#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; game.prop[i] = 0; game.link[i + NOBJECTS] = game.link[i] = 0; } for (int i = 1; i <= NLOCATIONS; i++) { game.abbrev[i] = 0; if (!(locations[i].description.big == 0 || tkey[i] == 0)) { int k = tkey[i]; if (T_TERMINATE(travel[k])) conditions[i] |= (1 << COND_FORCED); } game.atloc[i] = 0; } /* 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. * This also sets up "game.place" and "fixed" as copies of "PLAC" and * "FIXD". 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. */ game.tally = 0; 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]; } } /* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC * with cond bit i. game.hinted[i] is true iff hint i has been * used. */ for (int i = 0; i < NHINTS; i++) { game.hinted[i] = false; game.hintlc[i] = 0; } /* Initialise the dwarves. game.dloc is loc of dwarves, * hard-wired in. game.odloc is prior loc of each dwarf, * initially garbage. DALTLC is alternate initial loc for dwarf, * in case one of them starts out on top of the adventurer. (No * 2 of the 5 initial locs are adjacent.) game.dseen is true if * dwarf has seen him. game.dflag controls the level of * activation of all this: * 0 No dwarf stuff yet (wait until reaches Hall Of Mists) * 1 Reached Hall Of Mists, but hasn't met first dwarf * 2 Met first dwarf, others start moving, no knives thrown yet * 3 A knife has been thrown (first set always misses) * 3+ Dwarves are mad (increases their accuracy) * Sixth dwarf is special (the pirate). He always starts at his * chest's eventual location inside the maze. This loc is saved * in game.chloc for ref. the dead end in the other maze has its * loc stored in game.chloc2. */ game.chloc = LOC_DEADEND12; game.chloc2 = LOC_DEADEND13; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; } game.dflag = 0; game.dloc[1] = LOC_KINGHALL; game.dloc[2] = LOC_WESTBANK; game.dloc[3] = LOC_Y2; game.dloc[4] = LOC_ALIKE3; game.dloc[5] = LOC_COMPLEX; game.dloc[6] = game.chloc; game.turns = 0; game.trnluz = 0; game.lmwarn = false; game.iwest = 0; game.knfloc = 0; game.detail = 0; game.abbnum = 5; game.numdie = 0; game.holdng = 0; game.dkill = 0; game.foobar = 0; game.bonus = 0; game.clock1 = WARNTIME; game.clock2 = FLASHTIME; game.conds = setbit(11); game.saved = 0; game.closng = false; game.panic = false; game.closed = false; game.clshnt = false; game.novice = false; game.blklin = true; }