16 printf("Initialising...\n");
18 for (int i = 1; i <= NOBJECTS; i++) {
19 game.place[i] = LOC_NOWHERE;
21 game.link[i + NOBJECTS] = game.link[i] = 0;
24 for (int i = 1; i <= NLOCATIONS; i++) {
26 if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
28 if (MOD(labs(TRAVEL[k]), 1000) == 1)
29 conditions[i] |= (1 << COND_FORCED);
34 /* Set up the game.atloc and game.link arrays.
35 * We'll use the DROP subroutine, which prefaces new objects on the
36 * lists. Since we want things in the other order, we'll run the
37 * loop backwards. If the object is in two locs, we drop it twice.
38 * This also sets up "game.place" and "fixed" as copies of "PLAC" and
39 * "FIXD". Also, since two-placed objects are typically best
40 * described last, we'll drop them first. */
41 for (int i = 1; i <= NOBJECTS; i++) {
42 int k = NOBJECTS + 1 - i;
44 DROP(k + NOBJECTS, FIXD[k]);
49 for (int i = 1; i <= NOBJECTS; i++) {
50 int k = NOBJECTS + 1 - i;
51 game.fixed[k] = FIXD[k];
52 if (PLAC[k] != 0 && FIXD[k] <= 0)
56 /* Treasure props are initially -1, and are set to 0 the first time
57 * they are described. game.tally keeps track of how many are
58 * not yet found, so we know when to close the cave. */
60 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
61 if (object_descriptions[treasure].is_treasure) {
62 if (object_descriptions[treasure].inventory != 0)
63 game.prop[treasure] = -1;
64 game.tally = game.tally - game.prop[treasure];
68 /* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
69 * with cond bit i. game.hinted[i] is true iff hint i has been
71 for (int i = 0; i < NHINTS; i++) {
72 game.hinted[i] = false;
76 /* Define some handy mnemonics. These correspond to object numbers. */
77 AXE = VOCWRD(WORD_AXE, 1);
78 BATTERY = VOCWRD(WORD_BATTERY, 1);
79 BEAR = VOCWRD(WORD_BEAR, 1);
80 BIRD = VOCWRD(WORD_BIRD, 1);
81 BLOOD = VOCWRD(WORD_BLOOD, 1);
82 BOTTLE = VOCWRD(WORD_BOTTLE, 1);
83 CAGE = VOCWRD(WORD_CAGE, 1);
84 CAVITY = VOCWRD(WORD_CAVITY, 1);
85 CHASM = VOCWRD(WORD_CHASM, 1);
86 CLAM = VOCWRD(WORD_CLAM, 1);
87 DOOR = VOCWRD(WORD_DOOR, 1);
88 DRAGON = VOCWRD(WORD_DRAGON, 1);
89 DWARF = VOCWRD(WORD_DWARF, 1);
90 FISSURE = VOCWRD(WORD_FISSURE, 1);
91 FOOD = VOCWRD(WORD_FOOD, 1);
92 GRATE = VOCWRD(WORD_GRATE, 1);
93 KEYS = VOCWRD(WORD_KEYS, 1);
94 KNIFE = VOCWRD(WORD_KNIFE, 1);
95 LAMP = VOCWRD(WORD_LAMP, 1);
96 MAGAZINE = VOCWRD(WORD_MAGAZINE, 1);
97 MESSAG = VOCWRD(WORD_MESSAG, 1);
98 MIRROR = VOCWRD(WORD_MIRROR, 1);
99 OGRE = VOCWRD(WORD_OGRE, 1);
100 OIL = VOCWRD(WORD_OIL, 1);
101 OYSTER = VOCWRD(WORD_OYSTER, 1);
102 PILLOW = VOCWRD(WORD_PILLOW, 1);
103 PLANT = VOCWRD(WORD_PLANT, 1);
105 RESER = VOCWRD(WORD_RESER, 1);
106 ROD = VOCWRD(WORD_ROD, 1);
