Switch fully over to YAML generation of condition bits. COND is gone.
This commit is contained in:
parent
537c4511e2
commit
7f7f49b739
6 changed files with 27 additions and 20 deletions
15
dungeon.c
15
dungeon.c
|
@ -40,7 +40,6 @@ long OBJSND[NOBJECTS + 1];
|
|||
long OBJTXT[NOBJECTS + 1];
|
||||
long STEXT[LOCSIZ + 1];
|
||||
long LTEXT[LOCSIZ + 1];
|
||||
long COND[LOCSIZ + 1];
|
||||
long KEY[LOCSIZ + 1];
|
||||
long LOCSND[LOCSIZ + 1];
|
||||
long LINES[LINSIZ + 1];
|
||||
|
@ -300,16 +299,14 @@ static void read_action_verb_message_nr(FILE* database)
|
|||
}
|
||||
}
|
||||
|
||||
/* Read info about available liquids and other conditions, store in COND. */
|
||||
/* Read info about available liquids and other conditions. */
|
||||
static void read_conditions(FILE* database)
|
||||
{
|
||||
long K;
|
||||
while ((K = GETNUM(database)) != -1) {
|
||||
long loc;
|
||||
while ((loc = GETNUM(NULL)) != 0) {
|
||||
if (is_set(COND[loc], K))
|
||||
BUG(LOCATION_HAS_CONDITION_BIT_BEING_SET_TWICE);
|
||||
COND[loc] = COND[loc] + (1L << K);
|
||||
continue; /* COND is no longer used */
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -360,8 +357,7 @@ static int read_database(FILE* database)
|
|||
* location N. LTEXT(N) is long description. PTEXT(N) points to
|
||||
* message for game.prop(N)=0. Successive prop messages are
|
||||
* found by chasing pointers. RTEXT contains section 6's stuff.
|
||||
* TTEXT is for section 14. We also clear COND (see description
|
||||
* of section 9 for details). */
|
||||
* TTEXT is for section 14. */
|
||||
for (int I = 1; I <= NOBJECTS; I++) {
|
||||
PTEXT[I] = 0;
|
||||
OBJSND[I] = 0;
|
||||
|
@ -373,7 +369,6 @@ static int read_database(FILE* database)
|
|||
for (int I = 1; I <= LOCSIZ; I++) {
|
||||
STEXT[I] = 0;
|
||||
LTEXT[I] = 0;
|
||||
COND[I] = 0;
|
||||
KEY[I] = 0;
|
||||
LOCSND[I] = 0;
|
||||
}
|
||||
|
@ -440,8 +435,7 @@ static int read_database(FILE* database)
|
|||
/* Finish constructing internal data format */
|
||||
|
||||
/* Having read in the database, certain things are now constructed.
|
||||
* game.propS are set to zero. We finish setting up COND by checking for
|
||||
* forced-motion travel entries. The PLAC and FIXD arrays are used
|
||||
* game.propS are set to zero. The PLAC and FIXD arrays are used
|
||||
* to set up game.atloc(N) as the first object at location N, and
|
||||
* game.link(OBJ) as the next object at the same location as OBJ.
|
||||
* (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is
|
||||
|
@ -488,7 +482,6 @@ static void write_file(FILE* header_file)
|
|||
// content variables
|
||||
write_1d(header_file, OBJSND, NOBJECTS + 1, "OBJSND");
|
||||
write_1d(header_file, OBJTXT, NOBJECTS + 1, "OBJTXT");
|
||||
write_1d(header_file, COND, LOCSIZ + 1, "COND");
|
||||
write_1d(header_file, KEY, LOCSIZ + 1, "KEY");
|
||||
write_1d(header_file, LOCSND, LOCSIZ + 1, "LOCSND");
|
||||
write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue