Spread documentation from init.c It was empty without anything to document. Reindented, too
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5 changed files with 95 additions and 101 deletions
18
advent.h
18
advent.h
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@ -110,7 +110,15 @@ struct game_t {
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bool closng; // whether it's closing time yet
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bool closng; // whether it's closing time yet
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long conds; // min value for cond(loc) if loc has any hints
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long conds; // min value for cond(loc) if loc has any hints
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long detail;
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long detail;
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/* dflag controls the level of activation of dwarves:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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* 1 Reached Hall Of Mists, but hasn't met first dwarf
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* 2 Met first dwarf, others start moving, no knives thrown yet
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* 3 A knife has been thrown (first set always misses)
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* 3+ Dwarves are mad (increases their accuracy) */
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long dflag;
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long dflag;
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long dkill;
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long dkill;
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long dtotal;
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long dtotal;
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long foobar; // current progress in saying "FEE FIE FOE FOO".
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long foobar; // current progress in saying "FEE FIE FOE FOO".
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@ -138,14 +146,14 @@ struct game_t {
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bool blooded; // has player drunk of dragon's blood?
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bool blooded; // has player drunk of dragon's blood?
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long abbrev[NLOCATIONS + 1];
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long abbrev[NLOCATIONS + 1];
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long atloc[NLOCATIONS + 1];
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long atloc[NLOCATIONS + 1];
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long dseen[NDWARVES + 1];
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long dseen[NDWARVES + 1]; // true if dwarf has seen him
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long dloc[NDWARVES + 1];
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long dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
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long odloc[NDWARVES + 1];
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long odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
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long fixed[NOBJECTS + 1];
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long fixed[NOBJECTS + 1];
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long link[NOBJECTS * 2 + 1];
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long link[NOBJECTS * 2 + 1];
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long place[NOBJECTS + 1];
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long place[NOBJECTS + 1];
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long hinted[NHINTS];
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long hinted[NHINTS]; // hintlc[i] is how long he's been at LOC with cond bit i
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long hintlc[NHINTS];
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long hintlc[NHINTS]; // hinted[i] is true iff hint i has been used.
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long prop[NOBJECTS + 1];
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long prop[NOBJECTS + 1];
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};
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};
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9
cheat.c
9
cheat.c
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@ -8,14 +8,19 @@
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#include "dungeon.h"
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#include "dungeon.h"
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struct game_t game = {
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struct game_t game = {
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.chloc = LOC_DEADEND12,
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.chloc2 = LOC_DEADEND13,
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.dloc[1] = LOC_KINGHALL,
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.dloc[1] = LOC_KINGHALL,
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.dloc[2] = LOC_WESTBANK,
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.dloc[2] = LOC_WESTBANK,
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.dloc[3] = LOC_Y2,
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.dloc[3] = LOC_Y2,
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.dloc[4] = LOC_ALIKE3,
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.dloc[4] = LOC_ALIKE3,
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.dloc[5] = LOC_COMPLEX,
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.dloc[5] = LOC_COMPLEX,
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/* Sixth dwarf is special (the pirate). He always starts at his
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* chest's eventual location inside the maze. This loc is saved
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* in chloc for ref. The dead end in the other maze has its
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* loc stored in chloc2. */
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.dloc[6] = LOC_DEADEND12,
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.dloc[6] = LOC_DEADEND12,
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.chloc = LOC_DEADEND12,
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.chloc2 = LOC_DEADEND13,
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.abbnum = 5,
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.abbnum = 5,
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.clock1 = WARNTIME,
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.clock1 = WARNTIME,
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.clock2 = FLASHTIME,
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.clock2 = FLASHTIME,
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31
init.c
31
init.c
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@ -30,9 +30,8 @@ void initialise(void)
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* We'll use the DROP subroutine, which prefaces new objects on the
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* We'll use the DROP subroutine, which prefaces new objects on the
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* lists. Since we want things in the other order, we'll run the
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* lists. Since we want things in the other order, we'll run the
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* loop backwards. If the object is in two locs, we drop it twice.
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* loop backwards. If the object is in two locs, we drop it twice.
