Finish moving state arrays into game structure block.
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3ba084480a
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9 changed files with 200 additions and 202 deletions
28
init.c
28
init.c
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@ -16,12 +16,12 @@
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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, PROP,
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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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* 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, game.hinted, HINTS, HNTSIZ).
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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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* 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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@ -62,9 +62,9 @@
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* If M=100 unconditional, but forbidden to dwarves.
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* If 100<M<=200 he must be carrying object M-100.
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* If 200<M<=300 must be carrying or in same room as M-200.
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* If 300<M<=400 PROP(M % 100) must *not* be 0.
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* If 400<M<=500 PROP(M % 100) must *not* be 1.
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* If 500<M<=600 PROP(M % 100) must *not* be 2, etc.
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* If 300<M<=400 game.prop(M % 100) must *not* be 0.
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* If 400<M<=500 game.prop(M % 100) must *not* be 1.
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* If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
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* If the condition (if any) is not met, then the next *different*
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* "destination" value is used (unless it fails to meet *its* conditions,
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* in which case the next is found, etc.). Typically, the next dest will
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@ -76,8 +76,8 @@
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* him to 22 if he's carrying object 10, and otherwise will go to 14.
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* 11 303008 49
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* 11 9 50
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* This says that, from 11, 49 takes him to 8 unless PROP(3)=0, in which
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* case he goes to 9. Verb 50 takes him to 9 regardless of PROP(3).
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* This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
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* case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
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* Section 4: Vocabulary. Each line contains a number (n), a tab, and a
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* five-letter word. Call M=N/1000. If M=0, then the word is a motion
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* verb for use in travelling (see section 3). Else, if M=1, the word is
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@ -142,8 +142,8 @@
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* 2 (call them N and S), N is a location and message ABS(S) from section
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* 6 is the sound heard there. If S<0, the sound there drowns out all
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* other noises. If 3 numbers (call them N, S, and T), N is an object
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* number and S+PROP(N) is the property message (from section 5) if he
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* listens to the object, and T+PROP(N) is the text if he reads it. If
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* number and S+game.prop(N) is the property message (from section 5) if he
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* listens to the object, and T+game.prop(N) is the text if he reads it. If
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* S or T is -1, the object has no sound or text, respectively. Neither
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* S nor T is allowed to be 0.
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* Section 14: Turn threshholds. Each line contains a number (N), a tab, and
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@ -181,7 +181,7 @@ 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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game.place[I]=0;
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PROP[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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@ -223,16 +223,16 @@ L1106: /*etc*/ ;
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MAXTRS=79;
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game.tally=0;
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for (I=50; I<=MAXTRS; I++) {
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if(PTEXT[I] != 0)PROP[I]= -1;
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game.tally=game.tally-PROP[I];
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if(PTEXT[I] != 0)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. HINTLC[I] is how long he's been at LOC with cond bit
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/* Clear the hint stuff. game.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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game.hinted[I]=false;
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HINTLC[I]=0;
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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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