X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=5425b7a0a15a4d615f1a08be86fec4b498e9b74d;hb=7f4cff11889363b959a9987e92c9f62244397574;hp=1220d88d93e0a7683bf0693fe7b20e3ac1e1202c;hpb=3b8122ae3a12281d8b8a8e10a6ffe49a5ba35154;p=open-adventure.git diff --git a/init.c b/init.c index 1220d88..5425b7a 100644 --- a/init.c +++ b/init.c @@ -15,7 +15,7 @@ * 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). + * 185 locations (LTEXT, STEXT, KEY, COND, abbrev, ATLOC, LOCSND, LOCSIZ). * 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP, * OBJSND, OBJTXT). * 35 "action" verbs (ACTSPK, VRBSIZ). @@ -186,7 +186,7 @@ static int finish_init(void) { } /* end loop */ /* 1102 */ for (I=1; I<=LOCSIZ; I++) { - ABB[I]=0; + 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; @@ -216,14 +216,14 @@ L1106: /*etc*/ ; /* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79). * Their props are initially -1, and are set to 0 the first time they are - * described. TALLY keeps track of how many are not yet found, so we know + * described. game.tally keeps track of how many are not yet found, so we know * when to close the cave. */ MAXTRS=79; - TALLY=0; + game.tally=0; for (I=50; I<=MAXTRS; I++) { if(PTEXT[I] != 0)PROP[I]= -1; - TALLY=TALLY-PROP[I]; + 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 @@ -314,85 +314,86 @@ L1106: /*etc*/ ; 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. - * DFLAG controls the level of activation of all this: + * 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 * 2 Met first dwarf, others start moving, no knives thrown yet * 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; + game.chloc=114; + game.chloc2=140; for (I=1; I<=NDWARVES; I++) { - DSEEN[I]=false; + game.dseen[I]=false; } /* end loop */ - DFLAG=0; - DLOC[1]=19; - DLOC[2]=27; - DLOC[3]=33; - DLOC[4]=44; - DLOC[5]=64; - DLOC[6]=CHLOC; + 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; DALTLC=18; /* Other random flags and counters, as follows: - * ABBNUM How often we should print non-abbreviated descriptions - * BONUS Used to determine amount of bonus if he reaches closing - * CLOCK1 Number of turns from finding last treasure till closing - * CLOCK2 Number of turns from first warning till blinding flash - * CONDS Min value for cond(loc) if loc has any hints - * DETAIL How often we've said "not allowed to give more detail" - * DKILL Number of dwarves killed (unused in scoring, needed for msg) - * FOOBAR Current progress in saying "FEE FIE FOE FOO". - * HOLDNG Number of objects being carried + * 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 + * 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 # 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" - * IWEST How many times he's said "west" instead of "w" - * KNFLOC 0 if no knife here, loc if knife here, -1 after caveat - * LIMIT Lifetime of lamp (not set here) + * 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) - * NUMDIE Number of times killed so far - * THRESH Next #turns threshhold (-1 if none) - * TRNDEX Index in TRNVAL of next threshhold (section 14 of database) - * TRNLUZ # points lost so far due to number of turns used - * TURNS Tallies how many commands he's given (ignores yes/no) + * 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) + * 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 */ - TURNS=0; - TRNDEX=1; - THRESH= -1; - if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1; - TRNLUZ=0; - LMWARN=false; + 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; IGO=0; - IWEST=0; - KNFLOC=0; - DETAIL=0; - ABBNUM=5; + 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;} } /* end loop */ - NUMDIE=0; - HOLDNG=0; - DKILL=0; - FOOBAR=0; - BONUS=0; - CLOCK1=30; - CLOCK2=50; - CONDS=SETBIT(11); - SAVED=0; - CLOSNG=false; - PANIC=false; - CLOSED=false; - CLSHNT=false; - NOVICE=false; - SETUP=1; + 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; /* if we can ever think of how, we should save it at this point */