X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=5d64098ecd4d12f5743f9818be425d245dd33bdc;hb=78f606c879bc5cdd778d26ff9f8a571f3cf0b790;hp=69901c1c8b91d39e16b25d553ae7d02035b700a9;hpb=5ae76995d2e8d412f565481505e4c7bc37260bb1;p=open-adventure.git diff --git a/init.c b/init.c index 69901c1..5d64098 100644 --- a/init.c +++ b/init.c @@ -3,9 +3,7 @@ #include #include -#include "misc.h" -#include "main.h" -#include "share.h" +#include "advent.h" #include "funcs.h" #include "database.h" @@ -14,16 +12,16 @@ */ /* 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, @@ -32,6 +30,11 @@ * 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 * @@ -59,9 +62,9 @@ * If M=100 unconditional, but forbidden to dwarves. * If 100$<". + * produce no message should be given the message ">$<". (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). @@ -138,8 +142,8 @@ * 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 @@ -175,60 +179,65 @@ void initialise(void) { } 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. 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; - for (I=50; I<=MAXTRS; I++) { - if(PTEXT[I] != 0)PROP[I]= -1; - TALLY=TALLY-PROP[I]; + game.tally=0; + 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. */ @@ -311,85 +320,84 @@ 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; - for (I=1; I<=6; I++) { - DSEEN[I]=false; + game.chloc=114; + game.chloc2=140; + for (i=1; i<=NDWARVES; i++) { + 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; - DALTLC=18; + 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; /* 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 - * 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) - * 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.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" + * 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) + * 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; - IGO=0; - IWEST=0; - KNFLOC=0; - DETAIL=0; - ABBNUM=5; - for (I=0; I<=4; I++) { - {long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+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; + 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 */