
|
||||||
if(!PANIC)game.clock2=15;
|
if(!game.panic)game.clock2=15;
|
||||||
PANIC=true;
|
game.panic=true;
|
||||||
return(2010);
|
return(2010);
|
||||||
|
|
||||||
L9043: K=34+PROP[GRATE];
|
L9043: K=34+PROP[GRATE];
|
||||||
|
@ -476,7 +476,7 @@ L9290: if(OBJ != DWARF || !game.closed) return(2011);
|
||||||
L8300: SPK=201;
|
L8300: SPK=201;
|
||||||
RSPEAK(260);
|
RSPEAK(260);
|
||||||
if(!YES(input,200,54,54)) return(2012);
|
if(!YES(input,200,54,54)) return(2012);
|
||||||
SAVED=SAVED+5;
|
game.saved=game.saved+5;
|
||||||
KK= -1;
|
KK= -1;
|
||||||
|
|
||||||
/* This next part is shared with the "resume" code. The two cases are
|
/* This next part is shared with the "resume" code. The two cases are
|
||||||
|
@ -497,10 +497,10 @@ L8305: DATIME(I,K);
|
||||||
SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
|
SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
|
||||||
SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
|
SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
|
||||||
SAVWDS(game.knfloc,game.limit,LL,game.lmwarn,LOC,game.newloc,game.numdie);
|
SAVWDS(game.knfloc,game.limit,LL,game.lmwarn,LOC,game.newloc,game.numdie);
|
||||||
SAVWDS(OBJ,OLDLC2,OLDLOC,OLDOBJ,PANIC,SAVED,SETUP);
|
SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,SETUP);
|
||||||
SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
|
SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
|
||||||
SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,ZZWORD,OBJSND[BIRD]);
|
SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,ZZWORD,OBJSND[BIRD]);
|
||||||
SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
|
SAVWDS(OBJTXT[SIGN],CLSHNT,game.novice,K,K,K,K);
|
||||||
SAVARR(ABB,LOCSIZ);
|
SAVARR(ABB,LOCSIZ);
|
||||||
SAVARR(ATLOC,LOCSIZ);
|
SAVARR(ATLOC,LOCSIZ);
|
||||||
SAVARR(DLOC,6);
|
SAVARR(DLOC,6);
|
||||||
|
@ -546,8 +546,8 @@ L8320: if(PROP[RUG] != 2)SPK=224;
|
||||||
L9320: if(OBJ != RUG) return(2011);
|
L9320: if(OBJ != RUG) return(2011);
|
||||||
SPK=223;
|
SPK=223;
|
||||||
if(PROP[RUG] != 2) return(2011);
|
if(PROP[RUG] != 2) return(2011);
|
||||||
OLDLC2=OLDLOC;
|
game.oldlc2=game.oldloc;
|
||||||
OLDLOC=LOC;
|
game.oldloc=LOC;
|
||||||
game.newloc=PLACE[RUG]+FIXED[RUG]-LOC;
|
game.newloc=PLACE[RUG]+FIXED[RUG]-LOC;
|
||||||
SPK=226;
|
SPK=226;
|
||||||
if(PROP[SAPPH] >= 0)SPK=227;
|
if(PROP[SAPPH] >= 0)SPK=227;
|
||||||
|
@ -578,7 +578,7 @@ L8340: if(!AT(RESER) && LOC != FIXED[RESER]-1) return(2011);
|
||||||
PSPEAK(RESER,PROP[RESER]+1);
|
PSPEAK(RESER,PROP[RESER]+1);
|
||||||
PROP[RESER]=1-PROP[RESER];
|
PROP[RESER]=1-PROP[RESER];
|
||||||
if(AT(RESER)) return(2012);
|
if(AT(RESER)) return(2012);
|
||||||
OLDLC2=LOC;
|
game.oldlc2=LOC;
|
||||||
game.newloc=0;
|
game.newloc=0;
|
||||||
RSPEAK(241);
|
RSPEAK(241);
|
||||||
return(2);
|
return(2);
|
||||||
|
|
12
init.c
12
init.c
|
@ -218,7 +218,7 @@ L1001: /*etc*/ ;
|
||||||
/* Start new data section. Sect is the section number. */
|
/* Start new data section. Sect is the section number. */
|
||||||
|
|
||||||
L1002: SECT=GETNUM(OPENED);
|
L1002: SECT=GETNUM(OPENED);
|
||||||
OLDLOC= -1;
