#include <stdbool.h>
#include "advent.h"
-#include "funcs.h"
#include "database.h"
+#include "newdb.h"
/*
* Initialisation
for (i=1; i<=LOCSIZ; i++) {
game.abbrev[i]=0;
- if (!(LTEXT[i] == 0 || KEY[i] == 0)) {
+ if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
k=KEY[i];
if(MOD(labs(TRAVEL[k]),1000) == 1)COND[i]=2;
}
* not yet found, so we know when to close the cave. */
game.tally=0;
for (i=MINTRS; i<=MAXTRS; i++) {
- if(PTEXT[i] != 0)
+ if(object_descriptions[i].inventory != 0)
game.prop[i]= -1;
game.tally=game.tally-game.prop[i];
}
* chest's eventual location inside the maze. This loc is saved
* in game.chloc for ref. the dead end in the other maze has its
* loc stored in game.chloc2. */
- game.chloc=114;
- game.chloc2=140;
+ game.chloc = LOC_114;
+ game.chloc2 = LOC_140;
for (i=1; i<=NDWARVES; i++) {
game.dseen[i]=false;
}
game.dflag=0;
- game.dloc[1]=19;
- game.dloc[2]=27;
- game.dloc[3]=33;
- game.dloc[4]=44;
- game.dloc[5]=64;
+ game.dloc[1] = LOC_19;
+ game.dloc[2] = LOC_27;
+ game.dloc[3] = LOC_33;
+ game.dloc[4] = LOC_44;
+ game.dloc[5] = LOC_64;
game.dloc[6]=game.chloc;
/* Other random flags and counters, as follows:
game.knfloc=0;
game.detail=0;
game.abbnum=5;
- for (i=0; i<=4; i++) {
- long x = 2*i+81;
- if(RTEXT[x] != 0)
- MAXDIE=i+1;
- }
game.numdie=0;
game.holdng=0;
game.dkill=0;
game.closed=false;
game.clshnt=false;
game.novice=false;
- game.setup=1;
game.blklin=true;
}