X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=9104a5915ef9c0c43faa5759caba7e80ddf5c939;hb=6cef68cda5fba95b24e7ce7141166354f8f945ad;hp=b84f5fcf9b14cf97144787d48712ba50da50ae19;hpb=ff9c73a37d898d824aa9f8ecd4b670acd84d37e7;p=open-adventure.git diff --git a/init.c b/init.c index b84f5fc..9104a59 100644 --- a/init.c +++ b/init.c @@ -53,7 +53,7 @@ int initialise(void) 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++) { @@ -64,7 +64,7 @@ int initialise(void) } } - /* 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. @@ -79,19 +79,20 @@ 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);