X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=be5c3fb271c0da846c96422c6c5e2f4ba6574894;hp=fc8d5fdce8db6cfeb6c814d3b4c5552cb72f5eeb;hb=0dd40bba32c9b5225e4d2126a50b7d6516791d06;hpb=8560122f01f82bd508b93a0d27105bf415203803 diff --git a/init.c b/init.c index fc8d5fd..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)) { + if (!(locations[i].description.big == 0 || + tkey[i] == 0)) { int k = tkey[i]; - if (MOD(labs(travel[k].opcode), 1000) == 1) - conditions[i] |= (1 << COND_FORCED); + 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); @@ -55,72 +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; - } - - /* 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; }