108 SIGN = VOCWRD(WORD_SIGN, 1);
109 SNAKE = VOCWRD(WORD_SNAKE, 1);
110 STEPS = VOCWRD(WORD_STEPS, 1);
111 TROLL = VOCWRD(WORD_TROLL, 1);
113 URN = VOCWRD(WORD_URN, 1);
114 VEND = VOCWRD(WORD_VEND, 1);
115 VOLCANO = VOCWRD(WORD_VOLCANO, 1);
116 WATER = VOCWRD(WORD_WATER, 1);
118 /* Vocabulary for treasures */
119 AMBER = VOCWRD(WORD_AMBER, 1);
120 CHAIN = VOCWRD(WORD_CHAIN, 1);
121 CHEST = VOCWRD(WORD_CHEST, 1);
122 COINS = VOCWRD(WORD_COINS, 1);
123 EGGS = VOCWRD(WORD_EGGS, 1);
124 EMERALD = VOCWRD(WORD_EMERALD, 1);
125 JADE = VOCWRD(WORD_JADE, 1);
126 NUGGET = VOCWRD(WORD_NUGGET, 1);
127 PEARL = VOCWRD(WORD_PEARL, 1);
128 PYRAMID = VOCWRD(WORD_PYRAMID, 1);
129 RUBY = VOCWRD(WORD_RUBY, 1);
130 RUG = VOCWRD(WORD_RUG, 1);
131 SAPPH = VOCWRD(WORD_SAPPH, 1);
132 TRIDENT = VOCWRD(WORD_TRIDENT, 1);
133 VASE = VOCWRD(WORD_VASE, 1);
135 /* These are motion-verb numbers. */
136 BACK = VOCWRD(WORD_BACK, 0);
137 CAVE = VOCWRD(WORD_CAVE, 0);
138 DPRSSN = VOCWRD(WORD_DPRSSN, 0);
139 ENTER = VOCWRD(WORD_ENTER, 0);
140 ENTRNC = VOCWRD(WORD_ENTRNC, 0);
141 LOOK = VOCWRD(WORD_LOOK, 0);
142 NUL = VOCWRD(WORD_NUL, 0);
143 STREAM = VOCWRD(WORD_STREAM, 0);
145 /* And some action verbs. */
146 FIND = VOCWRD(WORD_FIND, 2);
147 INVENT = VOCWRD(WORD_INVENT, 2);
148 LOCK = VOCWRD(WORD_LOCK, 2);
149 SAY = VOCWRD(WORD_SAY, 2);
150 THROW = VOCWRD(WORD_THROW, 2);
152 /* Initialise the dwarves. game.dloc is loc of dwarves,
153 * hard-wired in. game.odloc is prior loc of each dwarf,
154 * initially garbage. DALTLC is alternate initial loc for dwarf,
155 * in case one of them starts out on top of the adventurer. (No
156 * 2 of the 5 initial locs are adjacent.) game.dseen is true if
157 * dwarf has seen him. game.dflag controls the level of
158 * activation of all this:
159 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
160 * 1 Reached Hall Of Mists, but hasn't met first dwarf
161 * 2 Met first dwarf, others start moving, no knives thrown yet
162 * 3 A knife has been thrown (first set always misses)
163 * 3+ Dwarves are mad (increases their accuracy)
164 * Sixth dwarf is special (the pirate). He always starts at his
165 * chest's eventual location inside the maze. This loc is saved
166 * in game.chloc for ref. the dead end in the other maze has its
167 * loc stored in game.chloc2. */
168 game.chloc = LOC_DEADEND12;
169 game.chloc2 = LOC_DEADEND13;
170 for (int i = 1; i <= NDWARVES; i++) {
171 game.dseen[i] = false;
174 game.dloc[1] = LOC_KINGHALL;
175 game.dloc[2] = LOC_WESTBANK;
176 game.dloc[3] = LOC_Y2;
177 game.dloc[4] = LOC_ALIKE3;
178 game.dloc[5] = LOC_COMPLEX;
179 game.dloc[6] = game.chloc;
193 game.clock1 = WARNTIME;
194 game.clock2 = FLASHTIME;
195 game.conds = SETBIT(11);