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Pull more globals into the game state block.
[open-adventure.git]
/
init.c
diff --git
a/init.c
b/init.c
index 4bb7cc2b5a19f6c7d569503c418f33b2dda208ac..12d3ad1a71986be32b16f486ef66465334db75ec 100644
(file)
--- 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).
* 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).
* 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++) {
} /* 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;
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
/* 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;
* 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;
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
} /* end loop */
/* Clear the hint stuff. HINTLC(I) is how long he's been at LOC with cond bit
@@
-357,18
+357,18
@@
L1106: /*etc*/ ;
* 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.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 */
* Logicals were explained earlier */
-
TURNS
=0;
-
TRNDEX
=1;
-
THRESH
= -1;
- if(TRNVLS > 0)
THRESH
=MOD(TRNVAL[1],100000)+1;
-
TRNLUZ
=0;
+
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;
game.iwest=0;
game.lmwarn=false;
IGO=0;
game.iwest=0;
@@
-378,7
+378,7
@@
L1106: /*etc*/ ;
for (I=0; I<=4; I++) {
{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
} /* end loop */
for (I=0; I<=4; I++) {
{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
} /* end loop */
-
NUMDIE
=0;
+
game.numdie
=0;
game.holdng=0;
game.dkill=0;
game.foobar=0;
game.holdng=0;
game.dkill=0;
game.foobar=0;
@@
-386,12
+386,12
@@
L1106: /*etc*/ ;
game.clock1=30;
game.clock2=50;
game.conds=SETBIT(11);
game.clock1=30;
game.clock2=50;
game.conds=SETBIT(11);
-
SAVED
=0;
+
game.saved
=0;
game.closng=false;
game.closng=false;
-
PANIC
=false;
+
game.panic
=false;
game.closed=false;
game.closed=false;
-
CLSHNT
=false;
-
NOVICE
=false;
+
game.clshnt
=false;
+
game.novice
=false;
SETUP=1;
game.blklin=true;
SETUP=1;
game.blklin=true;