#include #include #include #include #include #include "advent.h" /* * Initialisation */ 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, .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) 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; } for (int i = 1; i <= NLOCATIONS; i++) { if (!(locations[i].description.big == 0 || tkey[i] == 0)) { int k = tkey[i]; if (T_TERMINATE(travel[k])) conditions[i] |= (1 << COND_FORCED); } } /* 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. * 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); drop(i, objects[i].plac); } } for (int i = 1; i <= NOBJECTS; i++) { int k = NOBJECTS + 1 - i; game.fixed[k] = objects[k].fixd; if (objects[k].plac != 0 && objects[k].fixd <= 0) drop(k, objects[k].plac); } /* 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. */ 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]; } } game.conds = setbit(11); return seedval; }