X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=a4a77aaabbff65d71b06c8cdb8612d6ede5f04a8;hp=715f3ef7cd31cca5e99cec2f18944100cda0f540;hb=HEAD;hpb=a6ec8a9595e988db977f0075402ab5279e653af9 diff --git a/init.c b/init.c index 715f3ef..e413fff 100644 --- a/init.c +++ b/init.c @@ -1,99 +1,91 @@ /* * 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 -#include -#include +#include #include +#include +#include #include -#include +#include #include "advent.h" -struct settings_t settings = { - .logfp = NULL, - .oldstyle = false, - .prompt = true -}; +struct settings_t settings = {.logfp = NULL, .oldstyle = false, .prompt = true}; struct game_t game = { /* 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. */ - .chloc = LOC_MAZEEND12, - .chloc2 = LOC_DEADEND13, - .abbnum = 5, - .clock1 = WARNTIME, - .clock2 = FLASHTIME, - .newloc = LOC_START, - .loc = LOC_START, - .limit = GAMELIMIT, - .foobar = WORD_EMPTY, + .chloc = LOC_MAZEEND12, .chloc2 = LOC_DEADEND13, .abbnum = 5, + .clock1 = WARNTIME, .clock2 = FLASHTIME, .newloc = LOC_START, + .loc = LOC_START, .limit = GAMELIMIT, .foobar = WORD_EMPTY, }; -int initialise(void) -{ - if (settings.oldstyle) - printf("Initialising...\n"); +int initialise(void) { + if (settings.oldstyle) { + printf("Initialising...\n"); + } - srand(time(NULL)); - int seedval = (int)rand(); - set_seed(seedval); + srand(time(NULL)); + 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 <= 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 <= 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) - conditions[i] |= (1 << COND_FORCED); - } - } + 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) { + conditions[i] |= (1 << COND_FORCED); + } + } + } - /* Set up the game.locs atloc and game.link arrays. - * We'll use the DROP subroutine, which prefaces new objects on the - * lists. Since we want things in the other order, we'll run the - * loop backwards. If the object is in two locs, we drop it twice. - * Also, since two-placed objects are typically best described - * last, we'll drop them first. */ - for (int i = NOBJECTS; i >= 1; i--) { - if (objects[i].fixd > 0) { - drop(i + NOBJECTS, objects[i].fixd); - drop(i, objects[i].plac); - } - } + /* Set up the game.locs atloc and game.link arrays. + * We'll use the DROP subroutine, which prefaces new objects on the + * lists. Since we want things in the other order, we'll run the + * loop backwards. If the object is in two locs, we drop it twice. + * Also, since two-placed objects are typically best described + * last, we'll drop them first. */ + for (int i = NOBJECTS; i >= 1; i--) { + if (objects[i].fixd > 0) { + drop(i + NOBJECTS, objects[i].fixd); + drop(i, objects[i].plac); + } + } - 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) - drop(k, objects[k].plac); - } + 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) { + drop(k, objects[k].plac); + } + } - /* 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.conds = setbit(COND_HBASE); + /* 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.conds = setbit(COND_HBASE); - return seedval; + return seedval; }