X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=753135ec42b0a5fe46080de7afcf3602ad16beb1;hp=aaa3eaff0e7ee03ec65c0a4d751f7956abdf3bf0;hb=c4ceca3db9ebbe10460f7442fbeeb961a3816758;hpb=3e19c39f579dacb20c1c9b6fc1a26c8d106f1365 diff --git a/init.c b/init.c index aaa3eaf..753135e 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 (MOD(labs(TRAVEL[k]), 1000) == 1) + if (!(locations[i].description.big == 0 || tkey[i] == 0)) { + int k = tkey[i]; + if (T_TERMINATE(travel[k])) 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]; } @@ -73,82 +72,6 @@ void initialise(void) game.hintlc[i] = 0; } - /* Define some handy mnemonics. These correspond to object numbers. */ - AXE = VOCWRD(WORD_AXE, 1); - BATTERY = VOCWRD(WORD_BATTERY, 1); - BEAR = VOCWRD(WORD_BEAR, 1); - BIRD = VOCWRD(WORD_BIRD, 1); - BLOOD = VOCWRD(WORD_BLOOD, 1); - BOTTLE = VOCWRD(WORD_BOTTLE, 1); - CAGE = VOCWRD(WORD_CAGE, 1); - CAVITY = VOCWRD(WORD_CAVITY, 1); - CHASM = VOCWRD(WORD_CHASM, 1); - CLAM = VOCWRD(WORD_CLAM, 1); - DOOR = VOCWRD(WORD_DOOR, 1); - DRAGON = VOCWRD(WORD_DRAGON, 1); - DWARF = VOCWRD(WORD_DWARF, 1); - FISSURE = VOCWRD(WORD_FISSURE, 1); - FOOD = VOCWRD(WORD_FOOD, 1); - GRATE = VOCWRD(WORD_GRATE, 1); - KEYS = VOCWRD(WORD_KEYS, 1); - KNIFE = VOCWRD(WORD_KNIFE, 1); - LAMP = VOCWRD(WORD_LAMP, 1); - MAGAZINE = VOCWRD(WORD_MAGAZINE, 1); - MESSAG = VOCWRD(WORD_MESSAG, 1); - MIRROR = VOCWRD(WORD_MIRROR, 1); - OGRE = VOCWRD(WORD_OGRE, 1); - OIL = VOCWRD(WORD_OIL, 1); - OYSTER = VOCWRD(WORD_OYSTER, 1); - PILLOW = VOCWRD(WORD_PILLOW, 1); - PLANT = VOCWRD(WORD_PLANT, 1); - PLANT2 = PLANT + 1; - RESER = VOCWRD(WORD_RESER, 1); - ROD = VOCWRD(WORD_ROD, 1); - ROD2 = ROD + 1; - SIGN = VOCWRD(WORD_SIGN, 1); - SNAKE = VOCWRD(WORD_SNAKE, 1); - STEPS = VOCWRD(WORD_STEPS, 1); - TROLL = VOCWRD(WORD_TROLL, 1); - TROLL2 = TROLL + 1; - URN = VOCWRD(WORD_URN, 1); - VEND = VOCWRD(WORD_VEND, 1); - VOLCANO = VOCWRD(WORD_VOLCANO, 1); - WATER = VOCWRD(WORD_WATER, 1); - - /* Vocabulary for treasures */ - AMBER = VOCWRD(WORD_AMBER, 1); - CHAIN = VOCWRD(WORD_CHAIN, 1); - CHEST = VOCWRD(WORD_CHEST, 1); - COINS = VOCWRD(WORD_COINS, 1); - EGGS = VOCWRD(WORD_EGGS, 1); - EMERALD = VOCWRD(WORD_EMERALD, 1); - JADE = VOCWRD(WORD_JADE, 1); - NUGGET = VOCWRD(WORD_NUGGET, 1); - PEARL = VOCWRD(WORD_PEARL, 1); - PYRAMID = VOCWRD(WORD_PYRAMID, 1); - RUBY = VOCWRD(WORD_RUBY, 1); - RUG = VOCWRD(WORD_RUG, 1); - SAPPH = VOCWRD(WORD_SAPPH, 1); - TRIDENT = VOCWRD(WORD_TRIDENT, 1); - VASE = VOCWRD(WORD_VASE, 1); - - /* These are motion-verb numbers. */ - BACK = VOCWRD(WORD_BACK, 0); - CAVE = VOCWRD(WORD_CAVE, 0); - DPRSSN = VOCWRD(WORD_DPRSSN, 0); - ENTER = VOCWRD(WORD_ENTER, 0); - ENTRNC = VOCWRD(WORD_ENTRNC, 0); - LOOK = VOCWRD(WORD_LOOK, 0); - NUL = VOCWRD(WORD_NUL, 0); - STREAM = VOCWRD(WORD_STREAM, 0); - - /* And some action verbs. */ - FIND = VOCWRD(WORD_FIND, 2); - INVENT = VOCWRD(WORD_INVENT, 2); - LOCK = VOCWRD(WORD_LOCK, 2); - SAY = VOCWRD(WORD_SAY, 2); - THROW = VOCWRD(WORD_THROW, 2); - /* 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, @@ -178,24 +101,6 @@ 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 +113,9 @@ 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;