Decoded: Sopwith (1984) by David L. Clark
Source file: SWGAMES.C
Beginner friendly, line-by-line code walkthrough by MaiZure

SWGAMES.C contains game scenario data used to set up the game level. Includes
info like building types, location, plane start locations, and orientations.

Original code:
http://davidlclark.com/page/sopwith-source-code

Original code with line numbers
http://www.maizure.org/projects/decoded-sopwith/SWGAMES_linenum.txt

1     COMMENT
2     COMMENT
3     BLANK
4     COMMENT
5     COMMENT
6     COMMENT
7     COMMENT
8     COMMENT
9     COMMENT
10    COMMENT
11    COMMENT
12    COMMENT
13    COMMENT
14    BLANK
15    COMMENT
16    BLANK
17    COMMENT
18    COMMENT
19    COMMENT
20    COMMENT
21    COMMENT
22    Includes the main game header (sw.h)
23    BLANK
24    BLANK
25    BLANK
26    BLANK
27    BLANK

Notes: 
The world x dimension is 3000 pixels.
An orientation of 1 means planes/buildings start out flipped (facing left)
Building types are: 0 = HQ w/ flag, 1 = Building, 2 = Fuel Tank 3 = Tanks
Building owners are determined by game type in SWINIT.C

28    Defines a GAMES struct for our game setup (format declared in SW.H)
29    BLOCK START - The game configuration
30    Start x locations for players. Player 1 is index 0 at 1270 and the first
      computer player is index 7 at 1720. The other 2 starting computers are index
      2 (588) and 6 (2456). The remaining positions are reserved for multiplayer games,
      which I've never experienced.
31    The orientations for each starting plane. Orientation index matches the
      positions from the line above. 0 means normal and facing right, 1 means graphic
      is inverted (facing left)
32    BLANK
33    Game can provide it's own random function. Hardcoded to NULL and no function
      is provided in the code. 
34    Game random seed. Note that this value is explicitly checked in SWINIT.C
35    A space for a user provided function to execute at load time. Right now
      it's NULL. INIT.C checks and executes a function if it exists, but no example
      exists in the code right now.
36    The x positions of the first 5 buildings (indicies 0-4)
37    The x positions of the second 5 buildings (indicies 5-9)
38    The x positions of the third 5 buildings (indicies 10-14)
39    The x positions of the final 5 buildings (indicies 15-19)
40    BLANK
41    The type of the first 5 buildings (indicies 0-4)
42    The type of the second 5 buildings (indicies 5-9)
43    The type of the third 5 buildings (indicies 10-14)
44    The type of the final 5 buildings (indicies 15-19)
45    BLANK
46    BLOCK END - The game configuration
47    BLANK
48    End of GAMES struct definition
49    BLANK