X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=a620b2ca2aaa73603410f41f314a8036d3bbfdf0;hb=258b7703f22045be1b6e9fb74bd3391ed94ed86b;hp=0813fb7ce493764f052a5a5dab397830eb6aafa3;hpb=02987d0330cf586a90307ad7e8a06cfcde6f6b92;p=open-adventure.git diff --git a/init.c b/init.c index 0813fb7..a620b2c 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 = { - .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, @@ -52,6 +45,10 @@ 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.objects[i].place = LOC_NOWHERE; } @@ -84,14 +81,15 @@ int initialise(void) 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) PROP_SET_NOT_FOUND(treasure); - game.tally = game.tally - game.objects[treasure].prop; } } game.conds = setbit(COND_HBASE);