-static bool quick_init(void);
-static int raw_init(void);
-static void report(void);
-static void quick_save(void);
-static int finish_init(void);
-static void quick_io(void);
-
-void initialise(void) {
- if (oldstyle)
- printf("Initialising...\n");
- if(!quick_init()){raw_init(); report(); quick_save();}
- finish_init();
-}
-
-static int raw_init(void) {
- printf("Couldn't find adventure.data, using adventure.text...\n");
-
- FILE *OPENED=fopen("adventure.text","r" /* NOT binary */);
- if(!OPENED){printf("Can't read adventure.text!\n"); exit(0);}
-
-/* Clear out the various text-pointer arrays. All text is stored in array
- * lines; each line is preceded by a word pointing to the next pointer (i.e.
- * the word following the end of the line). The pointer is negative if this is
- * first line of a message. The text-pointer arrays contain indices of
- * pointer-words in lines. STEXT(N) is short description of location N.
- * LTEXT(N) is long description. PTEXT(N) points to message for PROP(N)=0.
- * Successive prop messages are found by chasing pointers. RTEXT contains
- * section 6's stuff. CTEXT(N) points to a player-class message. TTEXT is for
- * section 14. We also clear COND (see description of section 9 for details). */
-
- /* 1001 */ for (I=1; I<=300; I++) {
- if(I <= 100)PTEXT[I]=0;
- if(I <= RTXSIZ)RTEXT[I]=0;
- if(I <= CLSMAX)CTEXT[I]=0;
- if(I <= 100)OBJSND[I]=0;
- if(I <= 100)OBJTXT[I]=0;
- if(I > LOCSIZ) goto L1001;
- STEXT[I]=0;
- LTEXT[I]=0;
- COND[I]=0;
- KEY[I]=0;
- LOCSND[I]=0;
-L1001: /*etc*/ ;
- } /* end loop */
-
- LINUSE=1;
- TRVS=1;
- CLSSES=0;
- TRNVLS=0;
-
-/* Start new data section. Sect is the section number. */
-
-L1002: SECT=GETNUM(OPENED);
- OLDLOC= -1;
- switch (SECT) { case 0: return(0); case 1: goto L1004; case 2: goto
- L1004; case 3: goto L1030; case 4: goto L1040; case 5: goto L1004;
- case 6: goto L1004; case 7: goto L1050; case 8: goto L1060; case
- 9: goto L1070; case 10: goto L1004; case 11: goto L1080; case 12:
- break; case 13: goto L1090; case 14: goto L1004; }
-/* (0) (1) (2) (3) (4) (5) (6) (7) (8) (9)
- * (10) (11) (12) (13) (14) */
- BUG(9);
-
-/* Sections 1, 2, 5, 6, 10, 14. Read messages and set up pointers. */
-
-L1004: KK=LINUSE;
-L1005: LINUSE=KK;
- LOC=GETNUM(OPENED);
- if(LNLENG >= LNPOSN+70)BUG(0);
- if(LOC == -1) goto L1002;
- if(LNLENG < LNPOSN)BUG(1);
-L1006: KK=KK+1;
- if(KK >= LINSIZ)BUG(2);
- LINES[KK]=GETTXT(false,false,false,KK);
- if(LINES[KK] != -1) goto L1006;
- LINES[LINUSE]=KK;
- if(LOC == OLDLOC) goto L1005;
- OLDLOC=LOC;
- LINES[LINUSE]= -KK;
- if(SECT == 14) goto L1014;
- if(SECT == 10) goto L1012;
- if(SECT == 6) goto L1011;
- if(SECT == 5) goto L1010;
- if(LOC > LOCSIZ)BUG(10);
- if(SECT == 1) goto L1008;
-
- STEXT[LOC]=LINUSE;
- goto L1005;
-
-L1008: LTEXT[LOC]=LINUSE;
- goto L1005;
