X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=94c972d3d6597584e64af0d2b3562f03e3481c3d;hb=c11938aed5e261ac40a562781325996628663610;hp=202bf65759835fb082158e935842acf6a08aee2f;hpb=829c13d1d56e398e5b47186c31b2e2146f26dc6a;p=open-adventure.git diff --git a/init.c b/init.c index 202bf65..94c972d 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: (C) 1977, 2005 by Will Crowther and Don Woodsm * 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 = { - .dloc[1] = LOC_KINGHALL, - .dloc[2] = LOC_WESTBANK, - .dloc[3] = LOC_Y2, - .dloc[4] = LOC_ALIKE3, - .dloc[5] = 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. */ - .dloc[6] = LOC_MAZEEND12, .chloc = LOC_MAZEEND12, .chloc2 = LOC_DEADEND13, .abbnum = 5, @@ -52,19 +45,24 @@ 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++) { if (!(locations[i].description.big == 0 || tkey[i] == 0)) { int k = tkey[i]; - if (travel[k].motion == HERE) + 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. @@ -79,19 +77,22 @@ int initialise(void) for (int i = 1; i <= NOBJECTS; i++) { int k = NOBJECTS + 1 - i; - game.fixed[k] = objects[k].fixd; - if (objects[k].plac != 0 && objects[k].fixd <= 0) + 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) { - if (objects[treasure].inventory != 0) - game.prop[treasure] = STATE_NOTFOUND; - game.tally = game.tally - game.prop[treasure]; + ++game.tally; + if (objects[treasure].inventory != 0) { + PROP_SET_NOT_FOUND(treasure); + } } } game.conds = setbit(COND_HBASE);