#include <stdio.h>
#include <stdbool.h>
-#include "misc.h"
-#include "main.h"
-#include "share.h"
+#include "advent.h"
#include "funcs.h"
+#include "database.h"
/*
* Initialisation
*/
/* Current limits:
- * 12500 words of message text (LINES, LINSIZ).
+ * 12600 words of message text (LINES, LINSIZ).
* 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
- * 185 locations (LTEXT, STEXT, KEY, COND, ABB, 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,
* 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
*
* 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
* prop value is N/100. The N/100 is used only to distinguish multiple
* messages from multi-line messages; the prop info actually requires all
* messages for an object to be present and consecutive. Properties which
- * produce no message should be given the message ">$<".
+ * produce no message should be given the message ">$<". (The magic value
+ * 100 is now mostly abstracted out as NOBJECTS.)
* Section 6: Arbitrary messages. Same format as sections 1, 2, and 5, except
* the numbers bear no relation to anything (except for special verbs
* in section 4).
* 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
* %B = Variable number of blanks
* %! = The entire message should be suppressed */
-static bool quick_init(void);
-static int raw_init(void);
-static void report(void);
-static void quick_save(void);
static int finish_init(void);
-static void quick_io(void);
void initialise(void) {
if (oldstyle)
printf("Initialising...\n");
- if(!quick_init()){raw_init(); report(); quick_save();}
finish_init();
}
-static int raw_init(void) {
- printf("Couldn't find adventure.data, using adventure.text...\n");
-
- FILE *OPENED=fopen("adventure.text","r" /* NOT binary */);
- if(!OPENED){printf("Can't read adventure.text!\n"); exit(0);}
-
-/* Clear out the various text-pointer arrays. All text is stored in array
- * lines; each line is preceded by a word pointing to the next pointer (i.e.
- * the word following the end of the line). The pointer is negative if this is
- * first line of a message. The text-pointer arrays contain indices of
- * pointer-words in lines. STEXT(N) is short description of location N.
- * LTEXT(N) is long description. PTEXT(N) points to message for PROP(N)=0.
- * Successive prop messages are found by chasing pointers. RTEXT contains
- * section 6's stuff. CTEXT(N) points to a player-class message. TTEXT is for
- * section 14. We also clear COND (see description of section 9 for details). */
-
- /* 1001 */ for (I=1; I<=300; I++) {
- if(I <= 100)PTEXT[I]=0;
- if(I <= RTXSIZ)RTEXT[I]=0;
- if(I <= CLSMAX)CTEXT[I]=0;
- if(I <= 100)OBJSND[I]=0;
- if(I <= 100)OBJTXT[I]=0;
- if(I > LOCSIZ) goto L1001;
- STEXT[I]=0;
- LTEXT[I]=0;
- COND[I]=0;
- KEY[I]=0;
- LOCSND[I]=0;
-L1001: /*etc*/ ;
- } /* end loop */
-
- LINUSE=1;
- TRVS=1;
- CLSSES=0;
- TRNVLS=0;
-
-/* Start new data section. Sect is the section number. */
-
-L1002: SECT=GETNUM(OPENED);
- game.oldloc= -1;
- switch (SECT) { case 0: return(0); case 1: goto L1004; case 2: goto
- L1004; case 3: goto L1030; case 4: goto L1040; case 5: goto L1004;
- case 6: goto L1004; case 7: goto L1050; case 8: goto L1060; case
- 9: goto L1070; case 10: goto L1004; case 11: goto L1080; case 12:
- break; case 13: goto L1090; case 14: goto L1004; }
-/* (0) (1) (2) (3) (4) (5) (6) (7) (8) (9)
- * (10) (11) (12) (13) (14) */
- BUG(9);
-
-/* Sections 1, 2, 5, 6, 10, 14. Read messages and set up pointers. */