-
-L1010: if(LOC > 0 && LOC <= 100)PTEXT[LOC]=LINUSE;
- goto L1005;
-
-L1011: if(LOC > RTXSIZ)BUG(6);
- RTEXT[LOC]=LINUSE;
- goto L1005;
-
-L1012: CLSSES=CLSSES+1;
- if(CLSSES > CLSMAX)BUG(11);
- CTEXT[CLSSES]=LINUSE;
- CVAL[CLSSES]=LOC;
- goto L1005;
-
-L1014: TRNVLS=TRNVLS+1;
- if(TRNVLS > TRNSIZ)BUG(11);
- TTEXT[TRNVLS]=LINUSE;
- TRNVAL[TRNVLS]=LOC;
- goto L1005;
-
-/* The stuff for section 3 is encoded here. Each "from-location" gets a
- * contiguous section of the "TRAVEL" array. Each entry in travel is
- * NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
- * this is the last entry for this location. KEY(N) is the index in travel
- * of the first option at location N. */
-
-L1030: LOC=GETNUM(OPENED);
- if(LOC == -1) goto L1002;
- NEWLOC=GETNUM(NULL);
- if(KEY[LOC] != 0) goto L1033;
- KEY[LOC]=TRVS;
- goto L1035;
-L1033: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
-L1035: L=GETNUM(NULL);
- if(L == 0) goto L1039;
- TRAVEL[TRVS]=NEWLOC*1000+L;
- TRVS=TRVS+1;
- if(TRVS == TRVSIZ)BUG(3);
- goto L1035;
-L1039: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
- goto L1030;
-
-/* Here we read in the vocabulary. KTAB(N) is the word number, ATAB(N) is
- * the corresponding word. The -1 at the end of section 4 is left in KTAB
- * as an end-marker. The words are given a minimal hash to make deciphering
- * the core-image harder. (We don't use gettxt's hash since that would force
- * us to hash each input line to make comparisons work, and that in turn
- * would make it harder to detect particular input words.) */
-
-L1040: J=10000;
- for (TABNDX=1; TABNDX<=TABSIZ; TABNDX++) {
- KTAB[TABNDX]=GETNUM(OPENED);
- if(KTAB[TABNDX] == -1) goto L1002;
- J=J+7;
- ATAB[TABNDX]=GETTXT(true,true,true,0)+J*J;
- } /* end loop */
- BUG(4);
-
-/* Read in the initial locations for each object. Also the immovability info.
- * plac contains initial locations of objects. FIXD is -1 for immovable
- * objects (including the snake), or = second loc for two-placed objects. */
-
-L1050: OBJ=GETNUM(OPENED);
- if(OBJ == -1) goto L1002;
- PLAC[OBJ]=GETNUM(NULL);
- FIXD[OBJ]=GETNUM(NULL);
- goto L1050;
-
-/* Read default message numbers for action verbs, store in ACTSPK. */
-
-L1060: VERB=GETNUM(OPENED);
- if(VERB == -1) goto L1002;
- ACTSPK[VERB]=GETNUM(NULL);
- goto L1060;
-
-/* Read info about available liquids and other conditions, store in COND. */
-
-L1070: K=GETNUM(OPENED);
- if(K == -1) goto L1002;
-L1071: LOC=GETNUM(NULL);
- if(LOC == 0) goto L1070;
- if(CNDBIT(LOC,K)) BUG(8);
- COND[LOC]=COND[LOC]+SETBIT(K);
- goto L1071;
-
-/* Read data for hints. */
-
-L1080: HNTMAX=0;
-L1081: K=GETNUM(OPENED);
- if(K == -1) goto L1002;
- if(K <= 0 || K > HNTSIZ)BUG(7);
- for (I=1; I<=4; I++) {
- HINTS[K][I] =GETNUM(NULL);
- } /* end loop */
- HNTMAX=(HNTMAX>K ? HNTMAX : K);
