Move more globals into the state structure.

This commit is contained in:
Eric S. Raymond 2017-05-23 19:40:34 -04:00
parent 42189d79d7
commit fa1f859162
6 changed files with 68 additions and 59 deletions

View file

@ -162,8 +162,8 @@ L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
if(OBJ == CHAIN) goto L9048;
if(!game.closng) goto L9043;
K=130;
if(!PANIC)game.clock2=15;
PANIC=true;
if(!game.panic)game.clock2=15;
game.panic=true;
return(2010);
L9043: K=34+PROP[GRATE];
@ -476,7 +476,7 @@ L9290: if(OBJ != DWARF || !game.closed) return(2011);
L8300: SPK=201;
RSPEAK(260);
if(!YES(input,200,54,54)) return(2012);
SAVED=SAVED+5;
game.saved=game.saved+5;
KK= -1;
/* 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.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(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(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(ATLOC,LOCSIZ);
SAVARR(DLOC,6);
@ -546,8 +546,8 @@ L8320: if(PROP[RUG] != 2)SPK=224;
L9320: if(OBJ != RUG) return(2011);
SPK=223;
if(PROP[RUG] != 2) return(2011);
OLDLC2=OLDLOC;
OLDLOC=LOC;
game.oldlc2=game.oldloc;
game.oldloc=LOC;
game.newloc=PLACE[RUG]+FIXED[RUG]-LOC;
SPK=226;
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);
PROP[RESER]=1-PROP[RESER];
if(AT(RESER)) return(2012);
OLDLC2=LOC;
game.oldlc2=LOC;
game.newloc=0;
RSPEAK(241);
return(2);

12
init.c
View file

@ -218,7 +218,7 @@ L1001: /*etc*/ ;
/* Start new data section. Sect is the section number. */
L1002: SECT=GETNUM(OPENED);
OLDLOC= -1;
game.oldloc= -1;
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;
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);
if(LINES[KK] != -1) goto L1006;
LINES[LINUSE]=KK;
if(LOC == OLDLOC) goto L1005;
OLDLOC=LOC;
if(LOC == game.oldloc) goto L1005;
game.oldloc=LOC;
LINES[LINUSE]= -KK;
if(SECT == 14) goto L1014;
if(SECT == 10) goto L1012;
@ -587,12 +587,12 @@ L1106: /*etc*/ ;
game.clock1=30;
game.clock2=50;
CONDS=SETBIT(11);
SAVED=0;
game.saved=0;
game.closng=false;
PANIC=false;
game.panic=false;
game.closed=false;
CLSHNT=false;
NOVICE=false;
game.novice=false;
SETUP=1;
/* if we can ever think of how, we should save it at this point */

