init.c is now real C.
This commit is contained in:
parent
1b59175d8d
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1 changed files with 229 additions and 241 deletions
470
init.c
470
init.c
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@ -15,25 +15,25 @@
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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, game.atloc, LOCSND, LOCSIZ).
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* 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (TWICE), PTEXT, game.prop,
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* OBJSND, OBJTXT).
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* 185 locations (LTEXT, STEXT, KEY, COND, game.abbrev, game.atloc,
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* LOCSND, LOCSIZ).
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* 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (twice),
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* PTEXT, game.prop, 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 (game.hintlc, game.hinted, HINTS, HNTSIZ).
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* 5 "# of turns" threshholds (TTEXT, TRNVAL, TRNSIZ).
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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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* so there can't be more than 1000 words.) These upper limits are:
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* 1000 non-synonymous vocabulary words
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* 300 locations
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* 100 objects */
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/* Note:
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* - the object count limit has been abstracted as NOBJECTS
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* - the random message limit has been abstracted as RTXSIZ
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* - maximum locations limit has been abstracted as LOCSIZ
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* 100 objects
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* Note:
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* - the object count limit has been abstracted as NOBJECTS
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* - the random message limit has been abstracted as RTXSIZ
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* - maximum locations limit has been abstracted as LOCSIZ
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*/
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/* Description of the database format
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@ -170,236 +170,224 @@
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* %B = Variable number of blanks
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* %! = The entire message should be suppressed */
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static int finish_init(void);
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void initialise(void)
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{
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int i, k;
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if (oldstyle)
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printf("Initialising...\n");
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void initialise(void) {
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if (oldstyle)
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printf("Initialising...\n");
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finish_init();
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}
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static int finish_init(void) {
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int i;
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for (i=1; i<=NOBJECTS; i++) {
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game.place[i]=0;
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game.prop[i]=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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for (i=1; i<=LOCSIZ; i++) {
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game.abbrev[i]=0;
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if (!(LTEXT[i] == 0 || KEY[i] == 0)) {
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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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}
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game.atloc[i]=0;
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} /* end loop */
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/* Set up the game.atloc and game.link arrays as described above.
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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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* 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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* "FIXD". Also, since two-placed objects are typically best
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* described last, we'll drop them first. */
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for (i=1; i<=NOBJECTS; i++) {
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K=NOBJECTS + 1 - i;
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if(FIXD[K] > 0) {
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DROP(K+NOBJECTS,FIXD[K]);
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DROP(K,PLAC[K]);
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}
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} /* end loop */
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for (i=1; i<=NOBJECTS; i++) {
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K=NOBJECTS + 1 - i;
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game.fixed[K]=FIXD[K];
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if(PLAC[K] != 0 && FIXD[K] <= 0)
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DROP(K,PLAC[K]);
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} /* end loop */
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/* Treasures, as noted earlier, are objects MINTRS through MAXTRS
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* Their props are initially -1, and are set to 0 the first time they are
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* described. game.tally keeps track of how many are not yet found, so we know
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* when to close the cave. */
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game.tally=0;
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for (i=MINTRS; i<=MAXTRS; i++) {
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if(PTEXT[i] != 0)
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game.prop[i]= -1;
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game.tally=game.tally-game.prop[i];
