Fixes for some links in the history section.
[open-adventure.git] / init.c
diff --git a/init.c b/init.c
index 87a51616877d9de7468079d260709b50ac0fdb2a..a4a77aaabbff65d71b06c8cdb8612d6ede5f04a8 100644 (file)
--- 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 <unistd.h>
 #include <stdlib.h>
 #include <stdio.h>
@@ -6,10 +14,6 @@
 
 #include "advent.h"
 
-/*
- * Initialisation
- */
-
 struct settings_t settings = {
     .logfp = NULL,
     .oldstyle = false,
@@ -33,25 +37,19 @@ struct game_t game = {
     .abbnum  = 5,
     .clock1  = WARNTIME,
     .clock2  = FLASHTIME,
-    .blklin  = true,
     .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++) {
@@ -59,7 +57,8 @@ 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]))
                 conditions[i] |= (1 << COND_FORCED);
@@ -92,7 +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];
         }
     }