};
struct game_t game = {
- .dloc[1] = LOC_KINGHALL,
- .dloc[2] = LOC_WESTBANK,
- .dloc[3] = LOC_Y2,
- .dloc[4] = LOC_ALIKE3,
- .dloc[5] = LOC_COMPLEX,
+ .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
* 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,
+ .dwarves[6].loc = LOC_MAZEEND12,
.chloc = LOC_MAZEEND12,
.chloc2 = LOC_DEADEND13,
.abbnum = 5,
set_seed(seedval);
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);
}
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
if (objects[treasure].inventory != 0)
- game.prop[treasure] = STATE_NOTFOUND;
- game.tally = game.tally - game.prop[treasure];
+ game.objects[treasure].prop = STATE_NOTFOUND;
+ game.tally = game.tally - game.objects[treasure].prop;
}
}
game.conds = setbit(COND_HBASE);