126 lines
4 KiB
C
126 lines
4 KiB
C
#include <unistd.h>
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <stdbool.h>
|
|
|
|
#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 || 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;
|
|
}
|