77
main.c
View file

@ -29,11 +29,10 @@ long ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
KNIFE, KQ, L, LAMP, LINSIZ = 12500, LINUSE, LL,
LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
MESSAG, MIRROR, MXSCOR,
NOVICE, NUGGET, NUL, OBJ, OBJSND[101],
OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ, OBJSND[101],
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,
@ -88,8 +87,8 @@ int main(int argc, char *argv[]) {
* game.closng says whether it's closing time yet
* CLSHNT says whether he's read the clue in the endgame
* game.lmwarn says whether he's been warned about lamp going dim
* NOVICE says whether he asked for instructions at start-up
* PANIC says whether he's found out he's trapped in the cave
* game.novice says whether he asked for instructions at start-up
* 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 */
#include "funcs.h"
@ -119,11 +118,11 @@ int main(int argc, char *argv[]) {
L1: SETUP= -1;
I=RAN(-1);
ZZWORD=RNDVOC(3,0)+MESH*2;
NOVICE=YES(stdin, 65,1,0);
game.novice=YES(stdin, 65,1,0);
game.newloc=1;
LOC=1;
game.limit=330;
if(NOVICE)game.limit=1000;
if(game.novice)game.limit=1000;
for (;;) {
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;
RSPEAK(130);
game.newloc=LOC;
if(!PANIC)game.clock2=15;
PANIC=true;
if(!game.panic)game.clock2=15;
game.panic=true;
/* 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
@ -287,7 +286,7 @@ L6030: /*etc*/ ;
SETPRM(1,STICK,0);
RSPEAK(K+1+2/(1+STICK));
if(STICK == 0) goto L2000;
OLDLC2=LOC;
game.oldlc2=LOC;
goto L99;
@ -351,7 +350,7 @@ L2010: SPK=K;
L2011: RSPEAK(SPK);
L2012: VERB=0;
OLDOBJ=OBJ;
game.oldobj=OBJ;
OBJ=0;
/* 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
*
* Given the current location in "LOC", and a motion verb number in "K", put
* the new location in "game.newloc". The current loc is saved in "OLDLOC" in case
* he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
* dies. (if he does, game.newloc will be limbo, and OLDLOC will be what killed
* him, so we need OLDLC2, which is the last place he was safe.) */
* Given the current location in "LOC", and a motion verb number in
* "K", put the new location in "game.newloc". The current loc is
* saved in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
* 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];
game.newloc=LOC;
@ -491,8 +492,8 @@ L8: KK=KEY[LOC];
if(K == BACK) goto L20;
if(K == LOOK) goto L30;
if(K == CAVE) goto L40;
OLDLC2=OLDLOC;
OLDLOC=LOC;
game.oldlc2=game.oldloc;
game.oldloc=LOC;
L9: LL=IABS(TRAVEL[KK]);
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);
FIXED[BEAR]= -1;
PROP[BEAR]=3;
OLDLC2=game.newloc;
game.oldlc2=game.newloc;
goto L99;
/* End of specials. */
/* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2
* If 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=OLDLOC;
if(FORCED(K))K=OLDLC2;
OLDLC2=OLDLOC;
OLDLOC=LOC;
L20: K=game.oldloc;
if(FORCED(K))K=game.oldlc2;
game.oldlc2=game.oldloc;
game.oldloc=LOC;
K2=0;
if(K == LOC)K2=91;
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.)
* 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
* 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.
* 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
@ -660,12 +661,12 @@ L50: SPK=12;
* 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
* 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. */
L90: RSPEAK(23);
OLDLC2=LOC;
game.oldlc2=LOC;
/* 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++) {
I=101-J;
if(!TOTING(I)) goto L98;
K=OLDLC2;
K=game.oldlc2;
if(I == LAMP)K=1;
DROP(I,K);
L98: /*etc*/ ;
} /* end loop */
LOC=3;
OLDLOC=LOC;
game.oldloc=LOC;
goto L2000;
/* 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;
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;
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
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;
goto L40020;
@ -745,7 +746,7 @@ L40600: goto L40010;
L40700: if(game.dflag == 0) goto L40010;
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;
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
* 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.
* 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
* 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
@ -814,7 +815,7 @@ L10000: PROP[GRATE]=0;
game.closng=true;
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).
* 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
@ -834,7 +835,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
PROP[ROD]=PUT(ROD,115,0);
PROP[DWARF]=PUT(DWARF,115,0);
LOC=115;
OLDLOC=115;
game.oldloc=115;
game.newloc=115;
/* Leave the grate with normal (non-negative) property. Reuse sign. */

8
main.h
View file

@ -32,8 +32,16 @@ struct game_t {
long lmwarn;
/* LOC will go here */
long newloc;
/* OBJ will go here */
long numdie;
long oldlc2;
long oldloc;
long oldobj;
long panic;
long saved;
/* more state will go here */
long wzdark;
/* more state will go here */
long novice;
};
extern struct game_t game;

View file

@ -83,9 +83,9 @@ L20020: MXSCOR=MXSCOR+45;
for (I=1; I<=HNTMAX; I++) {
if(HINTED[I])SCORE=SCORE-HINTS[I][2];
} /* end loop */
if(NOVICE)SCORE=SCORE-5;
if(game.novice)SCORE=SCORE-5;
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. */
@ -94,7 +94,7 @@ L20020: MXSCOR=MXSCOR+45;
/* that should be good enough. Let's tell him all about it. */
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(3,TURNS,TURNS);
RSPEAK(262);

View file

@ -11,10 +11,10 @@ extern long ACTSPK[], AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
KNIFE, KQ, L, LAMP, LINSIZ, LINUSE, LL,
LOC, LOCK, LOCSIZ, LOCSND[], LOOK, LTEXT[],
MAGZIN, MAXDIE, MAXTRS, MESH, MESSAG, MIRROR, MXSCOR,
NOVICE, NUGGET, NUL, OBJ, OBJSND[],
OBJTXT[], ODLOC[], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
PANIC, PEARL, PILLOW, PLAC[], PLANT, PLANT2, PROP[], PYRAM,
RESER, ROD, ROD2, RTXSIZ, RUBY, RUG, SAPPH, SAVED, SAY,
NUGGET, NUL, OBJ, OBJSND[],
OBJTXT[], ODLOC[], OGRE, OIL, OYSTER,
PEARL, PILLOW, PLAC[], PLANT, PLANT2, PROP[], PYRAM,
RESER, ROD, ROD2, RTXSIZ, RUBY, RUG, SAPPH, SAY,
SCORE, SECT, SETUP, SIGN, SNAKE, SPK, STEPS, STEXT[], STICK,
STREAM, TABNDX, TALLY, THRESH, THROW, TK[], TRAVEL[], TRIDNT,
TRNDEX, TRNLUZ, TRNSIZ, TRNVAL[], TRNVLS, TROLL, TROLL2, TRVS,