#define TRVSIZ 885
#define TOKLEN 5
#define HINTLEN 5
+#define HNTSIZ 20
#include <stdio.h>
#include <stdlib.h>
long OBJTXT[NOBJECTS + 1];
long STEXT[LOCSIZ + 1];
long LTEXT[LOCSIZ + 1];
-long COND[LOCSIZ + 1];
long KEY[LOCSIZ + 1];
long LOCSND[LOCSIZ + 1];
long LINES[LINSIZ + 1];
long PLAC[NOBJECTS + 1];
long FIXD[NOBJECTS + 1];
long ACTSPK[VRBSIZ + 1];
-long HINTS[HNTSIZ + 1][HINTLEN];
-
-
-static bool is_set(long var, long position)
-{
- long mask = 1l << position;
- bool result = (var & mask) == mask;
- return (result);
-}
static long GETTXT(long SKIP, long ONEWRD, long UPPER)
{
}
}
-/* Read info about available liquids and other conditions, store in COND. */
+/* Read info about available liquids and other conditions. */
static void read_conditions(FILE* database)
{
long K;
while ((K = GETNUM(database)) != -1) {
long loc;
while ((loc = GETNUM(NULL)) != 0) {
- if (is_set(COND[loc], K))
- BUG(LOCATION_HAS_CONDITION_BIT_BEING_SET_TWICE);
- COND[loc] = COND[loc] + (1l << K);
+ continue; /* COND is no longer used */
}
}
}
if (K <= 0 || K > HNTSIZ)
BUG(TOO_MANY_HINTS);
for (int I = 1; I <= 4; I++) {
- HINTS[K][I] = GETNUM(NULL);
+ /* consume - actual arrqy-building now done in YAML. */
+ GETNUM(NULL);
} /* end loop */
HNTMAX = (HNTMAX > K ? HNTMAX : K);
}
* location N. LTEXT(N) is long description. PTEXT(N) points to
* message for game.prop(N)=0. Successive prop messages are
* found by chasing pointers. RTEXT contains section 6's stuff.
- * TTEXT is for section 14. We also clear COND (see description
- * of section 9 for details). */
+ * TTEXT is for section 14. */
for (int I = 1; I <= NOBJECTS; I++) {
PTEXT[I] = 0;
OBJSND[I] = 0;
for (int I = 1; I <= LOCSIZ; I++) {
STEXT[I] = 0;
LTEXT[I] = 0;
- COND[I] = 0;
KEY[I] = 0;
LOCSND[I] = 0;
}
/* Finish constructing internal data format */
/* Having read in the database, certain things are now constructed.
- * game.propS are set to zero. We finish setting up COND by checking for
- * forced-motion travel entries. The PLAC and FIXD arrays are used
+ * game.propS are set to zero. The PLAC and FIXD arrays are used
* to set up game.atloc(N) as the first object at location N, and
* game.link(OBJ) as the next object at the same location as OBJ.
* (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is
* whether the abbreviated description is printed. Counts modulo 5
* unless "LOOK" is used. */
-static void write_0d(FILE* header_file, long single, const char* varname)
-{
- fprintf(header_file, "LOCATION long %s INITIALIZE(= %ld);\n", varname, single);
-}
-
static void write_1d(FILE* header_file, long array[], long dim, const char* varname)
{
fprintf(header_file, "LOCATION long %s[] INITIALIZE(= {\n", varname);
fprintf(header_file, "\n});\n");
}
-static void write_hints(FILE* header_file, long matrix[][HINTLEN], long dim1, long dim2, const char* varname)
-{
- fprintf(header_file, "LOCATION long %s[][%ld] INITIALIZE(= {\n", varname, dim2);
- for (int i = 0; i < dim1; ++i) {
- fprintf(header_file, " {");
- for (int j = 0; j < dim2; ++j) {
- fprintf(header_file, "%ld, ", matrix[i][j]);
- }
- fprintf(header_file, "},\n");
- }
- fprintf(header_file, "});\n");
-}
-
static void write_file(FILE* header_file)
{
fprintf(header_file, "#ifndef DATABASE_H\n");
fprintf(header_file, "\n");
// content variables
- write_0d(header_file, HNTMAX, "HNTMAX");
write_1d(header_file, OBJSND, NOBJECTS + 1, "OBJSND");
write_1d(header_file, OBJTXT, NOBJECTS + 1, "OBJTXT");
- write_1d(header_file, COND, LOCSIZ + 1, "COND");
write_1d(header_file, KEY, LOCSIZ + 1, "KEY");
write_1d(header_file, LOCSND, LOCSIZ + 1, "LOCSND");
write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");
write_1d(header_file, PLAC, NOBJECTS + 1, "PLAC");
write_1d(header_file, FIXD, NOBJECTS + 1, "FIXD");
write_1d(header_file, ACTSPK, VRBSIZ + 1, "ACTSPK");
- write_hints(header_file, HINTS, HNTSIZ + 1, 5, "HINTS");
fprintf(header_file, "#undef LOCATION\n");
fprintf(header_file, "#undef INITIALIZE\n");