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Simplify some dependencies.
[open-adventure.git]
/
init.c
diff --git
a/init.c
b/init.c
index a897936813ae9cab66db2ec3e2223bda52002a98..715f3ef7cd31cca5e99cec2f18944100cda0f540 100644
(file)
--- a/
init.c
+++ b/
init.c
@@
-1,9
+1,9
@@
/*
* Initialisation
*
/*
* Initialisation
*
- *
Copyright (c)
1977, 2005 by Will Crowther and Don Woods
- *
Copyright (c)
2017 by Eric S. Raymond
- * SPDX-License-Identifier: BSD-2-
c
lause
+ *
SPDX-FileCopyrightText:
1977, 2005 by Will Crowther and Don Woods
+ *
SPDX-FileCopyrightText:
2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-
C
lause
*/
#include <unistd.h>
*/
#include <unistd.h>
@@
-11,6
+11,7
@@
#include <stdio.h>
#include <stdbool.h>
#include <time.h>
#include <stdio.h>
#include <stdbool.h>
#include <time.h>
+#include <assert.h>
#include "advent.h"
#include "advent.h"
@@
-21,17
+22,10
@@
struct settings_t settings = {
};
struct game_t game = {
};
struct game_t game = {
- .dloc[1] = LOC_KINGHALL,
- .dloc[2] = LOC_WESTBANK,
- .dloc[3] = LOC_Y2,
- .dloc[4] = LOC_ALIKE3,
- .dloc[5] = 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. */
* 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. */
- .dloc[6] = LOC_MAZEEND12,
.chloc = LOC_MAZEEND12,
.chloc2 = LOC_DEADEND13,
.abbnum = 5,
.chloc = LOC_MAZEEND12,
.chloc2 = LOC_DEADEND13,
.abbnum = 5,
@@
-52,20
+46,23
@@
int initialise(void)
int seedval = (int)rand();
set_seed(seedval);
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++) {
for (int i = 1; i <= NOBJECTS; i++) {
- game.
place[i]
= LOC_NOWHERE;
+ game.
objects[i].place
= LOC_NOWHERE;
}
for (int i = 1; i <= NLOCATIONS; i++) {
}
for (int i = 1; i <= NLOCATIONS; i++) {
- if (!(locations[i].description.big == 0 ||
- tkey[i] == 0)) {
+ if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
int k = tkey[i];
int k = tkey[i];
- if (
T_TERMINATE(travel[k])
)
+ if (
travel[k].motion == HERE
)
conditions[i] |= (1 << COND_FORCED);
}
}
conditions[i] |= (1 << COND_FORCED);
}
}
- /* Set up the game.atloc and game.link arrays.
+ /* 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.
* 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.
@@
-80,22
+77,23
@@
int initialise(void)
for (int i = 1; i <= NOBJECTS; i++) {
int k = NOBJECTS + 1 - i;
for (int i = 1; i <= NOBJECTS; i++) {
int k = NOBJECTS + 1 - i;
- game.
fixed[k]
= objects[k].fixd;
+ game.
objects[k].fixed
= objects[k].fixd;
if (objects[k].plac != 0 && objects[k].fixd <= 0)
drop(k, objects[k].plac);
}
if (objects[k].plac != 0 && objects[k].fixd <= 0)
drop(k, objects[k].plac);
}
- /* 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. */
+ /* 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) {
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
+ ++game.tally;
if (objects[treasure].inventory != 0)
if (objects[treasure].inventory != 0)
- game.prop[treasure] = STATE_NOTFOUND;
- game.tally = game.tally - game.prop[treasure];
+ PROP_SET_NOT_FOUND(treasure);
}
}
}
}
- game.conds = setbit(
11
);
+ game.conds = setbit(
COND_HBASE
);
return seedval;
}
return seedval;
}