+/*
+ * Initialisation
+ *
+ * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
+ * Copyright (c) 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-clause
+ */
+
#include <unistd.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
+#include <time.h>
#include "advent.h"
-/*
- * Initialisation
- */
+struct settings_t settings = {
+ .logfp = NULL,
+ .oldstyle = false,
+ .prompt = true
+};
+
+struct game_t game = {
+ .dloc[1] = LOC_KINGHALL,
+ .dloc[2] = LOC_WESTBANK,
+ .dloc[3] = LOC_Y2,
+ .dloc[4] = LOC_ALIKE3,
+ .dloc[5] = LOC_COMPLEX,
-void initialise(void)
+ /* Sixth 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. */
+ .dloc[6] = LOC_DEADEND12,
+ .chloc = LOC_DEADEND12,
+ .chloc2 = LOC_DEADEND13,
+ .abbnum = 5,
+ .clock1 = WARNTIME,
+ .clock2 = FLASHTIME,
+ .newloc = LOC_START,
+ .loc = LOC_START,
+ .limit = GAMELIMIT,
+ .foobar = WORD_EMPTY,
+};
+
+int initialise(void)
{
- if (oldstyle)
+ if (settings.oldstyle)
printf("Initialising...\n");
+ srand(time(NULL));
+ int seedval = (int)rand();
+ set_seed(seedval);
+
for (int i = 1; i <= NOBJECTS; i++) {
game.place[i] = LOC_NOWHERE;
}
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];
if (T_TERMINATE(travel[k]))
conditions[i] |= (1 << COND_FORCED);
* 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. */
+ * 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);
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
if (objects[treasure].inventory != 0)
- game.prop[treasure] = -1;
+ game.prop[treasure] = STATE_NOTFOUND;
game.tally = game.tally - game.prop[treasure];
}
}
-
- /* 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;
- }
-
- /* 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. */
-
game.conds = setbit(11);
+
+ return seedval;
}