/*
* Initialisation
*
- * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
- * SPDX-FileCopyrightText: 2017 by Eric S. Raymond
+ * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
* SPDX-License-Identifier: BSD-2-Clause
*/
-#include <unistd.h>
-#include <stdlib.h>
-#include <stdio.h>
+#include <assert.h>
#include <stdbool.h>
+#include <stdio.h>
+#include <stdlib.h>
#include <time.h>
+#include <unistd.h>
#include "advent.h"
-struct settings_t settings = {
- .logfp = NULL,
- .oldstyle = false,
- .prompt = true
-};
+struct settings_t settings = {.logfp = NULL, .oldstyle = false, .prompt = true};
struct game_t game = {
- .dwarves[1].loc = LOC_KINGHALL,
- .dwarves[2].loc = LOC_WESTBANK,
- .dwarves[3].loc = LOC_Y2,
- .dwarves[4].loc = LOC_ALIKE3,
- .dwarves[5].loc = LOC_COMPLEX,
-
- /* Sixth dwarf is special (the pirate). He always starts at his
+ /* 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. */
- .dwarves[6].loc = LOC_MAZEEND12,
- .chloc = LOC_MAZEEND12,
- .chloc2 = LOC_DEADEND13,
- .abbnum = 5,
- .clock1 = WARNTIME,
- .clock2 = FLASHTIME,
- .newloc = LOC_START,
- .loc = LOC_START,
- .limit = GAMELIMIT,
- .foobar = WORD_EMPTY,
+ .chloc = LOC_MAZEEND12, .chloc2 = LOC_DEADEND13, .abbnum = 5,
+ .clock1 = WARNTIME, .clock2 = FLASHTIME, .newloc = LOC_START,
+ .loc = LOC_START, .limit = GAMELIMIT, .foobar = WORD_EMPTY,
};
-int initialise(void)
-{
- if (settings.oldstyle)
- printf("Initialising...\n");
+int initialise(void) {
+ if (settings.oldstyle) {
+ printf("Initialising...\n");
+ }
+
+ srand(time(NULL));
+ int seedval = (int)rand();
+ set_seed(seedval);
- srand(time(NULL));
- int seedval = (int)rand();
- set_seed(seedval);
+ for (int i = 1; i <= NDWARVES; i++) {
+ game.dwarves[i].loc = dwarflocs[i - 1];
+ }
- for (int i = 1; i <= NOBJECTS; i++) {
- game.objects[i].place = LOC_NOWHERE;
- }
+ for (int i = 1; i <= NOBJECTS; i++) {
+ game.objects[i].place = LOC_NOWHERE;
+ }
- 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);
- }
- }
+ 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);
+ }
+ }
+ }
- /* 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);
- }
- }
+ /* 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);
+ }
+ }
- 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);
- }
+ 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);
+ }
+ }
- /* 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. */
- for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (objects[treasure].is_treasure) {
- ++game.tally;
- if (objects[treasure].inventory != 0)
- PROP_SET_NOT_FOUND(treasure);
- }
- }
- game.conds = setbit(COND_HBASE);
+ /* 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);
- return seedval;
+ return seedval;
}