#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
+#include <time.h>
#include "advent.h"
-#include "database.h"
/*
* Initialisation
*/
-void initialise(void)
+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,
+
+ /* 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,
+
+ /* Initialize our LCG PRNG with parameters tested against
+ * Knuth vol. 2. by the original authors */
+ .lcg_a = 1093,
+ .lcg_c = 221587,
+ .lcg_m = 1048576,
+};
+
+long initialise(void)
{
- if (oldstyle)
+ if (settings.oldstyle)
printf("Initialising...\n");
+ srand(time(NULL));
+ long seedval = (long)rand();
+ set_seed(seedval);
+
for (int i = 1; i <= NOBJECTS; i++) {
game.place[i] = LOC_NOWHERE;
- game.prop[i] = 0;
- game.link[i + NOBJECTS] = game.link[i] = 0;
}
for (int i = 1; i <= NLOCATIONS; i++) {
- game.abbrev[i] = 0;
- if (!(locations[i].description.big == 0 || TKEY[i] == 0)) {
- int k = TKEY[i];
- if (MOD(labs(TRAVEL[k]), 1000) == 1)
- conditions[i] |= (1 << COND_FORCED);
+ if (!(locations[i].description.big == 0 ||
+ tkey[i] == 0)) {
+ int k = tkey[i];
+ if (T_TERMINATE(travel[k]))
+ conditions[i] |= (1 << COND_FORCED);
}
- game.atloc[i] = 0;
}
/* 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. */
+ * 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);
/* 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. */
- game.tally = 0;
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];
- }
- }
-
- /* 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;
- }
-
- /* Define some handy mnemonics. These correspond to object numbers. */
- AXE = VOCWRD(WORD_AXE, 1);
- BATTERY = VOCWRD(WORD_BATTERY, 1);
- BEAR = VOCWRD(WORD_BEAR, 1);
- BIRD = VOCWRD(WORD_BIRD, 1);
- BLOOD = VOCWRD(WORD_BLOOD, 1);
- BOTTLE = VOCWRD(WORD_BOTTLE, 1);
- CAGE = VOCWRD(WORD_CAGE, 1);
- CAVITY = VOCWRD(WORD_CAVITY, 1);
- CHASM = VOCWRD(WORD_CHASM, 1);
- CLAM = VOCWRD(WORD_CLAM, 1);
- DOOR = VOCWRD(WORD_DOOR, 1);
- DRAGON = VOCWRD(WORD_DRAGON, 1);
- DWARF = VOCWRD(WORD_DWARF, 1);
- FISSURE = VOCWRD(WORD_FISSURE, 1);
- FOOD = VOCWRD(WORD_FOOD, 1);
- GRATE = VOCWRD(WORD_GRATE, 1);
- KEYS = VOCWRD(WORD_KEYS, 1);
- KNIFE = VOCWRD(WORD_KNIFE, 1);
- LAMP = VOCWRD(WORD_LAMP, 1);
- MAGAZINE = VOCWRD(WORD_MAGAZINE, 1);
- MESSAG = VOCWRD(WORD_MESSAG, 1);
- MIRROR = VOCWRD(WORD_MIRROR, 1);
- OGRE = VOCWRD(WORD_OGRE, 1);
- OIL = VOCWRD(WORD_OIL, 1);
- OYSTER = VOCWRD(WORD_OYSTER, 1);
- PILLOW = VOCWRD(WORD_PILLOW, 1);
- PLANT = VOCWRD(WORD_PLANT, 1);
- PLANT2 = PLANT + 1;
- RESER = VOCWRD(WORD_RESER, 1);
- ROD = VOCWRD(WORD_ROD, 1);
- ROD2 = ROD + 1;
- SIGN = VOCWRD(WORD_SIGN, 1);
- SNAKE = VOCWRD(WORD_SNAKE, 1);
- STEPS = VOCWRD(WORD_STEPS, 1);
- TROLL = VOCWRD(WORD_TROLL, 1);
- TROLL2 = TROLL + 1;
- URN = VOCWRD(WORD_URN, 1);
- VEND = VOCWRD(WORD_VEND, 1);
- VOLCANO = VOCWRD(WORD_VOLCANO, 1);
- WATER = VOCWRD(WORD_WATER, 1);
-
- /* Vocabulary for treasures */
- AMBER = VOCWRD(WORD_AMBER, 1);
- CHAIN = VOCWRD(WORD_CHAIN, 1);
- CHEST = VOCWRD(WORD_CHEST, 1);
- COINS = VOCWRD(WORD_COINS, 1);
- EGGS = VOCWRD(WORD_EGGS, 1);
- EMERALD = VOCWRD(WORD_EMERALD, 1);
- JADE = VOCWRD(WORD_JADE, 1);
- NUGGET = VOCWRD(WORD_NUGGET, 1);
- PEARL = VOCWRD(WORD_PEARL, 1);
- PYRAMID = VOCWRD(WORD_PYRAMID, 1);
- RUBY = VOCWRD(WORD_RUBY, 1);
- RUG = VOCWRD(WORD_RUG, 1);
- SAPPH = VOCWRD(WORD_SAPPH, 1);
- TRIDENT = VOCWRD(WORD_TRIDENT, 1);
- VASE = VOCWRD(WORD_VASE, 1);
-
- /* These are motion-verb numbers. */
- BACK = VOCWRD(WORD_BACK, 0);
- CAVE = VOCWRD(WORD_CAVE, 0);
- DPRSSN = VOCWRD(WORD_DPRSSN, 0);
- ENTER = VOCWRD(WORD_ENTER, 0);
- ENTRNC = VOCWRD(WORD_ENTRNC, 0);
- LOOK = VOCWRD(WORD_LOOK, 0);
- NUL = VOCWRD(WORD_NUL, 0);
- STREAM = VOCWRD(WORD_STREAM, 0);
-
- /* And some action verbs. */
- FIND = VOCWRD(WORD_FIND, 2);
- INVENT = VOCWRD(WORD_INVENT, 2);
- LOCK = VOCWRD(WORD_LOCK, 2);
- SAY = VOCWRD(WORD_SAY, 2);
- THROW = VOCWRD(WORD_THROW, 2);
-
- /* 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.chloc = LOC_DEADEND12;
- game.chloc2 = LOC_DEADEND13;
- for (int i = 1; i <= NDWARVES; i++) {
- game.dseen[i] = false;
+ if (objects[treasure].is_treasure) {
+ if (objects[treasure].inventory != 0)
+ game.prop[treasure] = STATE_NOTFOUND;
+ game.tally = game.tally - game.prop[treasure];
+ }
}
- game.dflag = 0;
- game.dloc[1] = LOC_KINGHALL;
- game.dloc[2] = LOC_WESTBANK;
- game.dloc[3] = LOC_Y2;
- game.dloc[4] = LOC_ALIKE3;
- game.dloc[5] = LOC_COMPLEX;
- game.dloc[6] = game.chloc;
-
- game.turns = 0;
- game.trnluz = 0;
- game.lmwarn = false;
- game.iwest = 0;
- game.knfloc = 0;
- game.detail = 0;
- game.abbnum = 5;
- game.numdie = 0;
- game.holdng = 0;
- game.dkill = 0;
- game.foobar = 0;
- game.bonus = 0;
- game.clock1 = WARNTIME;
- game.clock2 = FLASHTIME;
game.conds = setbit(11);
- game.saved = 0;
- game.closng = false;
- game.panic = false;
- game.closed = false;
- game.clshnt = false;
- game.novice = false;
- game.blklin = true;
+
+ return seedval;
}