|
game.oldloc= -1;
|
||||||
switch (SECT) { case 0: return(0); case 1: goto L1004; case 2: goto
|
switch (SECT) { case 0: return(0); case 1: goto L1004; case 2: goto
|
||||||
L1004; case 3: goto L1030; case 4: goto L1040; case 5: goto L1004;
|
L1004; case 3: goto L1030; case 4: goto L1040; case 5: goto L1004;
|
||||||
case 6: goto L1004; case 7: goto L1050; case 8: goto L1060; case
|
case 6: goto L1004; case 7: goto L1050; case 8: goto L1060; case
|
||||||
|
@ -241,8 +241,8 @@ L1006: KK=KK+1;
|
||||||
LINES[KK]=GETTXT(false,false,false,KK);
|
LINES[KK]=GETTXT(false,false,false,KK);
|
||||||
if(LINES[KK] != -1) goto L1006;
|
if(LINES[KK] != -1) goto L1006;
|
||||||
LINES[LINUSE]=KK;
|
LINES[LINUSE]=KK;
|
||||||
if(LOC == OLDLOC) goto L1005;
|
if(LOC == game.oldloc) goto L1005;
|
||||||
OLDLOC=LOC;
|
game.oldloc=LOC;
|
||||||
LINES[LINUSE]= -KK;
|
LINES[LINUSE]= -KK;
|
||||||
if(SECT == 14) goto L1014;
|
if(SECT == 14) goto L1014;
|
||||||
if(SECT == 10) goto L1012;
|
if(SECT == 10) goto L1012;
|
||||||
|
@ -587,12 +587,12 @@ L1106: /*etc*/ ;
|
||||||
game.clock1=30;
|
game.clock1=30;
|
||||||
game.clock2=50;
|
game.clock2=50;
|
||||||
CONDS=SETBIT(11);
|
CONDS=SETBIT(11);
|
||||||
SAVED=0;
|
game.saved=0;
|
||||||
game.closng=false;
|
game.closng=false;
|
||||||
PANIC=false;
|
game.panic=false;
|
||||||
game.closed=false;
|
game.closed=false;
|
||||||
CLSHNT=false;
|
CLSHNT=false;
|
||||||
NOVICE=false;
|
game.novice=false;
|
||||||
SETUP=1;
|
SETUP=1;
|
||||||
|
|
||||||
/* if we can ever think of how, we should save it at this point */
|
/* if we can ever think of how, we should save it at this point */
|
||||||
|
|
77
main.c
77
main.c
|
@ -29,11 +29,10 @@ long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
|
||||||
KNIFE, KQ, L, LAMP, LINSIZ = 12500, LINUSE, LL,
|
KNIFE, KQ, L, LAMP, LINSIZ = 12500, LINUSE, LL,
|
||||||
LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
|
LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
|
||||||
MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
|
MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
|
||||||
MESSAG, MIRROR, MXSCOR,
|
MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ, OBJSND[101],
|
||||||
NOVICE, NUGGET, NUL, OBJ, OBJSND[101],
|
OBJTXT[101], ODLOC[7], OGRE, OIL, OYSTER,
|
||||||
OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
|
PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
|
||||||
PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
|
RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAY,
|
||||||
RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
|
|
||||||
SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
|
SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
|
||||||
STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
|
STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
|
||||||
TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
|
TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
|
||||||
|
@ -88,8 +87,8 @@ int main(int argc, char *argv[]) {
|
||||||
* game.closng says whether it's closing time yet
|
* game.closng says whether it's closing time yet
