X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=4be4b6288297951d89fc836ed3e6babf2f5c4187;hb=2db3bed3f1ee0a220bf1d1b818716afb90b30b35;hp=29737bedc06959d16e3c862b98ad6ee24e156998;hpb=8fe07c8bf36b1c06e8cf8689c04629df0fe51504;p=open-adventure.git diff --git a/init.c b/init.c index 29737be..4be4b62 100644 --- a/init.c +++ b/init.c @@ -1,8 +1,7 @@ /* * Initialisation * - * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods - * SPDX-FileCopyrightText: 2017 by Eric S. Raymond + * SPDX-FileCopyrightText: Copright 1977, 2005 by Will Crowther and Don Woodsm, Copyright 2017 by Eric S. Raymond * SPDX-License-Identifier: BSD-2-Clause */ @@ -11,6 +10,7 @@ #include #include #include +#include #include "advent.h" @@ -21,17 +21,10 @@ struct settings_t settings = { }; struct game_t game = { - .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 + /* Last 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. */ - .dwarves[6].loc = LOC_MAZEEND12, .chloc = LOC_MAZEEND12, .chloc2 = LOC_DEADEND13, .abbnum = 5, @@ -52,8 +45,12 @@ int initialise(void) int seedval = (int)rand(); set_seed(seedval); + for (int i = 1; i <= NDWARVES; i++) { + game.dwarves[i].loc = dwarflocs[i-1]; + } + 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++) { @@ -79,19 +76,20 @@ int 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); } - /* 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. */ + /* Treasure props are initially STATE_NOTFOUND, and are set to + * STATE_FOUND 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. */ for (int treasure = 1; treasure <= NOBJECTS; treasure++) { if (objects[treasure].is_treasure) { + ++game.tally; if (objects[treasure].inventory != 0) - game.prop[treasure] = STATE_NOTFOUND; - game.tally = game.tally - game.prop[treasure]; + PROP_SET_NOT_FOUND(treasure); } } game.conds = setbit(COND_HBASE);