X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=0813fb7ce493764f052a5a5dab397830eb6aafa3;hb=02987d0330cf586a90307ad7e8a06cfcde6f6b92;hp=2fffc279c1ee7f691efa0d35eeac8ef9d34c5499;hpb=e712f4c0e05bfa842e342f60f7ea3e33da9199fd;p=open-adventure.git diff --git a/init.c b/init.c index 2fffc27..0813fb7 100644 --- a/init.c +++ b/init.c @@ -1,3 +1,11 @@ +/* + * Initialisation + * + * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods + * SPDX-FileCopyrightText: 2017 by Eric S. Raymond + * SPDX-License-Identifier: BSD-2-Clause + */ + #include #include #include @@ -6,10 +14,6 @@ #include "advent.h" -/* - * Initialisation - */ - struct settings_t settings = { .logfp = NULL, .oldstyle = false, @@ -17,18 +21,18 @@ struct settings_t settings = { }; 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_DEADEND12, - .chloc = LOC_DEADEND12, + .dwarves[6].loc = LOC_MAZEEND12, + .chloc = LOC_MAZEEND12, .chloc2 = LOC_DEADEND13, .abbnum = 5, .clock1 = WARNTIME, @@ -36,36 +40,31 @@ struct game_t game = { .newloc = LOC_START, .loc = LOC_START, .limit = GAMELIMIT, - - /* Initialize our LCG PRNG with parameters tested against - * Knuth vol. 2. by the original authors */ - .lcg_a = 1093, - .lcg_c = 221587, - .lcg_m = 1048576, + .foobar = WORD_EMPTY, }; -long initialise(void) +int initialise(void) { if (settings.oldstyle) printf("Initialising...\n"); srand(time(NULL)); - long seedval = (long)rand(); + int seedval = (int)rand(); 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++) { if (!(locations[i].description.big == 0 || tkey[i] == 0)) { int k = tkey[i]; - if (T_TERMINATE(travel[k])) + if (travel[k].motion == HERE) conditions[i] |= (1 << COND_FORCED); } } - /* 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. @@ -80,7 +79,7 @@ long initialise(void) 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); } @@ -91,11 +90,11 @@ long initialise(void) 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]; + PROP_SET_NOT_FOUND(treasure); + game.tally = game.tally - game.objects[treasure].prop; } } - game.conds = setbit(11); + game.conds = setbit(COND_HBASE); return seedval; }