|
||||||
* CLSHNT says whether he's read the clue in the endgame
|
* CLSHNT says whether he's read the clue in the endgame
|
||||||
* game.lmwarn says whether he's been warned about lamp going dim
|
* game.lmwarn says whether he's been warned about lamp going dim
|
||||||
* NOVICE says whether he asked for instructions at start-up
|
* game.novice says whether he asked for instructions at start-up
|
||||||
* PANIC says whether he's found out he's trapped in the cave
|
* game.panic says whether he's found out he's trapped in the cave
|
||||||
* game.wzdark says whether the loc he's leaving was dark */
|
* game.wzdark says whether the loc he's leaving was dark */
|
||||||
|
|
||||||
#include "funcs.h"
|
#include "funcs.h"
|
||||||
|
@ -119,11 +118,11 @@ int main(int argc, char *argv[]) {
|
||||||
L1: SETUP= -1;
|
L1: SETUP= -1;
|
||||||
I=RAN(-1);
|
I=RAN(-1);
|
||||||
ZZWORD=RNDVOC(3,0)+MESH*2;
|
ZZWORD=RNDVOC(3,0)+MESH*2;
|
||||||
NOVICE=YES(stdin, 65,1,0);
|
game.novice=YES(stdin, 65,1,0);
|
||||||
game.newloc=1;
|
game.newloc=1;
|
||||||
LOC=1;
|
LOC=1;
|
||||||
game.limit=330;
|
game.limit=330;
|
||||||
if(NOVICE)game.limit=1000;
|
if(game.novice)game.limit=1000;
|
||||||
|
|
||||||
for (;;) {
|
for (;;) {
|
||||||
do_command(stdin);
|
do_command(stdin);
|
||||||
|
@ -137,8 +136,8 @@ static void do_command(FILE *cmdin) {
|
||||||
L2: if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
|
L2: if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
|
||||||
RSPEAK(130);
|
RSPEAK(130);
|
||||||
game.newloc=LOC;
|
game.newloc=LOC;
|
||||||
if(!PANIC)game.clock2=15;
|
if(!game.panic)game.clock2=15;
|
||||||
PANIC=true;
|
game.panic=true;
|
||||||
|
|
||||||
/* See if a dwarf has seen him and has come from where he wants to go. If so,
|
/* See if a dwarf has seen him and has come from where he wants to go. If so,
|
||||||
* the dwarf's blocking his way. If coming from place forbidden to pirate
|
* the dwarf's blocking his way. If coming from place forbidden to pirate
|
||||||
|
@ -287,7 +286,7 @@ L6030: /*etc*/ ;
|
||||||
SETPRM(1,STICK,0);
|
SETPRM(1,STICK,0);
|
||||||
RSPEAK(K+1+2/(1+STICK));
|
RSPEAK(K+1+2/(1+STICK));
|
||||||
if(STICK == 0) goto L2000;
|
if(STICK == 0) goto L2000;
|
||||||
OLDLC2=LOC;
|
game.oldlc2=LOC;
|
||||||
goto L99;
|
goto L99;
|
||||||
|
|
||||||
|
|
||||||
|
@ -351,7 +350,7 @@ L2010: SPK=K;
|
||||||
L2011: RSPEAK(SPK);
|
L2011: RSPEAK(SPK);
|
||||||
|
|
||||||
L2012: VERB=0;
|
L2012: VERB=0;
|
||||||
OLDOBJ=OBJ;
|
game.oldobj=OBJ;
|
||||||
OBJ=0;
|
OBJ=0;
|
||||||
|
|
||||||
/* Check if this loc is eligible for any hints. If been here long enough,
|
/* Check if this loc is eligible for any hints. If been here long enough,
|
||||||
|
@ -478,11 +477,13 @@ L8000: SETPRM(1,WD1,WD1X);
|
||||||
|
|
||||||
/* Figure out the new location
|
/* Figure out the new location
|
||||||
*
|
*
|
||||||
* Given the current location in "LOC", and a motion verb number in "K", put
|
* Given the current location in "LOC", and a motion verb number in
|
||||||
* the new location in "game.newloc". The current loc is saved in "OLDLOC" in case
