#include <stdbool.h>
#include <getopt.h>
#include <signal.h>
-#include "main.h"
-#include "database/database.h"
-#include "misc.h"
+#include <time.h>
+#include "advent.h"
+#include "database.h"
long ABB[186], ATLOC[186], BLKLIN = true, DFLAG,
DLOC[7], FIXED[101], HOLDNG,
LINK[201], LNLENG, LNPOSN,
PARMS[26], PLACE[101],
SETUP = 0;
-signed char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
+char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK,
KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LL,
LMWARN, LOC, LOCK, LOOK,
- MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
+ MAGZIN, MAXDIE, MAXTRS,
MESSAG, MIRROR, MXSCOR,
NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
lcgstate.a = 1093;
lcgstate.c = 221587;
lcgstate.m = 1048576;
- long seedval = (long)time(NULL);
+ srand(time(NULL));
+ long seedval = (long)rand();
set_seed(seedval);
/* Read the database if we have not yet done so */
L1: SETUP= -1;
I=0;
- ZZWORD=RNDVOC(3,0)+MESH*2;
+ ZZWORD=RNDVOC(3,0);
NOVICE=YES(stdin, 65,1,0);
NEWLOC=1;
LOC=1;
if (logfp)
fprintf(logfp, "seed %ld\n", seedval);
-
+
for (;;) {
if (!do_command(stdin))
break;
score(1);
}
-static bool fallback_handler(signed char *buf)
+static bool fallback_handler(char *buf)
/* fallback handler for commands not handled by FORTRANish parser */
{
long sv;
if (sscanf(buf, "seed %ld", &sv) == 1) {
set_seed(sv);
printf("Seed set to %ld\n", sv);
+ // autogenerated, so don't charge user time for it.
+ --TURNS;
// here we reconfigure any global game state that uses random numbers
- ZZWORD=RNDVOC(3,0)+MESH*2;
+ ZZWORD=RNDVOC(3,0);
return true;
}
return false;
KK=DLOC[I];
KK=KEY[KK];
if(KK == 0) goto L6016;
-L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000);
+L6012: NEWLOC=MOD(labs(TRAVEL[KK])/1000,1000);
{long x = J-1;
if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 &&
NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] ||
FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
- IABS(TRAVEL[KK])/1000000 == 100) goto L6014;}
+ labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
TK[J]=NEWLOC;
J=J+1;
L6014: KK=KK+1;
L2602: /*etc*/ ;
} /* end loop */
-/* Kick the random number generator just to add variety to the chase. Also,
- * if closing time, check for any objects being toted with PROP < 0 and set
+/* If closing time, check for any objects being toted with PROP < 0 and set
* the prop to -1-PROP. This way objects won't be described until they've
* been picked up and put down separate from their respective piles. Don't
* tick CLOCK1 unless well into cave (and not at Y2). */
OLDLC2=OLDLOC;
OLDLOC=LOC;
-L9: LL=IABS(TRAVEL[KK]);
+L9: LL=labs(TRAVEL[KK]);
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
if(TRAVEL[KK] < 0) goto L50;
KK=KK+1;
if(PROP[K] != NEWLOC/100-3) goto L16;
L12: if(TRAVEL[KK] < 0)BUG(25);
KK=KK+1;
- NEWLOC=IABS(TRAVEL[KK])/1000;
+ NEWLOC=labs(TRAVEL[KK])/1000;
if(NEWLOC == LL) goto L12;
LL=NEWLOC;
goto L11;
RSPEAK(K2);
return true;
-L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
+L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
if(LL == K) goto L25;
if(LL > 300) goto L22;
J=KEY[LL];
- if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
+ if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)K2=KK;
L22: if(TRAVEL[KK] < 0) goto L23;
KK=KK+1;
goto L21;
RSPEAK(140);
return true;
-L25: K=MOD(IABS(TRAVEL[KK]),1000);
+L25: K=MOD(labs(TRAVEL[KK]),1000);
KK=KEY[LOC];
goto L9;
L18999: RSPEAK(SPK);
L19000: RSPEAK(136);
score(0);
+ return true;
}