-
-L1004: KK=LINUSE;
-L1005: LINUSE=KK;
- LOC=GETNUM(OPENED);
- if(LNLENG >= LNPOSN+70)BUG(0);
- if(LOC == -1) goto L1002;
- if(LNLENG < LNPOSN)BUG(1);
-L1006: KK=KK+1;
- if(KK >= LINSIZ)BUG(2);
- LINES[KK]=GETTXT(false,false,false,KK);
- if(LINES[KK] != -1) goto L1006;
- LINES[LINUSE]=KK;
- if(LOC == game.oldloc) goto L1005;
- game.oldloc=LOC;
- LINES[LINUSE]= -KK;
- if(SECT == 14) goto L1014;
- if(SECT == 10) goto L1012;
- if(SECT == 6) goto L1011;
- if(SECT == 5) goto L1010;
- if(LOC > LOCSIZ)BUG(10);
- if(SECT == 1) goto L1008;
-
- STEXT[LOC]=LINUSE;
- goto L1005;
-
-L1008: LTEXT[LOC]=LINUSE;
- goto L1005;
-
-L1010: if(LOC > 0 && LOC <= 100)PTEXT[LOC]=LINUSE;
- goto L1005;
-
-L1011: if(LOC > RTXSIZ)BUG(6);
- RTEXT[LOC]=LINUSE;
- goto L1005;
-
-L1012: CLSSES=CLSSES+1;
- if(CLSSES > CLSMAX)BUG(11);
- CTEXT[CLSSES]=LINUSE;
- CVAL[CLSSES]=LOC;
- goto L1005;
-
-L1014: TRNVLS=TRNVLS+1;
- if(TRNVLS > TRNSIZ)BUG(11);
- TTEXT[TRNVLS]=LINUSE;
- TRNVAL[TRNVLS]=LOC;
- goto L1005;
-
-/* The stuff for section 3 is encoded here. Each "from-location" gets a
- * contiguous section of the "TRAVEL" array. Each entry in travel is
- * game.newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
- * this is the last entry for this location. KEY(N) is the index in travel
- * of the first option at location N. */
-
-L1030: LOC=GETNUM(OPENED);
- if(LOC == -1) goto L1002;
- game.newloc=GETNUM(NULL);
- if(KEY[LOC] != 0) goto L1033;
- KEY[LOC]=TRVS;
- goto L1035;
-L1033: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
-L1035: L=GETNUM(NULL);
- if(L == 0) goto L1039;
- TRAVEL[TRVS]=game.newloc*1000+L;
- TRVS=TRVS+1;
- if(TRVS == TRVSIZ)BUG(3);
- goto L1035;
-L1039: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
- goto L1030;
-
-/* Here we read in the vocabulary. KTAB(N) is the word number, ATAB(N) is
- * the corresponding word. The -1 at the end of section 4 is left in KTAB
- * as an end-marker. The words are given a minimal hash to make deciphering
- * the core-image harder. (We don't use gettxt's hash since that would force
- * us to hash each input line to make comparisons work, and that in turn
- * would make it harder to detect particular input words.) */
-
-L1040: J=10000;
- for (TABNDX=1; TABNDX<=TABSIZ; TABNDX++) {
- KTAB[TABNDX]=GETNUM(OPENED);
- if(KTAB[TABNDX] == -1) goto L1002;
- J=J+7;
- ATAB[TABNDX]=GETTXT(true,true,true,0)+J*J;
- } /* end loop */
- BUG(4);
-
-/* Read in the initial locations for each object. Also the immovability info.
- * plac contains initial locations of objects. FIXD is -1 for immovable
- * objects (including the snake), or = second loc for two-placed objects. */
-
-L1050: OBJ=GETNUM(OPENED);
- if(OBJ == -1) goto L1002;
- PLAC[OBJ]=GETNUM(NULL);
- FIXD[OBJ]=GETNUM(NULL);
- goto L1050;
-
-/* Read default message numbers for action verbs, store in ACTSPK. */
-
-L1060: VERB=GETNUM(OPENED);
- if(VERB == -1) goto L1002;
- ACTSPK[VERB]=GETNUM(NULL);
- goto L1060;
-
-/* Read info about available liquids and other conditions, store in COND. */
-
-L1070: K=GETNUM(OPENED);
- if(K == -1) goto L1002;
-L1071: LOC=GETNUM(NULL);
- if(LOC == 0) goto L1070;
- if(CNDBIT(LOC,K)) BUG(8);
- COND[LOC]=COND[LOC]+SETBIT(K);
- goto L1071;
-
-/* Read data for hints. */
-
-L1080: HNTMAX=0;
-L1081: K=GETNUM(OPENED);
- if(K == -1) goto L1002;
- if(K <= 0 || K > HNTSIZ)BUG(7);
- for (I=1; I<=4; I++) {
- HINTS[K][I] =GETNUM(NULL);
- } /* end loop */
- HNTMAX=(HNTMAX>K ? HNTMAX : K);
