More global-to-structure moves.

This commit is contained in:
Eric S. Raymond 2017-05-23 20:22:35 -04:00
parent 50ed247042
commit c3add5c206
7 changed files with 214 additions and 206 deletions

34
init.c
View file

@ -19,7 +19,7 @@
* 185 locations (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSND, LOCSIZ).
* 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
* OBJSND, OBJTXT).
* 35 "action" verbs (ACTSPK, VRBSIZ).
* 35 "action" verbs (ACTVERB, VRBSIZ).
* 277 random messages (RTEXT, RTXSIZ).
* 12 different player classifications (CTEXT, CVAL, CLSMAX).
* 20 hints (HINTLC, HINTED, HINTS, HNTSIZ).
@ -324,11 +324,11 @@ L1050: OBJ=GETNUM(OPENED);
FIXD[OBJ]=GETNUM(NULL);
goto L1050;
/* Read default message numbers for action verbs, store in ACTSPK. */
/* Read default message numbers for action verbs, store in ACTVERB. */
L1060: VERB=GETNUM(OPENED);
if(VERB == -1) goto L1002;
ACTSPK[VERB]=GETNUM(NULL);
ACTVERB[VERB]=GETNUM(NULL);
goto L1060;
/* Read info about available liquids and other conditions, store in COND. */
@ -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. TALLY keeps track of how many are not yet found, so we know
* described. game.tally keeps track of how many are not yet found, so we know
* when to close the cave. */
MAXTRS=79;
TALLY=0;
game.tally=0;
for (I=50; I<=MAXTRS; I++) {
if(PTEXT[I] != 0)PROP[I]= -1;
TALLY=TALLY-PROP[I];
game.tally=game.tally-PROP[I];
} /* end loop */
/* Clear the hint stuff. HINTLC(I) is how long he's been at LOC with cond bit
@ -559,17 +559,17 @@ L1106: /*etc*/ ;
* 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
* 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)
* 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)
* Logicals were explained earlier */
TURNS=0;
TRNDEX=1;
THRESH= -1;
if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
TRNLUZ=0;
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;
IGO=0;
game.iwest=0;
@ -593,7 +593,7 @@ L1106: /*etc*/ ;
game.closed=false;
CLSHNT=false;
game.novice=false;
SETUP=1;
game.setup=1;
/* if we can ever think of how, we should save it at this point */
@ -697,7 +697,7 @@ static void quick_io(void) {
quick_array(ATAB,TABSIZ);
quick_array(PLAC,100);
quick_array(FIXD,100);
quick_array(ACTSPK,VRBSIZ);
quick_array(ACTVERB,VRBSIZ);
quick_array((long *)HINTS,(HNTMAX+1)*5-1);
}