X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=a4a77aaabbff65d71b06c8cdb8612d6ede5f04a8;hp=4d05e0fa03c6b4ff02f2f1541c0c61ab228a3ef9;hb=7d0b15ef897d7a066998fa0a44fb7be958c60cd8;hpb=0a87fc9f78c40354068749f93cbbed80e217cd88 diff --git a/init.c b/init.c index 4d05e0f..a4a77aa 100644 --- a/init.c +++ b/init.c @@ -1,25 +1,64 @@ +/* + * 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 #include #include #include +#include #include "advent.h" -/* - * Initialisation - */ +struct settings_t settings = { + .logfp = NULL, + .oldstyle = false, + .prompt = true +}; + +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, + .newloc = LOC_START, + .loc = LOC_START, + .limit = GAMELIMIT, + .foobar = WORD_EMPTY, +}; -void initialise(void) +int initialise(void) { - if (oldstyle) + if (settings.oldstyle) printf("Initialising...\n"); + srand(time(NULL)); + int seedval = (int)rand(); + set_seed(seedval); + for (int i = 1; i <= NOBJECTS; i++) { game.place[i] = LOC_NOWHERE; } 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); @@ -52,9 +91,11 @@ void initialise(void) for (int treasure = 1; treasure <= NOBJECTS; treasure++) { if (objects[treasure].is_treasure) { if (objects[treasure].inventory != 0) - game.prop[treasure] = -1; + game.prop[treasure] = STATE_NOTFOUND; game.tally = game.tally - game.prop[treasure]; } } game.conds = setbit(11); + + return seedval; }