- goto L1081;
-
-/* Read the sound/text info, store in OBJSND, OBJTXT, LOCSND. */
-
-L1090: K=GETNUM(OPENED);
- if(K == -1) goto L1002;
- KK=GETNUM(NULL);
- I=GETNUM(NULL);
- if(I == 0) goto L1092;
- OBJSND[K]=(KK>0 ? KK : 0);
- OBJTXT[K]=(I>0 ? I : 0);
- goto L1090;
-
-L1092: LOCSND[K]=KK;
- goto L1090;
-}
-
-/* Finish constructing internal data format */
-
-/* Having read in the database, certain things are now constructed. PROPS are
- * set to zero. We finish setting up COND by checking for forced-motion travel
- * entries. The PLAC and FIXD arrays are used to set up ATLOC(N) as the first
- * object at location N, and LINK(OBJ) as the next object at the same location
- * as OBJ. (OBJ>100 indicates that FIXED(OBJ-100)=LOC; LINK(OBJ) is still the
- * correct link to use.) ABB is zeroed; it controls whether the abbreviated
- * description is printed. Counts modulo 5 unless "LOOK" is used. */
-
static int finish_init(void) {
- for (I=1; I<=100; I++) {
- PLACE[I]=0;
- PROP[I]=0;
- LINK[I]=0;
- {long x = I+100; 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++) {
- ABB[I]=0;
- if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102;
- K=KEY[I];
- if(MOD(IABS(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<=100; I++) {
- K=101-I;
- if(FIXD[K] <= 0) goto L1106;
- DROP(K+100,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<=100; I++) {
- K=101-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. */
SAY=VOCWRD(190125,2);
THROW=VOCWRD(2008181523,2);
-/* Initialise the dwarves. DLOC is loc of dwarves, hard-wired in. ODLOC is
+/* Initialise the dwarves. game.dloc is loc of dwarves, hard-wired in. game.odloc is
* prior loc of each dwarf, initially garbage. DALTLC is alternate initial loc
* for dwarf, in case one of them starts out on top of the adventurer. (No 2
- * of the 5 initial locs are adjacent.) DSEEN is true if dwarf has seen him.
+ * of the 5 initial locs are adjacent.) game.dseen is true if dwarf has seen him.
* game.dflag controls the level of activation of all this:
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
* 1 Reached Hall Of Mists, but hasn't met first dwarf
* 3 A knife has been thrown (first set always misses)
* 3+ Dwarves are mad (increases their accuracy)
* Sixth dwarf is special (the pirate). He always starts at his chest's
- * eventual location inside the maze. This loc is saved in CHLOC for ref.
- * the dead end in the other maze has its loc stored in CHLOC2. */
+ * 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. */
- CHLOC=114;
- CHLOC2=140;
- for (I=1; I<=6; I++) {
- game.dseen[I]=false;
+ game.chloc=114;
+ game.chloc2=140;
+ for (i=1; i<=NDWARVES; i++) {
+ game.dseen[i]=false;
} /* end loop */
game.dflag=0;
- DLOC[1]=19;
- DLOC[2]=27;
- DLOC[3]=33;
- DLOC[4]=44;
- DLOC[5]=64;
- DLOC[6]=CHLOC;
- DALTLC=18;
+ game.dloc[1]=19;
+ game.dloc[2]=27;
+ game.dloc[3]=33;
+ game.dloc[4]=44;
+ game.dloc[5]=64;
+ game.dloc[6]=game.chloc;
/* Other random flags and counters, as follows:
* game.abbnum How often we should print non-abbreviated descriptions
* game.bonus Used to determine amount of bonus if he reaches closing
* game.clock1 Number of turns from finding last treasure till closing
* game.clock2 Number of turns from first warning till blinding flash
- * CONDS Min value for cond(loc) if loc has any hints
+ * game.conds Min value for cond(loc) if loc has any hints
* game.detail How often we've said "not allowed to give more detail"
