/*
* 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
*/
#include <stdio.h>
#include <stdbool.h>
#include <time.h>
+#include <assert.h>
#include "advent.h"
};
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,
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;
}
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);
+ }
}
}
for (int i = 1; i <= NOBJECTS; i++) {
int k = NOBJECTS + 1 - i;
game.objects[k].fixed = objects[k].fixd;
- if (objects[k].plac != 0 && objects[k].fixd <= 0)
+ 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.objects[treasure].prop = STATE_NOTFOUND;
- game.tally = game.tally - game.objects[treasure].prop;
+ ++game.tally;
+ if (objects[treasure].inventory != 0) {
+ PROP_SET_NOT_FOUND(treasure);
+ }
}
}
game.conds = setbit(COND_HBASE);