- goto L1081;
-
-/* Read the sound/text info, store in OBJSND, OBJTXT, LOCSND. */
-
-L1090: K=GETNUM(OPENED);
- if(K == -1) goto L1002;
- KK=GETNUM(NULL);
- I=GETNUM(NULL);
- if(I == 0) goto L1092;
- OBJSND[K]=(KK>0 ? KK : 0);
- OBJTXT[K]=(I>0 ? I : 0);
- goto L1090;
-
-L1092: LOCSND[K]=KK;
- goto L1090;
-}
-
-/* Finish constructing internal data format */
-
-/* Having read in the database, certain things are now constructed. PROPS are
- * set to zero. We finish setting up COND by checking for forced-motion travel
- * entries. The PLAC and FIXD arrays are used to set up ATLOC(N) as the first
- * object at location N, and LINK(OBJ) as the next object at the same location
- * as OBJ. (OBJ>100 indicates that FIXED(OBJ-100)=LOC; LINK(OBJ) is still the
- * correct link to use.) ABB is zeroed; it controls whether the abbreviated
- * description is printed. Counts modulo 5 unless "LOOK" is used. */
-
-static int finish_init(void) {
- for (I=1; I<=100; I++) {
- PLACE[I]=0;
- PROP[I]=0;
- LINK[I]=0;
- {long x = I+100; LINK[x]=0;}
- } /* end loop */
-
- /* 1102 */ for (I=1; I<=LOCSIZ; I++) {
- ABB[I]=0;
- if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102;
- K=KEY[I];
- if(MOD(IABS(TRAVEL[K]),1000) == 1)COND[I]=2;
-L1102: ATLOC[I]=0;
- } /* end loop */
-
-/* Set up the ATLOC and LINK arrays as described above. 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 "PLACE" and "fixed" as copies of
- * "PLAC" and "FIXD". Also, since two-placed objects are typically best
- * described last, we'll drop them first. */
-
- /* 1106 */ for (I=1; I<=100; I++) {
- K=101-I;
- if(FIXD[K] <= 0) goto L1106;
- DROP(K+100,FIXD[K]);
- DROP(K,PLAC[K]);
-L1106: /*etc*/ ;
- } /* end loop */
-
- for (I=1; I<=100; I++) {
- K=101-I;
- FIXED[K]=FIXD[K];
- if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]);
- } /* end loop */
-
-/* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79).
- * Their props are initially -1, and are set to 0 the first time they are
- * described. TALLY keeps track of how many are not yet found, so we know
- * when to close the cave. */
-
- MAXTRS=79;
- TALLY=0;
- for (I=50; I<=MAXTRS; I++) {
- if(PTEXT[I] != 0)PROP[I]= -1;
- TALLY=TALLY-PROP[I];
- } /* end loop */
-
-/* Clear the hint stuff. HINTLC(I) is how long he's been at LOC with cond bit
- * I. HINTED(I) is true iff hint I has been used. */
-
- for (I=1; I<=HNTMAX; I++) {
- HINTED[I]=false;
- HINTLC[I]=0;
- } /* end loop */
-
-/* Define some handy mnemonics. These correspond to object numbers. */
-
- AXE=VOCWRD(12405,1);
- BATTER=VOCWRD(201202005,1);
- BEAR=VOCWRD(2050118,1);
- BIRD=VOCWRD(2091804,1);
- BLOOD=VOCWRD(212151504,1);
- BOTTLE=VOCWRD(215202012,1);
- CAGE=VOCWRD(3010705,1);
- CAVITY=VOCWRD(301220920,1);
- CHASM=VOCWRD(308011913,1);
- CLAM=VOCWRD(3120113,1);
- DOOR=VOCWRD(4151518,1);
