X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=a4a77aaabbff65d71b06c8cdb8612d6ede5f04a8;hp=7964ceb90612e7eccefc3e707db7ca8becad73f0;hb=HEAD;hpb=7f2c118e56a761debfb0559462a8914f582fcb82 diff --git a/init.c b/init.c index 7964ceb..e413fff 100644 --- a/init.c +++ b/init.c @@ -1,87 +1,91 @@ -#include -#include -#include +/* + * Initialisation + * + * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woodsm + * SPDX-License-Identifier: BSD-2-Clause + */ + +#include #include +#include +#include +#include +#include #include "advent.h" -/* - * Initialisation - */ +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, +}; -void initialise(void) -{ - if (oldstyle) - printf("Initialising...\n"); +int initialise(void) { + if (settings.oldstyle) { + printf("Initialising...\n"); + } - for (int i = 1; i <= NOBJECTS; i++) { - game.place[i] = LOC_NOWHERE; - } + srand(time(NULL)); + int seedval = (int)rand(); + set_seed(seedval); - for (int i = 1; i <= NLOCATIONS; i++) { - if (!(locations[i].description.big == 0 || tkey[i] == 0)) { - int k = tkey[i]; - if (T_TERMINATE(travel[k])) - conditions[i] |= (1 << COND_FORCED); - } - } + for (int i = 1; i <= NDWARVES; i++) { + game.dwarves[i].loc = dwarflocs[i - 1]; + } - /* Set up the game.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. - * This also sets up "game.place" and "fixed" as copies of "PLAC" and - * "FIXD". 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++) { + game.objects[i].place = LOC_NOWHERE; + } - for (int i = 1; i <= NOBJECTS; i++) { - int k = NOBJECTS + 1 - i; - game.fixed[k] = objects[k].fixd; - if (objects[k].plac != 0 && objects[k].fixd <= 0) - drop(k, objects[k].plac); - } + 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); + } + } + } - /* 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. */ - for (int treasure = 1; treasure <= NOBJECTS; treasure++) { - if (objects[treasure].is_treasure) { - if (objects[treasure].inventory != 0) - game.prop[treasure] = -1; - game.tally = game.tally - game.prop[treasure]; - } - } + /* 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); + } + } - /* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC - * with cond bit i. game.hinted[i] is true iff hint i has been - * used. */ - for (int i = 0; i < NHINTS; i++) { - game.hinted[i] = false; - game.hintlc[i] = 0; - } + 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); + } + } - /* Initialise the dwarves. game.dloc is loc of dwarves, - * hard-wired in. game.odloc is prior loc of each dwarf, - * initially garbage. DALTLC is alternate initial loc for dwarf, - * in case one of them starts out on top of the adventurer. (No - * 2 of the 5 initial locs are adjacent.) game.dseen is true if - * dwarf has seen him. game.dflag controls the level of - * activation of all this: - * 0 No dwarf stuff yet (wait until reaches Hall Of Mists) - * 1 Reached Hall Of Mists, but hasn't met first dwarf - * 2 Met first dwarf, others start moving, no knives thrown yet - * 3 A knife has been thrown (first set always misses) - * 3+ Dwarves are mad (increases their accuracy) - * Sixth dwarf is special (the pirate). He always starts at his - * chest's eventual location inside the maze. This loc is saved - * in game.chloc for ref. the dead end in the other maze has its - * loc stored in game.chloc2. */ + /* 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); - game.conds = setbit(11); + return seedval; }