X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=316655d66062893d47306f17ca27ba5a270a7b60;hb=0b02763bf07618d3b3b88d9a8c907d0d60b33014;hp=5425b7a0a15a4d615f1a08be86fec4b498e9b74d;hpb=7f4cff11889363b959a9987e92c9f62244397574;p=open-adventure.git diff --git a/init.c b/init.c index 5425b7a..316655d 100644 --- a/init.c +++ b/init.c @@ -15,13 +15,13 @@ * 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, 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 (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, @@ -32,7 +32,8 @@ /* 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 @@ -179,10 +180,10 @@ void initialise(void) { static int finish_init(void) { for (I=1; I<=100; I++) { - PLACE[I]=0; + game.place[I]=0; PROP[I]=0; - LINK[I]=0; - {long x = I+NOBJECTS; LINK[x]=0;} + game.link[I]=0; + {long x = I+NOBJECTS; game.link[x]=0;} } /* end loop */ /* 1102 */ for (I=1; I<=LOCSIZ; I++) { @@ -190,13 +191,13 @@ static int finish_init(void) { 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; +L1102: game.atloc[I]=0; } /* end loop */ -/* Set up the ATLOC and LINK arrays as described above. We'll use the DROP +/* 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 "PLACE" and "fixed" as copies of + * 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. */ @@ -210,7 +211,7 @@ L1106: /*etc*/ ; for (I=1; I<=NOBJECTS; I++) { K=NOBJECTS + 1 - I; - FIXED[K]=FIXD[K]; + game.fixed[K]=FIXD[K]; if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]); } /* end loop */ @@ -226,11 +227,11 @@ L1106: /*etc*/ ; game.tally=game.tally-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. 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; + game.hinted[I]=false; HINTLC[I]=0; } /* end loop */