379 lines
16 KiB
C
379 lines
16 KiB
C
#include <unistd.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include "advent.h"
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#include "database.h"
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/*
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* Initialisation
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*/
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/* Current limits:
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* 12600 words of message text (LINES, LINSIZ).
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* 885 travel options (TRAVEL, TRVSIZ).
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* 330 vocabulary words (KTAB, ATAB, TABSIZ).
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* 185 locations (LTEXT, STEXT, KEY, COND, game.abbrev, game.atloc,
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* LOCSND, LOCSIZ).
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* 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (twice),
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* PTEXT, game.prop, OBJSND, OBJTXT).
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* 35 "action" verbs (ACTSPK, VRBSIZ).
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* 277 random messages (RTEXT, RTXSIZ).
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* 12 different player classifications (CTEXT, CVAL, CLSMAX).
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* 20 hints (game.hintlc, game.hinted, HINTS, HNTSIZ).
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* 5 "# of turns" threshholds (TTEXT, TRNVAL, TRNSIZ).
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* There are also limits which cannot be exceeded due to the structure of
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* the database. (E.G., The vocabulary uses n/1000 to determine word type,
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* so there can't be more than 1000 words.) These upper limits are:
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* 1000 non-synonymous vocabulary words
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* 300 locations
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* 100 objects
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* Note:
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* - the object count limit has been abstracted as NOBJECTS
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* - the random message limit has been abstracted as RTXSIZ
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* - maximum locations limit has been abstracted as LOCSIZ
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*/
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/* Description of the database format
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*
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*
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* The data file contains several sections. Each begins with a line containing
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* a number identifying the section, and ends with a line containing "-1".
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*
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* Section 1: Long form descriptions. Each line contains a location number,
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* a tab, and a line of text. The set of (necessarily adjacent) lines
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* whose numbers are X form the long description of location X.
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* Section 2: Short form descriptions. Same format as long form. Not all
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* places have short descriptions.
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* Section 3: Travel table. Each line contains a location number (X), a second
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* location number (Y), and a list of motion numbers (see section 4).
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* each motion represents a verb which will go to Y if currently at X.
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* Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
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* If N<=300 it is the location to go to.
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* If 300<N<=500 N-300 is used in a computed goto to
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* a section of special code.
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* If N>500 message N-500 from section 6 is printed,
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* and he stays wherever he is.
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* Meanwhile, M specifies the conditions on the motion.
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* If M=0 it's unconditional.
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* If 0<M<100 it is done with M% probability.
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* If M=100 unconditional, but forbidden to dwarves.
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* If 100<M<=200 he must be carrying object M-100.
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* If 200<M<=300 must be carrying or in same room as M-200.
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* If 300<M<=400 game.prop(M % 100) must *not* be 0.
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* If 400<M<=500 game.prop(M % 100) must *not* be 1.
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* If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
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* If the condition (if any) is not met, then the next *different*
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* "destination" value is used (unless it fails to meet *its* conditions,
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* in which case the next is found, etc.). Typically, the next dest will
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* be for one of the same verbs, so that its only use is as the alternate
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* destination for those verbs. For instance:
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* 15 110022 29 31 34 35 23 43
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* 15 14 29
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* This says that, from loc 15, any of the verbs 29, 31, etc., will take
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* him to 22 if he's carrying object 10, and otherwise will go to 14.
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* 11 303008 49
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* 11 9 50
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* This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
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* case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
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* Section 4: Vocabulary. Each line contains a number (n), a tab, and a
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* five-letter word. Call M=N/1000. If M=0, then the word is a motion
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* verb for use in travelling (see section 3). Else, if M=1, the word is
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* an object. Else, if M=2, the word is an action verb (such as "carry"
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* or "attack"). Else, if M=3, the word is a special case verb (such as
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* "dig") and N % 1000 is an index into section 6. Objects from 50 to
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* (currently, anyway) 79 are considered treasures (for pirate, closeout).
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* Section 5: Object descriptions. Each line contains a number (N), a tab,
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* and a message. If N is from 1 to 100, the message is the "inventory"
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* message for object n. Otherwise, N should be 000, 100, 200, etc., and
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* the message should be the description of the preceding object when its
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* prop value is N/100. The N/100 is used only to distinguish multiple
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* messages from multi-line messages; the prop info actually requires all
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* messages for an object to be present and consecutive. Properties which
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* produce no message should be given the message ">$<". (The magic value
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* 100 is now mostly abstracted out as NOBJECTS.)
