X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=b3f984d049d2fe6867e6af49ba01546fa5d2cd09;hp=fdde548f879c5e83db88d0f60ae478a5dfa89c94;hb=603f548a215a0118dc3270d094671199eb28beab;hpb=065caace647f86770df0d7bb9f1a3a1ffdd0f188 diff --git a/init.c b/init.c index fdde548..b3f984d 100644 --- a/init.c +++ b/init.c @@ -10,16 +10,45 @@ * 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, + + /* Initialize our LCG PRNG with parameters tested against + * Knuth vol. 2. by the original authors */ + .lcg_a = 1093, + .lcg_c = 221587, + .lcg_m = 1048576, +}; + long initialise(void) { - if (oldstyle) + if (settings.oldstyle) printf("Initialising...\n"); - /* 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); @@ -29,7 +58,8 @@ 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); @@ -62,7 +92,7 @@ long 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]; } }