/* * Initialisation * * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woodsm * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include #include #include "advent.h" struct settings_t settings = {.logfp = NULL, .oldstyle = false, .prompt = true}; struct game_t game = { /* Last 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. */ .chloc = LOC_MAZEEND12, .chloc2 = LOC_DEADEND13, .abbnum = 5, .clock1 = WARNTIME, .clock2 = FLASHTIME, .newloc = LOC_START, .loc = LOC_START, .limit = GAMELIMIT, .foobar = WORD_EMPTY, }; int initialise(void) { if (settings.oldstyle) { printf("Initialising...\n"); } srand(time(NULL)); int seedval = (int)rand(); set_seed(seedval); for (int i = 1; i <= NDWARVES; i++) { game.dwarves[i].loc = dwarflocs[i - 1]; } for (int i = 1; i <= NOBJECTS; i++) { game.objects[i].place = LOC_NOWHERE; } for (int i = 1; i <= NLOCATIONS; i++) { if (!(locations[i].description.big == 0 || tkey[i] == 0)) { int k = tkey[i]; if (travel[k].motion == HERE) { conditions[i] |= (1 << COND_FORCED); } } } /* Set up the game.locs 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.objects[k].fixed = objects[k].fixd; if (objects[k].plac != 0 && objects[k].fixd <= 0) { drop(k, objects[k].plac); } } /* Treasure props are initially STATE_NOTFOUND, and are set to * STATE_FOUND 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. * (ESR) Non-trreasures are set to STATE_FOUND explicity so we * don't rely on the value of uninitialized storage. This is to * make translation to future languages easier. */ for (int object = 1; object <= NOBJECTS; object++) { if (objects[object].is_treasure) { ++game.tally; if (objects[object].inventory != NULL) { OBJECT_SET_NOT_FOUND(object); } } else { OBJECT_SET_FOUND(object); } } game.conds = setbit(COND_HBASE); return seedval; }