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* Section 6: Arbitrary messages. Same format as sections 1, 2, and 5, except
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* the numbers bear no relation to anything (except for special verbs
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* in section 4).
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* Section 7: Object locations. Each line contains an object number and its
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* initial location (zero (or omitted) if none). If the object is
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* immovable, the location is followed by a "-1". If it has two locations
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* (e.g. the grate) the first location is followed with the second, and
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* the object is assumed to be immovable.
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* Section 8: Action defaults. Each line contains an "action-verb" number and
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* the index (in section 6) of the default message for the verb.
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* Section 9: Location attributes. Each line contains a number (n) and up to
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* 20 location numbers. Bit N (where 0 is the units bit) is set in
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* COND(LOC) for each loc given. The cond bits currently assigned are:
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* 0 Light
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* 1 If bit 2 is on: on for oil, off for water
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* 2 Liquid asset, see bit 1
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* 3 Pirate doesn't go here unless following player
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* 4 Cannot use "back" to move away
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* Bits past 10 indicate areas of interest to "hint" routines:
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* 11 Trying to get into cave
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* 12 Trying to catch bird
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* 13 Trying to deal with snake
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* 14 Lost in maze
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* 15 Pondering dark room
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* 16 At witt's end
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* 17 Cliff with urn
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* 18 Lost in forest
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* 19 Trying to deal with ogre
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* 20 Found all treasures except jade
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* COND(LOC) is set to 2, overriding all other bits, if loc has forced
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* motion.
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* Section 10: Class messages. Each line contains a number (n), a tab, and a
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* message describing a classification of player. The scoring section
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* selects the appropriate message, where each message is considered to
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* apply to players whose scores are higher than the previous N but not
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* higher than this N. Note that these scores probably change with every
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* modification (and particularly expansion) of the program.
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* Section 11: Hints. Each line contains a hint number (add 10 to get cond
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* bit; see section 9), the number of turns he must be at the right loc(s)
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* before triggering the hint, the points deducted for taking the hint,
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* the message number (section 6) of the question, and the message number
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* of the hint. These values are stashed in the "hints" array. HNTMAX is
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* set to the max hint number (<= HNTSIZ).
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* Section 12: Unused in this version.
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* Section 13: Sounds and text. Each line contains either 2 or 3 numbers. If
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* 2 (call them N and S), N is a location and message ABS(S) from section
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* 6 is the sound heard there. If S<0, the sound there drowns out all
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* other noises. If 3 numbers (call them N, S, and T), N is an object
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* number and S+game.prop(N) is the property message (from section 5) if he
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* listens to the object, and T+game.prop(N) is the text if he reads it. If
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* S or T is -1, the object has no sound or text, respectively. Neither
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* S nor T is allowed to be 0.
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* Section 14: Turn threshholds. Each line contains a number (N), a tab, and
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* a message berating the player for taking so many turns. The messages
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* must be in the proper (ascending) order. The message gets printed if
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* the player exceeds N % 100000 turns, at which time N/100000 points
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* get deducted from his score.
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* Section 0: End of database. */
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/* The various messages (sections 1, 2, 5, 6, etc.) may include certain
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* special character sequences to denote that the program must provide
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* parameters to insert into a message when the message is printed. These
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* sequences are:
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* %S = The letter 'S' or nothing (if a given value is exactly 1)
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* %W = A word (up to 10 characters)
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* %L = A word mapped to lower-case letters
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* %U = A word mapped to upper-case letters
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* %C = A word mapped to lower-case, first letter capitalised
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* %T = Several words of text, ending with a word of -1
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* %1 = A 1-digit number
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* %2 = A 2-digit number
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* ...
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* %9 = A 9-digit number
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* %B = Variable number of blanks
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* %! = The entire message should be suppressed */
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void initialise(void)
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{
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if (oldstyle)
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printf("Initialising...\n");
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for (int i = 1; i <= NOBJECTS; i++) {
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game.place[i] = LOC_NOWHERE;
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game.prop[i] = 0;
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game.link[i + NOBJECTS] = game.link[i] = 0;
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}
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for (int i = 1; i <= LOCSIZ; i++) {
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game.abbrev[i] = 0;
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if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
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int k = KEY[i];
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if (MOD(labs(TRAVEL[k]), 1000) == 1)COND[i] = 2;
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}
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game.atloc[i] = 0;
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}
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/* Set up the game.atloc and game.link arrays as described above.
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* We'll use the DROP subroutine, which prefaces new objects on the
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* lists. Since we want things in the other order, we'll run the
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* loop backwards. If the object is in two locs, we drop it twice.
