X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=4be4b6288297951d89fc836ed3e6babf2f5c4187;hb=2db3bed3f1ee0a220bf1d1b818716afb90b30b35;hp=4d05e0fa03c6b4ff02f2f1541c0c61ab228a3ef9;hpb=0a87fc9f78c40354068749f93cbbed80e217cd88;p=open-adventure.git diff --git a/init.c b/init.c index 4d05e0f..4be4b62 100644 --- a/init.c +++ b/init.c @@ -1,32 +1,67 @@ +/* + * Initialisation + * + * SPDX-FileCopyrightText: Copright 1977, 2005 by Will Crowther and Don Woodsm, Copyright 2017 by Eric S. Raymond + * SPDX-License-Identifier: BSD-2-Clause + */ + #include #include #include #include +#include +#include #include "advent.h" -/* - * Initialisation - */ +struct settings_t settings = { + .logfp = NULL, + .oldstyle = false, + .prompt = true +}; + +struct game_t game = { + /* 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. */ + .chloc = LOC_MAZEEND12, + .chloc2 = LOC_DEADEND13, + .abbnum = 5, + .clock1 = WARNTIME, + .clock2 = FLASHTIME, + .newloc = LOC_START, + .loc = LOC_START, + .limit = GAMELIMIT, + .foobar = WORD_EMPTY, +}; -void initialise(void) +int initialise(void) { - if (oldstyle) + if (settings.oldstyle) printf("Initialising...\n"); + srand(time(NULL)); + 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++) { 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. @@ -41,20 +76,23 @@ void 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] = -1; - game.tally = game.tally - game.prop[treasure]; + PROP_SET_NOT_FOUND(treasure); } } - game.conds = setbit(11); + game.conds = setbit(COND_HBASE); + + return seedval; }