X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=89f9abb0e042623044bcd57e78aac719f14e4678;hb=0bab67e106175e5ccd0a1428c5c37856087ba574;hp=aaa3eaff0e7ee03ec65c0a4d751f7956abdf3bf0;hpb=3e19c39f579dacb20c1c9b6fc1a26c8d106f1365;p=open-adventure.git diff --git a/init.c b/init.c index aaa3eaf..89f9abb 100644 --- a/init.c +++ b/init.c @@ -23,34 +23,33 @@ void initialise(void) for (int i = 1; i <= NLOCATIONS; i++) { game.abbrev[i] = 0; - if (!(locations[i].description.big == 0 || KEY[i] == 0)) { - int k = KEY[i]; + 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); } game.atloc[i] = 0; } - /* Set up the game.atloc and game.link arrays as described above. + /* Set up the game.atloc and game.link arrays. * 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. */ - for (int i = 1; i <= NOBJECTS; i++) { - int k = NOBJECTS + 1 - i; - if (FIXD[k] > 0) { - DROP(k + NOBJECTS, FIXD[k]); - DROP(k, PLAC[k]); + for (int i = NOBJECTS; i >= 1; i--) { + 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] = FIXD[k]; - if (PLAC[k] != 0 && FIXD[k] <= 0) - DROP(k, PLAC[k]); + 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 @@ -58,8 +57,8 @@ void initialise(void) * 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) + if (objects[treasure].is_treasure) { + if (objects[treasure].inventory != 0) game.prop[treasure] = -1; game.tally = game.tally - game.prop[treasure]; } @@ -178,24 +177,6 @@ void initialise(void) game.dloc[5] = LOC_COMPLEX; game.dloc[6] = game.chloc; - /* Other random flags and counters, as follows: - * 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) - * game.numdie Number of times killed so far - * game.trnluz # points lost so far due to number of turns used - * game.turns Tallies how many commands he's given (ignores yes/no) - */ game.turns = 0; game.trnluz = 0; game.lmwarn = false; @@ -208,9 +189,9 @@ void initialise(void) game.dkill = 0; game.foobar = 0; game.bonus = 0; - game.clock1 = 30; - game.clock2 = 50; - game.conds = SETBIT(11); + game.clock1 = WARNTIME; + game.clock2 = FLASHTIME; + game.conds = setbit(11); game.saved = 0; game.closng = false; game.panic = false;