- DRAGON=VOCWRD(418010715,1);
- DWARF=VOCWRD(423011806,1);
- FISSUR=VOCWRD(609191921,1);
- FOOD=VOCWRD(6151504,1);
- GRATE=VOCWRD(718012005,1);
- KEYS=VOCWRD(11052519,1);
- KNIFE=VOCWRD(1114090605,1);
- LAMP=VOCWRD(12011316,1);
- MAGZIN=VOCWRD(1301070126,1);
- MESSAG=VOCWRD(1305191901,1);
- MIRROR=VOCWRD(1309181815,1);
- OGRE=VOCWRD(15071805,1);
- OIL=VOCWRD(150912,1);
- OYSTER=VOCWRD(1525192005,1);
- PILLOW=VOCWRD(1609121215,1);
- PLANT=VOCWRD(1612011420,1);
- PLANT2=PLANT+1;
- RESER=VOCWRD(1805190518,1);
- ROD=VOCWRD(181504,1);
- ROD2=ROD+1;
- SIGN=VOCWRD(19090714,1);
- SNAKE=VOCWRD(1914011105,1);
- STEPS=VOCWRD(1920051619,1);
- TROLL=VOCWRD(2018151212,1);
- TROLL2=TROLL+1;
- URN=VOCWRD(211814,1);
- VEND=VOCWRD(1755140409,1);
- VOLCAN=VOCWRD(1765120301,1);
- WATER=VOCWRD(1851200518,1);
-
-/* Objects from 50 through whatever are treasures. Here are a few. */
-
- AMBER=VOCWRD(113020518,1);
- CHAIN=VOCWRD(308010914,1);
- CHEST=VOCWRD(308051920,1);
- COINS=VOCWRD(315091419,1);
- EGGS=VOCWRD(5070719,1);
- EMRALD=VOCWRD(513051801,1);
- JADE=VOCWRD(10010405,1);
- NUGGET=VOCWRD(7151204,1);
- PEARL=VOCWRD(1605011812,1);
- PYRAM=VOCWRD(1625180113,1);
- RUBY=VOCWRD(18210225,1);
- RUG=VOCWRD(182107,1);
- SAPPH=VOCWRD(1901161608,1);
- TRIDNT=VOCWRD(2018090405,1);
- VASE=VOCWRD(22011905,1);
-
-/* These are motion-verb numbers. */
-
- BACK=VOCWRD(2010311,0);
- CAVE=VOCWRD(3012205,0);
- DPRSSN=VOCWRD(405161805,0);
- ENTER=VOCWRD(514200518,0);
- ENTRNC=VOCWRD(514201801,0);
- LOOK=VOCWRD(12151511,0);
- NUL=VOCWRD(14211212,0);
- STREAM=VOCWRD(1920180501,0);
-
-/* And some action verbs. */
-
- FIND=VOCWRD(6091404,2);
- INVENT=VOCWRD(914220514,2);
- LOCK=VOCWRD(12150311,2);
- SAY=VOCWRD(190125,2);
- THROW=VOCWRD(2008181523,2);
-
-/* Initialise the dwarves. DLOC is loc of dwarves, hard-wired in. 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.) DSEEN is true if dwarf has seen him.
- * 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 CHLOC for ref.
- * the dead end in the other maze has its loc stored in CHLOC2. */
-
- CHLOC=114;
- CHLOC2=140;
- for (I=1; I<=6; I++) {
- DSEEN[I]=false;
- } /* end loop */
- DFLAG=0;
- DLOC[1]=19;
- DLOC[2]=27;
- DLOC[3]=33;
- DLOC[4]=44;
- DLOC[5]=64;
- DLOC[6]=CHLOC;
- DALTLC=18;
-
-/* Other random flags and counters, as follows:
- * ABBNUM How often we should print non-abbreviated descriptions
- * BONUS Used to determine amount of bonus if he reaches closing
- * CLOCK1 Number of turns from finding last treasure till closing
- * CLOCK2 Number of turns from first warning till blinding flash
- * CONDS Min value for cond(loc) if loc has any hints
- * DETAIL How often we've said "not allowed to give more detail"
- * DKILL Number of dwarves killed (unused in scoring, needed for msg)
- * FOOBAR Current progress in saying "FEE FIE FOE FOO".
