#include <stdio.h>
#include <stdbool.h>
#include <time.h>
+#include <assert.h>
#include "advent.h"
};
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,
int seedval = (int)rand();
set_seed(seedval);
+ assert(NDWARVES == NDWARFLOCS);
+ for (int i = 1; i <= NDWARFLOCS; i++) {
+ game.dwarves[i].loc = dwarflocs[i-1];
+ }
+
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++) {
}
}
- /* 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.
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);
}
- /* 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) {
+ ++game.tally;
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(COND_HBASE);