#ifndef INIT_H
#define INIT_H
-#include <stdint.h> /* uint32_t */
+#include <stdint.h> /* uint8_t */
extern void setup_server_io();
/* Dissolves old game world if it exists, generates a new one from world.seed.
- * Unlinks any pre-existing record file.
- *
- * Thing (action) definitions read in from server config directory are not
- * affected. The map is populated accordingly. world.last_update_turn is set to
- * 0 and world.turn to 1, so that io_round()'s criteria for updating the output
- * file are triggered even when this function is called during a round 1.
+ * The map is populated according to world.thing_types start numbers. world.turn
+ * is set to 1, as is .exists and .do_update, so that io_round() is told to
+ * update the worldstate file. Returns 0 on success, and if the world cannot be
+ * generated 1 since there is no player type or it has .n_start of 0, 2 if no
+ * "wait" thing action is defined.
*/
-extern void remake_world();
+extern uint8_t remake_world();
/* Create a game world state, then enter play or replay mode.
*
* If replay mode is called for, try for the record file and follow its commands
+ up to the turn specified by the user, then enter manual replay. Otherwise,
* start into play mode after having either recreated a game world state from
- * the savefile, or, if none exists, having created a new world with the
- * MAKE_WORLD command. Manual replay as well as play mode take place inside
- * io_loop().
+ * the savefile, or, if none exists, having created a new world with first
+ * following the commands from the world config file, then running the
+ * MAKE_WORLD command. Manual replay as well as manual play mode take place
+ * inside io_loop().
*/
extern void run_game();