- * HOLDNG Number of objects being carried
- * IGO How many times he's said "go XXX" instead of "XXX"
- * IWEST How many times he's said "west" instead of "w"
- * KNFLOC 0 if no knife here, loc if knife here, -1 after caveat
- * LIMIT Lifetime of lamp (not set here)
- * MAXDIE Number of reincarnation messages available (up to 5)
- * NUMDIE Number of times killed so far
- * THRESH Next #turns threshhold (-1 if none)
- * TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
- * TRNLUZ # points lost so far due to number of turns used
- * TURNS Tallies how many commands he's given (ignores yes/no)
- * Logicals were explained earlier */
-
- TURNS=0;
- TRNDEX=1;
- THRESH= -1;
- if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
- TRNLUZ=0;
- LMWARN=false;
- IGO=0;
- IWEST=0;
- KNFLOC=0;
- DETAIL=0;
- ABBNUM=5;
- for (I=0; I<=4; I++) {
- {long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
- } /* end loop */
- NUMDIE=0;
- HOLDNG=0;
- DKILL=0;
- FOOBAR=0;
- BONUS=0;
- CLOCK1=30;
- CLOCK2=50;
- CONDS=SETBIT(11);
- SAVED=0;
- CLOSNG=false;
- PANIC=false;
- CLOSED=false;
- CLSHNT=false;
- NOVICE=false;
- SETUP=1;
-
- /* if we can ever think of how, we should save it at this point */
-
- return(0); /* then we won't actually return from initialisation */
-}
-
-/* Report on amount of arrays actually used, to permit reductions. */
-
-static void report(void) {
- for (K=1; K<=LOCSIZ; K++) {
- KK=LOCSIZ+1-K;
- if(LTEXT[KK] != 0) goto L1997;
- /*etc*/ ;
- } /* end loop */
-
- OBJ=0;
-L1997: for (K=1; K<=100; K++) {
- if(PTEXT[K] != 0)OBJ=OBJ+1;
- } /* end loop */
-
- for (K=1; K<=TABNDX; K++) {
- if(KTAB[K]/1000 == 2)VERB=KTAB[K]-2000;
- } /* end loop */
-
- for (K=1; K<=RTXSIZ; K++) {
- J=RTXSIZ+1-K;
- if(RTEXT[J] != 0) goto L1993;
- /*etc*/ ;
- } /* end loop */
-
-L1993: SETPRM(1,LINUSE,LINSIZ);
- SETPRM(3,TRVS,TRVSIZ);
- SETPRM(5,TABNDX,TABSIZ);
- SETPRM(7,KK,LOCSIZ);
- SETPRM(9,OBJ,100);
- SETPRM(11,VERB,VRBSIZ);
- SETPRM(13,J,RTXSIZ);
- SETPRM(15,CLSSES,CLSMAX);
- SETPRM(17,HNTMAX,HNTSIZ);
- SETPRM(19,TRNVLS,TRNSIZ);
- RSPEAK(267);
- TYPE0();
-}
-
-static long init_reading, init_cksum;
-static FILE *f;
-
-static void quick_item(long*);
-static void quick_array(long*, long);
-
-static bool quick_init(void) {
- extern char *getenv();
- char *adv = getenv("ADVENTURE");
- f = NULL;
- if(adv)f = fopen(adv,READ_MODE);
- if(f == NULL)f = fopen("adventure.data",READ_MODE);
- if(f == NULL)return(false);
- init_reading = true;
- init_cksum = 1;
- quick_io();
- if(fread(&K,sizeof(long),1,f) == 1) init_cksum -= K; else init_cksum = 1;
- fclose(f);
- if(init_cksum != 0)printf("Checksum error!\n");
- return(init_cksum == 0);
-}
-
-static void quick_save(void) {
- printf("Writing adventure.data...\n");
- f = fopen("adventure.data",WRITE_MODE);
- if(f == NULL){printf("Can't open file!\n"); return;}
- init_reading = false;
- init_cksum = 1;
- quick_io();
- fwrite(&init_cksum,sizeof(long),1,f);
- fclose(f);
