-#include <unistd.h>
-#include <stdlib.h>
-#include <stdio.h>
+/*
+ * Initialisation
+ *
+ * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
+ * SPDX-License-Identifier: BSD-2-Clause
+ */
+
+#include <assert.h>
#include <stdbool.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <time.h>
+#include <unistd.h>
#include "advent.h"
-/*
- * Initialisation
- */
+struct settings_t settings = {.logfp = NULL, .oldstyle = false, .prompt = true};
+
+struct game_t game = {
+ /* Last dwarf is special (the pirate). He always starts at his
+ * chest's eventual location inside the maze. This loc is saved
+ * in chloc for ref. The dead end in the other maze has its
+ * loc stored in chloc2. */
+ .chloc = LOC_MAZEEND12, .chloc2 = LOC_DEADEND13, .abbnum = 5,
+ .clock1 = WARNTIME, .clock2 = FLASHTIME, .newloc = LOC_START,
+ .loc = LOC_START, .limit = GAMELIMIT, .foobar = WORD_EMPTY,
+};
-void initialise(void)
-{
- if (oldstyle)
- printf("Initialising...\n");
+int initialise(void) {
+ if (settings.oldstyle) {
+ printf("Initialising...\n");
+ }
- for (int i = 1; i <= NOBJECTS; i++) {
- game.place[i] = LOC_NOWHERE;
- }
+ srand(time(NULL));
+ int seedval = (int)rand();
+ set_seed(seedval);
- for (int i = 1; i <= NLOCATIONS; i++) {
- if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
- int k = tkey[i];
- if (T_TERMINATE(travel[k]))
- conditions[i] |= (1 << COND_FORCED);
- }
- }
+ for (int i = 1; i <= NDWARVES; i++) {
+ game.dwarves[i].loc = dwarflocs[i - 1];
+ }
- /* Set up the game.atloc and game.link arrays.
- * We'll use the DROP subroutine, which prefaces new objects on the
- * lists. Since we want things in the other order, we'll run the
- * loop backwards. If the object is in two locs, we drop it twice.
- * This also sets up "game.place" and "fixed" as copies of "PLAC" and
- * "FIXD". Also, since two-placed objects are typically best
- * described last, we'll drop them first. */
- for (int i = NOBJECTS; i >= 1; i--) {
- if (objects[i].fixd > 0) {
- drop(i + NOBJECTS, objects[i].fixd);
- drop(i, objects[i].plac);
- }
- }
+ for (int i = 1; i <= NOBJECTS; i++) {
+ game.objects[i].place = LOC_NOWHERE;
+ }
- for (int i = 1; i <= NOBJECTS; i++) {
- int k = NOBJECTS + 1 - i;
- game.fixed[k] = objects[k].fixd;
- if (objects[k].plac != 0 && objects[k].fixd <= 0)
- drop(k, objects[k].plac);
- }
+ for (int i = 1; i <= NLOCATIONS; i++) {
+ if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
+ int k = tkey[i];
+ if (travel[k].motion == HERE) {
+ conditions[i] |= (1 << COND_FORCED);
+ }
+ }
+ }
- /* Treasure props are initially -1, and are set to 0 the first time
- * they are described. game.tally keeps track of how many are
- * not yet found, so we know when to close the cave. */
- for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (objects[treasure].is_treasure) {
- if (objects[treasure].inventory != 0)
- game.prop[treasure] = -1;
- game.tally = game.tally - game.prop[treasure];
- }
- }
+ /* Set up the game.locs atloc and game.link arrays.
+ * We'll use the DROP subroutine, which prefaces new objects on the
+ * lists. Since we want things in the other order, we'll run the
+ * loop backwards. If the object is in two locs, we drop it twice.
+ * Also, since two-placed objects are typically best described
+ * last, we'll drop them first. */
+ for (int i = NOBJECTS; i >= 1; i--) {
+ if (objects[i].fixd > 0) {
+ drop(i + NOBJECTS, objects[i].fixd);
+ drop(i, objects[i].plac);
+ }
+ }
- /* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
- * with cond bit i. game.hinted[i] is true iff hint i has been
- * used. */
- for (int i = 0; i < NHINTS; i++) {
- game.hinted[i] = false;
- game.hintlc[i] = 0;
- }
+ for (int i = 1; i <= NOBJECTS; i++) {
+ int k = NOBJECTS + 1 - i;
+ game.objects[k].fixed = objects[k].fixd;
+ if (objects[k].plac != 0 && objects[k].fixd <= 0) {
+ drop(k, objects[k].plac);
+ }
+ }
- /* Initialise the dwarves. game.dloc is loc of dwarves,
- * hard-wired in. game.odloc is prior loc of each dwarf,
- * initially garbage. DALTLC is alternate initial loc for dwarf,
- * in case one of them starts out on top of the adventurer. (No
- * 2 of the 5 initial locs are adjacent.) game.dseen is true if
- * dwarf has seen him. game.dflag controls the level of
- * activation of all this:
- * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
- * 1 Reached Hall Of Mists, but hasn't met first dwarf
- * 2 Met first dwarf, others start moving, no knives thrown yet
- * 3 A knife has been thrown (first set always misses)
- * 3+ Dwarves are mad (increases their accuracy)
- * Sixth dwarf is special (the pirate). He always starts at his
- * chest's eventual location inside the maze. This loc is saved
- * in game.chloc for ref. the dead end in the other maze has its
- * loc stored in game.chloc2. */
+ /* Treasure props are initially STATE_NOTFOUND, and are set to
+ * STATE_FOUND the first time they are described. game.tally
+ * keeps track of how many are not yet found, so we know when to
+ * close the cave.
+ * (ESR) Non-trreasures are set to STATE_FOUND explicity so we
+ * don't rely on the value of uninitialized storage. This is to
+ * make translation to future languages easier. */
+ for (int object = 1; object <= NOBJECTS; object++) {
+ if (objects[object].is_treasure) {
+ ++game.tally;
+ if (objects[object].inventory != NULL) {
+ OBJECT_SET_NOT_FOUND(object);
+ }
+ } else {
+ OBJECT_SET_FOUND(object);
+ }
+ }
+ game.conds = setbit(COND_HBASE);
- game.conds = setbit(11);
+ return seedval;
}