X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=bbe155ddfad49424066a74d4a0d6d63dd7cb91f6;hb=d4fc7a88b4aac2f72013e7c681c907de09db349d;hp=a0d8f1cc6cc9a00d832d543b032245157e2b7e37;hpb=ed80d6dd2f9aa01fd21efd512c431e6ca5d0df0e;p=open-adventure.git diff --git a/init.c b/init.c index a0d8f1c..bbe155d 100644 --- a/init.c +++ b/init.c @@ -4,8 +4,8 @@ #include #include "advent.h" -#include "funcs.h" #include "database.h" +#include "newdb.h" /* * Initialisation @@ -172,20 +172,19 @@ void initialise(void) { - int i, k; if (oldstyle) printf("Initialising...\n"); - for (i=1; i<=NOBJECTS; i++) { + for (int i=1; i<=NOBJECTS; i++) { game.place[i]=0; game.prop[i]=0; game.link[i+NOBJECTS]=game.link[i]=0; } - for (i=1; i<=LOCSIZ; i++) { + for (int i=1; i<=LOCSIZ; i++) { game.abbrev[i]=0; - if (!(LTEXT[i] == 0 || KEY[i] == 0)) { - k=KEY[i]; + if (!(locations[i].description.big == 0 || KEY[i] == 0)) { + int k=KEY[i]; if(MOD(labs(TRAVEL[k]),1000) == 1)COND[i]=2; } game.atloc[i]=0; @@ -198,16 +197,16 @@ void initialise(void) * 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 (i=1; i<=NOBJECTS; i++) { - k=NOBJECTS + 1 - i; + 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 (i=1; i<=NOBJECTS; i++) { - k=NOBJECTS + 1 - i; + 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]); @@ -218,8 +217,8 @@ void initialise(void) * they are described. game.tally keeps track of how many are * not yet found, so we know when to close the cave. */ game.tally=0; - for (i=MINTRS; i<=MAXTRS; i++) { - if(PTEXT[i] != 0) + for (int i=MINTRS; i<=MAXTRS; i++) { + if(object_descriptions[i].inventory != 0) game.prop[i]= -1; game.tally=game.tally-game.prop[i]; } @@ -227,7 +226,7 @@ void initialise(void) /* 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++) { + for (int i=1; i<=HNTMAX; i++) { game.hinted[i]=false; game.hintlc[i]=0; } @@ -324,17 +323,17 @@ void initialise(void) * chest's 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. */ - game.chloc=114; - game.chloc2=140; - for (i=1; i<=NDWARVES; i++) { + game.chloc = LOC_DEADEND12; + game.chloc2 = LOC_DEADEND13; + for (int i=1; i<=NDWARVES; i++) { game.dseen[i]=false; } 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[1] = LOC_KINGHALL; + game.dloc[2] = LOC_WESTBANK; + game.dloc[3] = LOC_Y2; + game.dloc[4] = LOC_ALIKE3; + game.dloc[5] = LOC_COMPLEX; game.dloc[6]=game.chloc; /* Other random flags and counters, as follows: @@ -383,6 +382,5 @@ void initialise(void) game.closed=false; game.clshnt=false; game.novice=false; - game.setup=1; game.blklin=true; }