-}
-
-static void quick_io(void) {
- quick_item(&LINUSE);
- quick_item(&TRVS);
- quick_item(&CLSSES);
- quick_item(&TRNVLS);
- quick_item(&TABNDX);
- quick_item(&HNTMAX);
- quick_array(PTEXT,100);
- quick_array(RTEXT,RTXSIZ);
- quick_array(CTEXT,CLSMAX);
- quick_array(OBJSND,100);
- quick_array(OBJTXT,100);
- quick_array(STEXT,LOCSIZ);
- quick_array(LTEXT,LOCSIZ);
- quick_array(COND,LOCSIZ);
- quick_array(KEY,LOCSIZ);
- quick_array(LOCSND,LOCSIZ);
- quick_array(LINES,LINSIZ);
- quick_array(CVAL,CLSMAX);
- quick_array(TTEXT,TRNSIZ);
- quick_array(TRNVAL,TRNSIZ);
- quick_array(TRAVEL,TRVSIZ);
- quick_array(KTAB,TABSIZ);
- quick_array(ATAB,TABSIZ);
- quick_array(PLAC,100);
- quick_array(FIXD,100);
- quick_array(ACTSPK,VRBSIZ);
- quick_array((long *)HINTS,(HNTMAX+1)*5-1);
-}
-
-static void quick_item(W)long *W; {
- if(init_reading && fread(W,sizeof(long),1,f) != 1)return;
- init_cksum = MOD(init_cksum*13+(*W),60000000);
- if(!init_reading)fwrite(W,sizeof(long),1,f);
-}
-
-static void quick_array(A,N)long *A, N; { long I;
- if(init_reading && fread(A,sizeof(long),N+1,f) != N+1)printf("Read error!\n");
- for(I=1;I<=N;I++)init_cksum = MOD(init_cksum*13+A[I],60000000);
- if(!init_reading && fwrite(A,sizeof(long),N+1,f)!=N+1)printf("Write error!\n");
+void initialise(void)
+{
+ if (oldstyle)
+ printf("Initialising...\n");
+
+ for (int i = 1; i <= NOBJECTS; i++) {
+ game.place[i] = NOWHERE;
+ game.prop[i] = 0;
+ game.link[i + NOBJECTS] = game.link[i] = 0;
+ }
+
+ for (int i = 1; i <= LOCSIZ; i++) {
+ game.abbrev[i] = 0;
+ if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
+ int k = KEY[i];
+ if (MOD(labs(TRAVEL[k]), 1000) == 1)COND[i] = 2;
+ }
+ game.atloc[i] = 0;
+ }
+
+ /* Set up the game.atloc and game.link arrays as described above.
+ * 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 = 1; i <= NOBJECTS; i++) {
+ int k = NOBJECTS + 1 - i;
+ if (FIXD[k] > 0) {
+ DROP(k + NOBJECTS, FIXD[k]);
+ DROP(k, PLAC[k]);
+ }
+ }
+
+ for (int i = 1; i <= NOBJECTS; i++) {
+ int k = NOBJECTS + 1 - i;
+ game.fixed[k] = FIXD[k];
+ if (PLAC[k] != 0 && FIXD[k] <= 0)
+ DROP(k, PLAC[k]);
+ }
+
+ /* Treasures, as noted earlier, are objects MINTRS through MAXTRS
+ * Their 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 = MINTRS; treasure <= MAXTRS; 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 = 1; i <= HNTMAX; i++) {
+ game.hinted[i] = false;
+ game.hintlc[i] = 0;
+ }
+
+ /* Define some handy mnemonics. These correspond to object numbers. */
+ AXE = VOCWRD(12405, 1);
+ BATTERY = VOCWRD(201202005, 1);
+ BEAR = VOCWRD(2050118, 1);
+ BIRD = VOCWRD(2091804, 1);
+ BLOOD = VOCWRD(212151504, 1);
+ BOTTLE = VOCWRD(215202012, 1);
+ CAGE = VOCWRD(3010705, 1);
+ CAVITY = VOCWRD(301220920, 1);
+ CHASM = VOCWRD(308011913, 1);
+ CLAM = VOCWRD(3120113, 1);
+ DOOR = VOCWRD(4151518, 1);
+ DRAGON = VOCWRD(418010715, 1);
+ DWARF = VOCWRD(423011806, 1);
+ FISSURE = VOCWRD(609191921, 1);
+ FOOD = VOCWRD(6151504, 1);