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* This also sets up "game.place" and "fixed" as copies of "PLAC" and
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* "FIXD". Also, since two-placed objects are typically best
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* described last, we'll drop them first. */
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for (int i = 1; i <= NOBJECTS; i++) {
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int k = NOBJECTS + 1 - i;
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if (FIXD[k] > 0) {
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DROP(k + NOBJECTS, FIXD[k]);
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DROP(k, PLAC[k]);
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}
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}
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for (int i = 1; i <= NOBJECTS; i++) {
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int k = NOBJECTS + 1 - i;
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game.fixed[k] = FIXD[k];
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if (PLAC[k] != 0 && FIXD[k] <= 0)
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DROP(k, PLAC[k]);
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}
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/* Treasures, as noted earlier, are objects MINTRS through MAXTRS
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* Their props are initially -1, and are set to 0 the first time
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* they are described. game.tally keeps track of how many are
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* not yet found, so we know when to close the cave. */
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game.tally = 0;
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for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
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if (object_descriptions[treasure].inventory != 0)
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game.prop[treasure] = -1;
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game.tally = game.tally - game.prop[treasure];
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}
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/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
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* with cond bit i. game.hinted[i] is true iff hint i has been
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* used. */
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for (int i = 1; i <= HINT_COUNT; i++) {
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game.hinted[i] = false;
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game.hintlc[i] = 0;
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}
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/* Define some handy mnemonics. These correspond to object numbers. */
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AXE = VOCWRD(WORD_AXE, 1);
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BATTERY = VOCWRD(WORD_BATTERY, 1);
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BEAR = VOCWRD(WORD_BEAR, 1);
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BIRD = VOCWRD(WORD_BIRD, 1);
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BLOOD = VOCWRD(WORD_BLOOD, 1);
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BOTTLE = VOCWRD(WORD_BOTTLE, 1);
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CAGE = VOCWRD(WORD_CAGE, 1);
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CAVITY = VOCWRD(WORD_CAVITY, 1);
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CHASM = VOCWRD(WORD_CHASM, 1);
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CLAM = VOCWRD(WORD_CLAM, 1);
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DOOR = VOCWRD(WORD_DOOR, 1);
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DRAGON = VOCWRD(WORD_DRAGON, 1);
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DWARF = VOCWRD(WORD_DWARF, 1);
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FISSURE = VOCWRD(WORD_FISSURE, 1);
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FOOD = VOCWRD(WORD_FOOD, 1);
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GRATE = VOCWRD(WORD_GRATE, 1);
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KEYS = VOCWRD(WORD_KEYS, 1);
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KNIFE = VOCWRD(WORD_KNIFE, 1);
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LAMP = VOCWRD(WORD_LAMP, 1);
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MAGAZINE = VOCWRD(WORD_MAGAZINE, 1);
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MESSAG = VOCWRD(WORD_MESSAG, 1);
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MIRROR = VOCWRD(WORD_MIRROR, 1);
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OGRE = VOCWRD(WORD_OGRE, 1);
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OIL = VOCWRD(WORD_OIL, 1);
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OYSTER = VOCWRD(WORD_OYSTER, 1);
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PILLOW = VOCWRD(WORD_PILLOW, 1);
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PLANT = VOCWRD(WORD_PLANT, 1);
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PLANT2 = PLANT + 1;
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RESER = VOCWRD(WORD_RESER, 1);
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ROD = VOCWRD(WORD_ROD, 1);
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ROD2 = ROD + 1;
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SIGN = VOCWRD(WORD_SIGN, 1);
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SNAKE = VOCWRD(WORD_SNAKE, 1);
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STEPS = VOCWRD(WORD_STEPS, 1);
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TROLL = VOCWRD(WORD_TROLL, 1);
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TROLL2 = TROLL + 1;
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URN = VOCWRD(WORD_URN, 1);
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VEND = VOCWRD(WORD_VEND, 1);
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VOLCANO = VOCWRD(WORD_VOLCANO, 1);
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WATER = VOCWRD(WORD_WATER, 1);
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/* Objects from MINTRS through MAXTRS are treasures. Here are a few. */
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AMBER = VOCWRD(WORD_AMBER, 1);
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CHAIN = VOCWRD(WORD_CHAIN, 1);
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CHEST = VOCWRD(WORD_CHEST, 1);
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COINS = VOCWRD(WORD_COINS, 1);
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EGGS = VOCWRD(WORD_EGGS, 1);
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EMERALD = VOCWRD(WORD_EMERALD, 1);
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JADE = VOCWRD(WORD_JADE, 1);
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NUGGET = VOCWRD(WORD_NUGGET, 1);
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PEARL = VOCWRD(WORD_PEARL, 1);
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PYRAMID = VOCWRD(WORD_PYRAMID, 1);
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RUBY = VOCWRD(WORD_RUBY, 1);
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RUG = VOCWRD(WORD_RUG, 1);
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SAPPH = VOCWRD(WORD_SAPPH, 1);
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TRIDENT = VOCWRD(WORD_TRIDENT, 1);
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VASE = VOCWRD(WORD_VASE, 1);
