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More fixed limits (NOBJECTS, LOCSIZ) stop being fixed.
[open-adventure.git]
/
init.c
diff --git
a/init.c
b/init.c
index dbeac0ab30b3e7055af1fb86bd4ca6eeb86ab093..b7c0249db649c6da3e40ea6d3618c4d247da4a2c 100644
(file)
--- a/
init.c
+++ b/
init.c
@@
-14,23
+14,13
@@
* 12600 words of message text (LINES, LINSIZ).
* 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
* 12600 words of message text (LINES, LINSIZ).
* 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
- * 185 locations (KEY, COND, game.abbrev, game.atloc, LOCSND, LOCSIZ).
- * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (twice),
- * ogame.prop, OBJSND, OBJTXT).
* 35 "action" verbs (ACTSPK, VRBSIZ).
* 35 "action" verbs (ACTSPK, VRBSIZ).
- * 12 different player classifications (CTEXT, CVAL, CLSMAX).
- * 20 hints (game.hintlc, game.hinted, HINTS, HNTSIZ).
- * 5 "# of turns" threshholds (TRNSIZ).
* There are also limits which cannot be exceeded due to the structure of
* the database. (E.G., The vocabulary uses n/1000 to determine word type,
* so there can't be more than 1000 words.) These upper limits are:
* 1000 non-synonymous vocabulary words
* 300 locations
* 100 objects
* There are also limits which cannot be exceeded due to the structure of
* the database. (E.G., The vocabulary uses n/1000 to determine word type,
* so there can't be more than 1000 words.) These upper limits are:
* 1000 non-synonymous vocabulary words
* 300 locations
* 100 objects
- * Note:
- * - the object count limit has been abstracted as NOBJECTS
- * - the random message limit has been abstracted as RTXSIZ
- * - maximum locations limit has been abstracted as LOCSIZ
*/
/* Description of the database format
*/
/* Description of the database format
@@
-223,7
+213,7
@@
void initialise(void)
/* 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. */
/* 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 = 0; i <
HINT_COUNT
; i++) {
+ for (int i = 0; i <
NHINTS
; i++) {
game.hinted[i] = false;
game.hintlc[i] = 0;
}
game.hinted[i] = false;
game.hintlc[i] = 0;
}
@@
-347,11
+337,10
@@
void initialise(void)
* game.iwest How many times he's said "west" instead of "w"
* game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
* game.limit Lifetime of lamp (not set here)
* game.iwest How many times he's said "west" instead of "w"
* game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
* 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.trnluz # points lost so far due to number of turns used
* game.turns Tallies how many commands he's given (ignores yes/no)
* game.numdie Number of times killed so far
* 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.trnluz = 0;
game.lmwarn = false;
game.turns = 0;
game.trnluz = 0;
game.lmwarn = false;