#include "advent.h"
#include "database.h"
-#include "newdb.h"
/*
* Initialisation
* apply to players whose scores are higher than the previous N but not
* higher than this N. Note that these scores probably change with every
* modification (and particularly expansion) of the program.
- * SECTION 11: Hints. Each line contains a hint number (add 10 to get cond
+ * Section 11: Hints. Each line contains a hint number (add 10 to get cond
* bit; see section 9), the number of turns he must be at the right loc(s)
* before triggering the hint, the points deducted for taking the hint,
* the message number (section 6) of the question, and the message number
printf("Initialising...\n");
for (int i = 1; i <= NOBJECTS; i++) {
- game.place[i] = NOWHERE;
+ game.place[i] = LOC_NOWHERE;
game.prop[i] = 0;
game.link[i + NOBJECTS] = game.link[i] = 0;
}
game.abbrev[i] = 0;
if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
int k = KEY[i];
- if (MOD(labs(TRAVEL[k]), 1000) == 1)COND[i] = 2;
+ if (MOD(labs(TRAVEL[k]), 1000) == 1)
+ conditions[i] |= (1 << COND_FORCED);
}
game.atloc[i] = 0;
}
/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
* with cond bit i. game.hinted[i] is true iff hint i has been
* used. */
- for (int i = 1; i <= HNTMAX; i++) {
+ for (int i = 0; i < HINT_COUNT; i++) {
game.hinted[i] = false;
game.hintlc[i] = 0;
}
/* Define some handy mnemonics. These correspond to object numbers. */
- AXE = VOCWRD(12405, 1);
- BATTERY = VOCWRD(201202005, 1);
- BEAR = VOCWRD(2050118, 1);
- BIRD = VOCWRD(2091804, 1);
- BLOOD = VOCWRD(212151504, 1);
- BOTTLE = VOCWRD(215202012, 1);
- CAGE = VOCWRD(3010705, 1);
- CAVITY = VOCWRD(301220920, 1);
- CHASM = VOCWRD(308011913, 1);
- CLAM = VOCWRD(3120113, 1);
- DOOR = VOCWRD(4151518, 1);
- DRAGON = VOCWRD(418010715, 1);
- DWARF = VOCWRD(423011806, 1);
- FISSURE = VOCWRD(609191921, 1);
- FOOD = VOCWRD(6151504, 1);
- GRATE = VOCWRD(718012005, 1);
- KEYS = VOCWRD(11052519, 1);
- KNIFE = VOCWRD(1114090605, 1);
- LAMP = VOCWRD(12011316, 1);
- MAGAZINE = VOCWRD(1301070126, 1);
- MESSAG = VOCWRD(1305191901, 1);
- MIRROR = VOCWRD(1309181815, 1);
- OGRE = VOCWRD(15071805, 1);
- OIL = VOCWRD(150912, 1);
- OYSTER = VOCWRD(1525192005, 1);
- PILLOW = VOCWRD(1609121215, 1);
- PLANT = VOCWRD(1612011420, 1);
+ AXE = VOCWRD(WORD_AXE, 1);
+ BATTERY = VOCWRD(WORD_BATTERY, 1);
+ BEAR = VOCWRD(WORD_BEAR, 1);
+ BIRD = VOCWRD(WORD_BIRD, 1);
+ BLOOD = VOCWRD(WORD_BLOOD, 1);
+ BOTTLE = VOCWRD(WORD_BOTTLE, 1);
+ CAGE = VOCWRD(WORD_CAGE, 1);
+ CAVITY = VOCWRD(WORD_CAVITY, 1);
+ CHASM = VOCWRD(WORD_CHASM, 1);
+ CLAM = VOCWRD(WORD_CLAM, 1);
+ DOOR = VOCWRD(WORD_DOOR, 1);
+ DRAGON = VOCWRD(WORD_DRAGON, 1);
+ DWARF = VOCWRD(WORD_DWARF, 1);
+ FISSURE = VOCWRD(WORD_FISSURE, 1);
+ FOOD = VOCWRD(WORD_FOOD, 1);
+ GRATE = VOCWRD(WORD_GRATE, 1);
+ KEYS = VOCWRD(WORD_KEYS, 1);
+ KNIFE = VOCWRD(WORD_KNIFE, 1);
+ LAMP = VOCWRD(WORD_LAMP, 1);
+ MAGAZINE = VOCWRD(WORD_MAGAZINE, 1);
+ MESSAG = VOCWRD(WORD_MESSAG, 1);
+ MIRROR = VOCWRD(WORD_MIRROR, 1);
+ OGRE = VOCWRD(WORD_OGRE, 1);
+ OIL = VOCWRD(WORD_OIL, 1);
+ OYSTER = VOCWRD(WORD_OYSTER, 1);
+ PILLOW = VOCWRD(WORD_PILLOW, 1);
+ PLANT = VOCWRD(WORD_PLANT, 1);
PLANT2 = PLANT + 1;
- RESER = VOCWRD(1805190518, 1);
- ROD = VOCWRD(181504, 1);
+ RESER = VOCWRD(WORD_RESER, 1);
