More global-to-structure moves.
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parent
50ed247042
commit
c3add5c206
7 changed files with 214 additions and 206 deletions
34
init.c
34
init.c
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@ -19,7 +19,7 @@
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* 185 locations (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSND, LOCSIZ).
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* 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
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* OBJSND, OBJTXT).
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* 35 "action" verbs (ACTSPK, VRBSIZ).
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* 35 "action" verbs (ACTVERB, 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, HINTED, HINTS, HNTSIZ).
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@ -324,11 +324,11 @@ L1050: OBJ=GETNUM(OPENED);
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FIXD[OBJ]=GETNUM(NULL);
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goto L1050;
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/* Read default message numbers for action verbs, store in ACTSPK. */
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/* Read default message numbers for action verbs, store in ACTVERB. */
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L1060: VERB=GETNUM(OPENED);
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if(VERB == -1) goto L1002;
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ACTSPK[VERB]=GETNUM(NULL);
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ACTVERB[VERB]=GETNUM(NULL);
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goto L1060;
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/* Read info about available liquids and other conditions, store in COND. */
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@ -417,14 +417,14 @@ L1106: /*etc*/ ;
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/* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79).
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* Their props are initially -1, and are set to 0 the first time they are
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* described. TALLY keeps track of how many are not yet found, so we know
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* described. game.tally keeps track of how many are not yet found, so we know
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* when to close the cave. */
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MAXTRS=79;
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TALLY=0;
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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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TALLY=TALLY-PROP[I];
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game.tally=game.tally-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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@ -559,17 +559,17 @@ L1106: /*etc*/ ;
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* game.limit Lifetime of lamp (not set here)
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* MAXDIE Number of reincarnation messages available (up to 5)
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* game.numdie Number of times killed so far
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* THRESH Next #turns threshhold (-1 if none)
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* TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
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* TRNLUZ # points lost so far due to number of turns used
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* TURNS Tallies how many commands he's given (ignores yes/no)
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* game.thresh Next #turns threshhold (-1 if none)
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* game.trndex Index in TRNVAL of next threshhold (section 14 of database)
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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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* Logicals were explained earlier */
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TURNS=0;
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TRNDEX=1;
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THRESH= -1;
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if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
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TRNLUZ=0;
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game.turns=0;
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game.trndex=1;
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game.thresh= -1;
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if(TRNVLS > 0)game.thresh=MOD(TRNVAL[1],100000)+1;
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game.trnluz=0;
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game.lmwarn=false;
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IGO=0;
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game.iwest=0;
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@ -593,7 +593,7 @@ L1106: /*etc*/ ;
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game.closed=false;
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CLSHNT=false;
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game.novice=false;
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SETUP=1;
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game.setup=1;
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/* if we can ever think of how, we should save it at this point */
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@ -697,7 +697,7 @@ static void quick_io(void) {
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quick_array(ATAB,TABSIZ);
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quick_array(PLAC,100);
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quick_array(FIXD,100);
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quick_array(ACTSPK,VRBSIZ);
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quick_array(ACTVERB,VRBSIZ);
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quick_array((long *)HINTS,(HNTMAX+1)*5-1);
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}
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