X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=9333df3be8e90d6a7549447cd565e6da20e4f57d;hb=67a887f432fa175300e6d51069587175dee76e17;hp=12f68b6017f9346097d82ff4b349e6704263e95a;hpb=6af38a92f60179af2b4eed23e508160a347da432;p=open-adventure.git diff --git a/init.c b/init.c index 12f68b6..9333df3 100644 --- a/init.c +++ b/init.c @@ -1,3 +1,11 @@ +/* + * Initialisation + * + * Copyright (c) 1977, 2005 by Will Crowther and Don Woods + * Copyright (c) 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, @@ -27,8 +31,8 @@ struct game_t game = { * 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, + .dloc[6] = LOC_MAZEEND12, + .chloc = LOC_MAZEEND12, .chloc2 = LOC_DEADEND13, .abbnum = 5, .clock1 = WARNTIME, @@ -36,21 +40,16 @@ 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++) { @@ -58,9 +57,10 @@ long 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 (T_TERMINATE(travel[k])) + if (travel[k].motion == HERE) conditions[i] |= (1 << COND_FORCED); } } @@ -91,7 +91,7 @@ long initialise(void) for (int treasure = 1; treasure <= NOBJECTS; treasure++) { if (objects[treasure].is_treasure) { if (objects[treasure].inventory != 0) - game.prop[treasure] = NOT_YET_FOUND; + game.prop[treasure] = STATE_NOTFOUND; game.tally = game.tally - game.prop[treasure]; } }