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} /* end loop */
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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 (i=1; i<=HNTMAX; i++) {
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game.hinted[i]=false;
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game.hintlc[i]=0;
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} /* end loop */
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/* Define some handy mnemonics. These correspond to object numbers. */
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AXE=VOCWRD(12405,1);
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BATTER=VOCWRD(201202005,1);
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BEAR=VOCWRD(2050118,1);
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BIRD=VOCWRD(2091804,1);
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BLOOD=VOCWRD(212151504,1);
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BOTTLE=VOCWRD(215202012,1);
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CAGE=VOCWRD(3010705,1);
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CAVITY=VOCWRD(301220920,1);
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CHASM=VOCWRD(308011913,1);
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CLAM=VOCWRD(3120113,1);
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DOOR=VOCWRD(4151518,1);
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DRAGON=VOCWRD(418010715,1);
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DWARF=VOCWRD(423011806,1);
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FISSUR=VOCWRD(609191921,1);
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FOOD=VOCWRD(6151504,1);
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GRATE=VOCWRD(718012005,1);
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KEYS=VOCWRD(11052519,1);
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KNIFE=VOCWRD(1114090605,1);
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LAMP=VOCWRD(12011316,1);
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MAGZIN=VOCWRD(1301070126,1);
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MESSAG=VOCWRD(1305191901,1);
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MIRROR=VOCWRD(1309181815,1);
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OGRE=VOCWRD(15071805,1);
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OIL=VOCWRD(150912,1);
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OYSTER=VOCWRD(1525192005,1);
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PILLOW=VOCWRD(1609121215,1);
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PLANT=VOCWRD(1612011420,1);
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PLANT2=PLANT+1;
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RESER=VOCWRD(1805190518,1);
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ROD=VOCWRD(181504,1);
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ROD2=ROD+1;
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SIGN=VOCWRD(19090714,1);
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SNAKE=VOCWRD(1914011105,1);
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STEPS=VOCWRD(1920051619,1);
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TROLL=VOCWRD(2018151212,1);
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TROLL2=TROLL+1;
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URN=VOCWRD(211814,1);
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VEND=VOCWRD(1755140409,1);
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VOLCAN=VOCWRD(1765120301,1);
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WATER=VOCWRD(1851200518,1);
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/* Objects from 50 through whatever are treasures. Here are a few. */
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AMBER=VOCWRD(113020518,1);
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CHAIN=VOCWRD(308010914,1);
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CHEST=VOCWRD(308051920,1);
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COINS=VOCWRD(315091419,1);
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EGGS=VOCWRD(5070719,1);
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EMRALD=VOCWRD(513051801,1);
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JADE=VOCWRD(10010405,1);
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NUGGET=VOCWRD(7151204,1);
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PEARL=VOCWRD(1605011812,1);
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PYRAM=VOCWRD(1625180113,1);
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RUBY=VOCWRD(18210225,1);
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RUG=VOCWRD(182107,1);
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SAPPH=VOCWRD(1901161608,1);
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TRIDNT=VOCWRD(2018090405,1);
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VASE=VOCWRD(22011905,1);
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/* These are motion-verb numbers. */
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BACK=VOCWRD(2010311,0);
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CAVE=VOCWRD(3012205,0);
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DPRSSN=VOCWRD(405161805,0);
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ENTER=VOCWRD(514200518,0);
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ENTRNC=VOCWRD(514201801,0);
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LOOK=VOCWRD(12151511,0);
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NUL=VOCWRD(14211212,0);
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STREAM=VOCWRD(1920180501,0);
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/* And some action verbs. */
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FIND=VOCWRD(6091404,2);
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INVENT=VOCWRD(914220514,2);
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LOCK=VOCWRD(12150311,2);
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SAY=VOCWRD(190125,2);
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THROW=VOCWRD(2008181523,2);
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/* Initialise the dwarves. game.dloc is loc of dwarves, hard-wired in. game.odloc is
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* prior loc of each dwarf, initially garbage. DALTLC is alternate initial loc
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* for dwarf, in case one of them starts out on top of the adventurer. (No 2
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* of the 5 initial locs are adjacent.) game.dseen is true if dwarf has seen him.
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* game.dflag controls the level of 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 chest's
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* eventual location inside the maze. This loc is saved in game.chloc for ref.
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* the dead end in the other maze has its loc stored in game.chloc2. */
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game.chloc=114;
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game.chloc2=140;
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for (i=1; i<=NDWARVES; i++) {
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game.dseen[i]=false;
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} /* end loop */
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game.dflag=0;
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game.dloc[1]=19;
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game.dloc[2]=27;
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game.dloc[3]=33;
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game.dloc[4]=44;
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game.dloc[5]=64;
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game.dloc[6]=game.chloc;
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/* Other random flags and counters, as follows:
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* game.abbnum How often we should print non-abbreviated descriptions
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* game.bonus Used to determine amount of bonus if he reaches closing
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* game.clock1 Number of turns from finding last treasure till closing
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* game.clock2 Number of turns from first warning till blinding flash
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* game.conds Min value for cond(loc) if loc has any hints
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* game.detail How often we've said "not allowed to give more detail"
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* game.dkill # of dwarves killed (unused in scoring, needed for msg)
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* game.foobar Current progress in saying "FEE FIE FOE FOO".
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* game.holdng Number of objects being carried
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* igo How many times he's said "go XXX" instead of "XXX"
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* game.iwest How many times he's said "west" instead of "w"
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* game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
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* game.limit Lifetime of lamp (not set here)
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* MAXDIE Number of reincarnation messages available (up to 5)
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* game.numdie Number of times killed so far
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* game.thresh Next #turns threshhold (-1 if none)
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* game.trndex Index in TRNVAL of next threshhold (section 14 of database)
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* game.trnluz # points lost so far due to number of turns used
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* game.turns Tallies how many commands he's given (ignores yes/no)
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* Logicals were explained earlier */
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game.turns=0;
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game.trndex=1;
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game.thresh= -1;
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if(TRNVLS > 0)game.thresh=MOD(TRNVAL[1],100000)+1;
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game.trnluz=0;
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game.lmwarn=false;
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game.iwest=0;
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game.knfloc=0;
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game.detail=0;
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game.abbnum=5;
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for (i=0; i<=4; i++) {
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{long x = 2*i+81; if(RTEXT[x] != 0)MAXDIE=i+1;}
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} /* end loop */
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game.numdie=0;
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game.holdng=0;
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game.dkill=0;
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game.foobar=0;
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game.bonus=0;
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game.clock1=30;
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game.clock2=50;
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game.conds=SETBIT(11);
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game.saved=0;
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game.closng=false;
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game.panic=false;
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game.closed=false;
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game.clshnt=false;
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game.novice=false;
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game.setup=1;
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game.blklin=true;
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/* if we can ever think of how, we should save it at this point */
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return(0); /* then we won't actually return from initialisation */
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for (i=1; i<=NOBJECTS; i++) {
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game.place[i]=0;
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game.prop[i]=0;
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game.link[i+NOBJECTS]=game.link[i]=0;
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}
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for (i=1; i<=LOCSIZ; i++) {
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game.abbrev[i]=0;
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if (!(LTEXT[i] == 0 || KEY[i] == 0)) {
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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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}
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game.atloc[i]=0;
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}
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/* Set up the game.atloc and game.link arrays as described above.
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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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* 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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* "FIXD". Also, since two-placed objects are typically best
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* described last, we'll drop them first. */
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for (i=1; i<=NOBJECTS; i++) {
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k=NOBJECTS + 1 - i;
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if(FIXD[k] > 0) {
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DROP(k+NOBJECTS,FIXD[k]);
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DROP(k,PLAC[k]);
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}
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}
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for (i=1; i<=NOBJECTS; i++) {
