X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=be5c3fb271c0da846c96422c6c5e2f4ba6574894;hp=89f9abb0e042623044bcd57e78aac719f14e4678;hb=0dd40bba32c9b5225e4d2126a50b7d6516791d06;hpb=2fac8d1aefb3526618ba0f1e7d25c7c7c81dddf4 diff --git a/init.c b/init.c index 89f9abb..be5c3fb 100644 --- a/init.c +++ b/init.c @@ -2,42 +2,77 @@ #include #include #include +#include #include "advent.h" -#include "database.h" /* * Initialisation */ -void initialise(void) +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, + + /* 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"); + srand(time(NULL)); + long seedval = (long)rand(); + set_seed(seedval); + for (int i = 1; i <= NOBJECTS; i++) { game.place[i] = LOC_NOWHERE; - game.prop[i] = 0; - game.link[i + NOBJECTS] = game.link[i] = 0; } for (int i = 1; i <= NLOCATIONS; i++) { - game.abbrev[i] = 0; - if (!(locations[i].description.big == 0 || TKEY[i] == 0)) { - int k = TKEY[i]; - if (MOD(labs(TRAVEL[k]), 1000) == 1) - conditions[i] |= (1 << COND_FORCED); + if (!(locations[i].description.big == 0 || + tkey[i] == 0)) { + int k = tkey[i]; + if (T_TERMINATE(travel[k])) + conditions[i] |= (1 << COND_FORCED); } - game.atloc[i] = 0; } /* 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. */ + * 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); @@ -55,148 +90,14 @@ void initialise(void) /* 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. */ - game.tally = 0; 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]; - } - } - - /* 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; - } - - /* Define some handy mnemonics. These correspond to object numbers. */ - AXE = VOCWRD(WORD_AXE, 1); - BATTERY = VOCWRD(WORD_BATTERY, 1); - BEAR = VOCWRD(WORD_BEAR, 1); - BIRD = VOCWRD(WORD_BIRD, 1); - BLOOD = VOCWRD(WORD_BLOOD, 1); - BOTTLE = VOCWRD(WORD_BOTTLE, 1); - CAGE = VOCWRD(WORD_CAGE, 1); - CAVITY = VOCWRD(WORD_CAVITY, 1); - CHASM = VOCWRD(WORD_CHASM, 1); - CLAM = VOCWRD(WORD_CLAM, 1); - DOOR = VOCWRD(WORD_DOOR, 1); - DRAGON = VOCWRD(WORD_DRAGON, 1); - DWARF = VOCWRD(WORD_DWARF, 1); - FISSURE = VOCWRD(WORD_FISSURE, 1); - FOOD = VOCWRD(WORD_FOOD, 1); - GRATE = VOCWRD(WORD_GRATE, 1); - KEYS = VOCWRD(WORD_KEYS, 1); - KNIFE = VOCWRD(WORD_KNIFE, 1); - LAMP = VOCWRD(WORD_LAMP, 1); - MAGAZINE = VOCWRD(WORD_MAGAZINE, 1); - MESSAG = VOCWRD(WORD_MESSAG, 1); - MIRROR = VOCWRD(WORD_MIRROR, 1); - OGRE = VOCWRD(WORD_OGRE, 1); - OIL = VOCWRD(WORD_OIL, 1); - OYSTER = VOCWRD(WORD_OYSTER, 1); - PILLOW = VOCWRD(WORD_PILLOW, 1); - PLANT = VOCWRD(WORD_PLANT, 1); - PLANT2 = PLANT + 1; - RESER = VOCWRD(WORD_RESER, 1); - ROD = VOCWRD(WORD_ROD, 1); - ROD2 = ROD + 1; - SIGN = VOCWRD(WORD_SIGN, 1); - SNAKE = VOCWRD(WORD_SNAKE, 1); - STEPS = VOCWRD(WORD_STEPS, 1); - TROLL = VOCWRD(WORD_TROLL, 1); - TROLL2 = TROLL + 1; - URN = VOCWRD(WORD_URN, 1); - VEND = VOCWRD(WORD_VEND, 1); - VOLCANO = VOCWRD(WORD_VOLCANO, 1); - WATER = VOCWRD(WORD_WATER, 1); - - /* Vocabulary for treasures */ - AMBER = VOCWRD(WORD_AMBER, 1); - CHAIN = VOCWRD(WORD_CHAIN, 1); - CHEST = VOCWRD(WORD_CHEST, 1); - COINS = VOCWRD(WORD_COINS, 1); - EGGS = VOCWRD(WORD_EGGS, 1); - EMERALD = VOCWRD(WORD_EMERALD, 1); - JADE = VOCWRD(WORD_JADE, 1); - NUGGET = VOCWRD(WORD_NUGGET, 1); - PEARL = VOCWRD(WORD_PEARL, 1); - PYRAMID = VOCWRD(WORD_PYRAMID, 1); - RUBY = VOCWRD(WORD_RUBY, 1); - RUG = VOCWRD(WORD_RUG, 1); - SAPPH = VOCWRD(WORD_SAPPH, 1); - TRIDENT = VOCWRD(WORD_TRIDENT, 1); - VASE = VOCWRD(WORD_VASE, 1); - - /* These are motion-verb numbers. */ - BACK = VOCWRD(WORD_BACK, 0); - CAVE = VOCWRD(WORD_CAVE, 0); - DPRSSN = VOCWRD(WORD_DPRSSN, 0); - ENTER = VOCWRD(WORD_ENTER, 0); - ENTRNC = VOCWRD(WORD_ENTRNC, 0); - LOOK = VOCWRD(WORD_LOOK, 0); - NUL = VOCWRD(WORD_NUL, 0); - STREAM = VOCWRD(WORD_STREAM, 0); - - /* And some action verbs. */ - FIND = VOCWRD(WORD_FIND, 2); - INVENT = VOCWRD(WORD_INVENT, 2); - LOCK = VOCWRD(WORD_LOCK, 2); - SAY = VOCWRD(WORD_SAY, 2); - THROW = VOCWRD(WORD_THROW, 2); - - /* 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. */ - game.chloc = LOC_DEADEND12; - game.chloc2 = LOC_DEADEND13; - for (int i = 1; i <= NDWARVES; i++) { - game.dseen[i] = false; + if (objects[treasure].is_treasure) { + if (objects[treasure].inventory != 0) + game.prop[treasure] = STATE_NOTFOUND; + game.tally = game.tally - game.prop[treasure]; + } } - game.dflag = 0; - game.dloc[1] = LOC_KINGHALL; - game.dloc[2] = LOC_WESTBANK; - game.dloc[3] = LOC_Y2; - game.dloc[4] = LOC_ALIKE3; - game.dloc[5] = LOC_COMPLEX; - game.dloc[6] = game.chloc; - - game.turns = 0; - game.trnluz = 0; - game.lmwarn = false; - game.iwest = 0; - game.knfloc = 0; - game.detail = 0; - game.abbnum = 5; - game.numdie = 0; - game.holdng = 0; - game.dkill = 0; - game.foobar = 0; - game.bonus = 0; - game.clock1 = WARNTIME; - game.clock2 = FLASHTIME; game.conds = setbit(11); - game.saved = 0; - game.closng = false; - game.panic = false; - game.closed = false; - game.clshnt = false; - game.novice = false; - game.blklin = true; + + return seedval; }