#include <stdbool.h>
#include "advent.h"
-#include "database.h"
/*
* Initialisation
for (int i = 1; i <= NLOCATIONS; i++) {
game.abbrev[i] = 0;
- if (!(locations[i].description.big == 0 || TKEY[i] == 0)) {
- int k = TKEY[i];
- if (MOD(labs(TRAVEL[k]), 1000) == 1)
- conditions[i] |= (1 << COND_FORCED);
+ if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
+ int k = tkey[i];
+ if (T_TERMINATE(travel[k]))
+ conditions[i] |= (1 << COND_FORCED);
}
game.atloc[i] = 0;
}
* "FIXD". Also, since two-placed objects are typically best
* described last, we'll drop them first. */
for (int i = NOBJECTS; i >= 1; i--) {
- if (object_descriptions[i].fixd > 0) {
- drop(i + NOBJECTS, object_descriptions[i].fixd);
- drop(i, object_descriptions[i].plac);
+ if (objects[i].fixd > 0) {
+ drop(i + NOBJECTS, objects[i].fixd);
+ drop(i, objects[i].plac);
}
}
for (int i = 1; i <= NOBJECTS; i++) {
int k = NOBJECTS + 1 - i;
- game.fixed[k] = object_descriptions[k].fixd;
- if (object_descriptions[k].plac != 0 && object_descriptions[k].fixd <= 0)
- drop(k, object_descriptions[k].plac);
+ game.fixed[k] = objects[k].fixd;
+ if (objects[k].plac != 0 && objects[k].fixd <= 0)
+ drop(k, objects[k].plac);
}
/* Treasure props are initially -1, and are set to 0 the first time
* not yet found, so we know when to close the cave. */
game.tally = 0;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (object_descriptions[treasure].is_treasure) {
- if (object_descriptions[treasure].inventory != 0)
- game.prop[treasure] = -1;
- game.tally = game.tally - game.prop[treasure];
- }
+ if (objects[treasure].is_treasure) {
+ if (objects[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
game.hintlc[i] = 0;
}
- /* Define some handy mnemonics. These correspond to object numbers. */
- AXE = VOCWRD(WORD_AXE, 1);
- BATTERY = VOCWRD(WORD_BATTERY, 1);
- BEAR = VOCWRD(WORD_BEAR, 1);
- BIRD = VOCWRD(WORD_BIRD, 1);
- BLOOD = VOCWRD(WORD_BLOOD, 1);
- BOTTLE = VOCWRD(WORD_BOTTLE, 1);
- CAGE = VOCWRD(WORD_CAGE, 1);
- CAVITY = VOCWRD(WORD_CAVITY, 1);
- CHASM = VOCWRD(WORD_CHASM, 1);
- CLAM = VOCWRD(WORD_CLAM, 1);
- DOOR = VOCWRD(WORD_DOOR, 1);
- DRAGON = VOCWRD(WORD_DRAGON, 1);
- DWARF = VOCWRD(WORD_DWARF, 1);
- FISSURE = VOCWRD(WORD_FISSURE, 1);
- FOOD = VOCWRD(WORD_FOOD, 1);
- GRATE = VOCWRD(WORD_GRATE, 1);
- KEYS = VOCWRD(WORD_KEYS, 1);
- KNIFE = VOCWRD(WORD_KNIFE, 1);
- LAMP = VOCWRD(WORD_LAMP, 1);
- MAGAZINE = VOCWRD(WORD_MAGAZINE, 1);
- MESSAG = VOCWRD(WORD_MESSAG, 1);
- MIRROR = VOCWRD(WORD_MIRROR, 1);
- OGRE = VOCWRD(WORD_OGRE, 1);
- OIL = VOCWRD(WORD_OIL, 1);
- OYSTER = VOCWRD(WORD_OYSTER, 1);
- PILLOW = VOCWRD(WORD_PILLOW, 1);
- PLANT = VOCWRD(WORD_PLANT, 1);
- PLANT2 = PLANT + 1;
- RESER = VOCWRD(WORD_RESER, 1);
- ROD = VOCWRD(WORD_ROD, 1);
- ROD2 = ROD + 1;
- SIGN = VOCWRD(WORD_SIGN, 1);
- SNAKE = VOCWRD(WORD_SNAKE, 1);
- STEPS = VOCWRD(WORD_STEPS, 1);
- TROLL = VOCWRD(WORD_TROLL, 1);
- TROLL2 = TROLL + 1;
- URN = VOCWRD(WORD_URN, 1);
- VEND = VOCWRD(WORD_VEND, 1);
- VOLCANO = VOCWRD(WORD_VOLCANO, 1);
- WATER = VOCWRD(WORD_WATER, 1);
-
- /* Vocabulary for treasures */
- AMBER = VOCWRD(WORD_AMBER, 1);
- CHAIN = VOCWRD(WORD_CHAIN, 1);
- CHEST = VOCWRD(WORD_CHEST, 1);
- COINS = VOCWRD(WORD_COINS, 1);
- EGGS = VOCWRD(WORD_EGGS, 1);
- EMERALD = VOCWRD(WORD_EMERALD, 1);
- JADE = VOCWRD(WORD_JADE, 1);
- NUGGET = VOCWRD(WORD_NUGGET, 1);
- PEARL = VOCWRD(WORD_PEARL, 1);
- PYRAMID = VOCWRD(WORD_PYRAMID, 1);
- RUBY = VOCWRD(WORD_RUBY, 1);
- RUG = VOCWRD(WORD_RUG, 1);
- SAPPH = VOCWRD(WORD_SAPPH, 1);
- TRIDENT = VOCWRD(WORD_TRIDENT, 1);
- VASE = VOCWRD(WORD_VASE, 1);
-
- /* These are motion-verb numbers. */
- BACK = VOCWRD(WORD_BACK, 0);
- CAVE = VOCWRD(WORD_CAVE, 0);
- DPRSSN = VOCWRD(WORD_DPRSSN, 0);
- ENTER = VOCWRD(WORD_ENTER, 0);
- ENTRNC = VOCWRD(WORD_ENTRNC, 0);
- LOOK = VOCWRD(WORD_LOOK, 0);
- NUL = VOCWRD(WORD_NUL, 0);
- STREAM = VOCWRD(WORD_STREAM, 0);
-
- /* And some action verbs. */
- FIND = VOCWRD(WORD_FIND, 2);
- INVENT = VOCWRD(WORD_INVENT, 2);
- LOCK = VOCWRD(WORD_LOCK, 2);
- SAY = VOCWRD(WORD_SAY, 2);
- THROW = VOCWRD(WORD_THROW, 2);
-
/* 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,