Move PRNG initialization to simplify cheat.c
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 61a2267a59b183f6879f132c9001493938888111..077e3a996d200dde709fda3215035b194f5c9c99 100644 (file)
--- a/main.c
+++ b/main.c
@@ -19,7 +19,6 @@
 #include <stdbool.h>
 #include <getopt.h>
 #include <signal.h>
-#include <time.h>
 #include <string.h>
 #include "advent.h"
 #include "linenoise/linenoise.h"
 
 #define DIM(a) (sizeof(a)/sizeof(a[0]))
 
-struct game_t game;
+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
+     *  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,
+    .chloc2  = LOC_DEADEND13,
+    .abbnum  = 5,
+    .clock1  = WARNTIME,
+    .clock2  = FLASHTIME,
+    .blklin  = true
+};
 
 FILE  *logfp = NULL, *rfp = NULL;
 bool oldstyle = false;
@@ -120,17 +137,8 @@ int main(int argc, char *argv[])
 
     linenoiseHistorySetMaxLen(350);
 
-    /* Initialize our LCG PRNG with parameters tested against
-     * Knuth vol. 2. by the original authors */
-    game.lcg_a = 1093;
-    game.lcg_c = 221587;
-    game.lcg_m = 1048576;
-    srand(time(NULL));
-    long seedval = (long)rand();
-    set_seed(seedval);
-
     /*  Initialize game variables */
-    initialise();
+    long seedval = initialise();
 
     /*  Start-up, dwarf stuff */
     make_zzword(game.zzword);
@@ -371,9 +379,12 @@ static bool dwarfmove(void)
             if (PCT(50))
                 game.dloc[j] = 0;
         }
+
+        /* Alternate initial loc for dwarf, in case one of them
+        *  starts out on top of the adventurer. */
         for (int i = 1; i <= NDWARVES - 1; i++) {
             if (game.dloc[i] == game.loc)
-                game.dloc[i] = DALTLC;
+                game.dloc[i] = DALTLC; //
             game.odloc[i] = game.dloc[i];
         }
         rspeak(DWARF_RAN);
@@ -619,6 +630,7 @@ static bool playermove( int motion)
     /* (ESR) We've found a destination that goes with the motion verb.
      * Next we need to check any conditional(s) on this destination, and
      * possibly on following entries. */
+    /* FIXME: Magic numbers related to move opcodes */
     do {
         for (;;) { /* L12 loop */
             for (;;) {
@@ -701,8 +713,8 @@ static bool playermove( int motion)
                      * so step out and block him.  (standard travel
                      * entries check for game.prop(TROLL)=0.)  Special
                      * stuff for bear. */
-                    if (game.prop[TROLL] == 1) {
-                        pspeak(TROLL, look, 1);
+                    if (game.prop[TROLL] == TROLL_PAIDONCE) {
+                        pspeak(TROLL, look, TROLL_PAIDONCE);
                         game.prop[TROLL] = 0;
                         move(TROLL2, 0);
                         move(TROLL2 + NOBJECTS, 0);
@@ -713,13 +725,13 @@ static bool playermove( int motion)
                         return true;
                     } else {
                         game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
-                        if (game.prop[TROLL] == 0)
-                            game.prop[TROLL] = 1;
+                        if (game.prop[TROLL] == TROLL_UNPAID)
+                            game.prop[TROLL] = TROLL_PAIDONCE;
                         if (!TOTING(BEAR))
                             return true;
                         rspeak(BRIDGE_COLLAPSE);
-                        game.prop[CHASM] = 1;
-                        game.prop[TROLL] = 2;
+                        game.prop[CHASM] = BRIDGE_WRECKED;
+                        game.prop[TROLL] = TROLL_GONE;
                         drop(BEAR, game.newloc);
                         game.fixed[BEAR] = -1;
                         game.prop[BEAR] = BEAR_DEAD;
@@ -775,7 +787,7 @@ static bool closecheck(void)
      *  have been activated, since we've found chest. */
     if (game.clock1 == 0) {
         game.prop[GRATE] = GRATE_CLOSED;
-        game.prop[FISSURE] = 0;
+        game.prop[FISSURE] = UNBRIDGED;
         for (int i = 1; i <= NDWARVES; i++) {
             game.dseen[i] = false;
             game.dloc[i] = 0;
@@ -1100,7 +1112,7 @@ L2607:
             command.wd1x = command.wd2x;
             wordclear(&command.wd2);
         } else {
-            /* FIXME: Magic numbers */
+            /* FIXME: Magic numbers related to vocabulary */
             if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
                   (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
                 if (AT(V2 - 1000))
@@ -1129,6 +1141,7 @@ Lookup:
             rspeak(DONT_KNOW, command.wd1, command.wd1x);
             goto L2600;
         }
+        /* FIXME: magic numbers related to vocabulary */
         kmod = MOD(defn, 1000);
         switch (defn / 1000) {
         case 0: