X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=c197143eef49085194b3a8f4dd6cacb553bc27fb;hp=ca9d1940ae9f121fb48c104f5ceaff3a1f21cd59;hb=985137d9c7ed18ee0777622874efe944218cae6a;hpb=32fdd08d9bd3f9e17421771bcc428530f20daef0 diff --git a/init.c b/init.c index ca9d194..c197143 100644 --- a/init.c +++ b/init.c @@ -5,7 +5,6 @@ #include "advent.h" #include "database.h" -#include "newdb.h" /* * Initialisation @@ -15,22 +14,20 @@ * 12600 words of message text (LINES, LINSIZ). * 885 travel options (TRAVEL, TRVSIZ). * 330 vocabulary words (KTAB, ATAB, TABSIZ). - * 185 locations (LTEXT, STEXT, KEY, COND, game.abbrev, game.atloc, - * LOCSND, LOCSIZ). + * 185 locations (KEY, COND, game.abbrev, game.atloc, LOCSIZ). * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (twice), - * PTEXT, game.prop, OBJSND, OBJTXT). + * ogame.prop). * 35 "action" verbs (ACTSPK, VRBSIZ). - * 277 random messages (RTEXT, RTXSIZ). * 12 different player classifications (CTEXT, CVAL, CLSMAX). * 20 hints (game.hintlc, game.hinted, HINTS, HNTSIZ). - * 5 "# of turns" threshholds (TTEXT, TRNVAL, TRNSIZ). + * 5 "# of turns" threshholds (TRNSIZ). * There are also limits which cannot be exceeded due to the structure of * the database. (E.G., The vocabulary uses n/1000 to determine word type, * so there can't be more than 1000 words.) These upper limits are: * 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 @@ -131,12 +128,11 @@ * apply to players whose scores are higher than the previous N but not * higher than this N. Note that these scores probably change with every * modification (and particularly expansion) of the program. - * SECTION 11: Hints. Each line contains a hint number (add 10 to get cond + * Section 11: Hints. Each line contains a hint number (add 10 to get cond * bit; see section 9), the number of turns he must be at the right loc(s) * before triggering the hint, the points deducted for taking the hint, * the message number (section 6) of the question, and the message number - * of the hint. These values are stashed in the "hints" array. HNTMAX is - * set to the max hint number (<= HNTSIZ). + * of the hint. These values are stashed in the "hints" array. * Section 12: Unused in this version. * Section 13: Sounds and text. Each line contains either 2 or 3 numbers. If * 2 (call them N and S), N is a location and message ABS(S) from section @@ -173,21 +169,22 @@ void initialise(void) { if (oldstyle) - printf("Initialising...\n"); + printf("Initialising...\n"); - for (int i=1; i<=NOBJECTS; i++) { - game.place[i] = NOWHERE; - game.prop[i] = 0; - game.link[i+NOBJECTS]=game.link[i]=0; + for (int i = 1; i <= NOBJECTS; i++) { + game.place[i] = LOC_NOWHERE; + game.prop[i] = 0; + game.link[i + NOBJECTS] = game.link[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; + 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) + conditions[i] |= (1 << COND_FORCED); + } + game.atloc[i] = 0; } /* Set up the game.atloc and game.link arrays as described above. @@ -197,115 +194,115 @@ 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 (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 = 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=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]); + 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 (int treasure=MINTRS; treasure<=MAXTRS; treasure++) { - if(object_descriptions[treasure].inventory != 0) - game.prop[treasure]= -1; - game.tally=game.tally-game.prop[treasure]; + 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 (int i=1; i<=HNTMAX; i++) { - game.hinted[i]=false; - game.hintlc[i]=0; + for (int i = 0; i < NHINTS; 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(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); /* 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(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(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(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(6091404,2); - INVENT=VOCWRD(914220514,2); - LOCK=VOCWRD(12150311,2); - SAY=VOCWRD(190125,2); - THROW=VOCWRD(2008181523,2); + 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, @@ -325,16 +322,16 @@ void initialise(void) * loc stored in game.chloc2. */ game.chloc = LOC_DEADEND12; game.chloc2 = LOC_DEADEND13; - for (int i=1; i<=NDWARVES; i++) { - game.dseen[i]=false; + for (int i = 1; i <= NDWARVES; i++) { + game.dseen[i] = false; } - game.dflag=0; + 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; + game.dloc[6] = game.chloc; /* Other random flags and counters, as follows: * game.abbnum How often we should print non-abbreviated descriptions @@ -350,37 +347,31 @@ void initialise(void) * 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) - * MAXDIE Number of reincarnation messages available (up to 5) + * NDEATHS Number of reincarnation messages available (up to 5) * game.numdie Number of times killed so far - * game.thresh Next #turns threshhold (-1 if none) - * game.trndex Index in TRNVAL of next threshold (db section 14) * 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; - 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; - 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; + game.turns = 0; + 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; }