+ ROD = VOCWRD(WORD_ROD, 1);
ROD2 = ROD + 1;
- SIGN = VOCWRD(19090714, 1);
- SNAKE = VOCWRD(1914011105, 1);
- STEPS = VOCWRD(1920051619, 1);
- TROLL = VOCWRD(2018151212, 1);
+ SIGN = VOCWRD(WORD_SIGN, 1);
+ SNAKE = VOCWRD(WORD_SNAKE, 1);
+ STEPS = VOCWRD(WORD_STEPS, 1);
+ TROLL = VOCWRD(WORD_TROLL, 1);
TROLL2 = TROLL + 1;
- URN = VOCWRD(211814, 1);
- VEND = VOCWRD(1755140409, 1);
- VOLCANO = VOCWRD(1765120301, 1);
- WATER = VOCWRD(1851200518, 1);
+ URN = VOCWRD(WORD_URN, 1);
+ VEND = VOCWRD(WORD_VEND, 1);
+ VOLCANO = VOCWRD(WORD_VOLCANO, 1);
+ WATER = VOCWRD(WORD_WATER, 1);
/* Objects from MINTRS through MAXTRS are treasures. Here are a few. */
- AMBER = VOCWRD(113020518, 1);
- CHAIN = VOCWRD(308010914, 1);
- CHEST = VOCWRD(308051920, 1);
- COINS = VOCWRD(315091419, 1);
- EGGS = VOCWRD(5070719, 1);
- EMERALD = VOCWRD(513051801, 1);
- JADE = VOCWRD(10010405, 1);
- NUGGET = VOCWRD(7151204, 1);
- PEARL = VOCWRD(1605011812, 1);
- PYRAMID = VOCWRD(1625180113, 1);
- RUBY = VOCWRD(18210225, 1);
- RUG = VOCWRD(182107, 1);
- SAPPH = VOCWRD(1901161608, 1);
- TRIDENT = VOCWRD(2018090405, 1);
- VASE = VOCWRD(22011905, 1);
+ AMBER = VOCWRD(WORD_AMBER, 1);
+ CHAIN = VOCWRD(WORD_CHAIN, 1);
+ CHEST = VOCWRD(WORD_CHEST, 1);
+ COINS = VOCWRD(WORD_COINS, 1);
+ EGGS = VOCWRD(WORD_EGGS, 1);
+ EMERALD = VOCWRD(WORD_EMERALD, 1);
+ JADE = VOCWRD(WORD_JADE, 1);
+ NUGGET = VOCWRD(WORD_NUGGET, 1);
+ PEARL = VOCWRD(WORD_PEARL, 1);
+ PYRAMID = VOCWRD(WORD_PYRAMID, 1);
+ RUBY = VOCWRD(WORD_RUBY, 1);
+ RUG = VOCWRD(WORD_RUG, 1);
+ SAPPH = VOCWRD(WORD_SAPPH, 1);
+ TRIDENT = VOCWRD(WORD_TRIDENT, 1);
+ VASE = VOCWRD(WORD_VASE, 1);
/* These are motion-verb numbers. */
- BACK = VOCWRD(2010311, 0);
- CAVE = VOCWRD(3012205, 0);
- DPRSSN = VOCWRD(405161805, 0);
- ENTER = VOCWRD(514200518, 0);
- ENTRNC = VOCWRD(514201801, 0);
- LOOK = VOCWRD(12151511, 0);
- NUL = VOCWRD(14211212, 0);
- STREAM = VOCWRD(1920180501, 0);
+ BACK = VOCWRD(WORD_BACK, 0);
+ CAVE = VOCWRD(WORD_CAVE, 0);
+ DPRSSN = VOCWRD(WORD_DPRSSN, 0);
+ ENTER = VOCWRD(WORD_ENTER, 0);
+ ENTRNC = VOCWRD(WORD_ENTRNC, 0);
+ LOOK = VOCWRD(WORD_LOOK, 0);
+ NUL = VOCWRD(WORD_NUL, 0);
+ STREAM = VOCWRD(WORD_STREAM, 0);
/* And some action verbs. */
- FIND = VOCWRD(6091404, 2);
- INVENT = VOCWRD(914220514, 2);
- LOCK = VOCWRD(12150311, 2);
- SAY = VOCWRD(190125, 2);
- THROW = VOCWRD(2008181523, 2);
+ FIND = VOCWRD(WORD_FIND, 2);
+ INVENT = VOCWRD(WORD_INVENT, 2);
+ LOCK = VOCWRD(WORD_LOCK, 2);
+ SAY = VOCWRD(WORD_SAY, 2);
+ THROW = VOCWRD(WORD_THROW, 2);
/* Initialise the dwarves. game.dloc is loc of dwarves,
* hard-wired in. game.odloc is prior loc of each dwarf,
* game.limit Lifetime of lamp (not set here)
* maximum_deaths Number of reincarnation messages available (up to 5)
* game.numdie Number of times killed so far
- * game.thresh Next #turns threshhold (-1 if none)
- * game.trndex Index in TRNVAL of next threshold (db section 14)
* game.trnluz # points lost so far due to number of turns used
* game.turns Tallies how many commands he's given (ignores yes/no)
* Logicals were explained earlier */
game.turns = 0;
- game.trndex = 1;
- game.thresh = -1;
- if (TRNVLS > 0)
- game.thresh = MOD(TRNVAL[1], 100000) + 1;
game.trnluz = 0;
game.lmwarn = false;
game.iwest = 0;