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* This also sets up "game.place" and "fixed" as copies of "PLAC" and
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* Also, since two-placed objects are typically best described
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* "FIXD". Also, since two-placed objects are typically best
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* last, we'll drop them first. */
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* described last, we'll drop them first. */
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for (int i = NOBJECTS; i >= 1; i--) {
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for (int i = NOBJECTS; i >= 1; i--) {
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if (objects[i].fixd > 0) {
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if (objects[i].fixd > 0) {
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drop(i + NOBJECTS, objects[i].fixd);
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drop(i + NOBJECTS, objects[i].fixd);
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@ -57,31 +56,5 @@ void initialise(void)
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game.tally = game.tally - game.prop[treasure];
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game.tally = game.tally - game.prop[treasure];
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}
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}
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}
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}
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/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
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* with cond bit i. game.hinted[i] is true iff hint i has been
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* used. */
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for (int i = 0; i < NHINTS; i++) {
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game.hinted[i] = false;
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game.hintlc[i] = 0;
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}
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/* Initialise the dwarves. game.dloc is loc of dwarves,
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* hard-wired in. game.odloc is prior loc of each dwarf,
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* initially garbage. DALTLC is alternate initial loc for dwarf,
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* in case one of them starts out on top of the adventurer. (No
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* 2 of the 5 initial locs are adjacent.) game.dseen is true if
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* dwarf has seen him. game.dflag controls the level of
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* activation of all this:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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* 1 Reached Hall Of Mists, but hasn't met first dwarf
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* 2 Met first dwarf, others start moving, no knives thrown yet
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* 3 A knife has been thrown (first set always misses)
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* 3+ Dwarves are mad (increases their accuracy)
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* Sixth dwarf is special (the pirate). He always starts at his
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* chest's eventual location inside the maze. This loc is saved
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* in game.chloc for ref. the dead end in the other maze has its
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* loc stored in game.chloc2. */
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game.conds = setbit(11);
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game.conds = setbit(11);
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}
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}
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14
main.c
14
main.c
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@ -28,14 +28,19 @@
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#define DIM(a) (sizeof(a)/sizeof(a[0]))
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#define DIM(a) (sizeof(a)/sizeof(a[0]))
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struct game_t game = {
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struct game_t game = {
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.chloc = LOC_DEADEND12,
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.chloc2 = LOC_DEADEND13,
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.dloc[1] = LOC_KINGHALL,
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.dloc[1] = LOC_KINGHALL,
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.dloc[2] = LOC_WESTBANK,
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.dloc[2] = LOC_WESTBANK,
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.dloc[3] = LOC_Y2,
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.dloc[3] = LOC_Y2,
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.dloc[4] = LOC_ALIKE3,
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.dloc[4] = LOC_ALIKE3,
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.dloc[5] = LOC_COMPLEX,
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.dloc[5] = LOC_COMPLEX,
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/* Sixth dwarf is special (the pirate). He always starts at his
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* chest's eventual location inside the maze. This loc is saved
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* in chloc for ref. The dead end in the other maze has its
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* loc stored in chloc2. */
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.dloc[6] = LOC_DEADEND12,
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.dloc[6] = LOC_DEADEND12,
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.chloc = LOC_DEADEND12,
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.chloc2 = LOC_DEADEND13,
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.abbnum = 5,
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.abbnum = 5,
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.clock1 = WARNTIME,
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.clock1 = WARNTIME,
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.clock2 = FLASHTIME,
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.clock2 = FLASHTIME,
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@ -384,9 +389,12 @@ static bool dwarfmove(void)
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if (PCT(50))
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if (PCT(50))
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game.dloc[j] = 0;
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game.dloc[j] = 0;
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}
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}
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/* Alternate initial loc for dwarf, in case one of them
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* starts out on top of the adventurer. */
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for (int i = 1; i <= NDWARVES - 1; i++) {
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for (int i = 1; i <= NDWARVES - 1; i++) {
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if (game.dloc[i] == game.loc)
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if (game.dloc[i] == game.loc)
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game.dloc[i] = DALTLC;
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game.dloc[i] = DALTLC; //
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game.odloc[i] = game.dloc[i];
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game.odloc[i] = game.dloc[i];
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}
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}
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rspeak(DWARF_RAN);
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rspeak(DWARF_RAN);
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