|
* "K", put the new location in "game.newloc". The current loc is
|
||||||
* he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
|
* saved in "game.oldloc" in case he wants to retreat. The current
|
||||||
* dies. (if he does, game.newloc will be limbo, and OLDLOC will be what killed
|
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
|
||||||
* him, so we need OLDLC2, which is the last place he was safe.) */
|
* does, game.newloc will be limbo, and game.oldloc will be what
|
||||||
|
* killed him, so we need game.oldlc2, which is the last place he was
|
||||||
|
* safe.) */
|
||||||
|
|
||||||
L8: KK=KEY[LOC];
|
L8: KK=KEY[LOC];
|
||||||
game.newloc=LOC;
|
game.newloc=LOC;
|
||||||
|
@ -491,8 +492,8 @@ L8: KK=KEY[LOC];
|
||||||
if(K == BACK) goto L20;
|
if(K == BACK) goto L20;
|
||||||
if(K == LOOK) goto L30;
|
if(K == LOOK) goto L30;
|
||||||
if(K == CAVE) goto L40;
|
if(K == CAVE) goto L40;
|
||||||
OLDLC2=OLDLOC;
|
game.oldlc2=game.oldloc;
|
||||||
OLDLOC=LOC;
|
game.oldloc=LOC;
|
||||||
|
|
||||||
L9: LL=IABS(TRAVEL[KK]);
|
L9: LL=IABS(TRAVEL[KK]);
|
||||||
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
|
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
|
||||||
|
@ -575,18 +576,18 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
|
||||||
DROP(BEAR,game.newloc);
|
DROP(BEAR,game.newloc);
|
||||||
FIXED[BEAR]= -1;
|
FIXED[BEAR]= -1;
|
||||||
PROP[BEAR]=3;
|
PROP[BEAR]=3;
|
||||||
OLDLC2=game.newloc;
|
game.oldlc2=game.newloc;
|
||||||
goto L99;
|
goto L99;
|
||||||
|
|
||||||
/* End of specials. */
|
/* End of specials. */
|
||||||
|
|
||||||
/* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
|
/* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
|
||||||
* If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */
|
* If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
|
||||||
|
|
||||||
L20: K=OLDLOC;
|
L20: K=game.oldloc;
|
||||||
if(FORCED(K))K=OLDLC2;
|
if(FORCED(K))K=game.oldlc2;
|
||||||
OLDLC2=OLDLOC;
|
game.oldlc2=game.oldloc;
|
||||||
OLDLOC=LOC;
|
game.oldloc=LOC;
|
||||||
K2=0;
|
K2=0;
|
||||||
if(K == LOC)K2=91;
|
if(K == LOC)K2=91;
|
||||||
if(CNDBIT(LOC,4))K2=274;
|
if(CNDBIT(LOC,4))K2=274;
|
||||||
|
@ -652,7 +653,7 @@ L50: SPK=12;
|
||||||
* snide messages available. Each death results in a message (81, 83, etc.)
|
* snide messages available. Each death results in a message (81, 83, etc.)
|
||||||
* which offers reincarnation; if accepted, this results in message 82, 84,
|
* which offers reincarnation; if accepted, this results in message 82, 84,
|
||||||
* etc. The last time, if he wants another chance, he gets a snide remark as
|
* etc. The last time, if he wants another chance, he gets a snide remark as
|
||||||
* we exit. When reincarnated, all objects being carried get dropped at OLDLC2
|
* we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
|
||||||
* (presumably the last place prior to being killed) without change of props.
|
* (presumably the last place prior to being killed) without change of props.
|
||||||
* the loop runs backwards to assure that the bird is dropped before the cage.
