open-adventure/init.c

202 lines
6.6 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 (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 = NOBJECTS; i >= 1; i--) {
if (object_descriptions[i].fixd > 0) {
drop(i + NOBJECTS, object_descriptions[i].fixd);
drop(i, object_descriptions[i].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;
}