; AAVars.txt
;
; M.J.Austin Nov 1988
;
; Copyright (C) 1988 Level 9 Computing
;
 var
; V1 ; must be first var
; V2 ; must be second var
; v3 v4 v5 v6 v7 ; etc..

; x1 x2 x3 x4 x5 x6 ; misc temporary vars
; m1 ; message number


 LoopCounter1 LoopCounter2
; c0 c1 c2 c3
 c4
 LeftMargin
 TopMargin
 HighlightedLine
; Line
 NumEntries
 RepeatCount
 SelectedLine
 FirstLine
; l0 l1 l2 ; Linked list temporary workspace
;; GMJ 26/09/89 ;; LLFree ; pointer to Linked list free space chain
 CurrentMenu
;; GMJ 26/09/89 ;; HS0 HS1
 PreviousObjectInfo ObjectInfo
 StarCounter
; xmax ymax
; x y
;; GMJ 26/09/89 ;; speed
; result
 xsize ysize zsize OldXSize OldYSize
 EditX EditY PixelCursorZ
;; GMJ 26/09/89 ;; RoomX RoomY
; room
;; xstep ystep
 size
 PlayerSpriteOffset
 StraightLength
 xDigStep yDigStep
 DigStep
; dir
 RoomsPlaced
 TrialPlacements AttemptedNewRooms
 CharactersInBuffer OutputBufferReadPtr
 AmountOfScroll
 TimeTillSampleBuffer SampledCharInBuffer
; verb
;; GMJ 26/09/89 ;; PlayerX PlayerY
; actor
;; GMJ 26/09/89 ;; BaseSprite
;; GMJ 26/09/89 ;; ObjectX
 ObjectY 
;; GMJ 26/09/89 ;; ObjectMaxX
 ObjectMaxY
 ObjectCurrentXSize ObjectCurrentYSize
;; GMJ 26/09/89 ;; DisplayX DisplayY
 StartStructureBuffer
;; GMJ 26/09/89 ;; EndStructureBuffer
 ObjectNumber
 Header
 ScrollX ScrollY
 LowKey HiKey
 UpperContext LowerContext CurrentYBase
 ObjectNumberType
 MinXZH MinCompressed MinAnimation MinCell
 CursorObject ; object to add to raster etc.
;; GMJ 26/09/89 ;; UpperContextLetter LowerContextLetter
 PixelX PixelH PixelZ Pixelxsize PixelHsize EditMode PixelCursorIsOn
 bp0save bp1save bp2save bp3save
;; GMJ 26/09/89 ;; SavedObjectNumber SavedX1
 MouseX MouseY
 PixelColour
 PixelScrollX PixelScrollY
;; GMJ 26/09/89 ;; CursorTime
 NeoPixelX NeoPixelH
 ContextType
 LastFreeCell CurrentCellNumber
;; GMJ 26/09/89 ;; NewSize
;; GMJ 26/09/89 ;; ybase
;; GMJ 26/09/89 ;; WantToDisplayCursor
;; GMJ 26/09/89 ;; ticks
 MouseHasMoved
;; GMJ 26/09/89 ;; MagnifyYPos
 MinRaster
 VBLInitialised
;; GMJ 26/09/89 ;; XZHSequenceNumber
 XZHBaseObjectNumber
;; GMJ 26/09/89 ;; XZHCurrentItem XZHFlashCounter
;; GMJ 26/09/89 ;; HaveDisplayedXZHCursor
 NestingDepth
;; GMJ 26/09/89 ;; byte1 Byte2 Byte3
;; GMJ 26/09/89 ;; CurrentAnimationY
;; GMJ 26/09/89 ;; ObjectSizeIncrease ItemSizeIncrease
;; GMJ 26/09/89 ;; HighlightedX HighlightedY CurrentArg HighlightedArg
 AniViewMode ; 0 for script/1 for preview
;; GMJ 26/09/89 ;; PixelCursorH PixelCursorX
;; GMJ 26/09/89 ;; XZHFlashCounter2
 AA CC EE ; ACB words
 opcode num SP z h ACBHeader
;; GMJ 26/09/89 ;; PixelCursorY

;; GMJ 26/09/89 ;; TextAreaSaved
 SchedulerX1
 SX1
 bx1 ; used in save/display backdrop ONLY
 tx1
 ViewMapBuilt
;; GMJ 26/09/89 ;; PlayerPixelX PlayerPixelZ PlayerPixelH
 FlashCount
;; GMJ 26/09/89 ;; CursorIsOn

;; GMJ 26/09/89 ;; PlayerPixelXSpeed
 crx1
;; GMJ 26/09/89 ;; crx2 ; for use in DoCr only.
;; GMJ 26/09/89 ;; MaxX
 dx1 dx2 dx3 dx4 dx5 dx6 dx7
 ix1
;; GMJ 26/09/89 ;; ix2 ix3
 ix4
 dresult
 ACBsOnly
;; GMJ 26/09/89 ;; XZHCursorX XZHCursorZ XZHCursorH
 UseMC
;; GMJ 26/09/89 ;; vblx1 vblx2 vblx3 CursorACB
 dv1 dv2 dv3 dv4 dv5 dv6
;; GMJ 26/09/89 ;; ACBPtr
 CurrentStore ; for z-sorting sprites on output
 ACBLoopBreaker
 EntryV1 ; really only needed for editor
 ExitOffsets
 PlayerACB
 RasterOffset
 RoomCDWidth

; shared between user interface task and graphics task...
 KeyPadDirection LastRequestedDirection
 c16 c32

 ClimbingStairs ; npc currently climbing stairs
 StairsZ ; Z pos of stairs
 StairsX ; X pos of stairs
 ExecutingCommand ; set when player is executing a menu command
 ExecutingRacetrack ; set when player executing a racetrack (e.g. 
; an involuntary distraction)
 JustArrived ; flag set when npc just arrived at a destination pos
 MenuText MenuData

 WantMenu ; set in user interface task, checked by strategy
 WantToRestart ; set in menu code
 GameLoopTimer ; incremented every game loop
 NpcLoopTimer ; incremented every npc activations loop
 UserDisabled ; set when manual control disabled
 FastMode ; set when game runs without display
 TestHiresCoords ; flag set when hires co-ords should be tested 
; when doing people collision, as an oppose to using on-screen co-ords

 ReturnCode CurrentSquare 
 PointOnMap

 ACBStart ; now a variable so that BuildAndDisplayFrame can 
; be used for room animation only

 GoalNowX GoalNowZ ;coords right now
 IntendedDir       ;direction to escape from collision
 TryDir            ;attempted next direction to travel
 StartX StartY     ;coords used for testing locns other than NowX,NowZ
