More collecting of globals.
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c1f1f2f79f
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0b02763bf0
10 changed files with 99 additions and 96 deletions
26
init.c
26
init.c
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@ -15,13 +15,13 @@
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* 12600 words of message text (LINES, LINSIZ).
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* 885 travel options (TRAVEL, TRVSIZ).
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* 330 vocabulary words (KTAB, ATAB, TABSIZ).
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* 185 locations (LTEXT, STEXT, KEY, COND, abbrev, ATLOC, LOCSND, LOCSIZ).
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* 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
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* 185 locations (LTEXT, STEXT, KEY, COND, abbrev, game.atloc, LOCSND, LOCSIZ).
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* 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (TWICE), PTEXT, PROP,
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* OBJSND, OBJTXT).
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* 35 "action" verbs (ACTSPK, VRBSIZ).
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* 277 random messages (RTEXT, RTXSIZ).
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* 12 different player classifications (CTEXT, CVAL, CLSMAX).
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* 20 hints (HINTLC, HINTED, HINTS, HNTSIZ).
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* 20 hints (HINTLC, game.hinted, HINTS, HNTSIZ).
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* 5 "# of turns" threshholds (TTEXT, TRNVAL, TRNSIZ).
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* There are also limits which cannot be exceeded due to the structure of
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* the database. (E.G., The vocabulary uses n/1000 to determine word type,
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@ -180,10 +180,10 @@ void initialise(void) {
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static int finish_init(void) {
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for (I=1; I<=100; I++) {
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PLACE[I]=0;
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game.place[I]=0;
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PROP[I]=0;
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LINK[I]=0;
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{long x = I+NOBJECTS; LINK[x]=0;}
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game.link[I]=0;
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{long x = I+NOBJECTS; game.link[x]=0;}
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} /* end loop */
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/* 1102 */ for (I=1; I<=LOCSIZ; I++) {
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@ -191,13 +191,13 @@ static int finish_init(void) {
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if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102;
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K=KEY[I];
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if(MOD(labs(TRAVEL[K]),1000) == 1)COND[I]=2;
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L1102: ATLOC[I]=0;
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L1102: game.atloc[I]=0;
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} /* end loop */
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/* Set up the ATLOC and LINK arrays as described above. We'll use the DROP
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/* Set up the game.atloc and game.link arrays as described above. We'll use the DROP
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* subroutine, which prefaces new objects on the lists. Since we want things
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* in the other order, we'll run the loop backwards. If the object is in two
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* locs, we drop it twice. This also sets up "PLACE" and "fixed" as copies of
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* locs, we drop it twice. This also sets up "game.place" and "fixed" as copies of
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* "PLAC" and "FIXD". Also, since two-placed objects are typically best
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* described last, we'll drop them first. */
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@ -211,7 +211,7 @@ L1106: /*etc*/ ;
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for (I=1; I<=NOBJECTS; I++) {
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K=NOBJECTS + 1 - I;
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FIXED[K]=FIXD[K];
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game.fixed[K]=FIXD[K];
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if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]);
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} /* end loop */
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@ -227,11 +227,11 @@ L1106: /*etc*/ ;
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game.tally=game.tally-PROP[I];
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} /* end loop */
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/* Clear the hint stuff. HINTLC(I) is how long he's been at LOC with cond bit
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* I. HINTED(I) is true iff hint I has been used. */
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/* Clear the hint stuff. HINTLC[I] is how long he's been at LOC with cond bit
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* I. game.hinted[I] is true iff hint I has been used. */
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for (I=1; I<=HNTMAX; I++) {
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HINTED[I]=false;
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game.hinted[I]=false;
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HINTLC[I]=0;
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} /* end loop */
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