|
* the loop runs backwards to assure that the bird is dropped before the cage.
|
||||||
* (this kluge could be changed once we're sure all references to bird and cage
|
* (this kluge could be changed once we're sure all references to bird and cage
|
||||||
|
@ -660,12 +661,12 @@ L50: SPK=12;
|
||||||
* it in the cave). It is turned off and left outside the building (only if he
|
* it in the cave). It is turned off and left outside the building (only if he
|
||||||
* was carrying it, of course). He himself is left inside the building (and
|
* was carrying it, of course). He himself is left inside the building (and
|
||||||
* heaven help him if he tries to xyzzy back into the cave without the lamp!).
|
* heaven help him if he tries to xyzzy back into the cave without the lamp!).
|
||||||
* OLDLOC is zapped so he can't just "retreat". */
|
* game.oldloc is zapped so he can't just "retreat". */
|
||||||
|
|
||||||
/* The easiest way to get killed is to fall into a pit in pitch darkness. */
|
/* The easiest way to get killed is to fall into a pit in pitch darkness. */
|
||||||
|
|
||||||
L90: RSPEAK(23);
|
L90: RSPEAK(23);
|
||||||
OLDLC2=LOC;
|
game.oldlc2=LOC;
|
||||||
|
|
||||||
/* Okay, he's dead. Let's get on with it. */
|
/* Okay, he's dead. Let's get on with it. */
|
||||||
|
|
||||||
|
@ -679,13 +680,13 @@ L99: if(game.closng) goto L95;
|
||||||
/* 98 */ for (J=1; J<=100; J++) {
|
/* 98 */ for (J=1; J<=100; J++) {
|
||||||
I=101-J;
|
I=101-J;
|
||||||
if(!TOTING(I)) goto L98;
|
if(!TOTING(I)) goto L98;
|
||||||
K=OLDLC2;
|
K=game.oldlc2;
|
||||||
if(I == LAMP)K=1;
|
if(I == LAMP)K=1;
|
||||||
DROP(I,K);
|
DROP(I,K);
|
||||||
L98: /*etc*/ ;
|
L98: /*etc*/ ;
|
||||||
} /* end loop */
|
} /* end loop */
|
||||||
LOC=3;
|
LOC=3;
|
||||||
OLDLOC=LOC;
|
game.oldloc=LOC;
|
||||||
goto L2000;
|
goto L2000;
|
||||||
|
|
||||||
/* He died during closing time. No resurrection. Tally up a death and exit. */
|
/* He died during closing time. No resurrection. Tally up a death and exit. */
|
||||||
|
@ -727,13 +728,13 @@ L40030: goto L2602;
|
||||||
L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
|
L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
|
||||||
goto L40020;
|
goto L40020;
|
||||||
|
|
||||||
L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
|
L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
|
||||||
goto L40030;
|
goto L40030;
|
||||||
|
|
||||||
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
|
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
|
||||||
goto L40020;
|
goto L40020;
|
||||||
|
|
||||||
L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && game.holdng >
|
L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng >
|
||||||
1) goto L40010;
|
1) goto L40010;
|
||||||
goto L40020;
|
goto L40020;
|
||||||
|
|
||||||
|
@ -745,7 +746,7 @@ L40600: goto L40010;
|
||||||
L40700: if(game.dflag == 0) goto L40010;
|
L40700: if(game.dflag == 0) goto L40010;
|
||||||
goto L40020;
|
goto L40020;
|
||||||
|
|
||||||
L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto
|
L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
|
||||||
L40010;
|
L40010;
|
||||||
goto L40030;
|
goto L40030;
|
||||||
|
|
||||||
|
@ -785,7 +786,7 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
|
||||||
/* When the first warning comes, we lock the grate, destroy the bridge, kill
|
/* When the first warning comes, we lock the grate, destroy the bridge, kill
|
||||||
* all the dwarves (and the pirate), remove the troll and bear (unless dead),
|
* all the dwarves (and the pirate), remove the troll and bear (unless dead),
|
||||||
* and set "game.closng" to true. Leave the dragon; too much trouble to move it.
|
* and set "game.closng" to true. Leave the dragon; too much trouble to move it.
|
||||||
* from now until game.clock2 runs out, he cannot unlock the grate, move to any
|
* from now until clock2 runs out, he cannot unlock the grate, move to any
|
||||||
* location outside the cave, or create the bridge. Nor can he be
|
* location outside the cave, or create the bridge. Nor can he be
|
||||||
* resurrected if he dies. Note that the snake is already gone, since he got
|
* resurrected if he dies. Note that the snake is already gone, since he got
|
||||||
* to the treasure accessible only via the hall of the mountain king. Also, he's
|
* to the treasure accessible only via the hall of the mountain king. Also, he's
|
||||||
|
@ -814,7 +815,7 @@ L10000: PROP[GRATE]=0;
|
||||||
game.closng=true;
|
game.closng=true;
|
||||||
goto L19999;
|
goto L19999;
|
||||||
|
|
||||||
/* ONCE HE'S PANICKED, AND game.clock2 HAS RUN OUT, WE COME HERE TO SET UP THE
|
/* ONCE HE'S PANICKED, AND CLOCK2 HAS RUN OUT, WE COME HERE TO SET UP THE
|
||||||
* STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE) AND 116 (SW).
|
* STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE) AND 116 (SW).
|
||||||
* AT THE NE END, WE PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, A BED OF
|
* AT THE NE END, WE PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, A BED OF
|
||||||
* OYSTERS, A PILE OF LAMPS, RODS WITH STARS, SLEEPING DWARVES, AND HIM. AT
|
* OYSTERS, A PILE OF LAMPS, RODS WITH STARS, SLEEPING DWARVES, AND HIM. AT
|
||||||
|
@ -834,7 +835,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
|
||||||
PROP[ROD]=PUT(ROD,115,0);
|
PROP[ROD]=PUT(ROD,115,0);
|
||||||
PROP[DWARF]=PUT(DWARF,115,0);
|
PROP[DWARF]=PUT(DWARF,115,0);
|
||||||
LOC=115;
|
LOC=115;
|
||||||
OLDLOC=115;
|
game.oldloc=115;
|
||||||
game.newloc=115;
|
game.newloc=115;
|
||||||
|
|
||||||
/* Leave the grate with normal (non-negative) property. Reuse sign. */
|
/* Leave the grate with normal (non-negative) property. Reuse sign. */
|
||||||
|
|
8
main.h
8
main.h
|
@ -32,8 +32,16 @@ struct game_t {
|
||||||
long lmwarn;
|
long lmwarn;
|
||||||
/* LOC will go here */
|
/* LOC will go here */
|
||||||
long newloc;
|
long newloc;
|
||||||
|
/* OBJ will go here */
|
||||||
long numdie;
|
long numdie;
|
||||||
|
long oldlc2;
|
||||||
|
long oldloc;
|
||||||
|
long oldobj;
|
||||||
|
long panic;
|
||||||
|
long saved;
|
||||||
/* more state will go here */
|
/* more state will go here */
|
||||||
long wzdark;
|
long wzdark;
|
||||||
|
/* more state will go here */
|
||||||
|
long novice;
|
||||||
};
|
};
|
||||||
