X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=29737bedc06959d16e3c862b98ad6ee24e156998;hb=8fe07c8bf36b1c06e8cf8689c04629df0fe51504;hp=9333df3be8e90d6a7549447cd565e6da20e4f57d;hpb=67a887f432fa175300e6d51069587175dee76e17;p=open-adventure.git diff --git a/init.c b/init.c index 9333df3..29737be 100644 --- a/init.c +++ b/init.c @@ -1,9 +1,9 @@ /* * Initialisation * - * Copyright (c) 1977, 2005 by Will Crowther and Don Woods - * Copyright (c) 2017 by Eric S. Raymond - * SPDX-License-Identifier: BSD-2-clause + * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods + * SPDX-FileCopyrightText: 2017 by Eric S. Raymond + * SPDX-License-Identifier: BSD-2-Clause */ #include @@ -21,17 +21,17 @@ 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_MAZEEND12, + .dwarves[6].loc = LOC_MAZEEND12, .chloc = LOC_MAZEEND12, .chloc2 = LOC_DEADEND13, .abbnum = 5, @@ -57,15 +57,14 @@ int initialise(void) } for (int i = 1; i <= NLOCATIONS; i++) { - if (!(locations[i].description.big == 0 || - tkey[i] == 0)) { + if (!(locations[i].description.big == 0 || tkey[i] == 0)) { int k = tkey[i]; 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. @@ -95,7 +94,7 @@ int initialise(void) game.tally = game.tally - game.prop[treasure]; } } - game.conds = setbit(11); + game.conds = setbit(COND_HBASE); return seedval; }