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/* These are motion-verb numbers. */
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BACK = VOCWRD(WORD_BACK, 0);
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CAVE = VOCWRD(WORD_CAVE, 0);
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DPRSSN = VOCWRD(WORD_DPRSSN, 0);
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ENTER = VOCWRD(WORD_ENTER, 0);
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ENTRNC = VOCWRD(WORD_ENTRNC, 0);
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LOOK = VOCWRD(WORD_LOOK, 0);
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NUL = VOCWRD(WORD_NUL, 0);
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STREAM = VOCWRD(WORD_STREAM, 0);
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/* And some action verbs. */
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FIND = VOCWRD(WORD_FIND, 2);
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INVENT = VOCWRD(WORD_INVENT, 2);
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LOCK = VOCWRD(WORD_LOCK, 2);
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SAY = VOCWRD(WORD_SAY, 2);
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THROW = VOCWRD(WORD_THROW, 2);
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/* Initialise the dwarves. game.dloc is loc of dwarves,
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* hard-wired in. game.odloc is prior loc of each dwarf,
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* initially garbage. DALTLC is alternate initial loc for dwarf,
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* in case one of them starts out on top of the adventurer. (No
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* 2 of the 5 initial locs are adjacent.) game.dseen is true if
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* dwarf has seen him. game.dflag controls the level of
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* activation of all this:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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* 1 Reached Hall Of Mists, but hasn't met first dwarf
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* 2 Met first dwarf, others start moving, no knives thrown yet
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* 3 A knife has been thrown (first set always misses)
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* 3+ Dwarves are mad (increases their accuracy)
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* Sixth dwarf is special (the pirate). He always starts at his
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* chest's eventual location inside the maze. This loc is saved
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* in game.chloc for ref. the dead end in the other maze has its
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* loc stored in game.chloc2. */
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game.chloc = LOC_DEADEND12;
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game.chloc2 = LOC_DEADEND13;
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for (int i = 1; i <= NDWARVES; i++) {
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game.dseen[i] = false;
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}
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game.dflag = 0;
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game.dloc[1] = LOC_KINGHALL;
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game.dloc[2] = LOC_WESTBANK;
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game.dloc[3] = LOC_Y2;
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game.dloc[4] = LOC_ALIKE3;
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game.dloc[5] = LOC_COMPLEX;
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game.dloc[6] = game.chloc;
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/* Other random flags and counters, as follows:
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* game.abbnum How often we should print non-abbreviated descriptions
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* game.bonus Used to determine amount of bonus if he reaches closing
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* game.clock1 Number of turns from finding last treasure till closing
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* game.clock2 Number of turns from first warning till blinding flash
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* game.conds Min value for cond(loc) if loc has any hints
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* game.detail How often we've said "not allowed to give more detail"
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* game.dkill # of dwarves killed (unused in scoring, needed for msg)
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* game.foobar Current progress in saying "FEE FIE FOE FOO".
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* game.holdng Number of objects being carried
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* igo How many times he's said "go XXX" instead of "XXX"
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* game.iwest How many times he's said "west" instead of "w"
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* game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
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* game.limit Lifetime of lamp (not set here)
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* maximum_deaths Number of reincarnation messages available (up to 5)
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* game.numdie Number of times killed so far
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* game.trnluz # points lost so far due to number of turns used
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* game.turns Tallies how many commands he's given (ignores yes/no)
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* Logicals were explained earlier */
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game.turns = 0;
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game.trnluz = 0;
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game.lmwarn = false;
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game.iwest = 0;
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game.knfloc = 0;
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game.detail = 0;
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game.abbnum = 5;
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game.numdie = 0;
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game.holdng = 0;
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game.dkill = 0;
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game.foobar = 0;
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game.bonus = 0;
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game.clock1 = 30;
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game.clock2 = 50;
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game.conds = SETBIT(11);
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game.saved = 0;
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game.closng = false;
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game.panic = false;
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game.closed = false;
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game.clshnt = false;
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game.novice = false;
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game.blklin = true;
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}
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