202 lines
6.6 KiB
C
202 lines
6.6 KiB
C
#include <unistd.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include "advent.h"
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#include "database.h"
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/*
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* Initialisation
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*/
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void initialise(void)
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{
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if (oldstyle)
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printf("Initialising...\n");
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for (int i = 1; i <= NOBJECTS; i++) {
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game.place[i] = LOC_NOWHERE;
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game.prop[i] = 0;
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game.link[i + NOBJECTS] = game.link[i] = 0;
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}
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for (int i = 1; i <= NLOCATIONS; i++) {
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game.abbrev[i] = 0;
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if (!(locations[i].description.big == 0 || TKEY[i] == 0)) {
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int k = TKEY[i];
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if (MOD(labs(TRAVEL[k]), 1000) == 1)
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conditions[i] |= (1 << COND_FORCED);
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}
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game.atloc[i] = 0;
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}
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/* Set up the game.atloc and game.link arrays.
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* We'll use the DROP subroutine, which prefaces new objects on the
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* lists. Since we want things in the other order, we'll run the
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* loop backwards. If the object is in two locs, we drop it twice.
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* This also sets up "game.place" and "fixed" as copies of "PLAC" and
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* "FIXD". Also, since two-placed objects are typically best
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* described last, we'll drop them first. */
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for (int i = NOBJECTS; i >= 1; i--) {
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if (object_descriptions[i].fixd > 0) {
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drop(i + NOBJECTS, object_descriptions[i].fixd);
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drop(i, object_descriptions[i].plac);
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}
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}
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for (int i = 1; i <= NOBJECTS; i++) {
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int k = NOBJECTS + 1 - i;
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game.fixed[k] = object_descriptions[k].fixd;
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if (object_descriptions[k].plac != 0 && object_descriptions[k].fixd <= 0)
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drop(k, object_descriptions[k].plac);
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}
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/* Treasure props are initially -1, and are set to 0 the first time
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* they are described. game.tally keeps track of how many are
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* not yet found, so we know when to close the cave. */
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game.tally = 0;
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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if (object_descriptions[treasure].is_treasure) {
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if (object_descriptions[treasure].inventory != 0)
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game.prop[treasure] = -1;
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game.tally = game.tally - game.prop[treasure];
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}
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}
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/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
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* with cond bit i. game.hinted[i] is true iff hint i has been
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* used. */
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for (int i = 0; i < NHINTS; i++) {
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game.hinted[i] = false;
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game.hintlc[i] = 0;
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}
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/* Define some handy mnemonics. These correspond to object numbers. */
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AXE = VOCWRD(WORD_AXE, 1);
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BATTERY = VOCWRD(WORD_BATTERY, 1);
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BEAR = VOCWRD(WORD_BEAR, 1);
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BIRD = VOCWRD(WORD_BIRD, 1);
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BLOOD = VOCWRD(WORD_BLOOD, 1);
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BOTTLE = VOCWRD(WORD_BOTTLE, 1);
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CAGE = VOCWRD(WORD_CAGE, 1);
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CAVITY = VOCWRD(WORD_CAVITY, 1);
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CHASM = VOCWRD(WORD_CHASM, 1);
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CLAM = VOCWRD(WORD_CLAM, 1);
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DOOR = VOCWRD(WORD_DOOR, 1);
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DRAGON = VOCWRD(WORD_DRAGON, 1);
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DWARF = VOCWRD(WORD_DWARF, 1);
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FISSURE = VOCWRD(WORD_FISSURE, 1);
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FOOD = VOCWRD(WORD_FOOD, 1);
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GRATE = VOCWRD(WORD_GRATE, 1);
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KEYS = VOCWRD(WORD_KEYS, 1);
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KNIFE = VOCWRD(WORD_KNIFE, 1);
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LAMP = VOCWRD(WORD_LAMP, 1);
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MAGAZINE = VOCWRD(WORD_MAGAZINE, 1);
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MESSAG = VOCWRD(WORD_MESSAG, 1);
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MIRROR = VOCWRD(WORD_MIRROR, 1);
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OGRE = VOCWRD(WORD_OGRE, 1);
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OIL = VOCWRD(WORD_OIL, 1);
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OYSTER = VOCWRD(WORD_OYSTER, 1);
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PILLOW = VOCWRD(WORD_PILLOW, 1);
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PLANT = VOCWRD(WORD_PLANT, 1);
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PLANT2 = PLANT + 1;
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RESER = VOCWRD(WORD_RESER, 1);
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ROD = VOCWRD(WORD_ROD, 1);
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ROD2 = ROD + 1;
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SIGN = VOCWRD(WORD_SIGN, 1);
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SNAKE = VOCWRD(WORD_SNAKE, 1);
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STEPS = VOCWRD(WORD_STEPS, 1);
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TROLL = VOCWRD(WORD_TROLL, 1);
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TROLL2 = TROLL + 1;
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URN = VOCWRD(WORD_URN, 1);
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VEND = VOCWRD(WORD_VEND, 1);
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VOLCANO = VOCWRD(WORD_VOLCANO, 1);
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WATER = VOCWRD(WORD_WATER, 1);
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/* Vocabulary for treasures */
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AMBER = VOCWRD(WORD_AMBER, 1);
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CHAIN = VOCWRD(WORD_CHAIN, 1);
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CHEST = VOCWRD(WORD_CHEST, 1);
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COINS = VOCWRD(WORD_COINS, 1);
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EGGS = VOCWRD(WORD_EGGS, 1);
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EMERALD = VOCWRD(WORD_EMERALD, 1);
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JADE = VOCWRD(WORD_JADE, 1);
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NUGGET = VOCWRD(WORD_NUGGET, 1);
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PEARL = VOCWRD(WORD_PEARL, 1);
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PYRAMID = VOCWRD(WORD_PYRAMID, 1);
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RUBY = VOCWRD(WORD_RUBY, 1);
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RUG = VOCWRD(WORD_RUG, 1);
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SAPPH = VOCWRD(WORD_SAPPH, 1);
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TRIDENT = VOCWRD(WORD_TRIDENT, 1);
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VASE = VOCWRD(WORD_VASE, 1);
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/* These are motion-verb numbers. */
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BACK = VOCWRD(WORD_BACK, 0);
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CAVE = VOCWRD(WORD_CAVE, 0);
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DPRSSN = VOCWRD(WORD_DPRSSN, 0);
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ENTER = VOCWRD(WORD_ENTER, 0);
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ENTRNC = VOCWRD(WORD_ENTRNC, 0);
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LOOK = VOCWRD(WORD_LOOK, 0);
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NUL = VOCWRD(WORD_NUL, 0);
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STREAM = VOCWRD(WORD_STREAM, 0);
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/* And some action verbs. */
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FIND = VOCWRD(WORD_FIND, 2);
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INVENT = VOCWRD(WORD_INVENT, 2);
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LOCK = VOCWRD(WORD_LOCK, 2);
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SAY = VOCWRD(WORD_SAY, 2);
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THROW = VOCWRD(WORD_THROW, 2);
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/* Initialise the dwarves. game.dloc is loc of dwarves,
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* hard-wired in. game.odloc is prior loc of each dwarf,
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* initially garbage. DALTLC is alternate initial loc for dwarf,
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* in case one of them starts out on top of the adventurer. (No
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* 2 of the 5 initial locs are adjacent.) game.dseen is true if
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* dwarf has seen him. game.dflag controls the level of
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* activation of all this:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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* 1 Reached Hall Of Mists, but hasn't met first dwarf
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* 2 Met first dwarf, others start moving, no knives thrown yet
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* 3 A knife has been thrown (first set always misses)
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* 3+ Dwarves are mad (increases their accuracy)
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* Sixth dwarf is special (the pirate). He always starts at his
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* chest's eventual location inside the maze. This loc is saved
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* in game.chloc for ref. the dead end in the other maze has its
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* loc stored in game.chloc2. */
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game.chloc = LOC_DEADEND12;
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game.chloc2 = LOC_DEADEND13;
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for (int i = 1; i <= NDWARVES; i++) {
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game.dseen[i] = false;
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}
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game.dflag = 0;
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game.dloc[1] = LOC_KINGHALL;
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game.dloc[2] = LOC_WESTBANK;
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game.dloc[3] = LOC_Y2;
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game.dloc[4] = LOC_ALIKE3;
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game.dloc[5] = LOC_COMPLEX;
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game.dloc[6] = game.chloc;
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game.turns = 0;
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game.trnluz = 0;
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game.lmwarn = false;
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game.iwest = 0;
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game.knfloc = 0;
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game.detail = 0;
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game.abbnum = 5;
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game.numdie = 0;
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game.holdng = 0;
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game.dkill = 0;
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game.foobar = 0;
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game.bonus = 0;
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game.clock1 = WARNTIME;
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game.clock2 = FLASHTIME;
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game.conds = setbit(11);
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game.saved = 0;
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game.closng = false;
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game.panic = false;
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game.closed = false;
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game.clshnt = false;
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game.novice = false;
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game.blklin = true;
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}
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