X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=b2ad7855f820461dec7d83e7d69ea84ec61cae3d;hp=5d44be5c8fe37cd7d8fcb21cc8f4a72ed4942caf;hb=f862f9f1d508e00bccc208e66b1d31a5e530ab3e;hpb=16d90e4c28a20d45e0a6b97234fc0355f2ff9522 diff --git a/init.c b/init.c index 5d44be5..b2ad785 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 @@ -30,7 +30,7 @@ * 1000 non-synonymous vocabulary words * 300 locations * 100 objects - * Note: + * Note: * - the object count limit has been abstracted as NOBJECTS * - the random message limit has been abstracted as RTXSIZ * - maximum locations limit has been abstracted as LOCSIZ @@ -172,23 +172,22 @@ void initialise(void) { - int i, k; if (oldstyle) - printf("Initialising...\n"); + printf("Initialising...\n"); - for (i=1; i<=NOBJECTS; i++) { - game.place[i]=0; - game.prop[i]=0; - game.link[i+NOBJECTS]=game.link[i]=0; + for (int i = 1; i <= NOBJECTS; i++) { + game.place[i] = NOWHERE; + game.prop[i] = 0; + game.link[i + NOBJECTS] = game.link[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; + for (int i = 1; i <= LOCSIZ; 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)COND[i] = 2; + } + game.atloc[i] = 0; } /* Set up the game.atloc and game.link arrays as described above. @@ -198,115 +197,115 @@ 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; - if(FIXD[k] > 0) { - DROP(k+NOBJECTS,FIXD[k]); - DROP(k,PLAC[k]); - } + 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; - game.fixed[k]=FIXD[k]; - if(PLAC[k] != 0 && FIXD[k] <= 0) - DROP(k,PLAC[k]); + 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]); } /* 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. */ - game.tally=0; - for (i=MINTRS; i<=MAXTRS; i++) { - if(PTEXT[i] != 0) - game.prop[i]= -1; - game.tally=game.tally-game.prop[i]; + game.tally = 0; + for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { + if (object_descriptions[treasure].inventory != 0) + game.prop[treasure] = -1; + game.tally = game.tally - game.prop[treasure]; } /* 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 (int i = 1; i <= HNTMAX; i++) { + game.hinted[i] = false; + game.hintlc[i] = 0; } /* Define some handy mnemonics. These correspond to object numbers. */ - AXE=VOCWRD(12405,1); - BATTER=VOCWRD(201202005,1); - BEAR=VOCWRD(2050118,1); - BIRD=VOCWRD(2091804,1); - BLOOD=VOCWRD(212151504,1); - BOTTLE=VOCWRD(215202012,1); - CAGE=VOCWRD(3010705,1); - CAVITY=VOCWRD(301220920,1); - CHASM=VOCWRD(308011913,1); - CLAM=VOCWRD(3120113,1); - DOOR=VOCWRD(4151518,1); - DRAGON=VOCWRD(418010715,1); - DWARF=VOCWRD(423011806,1); - FISSUR=VOCWRD(609191921,1); - FOOD=VOCWRD(6151504,1); - GRATE=VOCWRD(718012005,1); - KEYS=VOCWRD(11052519,1); - KNIFE=VOCWRD(1114090605,1); - LAMP=VOCWRD(12011316,1); - MAGZIN=VOCWRD(1301070126,1); - MESSAG=VOCWRD(1305191901,1); - MIRROR=VOCWRD(1309181815,1); - OGRE=VOCWRD(15071805,1); - OIL=VOCWRD(150912,1); - OYSTER=VOCWRD(1525192005,1); - PILLOW=VOCWRD(1609121215,1); - PLANT=VOCWRD(1612011420,1); - PLANT2=PLANT+1; - RESER=VOCWRD(1805190518,1); - ROD=VOCWRD(181504,1); - ROD2=ROD+1; - SIGN=VOCWRD(19090714,1); - SNAKE=VOCWRD(1914011105,1); - STEPS=VOCWRD(1920051619,1); - TROLL=VOCWRD(2018151212,1); - TROLL2=TROLL+1; - URN=VOCWRD(211814,1); - VEND=VOCWRD(1755140409,1); - VOLCAN=VOCWRD(1765120301,1); - WATER=VOCWRD(1851200518,1); + AXE = VOCWRD(12405, 1); + BATTER = VOCWRD(201202005, 1); + BEAR = VOCWRD(2050118, 1); + BIRD = VOCWRD(2091804, 1); + BLOOD = VOCWRD(212151504, 1); + BOTTLE = VOCWRD(215202012, 1); + CAGE = VOCWRD(3010705, 1); + CAVITY = VOCWRD(301220920, 1); + CHASM = VOCWRD(308011913, 1); + CLAM = VOCWRD(3120113, 1); + DOOR = VOCWRD(4151518, 1); + DRAGON = VOCWRD(418010715, 1); + DWARF = VOCWRD(423011806, 1); + FISSUR = VOCWRD(609191921, 1); + FOOD = VOCWRD(6151504, 1); + GRATE = VOCWRD(718012005, 1); + KEYS = VOCWRD(11052519, 1); + KNIFE = VOCWRD(1114090605, 1); + LAMP = VOCWRD(12011316, 1); + MAGZIN = VOCWRD(1301070126, 1); + MESSAG = VOCWRD(1305191901, 1); + MIRROR = VOCWRD(1309181815, 1); + OGRE = VOCWRD(15071805, 1); + OIL = VOCWRD(150912, 1); + OYSTER = VOCWRD(1525192005, 1); + PILLOW = VOCWRD(1609121215, 1); + PLANT = VOCWRD(1612011420, 1); + PLANT2 = PLANT + 1; + RESER = VOCWRD(1805190518, 1); + ROD = VOCWRD(181504, 1); + ROD2 = ROD + 1; + SIGN = VOCWRD(19090714, 1); + SNAKE = VOCWRD(1914011105, 1); + STEPS = VOCWRD(1920051619, 1); + TROLL = VOCWRD(2018151212, 1); + TROLL2 = TROLL + 1; + URN = VOCWRD(211814, 1); + VEND = VOCWRD(1755140409, 1); + VOLCAN = VOCWRD(1765120301, 1); + WATER = VOCWRD(1851200518, 1); /* Objects from MINTRS through MAXTRS are treasures. Here are a few. */ - AMBER=VOCWRD(113020518,1); - CHAIN=VOCWRD(308010914,1); - CHEST=VOCWRD(308051920,1); - COINS=VOCWRD(315091419,1); - EGGS=VOCWRD(5070719,1); - EMRALD=VOCWRD(513051801,1); - JADE=VOCWRD(10010405,1); - NUGGET=VOCWRD(7151204,1); - PEARL=VOCWRD(1605011812,1); - PYRAM=VOCWRD(1625180113,1); - RUBY=VOCWRD(18210225,1); - RUG=VOCWRD(182107,1); - SAPPH=VOCWRD(1901161608,1); - TRIDNT=VOCWRD(2018090405,1); - VASE=VOCWRD(22011905,1); + AMBER = VOCWRD(113020518, 1); + CHAIN = VOCWRD(308010914, 1); + CHEST = VOCWRD(308051920, 1); + COINS = VOCWRD(315091419, 1); + EGGS = VOCWRD(5070719, 1); + EMRALD = VOCWRD(513051801, 1); + JADE = VOCWRD(10010405, 1); + NUGGET = VOCWRD(7151204, 1); + PEARL = VOCWRD(1605011812, 1); + PYRAM = VOCWRD(1625180113, 1); + RUBY = VOCWRD(18210225, 1); + RUG = VOCWRD(182107, 1); + SAPPH = VOCWRD(1901161608, 1); + TRIDNT = VOCWRD(2018090405, 1); + VASE = VOCWRD(22011905, 1); /* These are motion-verb numbers. */ - BACK=VOCWRD(2010311,0); - CAVE=VOCWRD(3012205,0); - DPRSSN=VOCWRD(405161805,0); - ENTER=VOCWRD(514200518,0); - ENTRNC=VOCWRD(514201801,0); - LOOK=VOCWRD(12151511,0); - NUL=VOCWRD(14211212,0); - STREAM=VOCWRD(1920180501,0); + BACK = VOCWRD(2010311, 0); + CAVE = VOCWRD(3012205, 0); + DPRSSN = VOCWRD(405161805, 0); + ENTER = VOCWRD(514200518, 0); + ENTRNC = VOCWRD(514201801, 0); + LOOK = VOCWRD(12151511, 0); + NUL = VOCWRD(14211212, 0); + STREAM = VOCWRD(1920180501, 0); /* And some action verbs. */ - FIND=VOCWRD(6091404,2); - INVENT=VOCWRD(914220514,2); - LOCK=VOCWRD(12150311,2); - SAY=VOCWRD(190125,2); - THROW=VOCWRD(2008181523,2); + FIND = VOCWRD(6091404, 2); + INVENT = VOCWRD(914220514, 2); + LOCK = VOCWRD(12150311, 2); + SAY = VOCWRD(190125, 2); + THROW = VOCWRD(2008181523, 2); /* Initialise the dwarves. game.dloc is loc of dwarves, * hard-wired in. game.odloc is prior loc of each dwarf, @@ -324,18 +323,18 @@ 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.dseen[i]=false; + 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[6]=game.chloc; + game.dflag = 0; + 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: * game.abbnum How often we should print non-abbreviated descriptions @@ -358,36 +357,30 @@ void initialise(void) * 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 */ - game.turns=0; - game.trndex=1; - game.thresh= -1; + 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; - 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; - } - game.numdie=0; - game.holdng=0; - game.dkill=0; - game.foobar=0; - game.bonus=0; - game.clock1=30; - game.clock2=50; - game.conds=SETBIT(11); - game.saved=0; - game.closng=false; - game.panic=false; - game.closed=false; - game.clshnt=false; - game.novice=false; - game.setup=1; - game.blklin=true; + game.thresh = MOD(TRNVAL[1], 100000) + 1; + game.trnluz = 0; + game.lmwarn = false; + game.iwest = 0; + game.knfloc = 0; + game.detail = 0; + game.abbnum = 5; + game.numdie = 0; + game.holdng = 0; + game.dkill = 0; + game.foobar = 0; + game.bonus = 0; + game.clock1 = 30; + game.clock2 = 50; + game.conds = SETBIT(11); + game.saved = 0; + game.closng = false; + game.panic = false; + game.closed = false; + game.clshnt = false; + game.novice = false; + game.blklin = true; }