#include #include #include #include #include "advent.h" /* * Initialisation */ void initialise(void) { if (oldstyle) printf("Initialising...\n"); 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); }