Pull more globals into the game state block.
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parent
91ad0185ff
commit
dda636bbc1
6 changed files with 141 additions and 134 deletions
40
init.c
40
init.c
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@ -15,7 +15,7 @@
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* 12600 words of message text (LINES, LINSIZ).
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* 885 travel options (TRAVEL, TRVSIZ).
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* 330 vocabulary words (KTAB, ATAB, TABSIZ).
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* 185 locations (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSND, LOCSIZ).
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* 185 locations (LTEXT, STEXT, KEY, COND, abbrev, 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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@ -186,7 +186,7 @@ static int finish_init(void) {
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} /* end loop */
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/* 1102 */ for (I=1; I<=LOCSIZ; I++) {
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ABB[I]=0;
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game.abbrev[I]=0;
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if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102;
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K=KEY[I];
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if(MOD(labs(TRAVEL[K]),1000) == 1)COND[I]=2;
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@ -216,14 +216,14 @@ 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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@ -357,18 +357,18 @@ L1106: /*etc*/ ;
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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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* MAXDIE Number of reincarnation messages available (up to 5)
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* 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.numdie Number of times killed so far
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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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@ -378,7 +378,7 @@ L1106: /*etc*/ ;
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for (I=0; I<=4; I++) {
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{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
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} /* end loop */
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NUMDIE=0;
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game.numdie=0;
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game.holdng=0;
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game.dkill=0;
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game.foobar=0;
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@ -386,12 +386,12 @@ L1106: /*etc*/ ;
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game.clock1=30;
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game.clock2=50;
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game.conds=SETBIT(11);
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SAVED=0;
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game.saved=0;
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game.closng=false;
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PANIC=false;
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game.panic=false;
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game.closed=false;
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CLSHNT=false;
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NOVICE=false;
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game.clshnt=false;
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game.novice=false;
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SETUP=1;
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game.blklin=true;
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