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/*
* Initialisation
*
* Copyright (c) 1977, 2005 by Will Crowther and Don Woods
* Copyright (c) 2017 by Eric S. Raymond
* SPDX-License-Identifier: BSD-2-clause
*/
#include <unistd.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include <time.h>
#include "advent.h"
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,
};
int initialise(void)
{
if (settings.oldstyle)
printf("Initialising...\n");
srand(time(NULL));
int seedval = (int)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] = STATE_NOTFOUND;
game.tally = game.tally - game.prop[treasure];
}
}
game.conds = setbit(11);
return seedval;
}
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