First step in game state encapsulation: the dwarf & pirate locations.

This commit is contained in:
Eric S. Raymond 2017-06-06 21:34:11 -04:00
parent 3b8122ae3a
commit 07c0020a7a
6 changed files with 60 additions and 50 deletions

18
init.c
View file

@ -314,10 +314,10 @@ L1106: /*etc*/ ;
SAY=VOCWRD(190125,2);
THROW=VOCWRD(2008181523,2);
/* Initialise the dwarves. DLOC is loc of dwarves, hard-wired in. ODLOC is
/* 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, in case one of them starts out on top of the adventurer. (No 2
* of the 5 initial locs are adjacent.) DSEEN is true if dwarf has seen him.
* of the 5 initial locs are adjacent.) game.dseen is true if dwarf has seen him.
* DFLAG controls the level of activation of all this:
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
* 1 Reached Hall Of Mists, but hasn't met first dwarf
@ -331,15 +331,15 @@ L1106: /*etc*/ ;
CHLOC=114;
CHLOC2=140;
for (I=1; I<=NDWARVES; I++) {
DSEEN[I]=false;
game.dseen[I]=false;
} /* end loop */
DFLAG=0;
DLOC[1]=19;
DLOC[2]=27;
DLOC[3]=33;
DLOC[4]=44;
DLOC[5]=64;
DLOC[6]=CHLOC;
game.dloc[1]=19;
game.dloc[2]=27;
game.dloc[3]=33;
game.dloc[4]=44;
game.dloc[5]=64;
game.dloc[6]=CHLOC;
DALTLC=18;
/* Other random flags and counters, as follows: