#include #include #include #include #include "advent.h" #include "database.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 || KEY[i] == 0)) { int k = KEY[i]; if (MOD(labs(TRAVEL[k]), 1000) == 1) 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 = 1; i <= NOBJECTS; i++) { int k = NOBJECTS + 1 - i; if (object_descriptions[k].fixd > 0) { DROP(k + NOBJECTS, object_descriptions[k].fixd); DROP(k, object_descriptions[k].plac); } } for (int i = 1; i <= NOBJECTS; i++) { int k = NOBJECTS + 1 - i; game.fixed[k] = object_descriptions[k].fixd; if (object_descriptions[k].plac != 0 && object_descriptions[k].fixd <= 0) DROP(k, object_descriptions[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 (object_descriptions[treasure].is_treasure) { if (object_descriptions[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; } /* Define some handy mnemonics. These correspond to object numbers. */ AXE = VOCWRD(WORD_AXE, 1); BATTERY = VOCWRD(WORD_BATTERY, 1); BEAR = VOCWRD(WORD_BEAR, 1); BIRD = VOCWRD(WORD_BIRD, 1); BLOOD = VOCWRD(WORD_BLOOD, 1); BOTTLE = VOCWRD(WORD_BOTTLE, 1); CAGE = VOCWRD(WORD_CAGE, 1); CAVITY = VOCWRD(WORD_CAVITY, 1); CHASM = VOCWRD(WORD_CHASM, 1); CLAM = VOCWRD(WORD_CLAM, 1); DOOR = VOCWRD(WORD_DOOR, 1); DRAGON = VOCWRD(WORD_DRAGON, 1); DWARF = VOCWRD(WORD_DWARF, 1); FISSURE = VOCWRD(WORD_FISSURE, 1); FOOD = VOCWRD(WORD_FOOD, 1); GRATE = VOCWRD(WORD_GRATE, 1); KEYS = VOCWRD(WORD_KEYS, 1); KNIFE = VOCWRD(WORD_KNIFE, 1); LAMP = VOCWRD(WORD_LAMP, 1); MAGAZINE = VOCWRD(WORD_MAGAZINE, 1); MESSAG = VOCWRD(WORD_MESSAG, 1); MIRROR = VOCWRD(WORD_MIRROR, 1); OGRE = VOCWRD(WORD_OGRE, 1); OIL = VOCWRD(WORD_OIL, 1); OYSTER = VOCWRD(WORD_OYSTER, 1); PILLOW = VOCWRD(WORD_PILLOW, 1); PLANT = VOCWRD(WORD_PLANT, 1); PLANT2 = PLANT + 1; RESER = VOCWRD(WORD_RESER, 1); ROD = VOCWRD(WORD_ROD, 1); ROD2 = ROD + 1; SIGN = VOCWRD(WORD_SIGN, 1); SNAKE = VOCWRD(WORD_SNAKE, 1); STEPS = VOCWRD(WORD_STEPS, 1); TROLL = VOCWRD(WORD_TROLL, 1); TROLL2 = TROLL + 1; URN = VOCWRD(WORD_URN, 1); VEND = VOCWRD(WORD_VEND, 1); VOLCANO = VOCWRD(WORD_VOLCANO, 1); WATER = VOCWRD(WORD_WATER, 1); /* Vocabulary for treasures */ AMBER = VOCWRD(WORD_AMBER, 1); CHAIN = VOCWRD(WORD_CHAIN, 1); CHEST = VOCWRD(WORD_CHEST, 1); COINS = VOCWRD(WORD_COINS, 1); EGGS = VOCWRD(WORD_EGGS, 1); EMERALD = VOCWRD(WORD_EMERALD, 1); JADE = VOCWRD(WORD_JADE, 1); NUGGET = VOCWRD(WORD_NUGGET, 1); PEARL = VOCWRD(WORD_PEARL, 1); PYRAMID = VOCWRD(WORD_PYRAMID, 1); RUBY = VOCWRD(WORD_RUBY, 1); RUG = VOCWRD(WORD_RUG, 1); SAPPH = VOCWRD(WORD_SAPPH, 1); TRIDENT = VOCWRD(WORD_TRIDENT, 1); VASE = VOCWRD(WORD_VASE, 1); /* These are motion-verb numbers. */ BACK = VOCWRD(WORD_BACK, 0); CAVE = VOCWRD(WORD_CAVE, 0); DPRSSN = VOCWRD(WORD_DPRSSN, 0); ENTER = VOCWRD(WORD_ENTER, 0); ENTRNC = VOCWRD(WORD_ENTRNC, 0); LOOK = VOCWRD(WORD_LOOK, 0); NUL = VOCWRD(WORD_NUL, 0); STREAM = VOCWRD(WORD_STREAM, 0); /* And some action verbs. */ FIND = VOCWRD(WORD_FIND, 2); INVENT = VOCWRD(WORD_INVENT, 2); LOCK = VOCWRD(WORD_LOCK, 2); SAY = VOCWRD(WORD_SAY, 2); THROW = VOCWRD(WORD_THROW, 2); /* 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; }