X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=5d64098ecd4d12f5743f9818be425d245dd33bdc;hb=78f606c879bc5cdd778d26ff9f8a571f3cf0b790;hp=87e8da2218c0489bcab1509338a316d79b7d8d63;hpb=2d95c3f4f5cf2d92149be9c4b43bbcc6d36c2de7;p=open-adventure.git diff --git a/init.c b/init.c index 87e8da2..5d64098 100644 --- a/init.c +++ b/init.c @@ -179,60 +179,65 @@ void initialise(void) { } static int finish_init(void) { - for (I=1; I<=100; I++) { - game.place[I]=0; - game.prop[I]=0; - game.link[I]=0; - {long x = I+NOBJECTS; game.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++) { - 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; -L1102: game.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 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 +/* 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<=NOBJECTS; I++) { - K=NOBJECTS + 1 - I; - if(FIXD[K] <= 0) goto L1106; - DROP(K+NOBJECTS,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<=NOBJECTS; I++) { - K=NOBJECTS + 1 - I; - game.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. game.tally keeps track of how many are not yet found, so we know * when to close the cave. */ - MAXTRS=79; game.tally=0; - for (I=50; I<=MAXTRS; I++) { - if(PTEXT[I] != 0)game.prop[I]= -1; - game.tally=game.tally-game.prop[I]; + 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. 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. */ +/* 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 (i=1; i<=HNTMAX; i++) { + game.hinted[i]=false; + game.hintlc[i]=0; } /* end loop */ /* Define some handy mnemonics. These correspond to object numbers. */ @@ -331,8 +336,8 @@ L1106: /*etc*/ ; game.chloc=114; game.chloc2=140; - for (I=1; I<=NDWARVES; I++) { - game.dseen[I]=false; + for (i=1; i<=NDWARVES; i++) { + game.dseen[i]=false; } /* end loop */ game.dflag=0; game.dloc[1]=19; @@ -341,7 +346,6 @@ L1106: /*etc*/ ; game.dloc[4]=44; game.dloc[5]=64; game.dloc[6]=game.chloc; - DALTLC=18; /* Other random flags and counters, as follows: * game.abbnum How often we should print non-abbreviated descriptions @@ -353,11 +357,11 @@ L1106: /*etc*/ ; * 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" + * 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) + * 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) @@ -371,13 +375,12 @@ L1106: /*etc*/ ; if(TRNVLS > 0)game.thresh=MOD(TRNVAL[1],100000)+1; game.trnluz=0; game.lmwarn=false; - IGO=0; 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;} + for (i=0; i<=4; i++) { + {long x = 2*i+81; if(RTEXT[x] != 0)MAXDIE=i+1;} } /* end loop */ game.numdie=0; game.holdng=0;