X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=077e3a996d200dde709fda3215035b194f5c9c99;hp=61a2267a59b183f6879f132c9001493938888111;hb=065caace647f86770df0d7bb9f1a3a1ffdd0f188;hpb=c83df10dc62412a57dc4342a0c1d22ffa048246c diff --git a/main.c b/main.c index 61a2267..077e3a9 100644 --- a/main.c +++ b/main.c @@ -19,7 +19,6 @@ #include #include #include -#include #include #include "advent.h" #include "linenoise/linenoise.h" @@ -27,7 +26,25 @@ #define DIM(a) (sizeof(a)/sizeof(a[0])) -struct game_t game; +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, + .blklin = true +}; FILE *logfp = NULL, *rfp = NULL; bool oldstyle = false; @@ -120,17 +137,8 @@ int main(int argc, char *argv[]) linenoiseHistorySetMaxLen(350); - /* 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); - /* Initialize game variables */ - initialise(); + long seedval = initialise(); /* Start-up, dwarf stuff */ make_zzword(game.zzword); @@ -371,9 +379,12 @@ static bool dwarfmove(void) if (PCT(50)) game.dloc[j] = 0; } + + /* Alternate initial loc for dwarf, in case one of them + * starts out on top of the adventurer. */ for (int i = 1; i <= NDWARVES - 1; i++) { if (game.dloc[i] == game.loc) - game.dloc[i] = DALTLC; + game.dloc[i] = DALTLC; // game.odloc[i] = game.dloc[i]; } rspeak(DWARF_RAN); @@ -619,6 +630,7 @@ static bool playermove( int motion) /* (ESR) We've found a destination that goes with the motion verb. * Next we need to check any conditional(s) on this destination, and * possibly on following entries. */ + /* FIXME: Magic numbers related to move opcodes */ do { for (;;) { /* L12 loop */ for (;;) { @@ -701,8 +713,8 @@ static bool playermove( int motion) * so step out and block him. (standard travel * entries check for game.prop(TROLL)=0.) Special * stuff for bear. */ - if (game.prop[TROLL] == 1) { - pspeak(TROLL, look, 1); + if (game.prop[TROLL] == TROLL_PAIDONCE) { + pspeak(TROLL, look, TROLL_PAIDONCE); game.prop[TROLL] = 0; move(TROLL2, 0); move(TROLL2 + NOBJECTS, 0); @@ -713,13 +725,13 @@ static bool playermove( int motion) return true; } else { game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc; - if (game.prop[TROLL] == 0) - game.prop[TROLL] = 1; + if (game.prop[TROLL] == TROLL_UNPAID) + game.prop[TROLL] = TROLL_PAIDONCE; if (!TOTING(BEAR)) return true; rspeak(BRIDGE_COLLAPSE); - game.prop[CHASM] = 1; - game.prop[TROLL] = 2; + game.prop[CHASM] = BRIDGE_WRECKED; + game.prop[TROLL] = TROLL_GONE; drop(BEAR, game.newloc); game.fixed[BEAR] = -1; game.prop[BEAR] = BEAR_DEAD; @@ -775,7 +787,7 @@ static bool closecheck(void) * have been activated, since we've found chest. */ if (game.clock1 == 0) { game.prop[GRATE] = GRATE_CLOSED; - game.prop[FISSURE] = 0; + game.prop[FISSURE] = UNBRIDGED; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; game.dloc[i] = 0; @@ -1100,7 +1112,7 @@ L2607: command.wd1x = command.wd2x; wordclear(&command.wd2); } else { - /* FIXME: Magic numbers */ + /* FIXME: Magic numbers related to vocabulary */ if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) || (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) { if (AT(V2 - 1000)) @@ -1129,6 +1141,7 @@ Lookup: rspeak(DONT_KNOW, command.wd1, command.wd1x); goto L2600; } + /* FIXME: magic numbers related to vocabulary */ kmod = MOD(defn, 1000); switch (defn / 1000) { case 0: