* 12600 words of message text (LINES, LINSIZ).
* 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
- * 185 locations (LTEXT, STEXT, KEY, COND, abbrev, ATLOC, LOCSND, LOCSIZ).
- * 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
+ * 185 locations (LTEXT, STEXT, KEY, COND, abbrev, game.atloc, LOCSND, LOCSIZ).
+ * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (TWICE), PTEXT, game.prop,
* OBJSND, OBJTXT).
* 35 "action" verbs (ACTSPK, VRBSIZ).
* 277 random messages (RTEXT, RTXSIZ).
* 12 different player classifications (CTEXT, CVAL, CLSMAX).
- * 20 hints (HINTLC, HINTED, HINTS, HNTSIZ).
+ * 20 hints (game.hintlc, game.hinted, HINTS, HNTSIZ).
* 5 "# of turns" threshholds (TTEXT, TRNVAL, 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,
/* Note:
* - the object count limit has been abstracted as NOBJECTS
- * - the random message limit has been abstracted as RTXSIZE
+ * - the random message limit has been abstracted as RTXSIZ
+ * - maximum locations limit has been abstracted as LOCSIZ
*/
/* Description of the database format
* If M=100 unconditional, but forbidden to dwarves.
* If 100<M<=200 he must be carrying object M-100.
* If 200<M<=300 must be carrying or in same room as M-200.
- * If 300<M<=400 PROP(M % 100) must *not* be 0.
- * If 400<M<=500 PROP(M % 100) must *not* be 1.
- * If 500<M<=600 PROP(M % 100) must *not* be 2, etc.
+ * If 300<M<=400 game.prop(M % 100) must *not* be 0.
+ * If 400<M<=500 game.prop(M % 100) must *not* be 1.
+ * If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
* If the condition (if any) is not met, then the next *different*
* "destination" value is used (unless it fails to meet *its* conditions,
* in which case the next is found, etc.). Typically, the next dest will
* him to 22 if he's carrying object 10, and otherwise will go to 14.
* 11 303008 49
* 11 9 50
- * This says that, from 11, 49 takes him to 8 unless PROP(3)=0, in which
- * case he goes to 9. Verb 50 takes him to 9 regardless of PROP(3).
+ * This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
+ * case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
* Section 4: Vocabulary. Each line contains a number (n), a tab, and a
* five-letter word. Call M=N/1000. If M=0, then the word is a motion
* verb for use in travelling (see section 3). Else, if M=1, the word is
* 2 (call them N and S), N is a location and message ABS(S) from section
* 6 is the sound heard there. If S<0, the sound there drowns out all
* other noises. If 3 numbers (call them N, S, and T), N is an object
- * number and S+PROP(N) is the property message (from section 5) if he
- * listens to the object, and T+PROP(N) is the text if he reads it. If
+ * number and S+game.prop(N) is the property message (from section 5) if he
+ * listens to the object, and T+game.prop(N) is the text if he reads it. If
* S or T is -1, the object has no sound or text, respectively. Neither
* S nor T is allowed to be 0.
* Section 14: Turn threshholds. Each line contains a number (N), a tab, and
}
static int finish_init(void) {
- for (I=1; I<=100; I++) {
- PLACE[I]=0;
- PROP[I]=0;
- LINK[I]=0;
- {long x = I+NOBJECTS; LINK[x]=0;}
+ int i;
+ for (i=1; i<=NOBJECTS; i++) {
+ game.place[i]=0;
+ game.prop[i]=0;
+ game.link[i]=0;
+ {long x = i+NOBJECTS; game.link[x]=0;}
} /* end loop */
- /* 1102 */ for (I=1; I<=LOCSIZ; I++) {
- game.abbrev[I]=0;
- if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102;
- K=KEY[I];
- if(MOD(labs(TRAVEL[K]),1000) == 1)COND[I]=2;
-L1102: ATLOC[I]=0;
+ for (i=1; i<=LOCSIZ; i++) {
+ game.abbrev[i]=0;
+ if (!(LTEXT[i] == 0 || KEY[i] == 0)) {
+ K=KEY[i];
+ if(MOD(labs(TRAVEL[K]),1000) == 1)COND[i]=2;
+ }
+ game.atloc[i]=0;
} /* end loop */
-/* Set up the ATLOC and LINK arrays as described above. We'll use the DROP
- * subroutine, which prefaces new objects on the lists. Since we want things
- * in the other order, we'll run the loop backwards. If the object is in two
- * locs, we drop it twice. This also sets up "PLACE" and "fixed" as copies of
- * "PLAC" and "FIXD". Also, since two-placed objects are typically best
+/* Set up the game.atloc and game.link arrays as described above.
+ * We'll use the DROP subroutine, which prefaces new objects on the
+ * lists. Since we want things in the other order, we'll run the
+ * loop backwards. If the object is in two locs, we drop it twice.
+ * This also sets up "game.place" and "fixed" as copies of "PLAC" and
+ * "FIXD". Also, since two-placed objects are typically best
* described last, we'll drop them first. */
- /* 1106 */ for (I=1; I<=NOBJECTS; I++) {
- K=NOBJECTS + 1 - I;
- if(FIXD[K] <= 0) goto L1106;
- DROP(K+NOBJECTS,FIXD[K]);
- DROP(K,PLAC[K]);
-L1106: /*etc*/ ;
+ for (i=1; i<=NOBJECTS; i++) {
+ K=NOBJECTS + 1 - i;
+ if(FIXD[K] > 0) {
+ DROP(K+NOBJECTS,FIXD[K]);
+ DROP(K,PLAC[K]);
+ }
} /* end loop */
- for (I=1; I<=NOBJECTS; I++) {
- K=NOBJECTS + 1 - I;
- FIXED[K]=FIXD[K];
- if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]);
+ for (i=1; i<=NOBJECTS; i++) {
+ K=NOBJECTS + 1 - i;
+ game.fixed[K]=FIXD[K];
+ if(PLAC[K] != 0 && FIXD[K] <= 0)
+ DROP(K,PLAC[K]);
} /* end loop */
-/* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79).
+/* Treasures, as noted earlier, are objects MINTRS through MAXTRS
* Their props are initially -1, and are set to 0 the first time they are
* described. game.tally keeps track of how many are not yet found, so we know
* when to close the cave. */
- MAXTRS=79;
game.tally=0;
- for (I=50; I<=MAXTRS; I++) {
- if(PTEXT[I] != 0)PROP[I]= -1;
- game.tally=game.tally-PROP[I];
+ for (i=MINTRS; i<=MAXTRS; i++) {
+ if(PTEXT[i] != 0)
+ game.prop[i]= -1;
+ game.tally=game.tally-game.prop[i];
} /* end loop */
-/* Clear the hint stuff. HINTLC(I) is how long he's been at LOC with cond bit
- * I. 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 (I=1; I<=HNTMAX; I++) {
- HINTED[I]=false;
- HINTLC[I]=0;
+ for (i=1; i<=HNTMAX; i++) {
+ game.hinted[i]=false;
+ game.hintlc[i]=0;
} /* end loop */
/* Define some handy mnemonics. These correspond to object numbers. */
game.chloc=114;
game.chloc2=140;
- for (I=1; I<=NDWARVES; I++) {
- game.dseen[I]=false;
+ for (i=1; i<=NDWARVES; i++) {
+ game.dseen[i]=false;
} /* end loop */
game.dflag=0;
game.dloc[1]=19;
game.dloc[4]=44;
game.dloc[5]=64;
game.dloc[6]=game.chloc;
- DALTLC=18;
/* Other random flags and counters, as follows:
* game.abbnum How often we should print non-abbreviated descriptions
* game.dkill # of dwarves killed (unused in scoring, needed for msg)
* game.foobar Current progress in saying "FEE FIE FOE FOO".
* game.holdng Number of objects being carried
- * IGO How many times he's said "go XXX" instead of "XXX"
+ * igo How many times he's said "go XXX" instead of "XXX"
* 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)
- * MAXDIE Number of reincarnation messages available (up to 5)
+ * MAXDIE 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 threshhold (section 14 of database)
if(TRNVLS > 0)game.thresh=MOD(TRNVAL[1],100000)+1;
game.trnluz=0;
game.lmwarn=false;
- IGO=0;
game.iwest=0;
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;}
+ for (i=0; i<=4; i++) {
+ {long x = 2*i+81; if(RTEXT[x] != 0)MAXDIE=i+1;}
} /* end loop */
game.numdie=0;
game.holdng=0;