* 1000 non-synonymous vocabulary words
* 300 locations
* 100 objects
- * Note:
+ * 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
void initialise(void)
{
- int i, k;
if (oldstyle)
- printf("Initialising...\n");
+ printf("Initialising...\n");
- for (i=1; i<=NOBJECTS; i++) {
- game.place[i]=0;
- game.prop[i]=0;
- game.link[i+NOBJECTS]=game.link[i]=0;
+ for (int i = 1; i <= NOBJECTS; i++) {
+ game.place[i] = LOC_NOWHERE;
+ game.prop[i] = 0;
+ game.link[i + NOBJECTS] = game.link[i] = 0;
}
- for (i=1; i<=LOCSIZ; i++) {
- game.abbrev[i]=0;
- if (!(long_location_descriptions[i] == 0 || KEY[i] == 0)) {
- k=KEY[i];
- if(MOD(labs(TRAVEL[k]),1000) == 1)COND[i]=2;
- }
- game.atloc[i]=0;
+ for (int i = 1; i <= LOCSIZ; i++) {
+ 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;
+ }
+ game.atloc[i] = 0;
}
/* Set up the game.atloc and game.link arrays as described above.
* 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. */
- for (i=1; i<=NOBJECTS; i++) {
- k=NOBJECTS + 1 - i;
- if(FIXD[k] > 0) {
- DROP(k+NOBJECTS,FIXD[k]);
- DROP(k,PLAC[k]);
- }
+ for (int i = 1; i <= NOBJECTS; i++) {
+ int k = NOBJECTS + 1 - i;
+ if (FIXD[k] > 0) {
+ DROP(k + NOBJECTS, FIXD[k]);
+ 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]);
+ for (int i = 1; i <= NOBJECTS; i++) {
+ int k = NOBJECTS + 1 - i;
+ game.fixed[k] = FIXD[k];
+ if (PLAC[k] != 0 && FIXD[k] <= 0)
+ DROP(k, PLAC[k]);
}
/* 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. */
- game.tally=0;
- for (i=MINTRS; i<=MAXTRS; i++) {
- if(object_descriptions[i].inventory != 0)
- game.prop[i]= -1;
- game.tally=game.tally-game.prop[i];
+ game.tally = 0;
+ for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
+ if (object_descriptions[treasure].inventory != 0)
+ game.prop[treasure] = -1;
+ game.tally = game.tally - game.prop[treasure];
}
/* 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++) {
- game.hinted[i]=false;
- game.hintlc[i]=0;
+ for (int i = 1; i <= HNTMAX; i++) {
+ game.hinted[i] = false;
+ game.hintlc[i] = 0;
}
/* Define some handy mnemonics. These correspond to object numbers. */
- AXE=VOCWRD(12405,1);
- BATTER=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);
- FISSUR=VOCWRD(609191921,1);
- FOOD=VOCWRD(6151504,1);
- GRATE=VOCWRD(718012005,1);
- KEYS=VOCWRD(11052519,1);
- KNIFE=VOCWRD(1114090605,1);
- LAMP=VOCWRD(12011316,1);
- MAGZIN=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);
- PLANT2=PLANT+1;
- RESER=VOCWRD(1805190518,1);
- ROD=VOCWRD(181504,1);
- ROD2=ROD+1;
- SIGN=VOCWRD(19090714,1);
- SNAKE=VOCWRD(1914011105,1);
- STEPS=VOCWRD(1920051619,1);
- TROLL=VOCWRD(2018151212,1);
- TROLL2=TROLL+1;
- URN=VOCWRD(211814,1);
- VEND=VOCWRD(1755140409,1);
- VOLCAN=VOCWRD(1765120301,1);
- WATER=VOCWRD(1851200518,1);
+ 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);
+ PLANT2 = PLANT + 1;
+ RESER = VOCWRD(1805190518, 1);
+ ROD = VOCWRD(181504, 1);
+ ROD2 = ROD + 1;
+ SIGN = VOCWRD(19090714, 1);
+ SNAKE = VOCWRD(1914011105, 1);
+ STEPS = VOCWRD(1920051619, 1);
+ TROLL = VOCWRD(2018151212, 1);
+ TROLL2 = TROLL + 1;
+ URN = VOCWRD(211814, 1);
+ VEND = VOCWRD(1755140409, 1);
+ VOLCANO = VOCWRD(1765120301, 1);
+ WATER = VOCWRD(1851200518, 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);
- EMRALD=VOCWRD(513051801,1);
- JADE=VOCWRD(10010405,1);
- NUGGET=VOCWRD(7151204,1);
- PEARL=VOCWRD(1605011812,1);
- PYRAM=VOCWRD(1625180113,1);
- RUBY=VOCWRD(18210225,1);
- RUG=VOCWRD(182107,1);
- SAPPH=VOCWRD(1901161608,1);
- TRIDNT=VOCWRD(2018090405,1);
- VASE=VOCWRD(22011905,1);
+ 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);
/* 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(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);
/* 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(6091404, 2);
+ INVENT = VOCWRD(914220514, 2);
+ LOCK = VOCWRD(12150311, 2);
+ SAY = VOCWRD(190125, 2);
+ THROW = VOCWRD(2008181523, 2);
/* Initialise the dwarves. game.dloc is loc of dwarves,
* hard-wired in. game.odloc is prior loc of each dwarf,
* 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;
- for (i=1; i<=NDWARVES; i++) {
- game.dseen[i]=false;
+ game.chloc = LOC_DEADEND12;
+ game.chloc2 = LOC_DEADEND13;
+ for (int 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[6]=game.chloc;
+ game.dflag = 0;
+ game.dloc[1] = LOC_KINGHALL;
+ game.dloc[2] = LOC_WESTBANK;
+ game.dloc[3] = LOC_Y2;
+ game.dloc[4] = LOC_ALIKE3;
+ game.dloc[5] = LOC_COMPLEX;
+ game.dloc[6] = game.chloc;
/* Other random flags and counters, as follows:
* game.abbnum How often we should print non-abbreviated descriptions
* 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)
+ * 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;
+ 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;
- game.knfloc=0;
- game.detail=0;
- game.abbnum=5;
- game.numdie=0;
- game.holdng=0;
- game.dkill=0;
- game.foobar=0;
- game.bonus=0;
- game.clock1=30;
- game.clock2=50;
- game.conds=SETBIT(11);
- game.saved=0;
- game.closng=false;
- game.panic=false;
- game.closed=false;
- game.clshnt=false;
- game.novice=false;
- game.setup=1;
- game.blklin=true;
+ game.thresh = MOD(TRNVAL[1], 100000) + 1;
+ game.trnluz = 0;
+ game.lmwarn = false;
+ game.iwest = 0;
+ game.knfloc = 0;
+ game.detail = 0;
+ game.abbnum = 5;
+ game.numdie = 0;
+ game.holdng = 0;
+ game.dkill = 0;
+ game.foobar = 0;
+ game.bonus = 0;
+ game.clock1 = 30;
+ game.clock2 = 50;
+ game.conds = SETBIT(11);
+ game.saved = 0;
+ game.closng = false;
+ game.panic = false;
+ game.closed = false;
+ game.clshnt = false;
+ game.novice = false;
+ game.blklin = true;
}