extern struct game_t game;
|
extern struct game_t game;
|
||||||
|
|
6
score.c
6
score.c
|
@ -83,9 +83,9 @@ L20020: MXSCOR=MXSCOR+45;
|
||||||
for (I=1; I<=HNTMAX; I++) {
|
for (I=1; I<=HNTMAX; I++) {
|
||||||
if(HINTED[I])SCORE=SCORE-HINTS[I][2];
|
if(HINTED[I])SCORE=SCORE-HINTS[I][2];
|
||||||
} /* end loop */
|
} /* end loop */
|
||||||
if(NOVICE)SCORE=SCORE-5;
|
if(game.novice)SCORE=SCORE-5;
|
||||||
if(CLSHNT)SCORE=SCORE-10;
|
if(CLSHNT)SCORE=SCORE-10;
|
||||||
SCORE=SCORE-TRNLUZ-SAVED;
|
SCORE=SCORE-TRNLUZ-game.saved;
|
||||||
|
|
||||||
/* Return to score command if that's where we came from. */
|
/* Return to score command if that's where we came from. */
|
||||||
|
|
||||||
|
@ -94,7 +94,7 @@ L20020: MXSCOR=MXSCOR+45;
|
||||||
/* that should be good enough. Let's tell him all about it. */
|
/* that should be good enough. Let's tell him all about it. */
|
||||||
|
|
||||||
if(SCORE+TRNLUZ+1 >= MXSCOR && TRNLUZ != 0)RSPEAK(242);
|
if(SCORE+TRNLUZ+1 >= MXSCOR && TRNLUZ != 0)RSPEAK(242);
|
||||||
if(SCORE+SAVED+1 >= MXSCOR && SAVED != 0)RSPEAK(143);
|
if(SCORE+game.saved+1 >= MXSCOR && game.saved != 0)RSPEAK(143);
|
||||||
SETPRM(1,SCORE,MXSCOR);
|
SETPRM(1,SCORE,MXSCOR);
|
||||||
SETPRM(3,TURNS,TURNS);
|
SETPRM(3,TURNS,TURNS);
|
||||||
RSPEAK(262);
|
RSPEAK(262);
|
||||||
|
|
8
share.h
8
share.h
|
@ -11,10 +11,10 @@ extern long ACTSPK[], AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
|
||||||
KNIFE, KQ, L, LAMP, LINSIZ, LINUSE, LL,
|
KNIFE, KQ, L, LAMP, LINSIZ, LINUSE, LL,
|
||||||
LOC, LOCK, LOCSIZ, LOCSND[], LOOK, LTEXT[],
|
LOC, LOCK, LOCSIZ, LOCSND[], LOOK, LTEXT[],
|
||||||
MAGZIN, MAXDIE, MAXTRS, MESH, MESSAG, MIRROR, MXSCOR,
|
MAGZIN, MAXDIE, MAXTRS, MESH, MESSAG, MIRROR, MXSCOR,
|
||||||
NOVICE, NUGGET, NUL, OBJ, OBJSND[],
|
NUGGET, NUL, OBJ, OBJSND[],
|
||||||
OBJTXT[], ODLOC[], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
|
OBJTXT[], ODLOC[], OGRE, OIL, OYSTER,
|
||||||
PANIC, PEARL, PILLOW, PLAC[], PLANT, PLANT2, PROP[], PYRAM,
|
PEARL, PILLOW, PLAC[], PLANT, PLANT2, PROP[], PYRAM,
|
||||||
RESER, ROD, ROD2, RTXSIZ, RUBY, RUG, SAPPH, SAVED, SAY,
|
RESER, ROD, ROD2, RTXSIZ, RUBY, RUG, SAPPH, SAY,
|
||||||
SCORE, SECT, SETUP, SIGN, SNAKE, SPK, STEPS, STEXT[], STICK,
|
SCORE, SECT, SETUP, SIGN, SNAKE, SPK, STEPS, STEXT[], STICK,
|
||||||
STREAM, TABNDX, TALLY, THRESH, THROW, TK[], TRAVEL[], TRIDNT,
|
STREAM, TABNDX, TALLY, THRESH, THROW, TK[], TRAVEL[], TRIDNT,
|
||||||
TRNDEX, TRNLUZ, TRNSIZ, TRNVAL[], TRNVLS, TROLL, TROLL2, TRVS,
|
TRNDEX, TRNLUZ, TRNSIZ, TRNVAL[], TRNVLS, TROLL, TROLL2, TRVS,
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue