Improve comments, eliminate magic numbers.
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2 changed files with 17 additions and 34 deletions
27
advent.h
27
advent.h
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@ -16,6 +16,7 @@
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#define GAMELIMIT 330 /* base limit of turns */
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#define GAMELIMIT 330 /* base limit of turns */
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#define NOVICELIMIT 1000 /* limit of turns for novice */
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#define NOVICELIMIT 1000 /* limit of turns for novice */
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#define WARNTIME 30 /* late game starts at game.limit-this */
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#define WARNTIME 30 /* late game starts at game.limit-this */
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#define FLASHTIME 50 /*turns from first warning till blinding flash */
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#define PANICTIME 15 /* time left after closing */
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#define PANICTIME 15 /* time left after closing */
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#define BATTERYLIFE 2500 /* turn limit increment from batteries */
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#define BATTERYLIFE 2500 /* turn limit increment from batteries */
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@ -24,41 +25,41 @@ typedef long vocab_t; /* index into a vocabulary array */
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struct game_t {
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struct game_t {
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unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
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unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
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long abbnum;
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long abbnum; /* How often to print non-abbreviated descriptions */
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long blklin;
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long blklin;
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long bonus;
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long bonus;
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long chloc;
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long chloc;
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long chloc2;
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long chloc2;
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long clock1;
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long clock1; /* # turns from finding last treasure till closing */
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long clock2;
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long clock2; /* # turns from first warning till blinding flash */
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bool clshnt; /* has player read the clue in the endgame? */
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bool clshnt; /* has player read the clue in the endgame? */
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bool closed; /* whether we're all the way closed */
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bool closed; /* whether we're all the way closed */
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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;
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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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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;
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long foobar; /* current progress in saying "FEE FIE FOE FOO". */
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long holdng;
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long holdng; /* number of objects being carried */
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long iwest;
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long iwest; /* How many times he's said "west" instead of "w" */
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long knfloc;
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long knfloc; /* 0 if no knife here, loc if knife , -1 after caveat */
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long limit;
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long limit; /* lifetime of lamp (not set here) */
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bool lmwarn; /* has player been warned about lamp going dim? */
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bool lmwarn; /* has player been warned about lamp going dim? */
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long loc;
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long loc;
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long newloc;
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long newloc;
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bool novice; /* asked for instructions at start-up? */
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bool novice; /* asked for instructions at start-up? */
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long numdie;
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long numdie; /* number of times killed so far */
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long oldloc;
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long oldloc;
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long oldlc2;
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long oldlc2;
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long oldobj;
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long oldobj;
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bool panic; /* has player found out he's trapped in the cave? */
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bool panic; /* has player found out he's trapped in the cave? */
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long saved;
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long saved; /* point penalty for saves */
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long tally;
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long tally;
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long thresh;
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long thresh;
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long trndex;
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long trndex;
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long trnluz;
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long trnluz; /* # points lost so far due to number of turns used */
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long turns;
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long turns; /* how many commands he's given (ignores yes/no) */
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bool wzdark; /* whether the loc he's leaving was dark */
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bool wzdark; /* whether the loc he's leaving was dark */
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long zzword;
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long zzword;
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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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24
init.c
24
init.c
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@ -31,7 +31,7 @@ void initialise(void)
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game.atloc[i] = 0;
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game.atloc[i] = 0;
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}
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}
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/* Set up the game.atloc and game.link arrays as described above.
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/* Set up the game.atloc and game.link arrays.
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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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@ -178,24 +178,6 @@ void initialise(void)
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game.dloc[5] = LOC_COMPLEX;
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game.dloc[5] = LOC_COMPLEX;
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game.dloc[6] = game.chloc;
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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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* game.numdie Number of times killed so far
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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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*/
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game.turns = 0;
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game.turns = 0;
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game.trnluz = 0;
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game.trnluz = 0;
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game.lmwarn = false;
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game.lmwarn = false;
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@ -208,8 +190,8 @@ void initialise(void)
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game.dkill = 0;
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game.dkill = 0;
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game.foobar = 0;
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game.foobar = 0;
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game.bonus = 0;
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game.bonus = 0;
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game.clock1 = 30;
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game.clock1 = WARNTIME;
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game.clock2 = 50;
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game.clock2 = FLASHTIME;
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game.conds = SETBIT(11);
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game.conds = SETBIT(11);
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game.saved = 0;
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game.saved = 0;
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game.closng = false;
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game.closng = false;
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