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k=NOBJECTS + 1 - i;
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game.fixed[k]=FIXD[k];
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if(PLAC[k] != 0 && FIXD[k] <= 0)
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DROP(k,PLAC[k]);
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}
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/* Treasures, as noted earlier, are objects MINTRS through MAXTRS
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* Their props are initially -1, and are set to 0 the first time
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* they are described. game.tally keeps track of how many are
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* not yet found, so we know when to close the cave. */
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game.tally=0;
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for (i=MINTRS; i<=MAXTRS; i++) {
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if(PTEXT[i] != 0)
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game.prop[i]= -1;
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game.tally=game.tally-game.prop[i];
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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 (i=1; i<=HNTMAX; 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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/* Define some handy mnemonics. These correspond to object numbers. */
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AXE=VOCWRD(12405,1);
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BATTER=VOCWRD(201202005,1);
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BEAR=VOCWRD(2050118,1);
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BIRD=VOCWRD(2091804,1);
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BLOOD=VOCWRD(212151504,1);
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BOTTLE=VOCWRD(215202012,1);
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CAGE=VOCWRD(3010705,1);
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CAVITY=VOCWRD(301220920,1);
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CHASM=VOCWRD(308011913,1);
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CLAM=VOCWRD(3120113,1);
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DOOR=VOCWRD(4151518,1);
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DRAGON=VOCWRD(418010715,1);
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DWARF=VOCWRD(423011806,1);
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FISSUR=VOCWRD(609191921,1);
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FOOD=VOCWRD(6151504,1);
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GRATE=VOCWRD(718012005,1);
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KEYS=VOCWRD(11052519,1);
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KNIFE=VOCWRD(1114090605,1);
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LAMP=VOCWRD(12011316,1);
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MAGZIN=VOCWRD(1301070126,1);
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MESSAG=VOCWRD(1305191901,1);
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MIRROR=VOCWRD(1309181815,1);
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OGRE=VOCWRD(15071805,1);
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OIL=VOCWRD(150912,1);
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OYSTER=VOCWRD(1525192005,1);
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PILLOW=VOCWRD(1609121215,1);
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PLANT=VOCWRD(1612011420,1);
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PLANT2=PLANT+1;
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RESER=VOCWRD(1805190518,1);
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ROD=VOCWRD(181504,1);
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ROD2=ROD+1;
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SIGN=VOCWRD(19090714,1);
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SNAKE=VOCWRD(1914011105,1);
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STEPS=VOCWRD(1920051619,1);
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TROLL=VOCWRD(2018151212,1);
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TROLL2=TROLL+1;
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URN=VOCWRD(211814,1);
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VEND=VOCWRD(1755140409,1);
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VOLCAN=VOCWRD(1765120301,1);
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WATER=VOCWRD(1851200518,1);
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/* Objects from MINTRS through MAXTRS are treasures. Here are a few. */
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AMBER=VOCWRD(113020518,1);
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CHAIN=VOCWRD(308010914,1);
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CHEST=VOCWRD(308051920,1);
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COINS=VOCWRD(315091419,1);
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EGGS=VOCWRD(5070719,1);
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EMRALD=VOCWRD(513051801,1);
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JADE=VOCWRD(10010405,1);
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NUGGET=VOCWRD(7151204,1);
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PEARL=VOCWRD(1605011812,1);
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PYRAM=VOCWRD(1625180113,1);
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RUBY=VOCWRD(18210225,1);
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RUG=VOCWRD(182107,1);
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SAPPH=VOCWRD(1901161608,1);
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TRIDNT=VOCWRD(2018090405,1);
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VASE=VOCWRD(22011905,1);
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/* 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);
|
||||
|
||||
/* And some action verbs. */
|
||||
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,
|
||||
* 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.) game.dseen is true if
|
||||
* dwarf has seen him. game.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
|
||||
* 2 Met first dwarf, others start moving, no knives thrown yet
|
||||
* 3 A knife has been thrown (first set always misses)
|
||||
* 3+ Dwarves are mad (increases their accuracy)
|
||||
* Sixth dwarf is special (the pirate). He always starts at his
|
||||
* 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.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;
|
||||
|
||||
/* Other random flags and counters, as follows:
|
||||
* game.abbnum How often we should print non-abbreviated descriptions
|
||||
* game.bonus Used to determine amount of bonus if he reaches closing
|
||||
* game.clock1 Number of turns from finding last treasure till closing
|
||||
* game.clock2 Number of turns from first warning till blinding flash
|
||||
* game.conds Min value for cond(loc) if loc has any hints
|
||||
* game.detail How often we've said "not allowed to give more detail"
|
||||
* game.dkill # of dwarves killed (unused in scoring, needed for msg)
|
||||
* game.foobar Current progress in saying "FEE FIE FOE FOO".
|
||||
* game.holdng Number of objects being carried
|
||||
* igo How many times he's said "go XXX" instead of "XXX"
|
||||
* 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)
|
||||
* 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;
|
||||
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;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue