1TBS reflow with clang-format.
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c11938aed5
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9 changed files with 4137 additions and 3936 deletions
141
init.c
141
init.c
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@ -5,97 +5,86 @@
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <unistd.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include <time.h>
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#include <assert.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <unistd.h>
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#include "advent.h"
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struct settings_t settings = {
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.logfp = NULL,
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.oldstyle = false,
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.prompt = true
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};
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struct settings_t settings = {.logfp = NULL, .oldstyle = false, .prompt = true};
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struct game_t game = {
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/* Last dwarf is special (the pirate). He always starts at his
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* chest's eventual location inside the maze. This loc is saved
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* in chloc for ref. The dead end in the other maze has its
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* loc stored in chloc2. */
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.chloc = LOC_MAZEEND12,
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.chloc2 = LOC_DEADEND13,
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.abbnum = 5,
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.clock1 = WARNTIME,
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.clock2 = FLASHTIME,
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.newloc = LOC_START,
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.loc = LOC_START,
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.limit = GAMELIMIT,
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.foobar = WORD_EMPTY,
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.chloc = LOC_MAZEEND12, .chloc2 = LOC_DEADEND13, .abbnum = 5,
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.clock1 = WARNTIME, .clock2 = FLASHTIME, .newloc = LOC_START,
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.loc = LOC_START, .limit = GAMELIMIT, .foobar = WORD_EMPTY,
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};
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int initialise(void)
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{
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if (settings.oldstyle)
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printf("Initialising...\n");
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int initialise(void) {
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if (settings.oldstyle)
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printf("Initialising...\n");
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srand(time(NULL));
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int seedval = (int)rand();
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set_seed(seedval);
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srand(time(NULL));
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int seedval = (int)rand();
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set_seed(seedval);
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for (int i = 1; i <= NDWARVES; i++) {
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game.dwarves[i].loc = dwarflocs[i-1];
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}
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for (int i = 1; i <= NOBJECTS; i++) {
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game.objects[i].place = LOC_NOWHERE;
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}
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for (int i = 1; i <= NLOCATIONS; i++) {
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if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
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int k = tkey[i];
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if (travel[k].motion == HERE) {
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conditions[i] |= (1 << COND_FORCED);
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}
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}
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}
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/* Set up the game.locs atloc and game.link arrays.
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* We'll use the DROP subroutine, which prefaces new objects on the
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* lists. Since we want things in the other order, we'll run the
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* loop backwards. If the object is in two locs, we drop it twice.
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* Also, since two-placed objects are typically best described
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* last, we'll drop them first. */
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for (int i = NOBJECTS; i >= 1; i--) {
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if (objects[i].fixd > 0) {
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drop(i + NOBJECTS, objects[i].fixd);
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drop(i, objects[i].plac);
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}
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}
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for (int i = 1; i <= NOBJECTS; i++) {
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int k = NOBJECTS + 1 - i;
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game.objects[k].fixed = objects[k].fixd;
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if (objects[k].plac != 0 && objects[k].fixd <= 0) {
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drop(k, objects[k].plac);
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for (int i = 1; i <= NDWARVES; i++) {
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game.dwarves[i].loc = dwarflocs[i - 1];
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}
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}
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/* Treasure props are initially STATE_NOTFOUND, and are set to
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* STATE_FOUND the first time they are described. game.tally
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* keeps track of how many are not yet found, so we know when to
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* close the cave. */
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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if (objects[treasure].is_treasure) {
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++game.tally;
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if (objects[treasure].inventory != 0) {
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PROP_SET_NOT_FOUND(treasure);
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}
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}
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}
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game.conds = setbit(COND_HBASE);
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for (int i = 1; i <= NOBJECTS; i++) {
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game.objects[i].place = LOC_NOWHERE;
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}
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return seedval;
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for (int i = 1; i <= NLOCATIONS; i++) {
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if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
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int k = tkey[i];
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if (travel[k].motion == HERE) {
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conditions[i] |= (1 << COND_FORCED);
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}
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}
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}
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/* Set up the game.locs atloc and game.link arrays.
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* We'll use the DROP subroutine, which prefaces new objects on the
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* lists. Since we want things in the other order, we'll run the
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* loop backwards. If the object is in two locs, we drop it twice.
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* Also, since two-placed objects are typically best described
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* last, we'll drop them first. */
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for (int i = NOBJECTS; i >= 1; i--) {
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if (objects[i].fixd > 0) {
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drop(i + NOBJECTS, objects[i].fixd);
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drop(i, objects[i].plac);
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}
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}
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for (int i = 1; i <= NOBJECTS; i++) {
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int k = NOBJECTS + 1 - i;
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game.objects[k].fixed = objects[k].fixd;
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if (objects[k].plac != 0 && objects[k].fixd <= 0) {
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drop(k, objects[k].plac);
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}
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}
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/* Treasure props are initially STATE_NOTFOUND, and are set to
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* STATE_FOUND the first time they are described. game.tally
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* keeps track of how many are not yet found, so we know when to
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* close the cave. */
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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if (objects[treasure].is_treasure) {
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++game.tally;
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if (objects[treasure].inventory != 0) {
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PROP_SET_NOT_FOUND(treasure);
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}
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}
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}
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game.conds = setbit(COND_HBASE);
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return seedval;
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}
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