Revert structurization changes, they broke database compilation...

...bug showing only if adventure.data was absent.  We'll need to sneak up
on this more carefully.
This commit is contained in:
Eric S. Raymond 2017-05-24 00:17:19 -04:00
parent 7e5448e974
commit 484ca4e9fd
11 changed files with 485 additions and 533 deletions

104
init.c
View file

@ -218,7 +218,7 @@ L1001: /*etc*/ ;
/* Start new data section. Sect is the section number. */
L1002: SECT=GETNUM(OPENED);
game.oldloc= -1;
OLDLOC= -1;
switch (SECT) { case 0: return(0); case 1: goto L1004; case 2: goto
L1004; case 3: goto L1030; case 4: goto L1040; case 5: goto L1004;
case 6: goto L1004; case 7: goto L1050; case 8: goto L1060; case
@ -241,8 +241,8 @@ L1006: KK=KK+1;
LINES[KK]=GETTXT(false,false,false,KK);
if(LINES[KK] != -1) goto L1006;
LINES[LINUSE]=KK;
if(LOC == game.oldloc) goto L1005;
game.oldloc=LOC;
if(LOC == OLDLOC) goto L1005;
OLDLOC=LOC;
LINES[LINUSE]= -KK;
if(SECT == 14) goto L1014;
if(SECT == 10) goto L1012;
@ -278,20 +278,20 @@ L1014: TRNVLS=TRNVLS+1;
/* The stuff for section 3 is encoded here. Each "from-location" gets a
* contiguous section of the "TRAVEL" array. Each entry in travel is
* game.newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
* NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
* this is the last entry for this location. KEY(N) is the index in travel
* of the first option at location N. */
L1030: LOC=GETNUM(OPENED);
if(LOC == -1) goto L1002;
game.newloc=GETNUM(NULL);
NEWLOC=GETNUM(NULL);
if(KEY[LOC] != 0) goto L1033;
KEY[LOC]=TRVS;
goto L1035;
L1033: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
L1035: L=GETNUM(NULL);
if(L == 0) goto L1039;
TRAVEL[TRVS]=game.newloc*1000+L;
TRAVEL[TRVS]=NEWLOC*1000+L;
TRVS=TRVS+1;
if(TRVS == TRVSIZ)BUG(3);
goto L1035;
@ -417,14 +417,14 @@ L1106: /*etc*/ ;
/* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79).
* Their props are initially -1, and are set to 0 the first time they are
* described. game.tally keeps track of how many are not yet found, so we know
* described. TALLY keeps track of how many are not yet found, so we know
* when to close the cave. */
MAXTRS=79;
game.tally=0;
TALLY=0;
for (I=50; I<=MAXTRS; I++) {
if(PTEXT[I] != 0)PROP[I]= -1;
game.tally=game.tally-PROP[I];
TALLY=TALLY-PROP[I];
} /* end loop */
/* Clear the hint stuff. HINTLC(I) is how long he's been at LOC with cond bit
@ -519,7 +519,7 @@ L1106: /*etc*/ ;
* 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.
* game.dflag controls the level of activation of all this:
* 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
@ -532,9 +532,9 @@ L1106: /*etc*/ ;
CHLOC=114;
CHLOC2=140;
for (I=1; I<=6; I++) {
game.dseen[I]=false;
DSEEN[I]=false;
} /* end loop */
game.dflag=0;
DFLAG=0;
DLOC[1]=19;
DLOC[2]=27;
DLOC[3]=33;
@ -544,56 +544,56 @@ L1106: /*etc*/ ;
DALTLC=18;
/* 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
* ABBNUM How often we should print non-abbreviated descriptions
* BONUS Used to determine amount of bonus if he reaches closing
* CLOCK1 Number of turns from finding last treasure till closing
* CLOCK2 Number of turns from first warning till blinding flash
* 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 Number 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
* DETAIL How often we've said "not allowed to give more detail"
* DKILL Number of dwarves killed (unused in scoring, needed for msg)
* FOOBAR Current progress in saying "FEE FIE FOE FOO".
* 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)
* IWEST How many times he's said "west" instead of "w"
* KNFLOC 0 if no knife here, loc if knife here, -1 after caveat
* 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 threshhold (section 14 of database)
* game.trnluz # points lost so far due to number of turns used
* game.turns Tallies how many commands he's given (ignores yes/no)
* NUMDIE Number of times killed so far
* THRESH Next #turns threshhold (-1 if none)
* TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
* TRNLUZ # points lost so far due to number of turns used
* 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;
TURNS=0;
TRNDEX=1;
THRESH= -1;
if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
TRNLUZ=0;
LMWARN=false;
IGO=0;
game.iwest=0;
game.knfloc=0;
game.detail=0;
game.abbnum=5;
IWEST=0;
KNFLOC=0;
DETAIL=0;
ABBNUM=5;
for (I=0; I<=4; I++) {
{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
} /* end loop */
game.numdie=0;
game.holdng=0;
game.dkill=0;
game.foobar=0;
game.bonus=0;
game.clock1=30;
game.clock2=50;
NUMDIE=0;
HOLDNG=0;
DKILL=0;
FOOBAR=0;
BONUS=0;
CLOCK1=30;
CLOCK2=50;
CONDS=SETBIT(11);
game.saved=0;
game.closng=false;
game.panic=false;
game.closed=false;
game.clshint=false;
game.novice=false;
game.setup=1;
SAVED=0;
CLOSNG=false;
PANIC=false;
CLOSED=false;
CLSHNT=false;
NOVICE=false;
SETUP=1;
/* if we can ever think of how, we should save it at this point */