-
- /* 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;