- * game.dkill Number of dwarves killed (unused in scoring, needed for msg)
+ * 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;
game.bonus=0;
game.clock1=30;
game.clock2=50;
- CONDS=SETBIT(11);
+ game.conds=SETBIT(11);
game.saved=0;
game.closng=false;
game.panic=false;
game.closed=false;
- game.clshint=false;
+ game.clshnt=false;
game.novice=false;
game.setup=1;
+ game.blklin=true;
/* if we can ever think of how, we should save it at this point */
return(0); /* then we won't actually return from initialisation */
}
-
-/* Report on amount of arrays actually used, to permit reductions. */
-
-static void report(void) {
- for (K=1; K<=LOCSIZ; K++) {
- KK=LOCSIZ+1-K;
- if(LTEXT[KK] != 0) goto L1997;
- /*etc*/ ;
- } /* end loop */
-
- OBJ=0;
-L1997: for (K=1; K<=100; K++) {
- if(PTEXT[K] != 0)OBJ=OBJ+1;
- } /* end loop */
-
- for (K=1; K<=TABNDX; K++) {
- if(KTAB[K]/1000 == 2)VERB=KTAB[K]-2000;
- } /* end loop */
-
- for (K=1; K<=RTXSIZ; K++) {
- J=RTXSIZ+1-K;
- if(RTEXT[J] != 0) goto L1993;
- /*etc*/ ;
- } /* end loop */
-
-L1993: SETPRM(1,LINUSE,LINSIZ);
- SETPRM(3,TRVS,TRVSIZ);
- SETPRM(5,TABNDX,TABSIZ);
- SETPRM(7,KK,LOCSIZ);
- SETPRM(9,OBJ,100);
- SETPRM(11,VERB,VRBSIZ);
- SETPRM(13,J,RTXSIZ);
- SETPRM(15,CLSSES,CLSMAX);
- SETPRM(17,HNTMAX,HNTSIZ);
- SETPRM(19,TRNVLS,TRNSIZ);
- RSPEAK(267);
- TYPE0();
-}
-
-static long init_reading, init_cksum;
-static FILE *f;
-
-static void quick_item(long*);
-static void quick_array(long*, long);
-
-static bool quick_init(void) {
- extern char *getenv();
- char *adv = getenv("ADVENTURE");
- f = NULL;
- if(adv)f = fopen(adv,READ_MODE);
- if(f == NULL)f = fopen("adventure.data",READ_MODE);
- if(f == NULL)return(false);
- init_reading = true;
- init_cksum = 1;
- quick_io();
- if(fread(&K,sizeof(long),1,f) == 1) init_cksum -= K; else init_cksum = 1;
- fclose(f);
- if(init_cksum != 0)printf("Checksum error!\n");
- return(init_cksum == 0);
-}
-
-static void quick_save(void) {
- printf("Writing adventure.data...\n");
- f = fopen("adventure.data",WRITE_MODE);
- if(f == NULL){printf("Can't open file!\n"); return;}
- init_reading = false;
- init_cksum = 1;
- quick_io();
- fwrite(&init_cksum,sizeof(long),1,f);
- fclose(f);
-}
-
-static void quick_io(void) {
- quick_item(&LINUSE);
- quick_item(&TRVS);
- quick_item(&CLSSES);
- quick_item(&TRNVLS);
- quick_item(&TABNDX);
- quick_item(&HNTMAX);
- quick_array(PTEXT,100);
- quick_array(RTEXT,RTXSIZ);
- quick_array(CTEXT,CLSMAX);
- quick_array(OBJSND,100);
- quick_array(OBJTXT,100);
- quick_array(STEXT,LOCSIZ);
- quick_array(LTEXT,LOCSIZ);
- quick_array(COND,LOCSIZ);
- quick_array(KEY,LOCSIZ);
- quick_array(LOCSND,LOCSIZ);
- quick_array(LINES,LINSIZ);
- quick_array(CVAL,CLSMAX);
- quick_array(TTEXT,TRNSIZ);
- quick_array(TRNVAL,TRNSIZ);
- quick_array(TRAVEL,TRVSIZ);
- quick_array(KTAB,TABSIZ);
- quick_array(ATAB,TABSIZ);
- quick_array(PLAC,100);
- quick_array(FIXD,100);
- quick_array(ACTSPK,VRBSIZ);
- quick_array((long *)HINTS,(HNTMAX+1)*5-1);
-}
-
-static void quick_item(W)long *W; {
- if(init_reading && fread(W,sizeof(long),1,f) != 1)return;
- init_cksum = MOD(init_cksum*13+(*W),60000000);
- if(!init_reading)fwrite(W,sizeof(long),1,f);
-}
-
-static void quick_array(A,N)long *A, N; { long I;
- if(init_reading && fread(A,sizeof(long),N+1,f) != N+1)printf("Read error!\n");
- for(I=1;I<=N;I++)init_cksum = MOD(init_cksum*13+A[I],60000000);
- if(!init_reading && fwrite(A,sizeof(long),N+1,f)!=N+1)printf("Write error!\n");
-}