+ GRATE = VOCWRD(718012005, 1);
+ KEYS = VOCWRD(11052519, 1);
+ KNIFE = VOCWRD(1114090605, 1);
+ LAMP = VOCWRD(12011316, 1);
+ MAGAZINE = VOCWRD(1301070126, 1);
+ MESSAG = VOCWRD(1305191901, 1);
+ MIRROR = VOCWRD(1309181815, 1);
+ OGRE = VOCWRD(15071805, 1);
+ OIL = VOCWRD(150912, 1);
+ OYSTER = VOCWRD(1525192005, 1);
+ PILLOW = VOCWRD(1609121215, 1);
+ PLANT = VOCWRD(1612011420, 1);
+ PLANT2 = PLANT + 1;
+ RESER = VOCWRD(1805190518, 1);
+ ROD = VOCWRD(181504, 1);
+ ROD2 = ROD + 1;
+ SIGN = VOCWRD(19090714, 1);
+ SNAKE = VOCWRD(1914011105, 1);
+ STEPS = VOCWRD(1920051619, 1);
+ TROLL = VOCWRD(2018151212, 1);
+ TROLL2 = TROLL + 1;
+ URN = VOCWRD(211814, 1);
+ VEND = VOCWRD(1755140409, 1);
+ VOLCANO = VOCWRD(1765120301, 1);
+ WATER = VOCWRD(1851200518, 1);
+
+ /* Objects from MINTRS through MAXTRS are treasures. Here are a few. */
+ AMBER = VOCWRD(113020518, 1);
+ CHAIN = VOCWRD(308010914, 1);
+ CHEST = VOCWRD(308051920, 1);
+ COINS = VOCWRD(315091419, 1);
+ EGGS = VOCWRD(5070719, 1);
+ EMERALD = VOCWRD(513051801, 1);
+ JADE = VOCWRD(10010405, 1);
+ NUGGET = VOCWRD(7151204, 1);
+ PEARL = VOCWRD(1605011812, 1);
+ PYRAMID = VOCWRD(1625180113, 1);
+ RUBY = VOCWRD(18210225, 1);
+ RUG = VOCWRD(182107, 1);
+ SAPPH = VOCWRD(1901161608, 1);
+ TRIDENT = VOCWRD(2018090405, 1);
+ VASE = VOCWRD(22011905, 1);
+
+ /* These are motion-verb numbers. */
+ BACK = VOCWRD(2010311, 0);
+ CAVE = VOCWRD(3012205, 0);
+ DPRSSN = VOCWRD(405161805, 0);
+ ENTER = VOCWRD(514200518, 0);
+ ENTRNC = VOCWRD(514201801, 0);
+ LOOK = VOCWRD(12151511, 0);
+ NUL = VOCWRD(14211212, 0);
+ STREAM = VOCWRD(1920180501, 0);
+
+ /* And some action verbs. */
+ FIND = VOCWRD(6091404, 2);
+ INVENT = VOCWRD(914220514, 2);
+ LOCK = VOCWRD(12150311, 2);
+ SAY = VOCWRD(190125, 2);
+ THROW = VOCWRD(2008181523, 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;
+
+ /* Other random flags and counters, as follows:
+ * game.abbnum How often we should print non-abbreviated descriptions
+ * game.bonus Used to determine amount of bonus if he reaches closing
+ * game.clock1 Number of turns from finding last treasure till closing
+ * game.clock2 Number of turns from first warning till blinding flash
+ * game.conds Min value for cond(loc) if loc has any hints
+ * game.detail How often we've said "not allowed to give more detail"
+ * game.dkill # of dwarves killed (unused in scoring, needed for msg)
+ * game.foobar Current progress in saying "FEE FIE FOE FOO".
+ * game.holdng Number of objects being carried
+ * igo How many times he's said "go XXX" instead of "XXX"
+ * game.iwest How many times he's said "west" instead of "w"
+ * game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
+ * game.limit Lifetime of lamp (not set here)
+ * maximum_deaths Number of reincarnation messages available (up to 5)
+ * game.numdie Number of times killed so far
+ * game.thresh Next #turns threshhold (-1 if none)
+ * game.trndex Index in TRNVAL of next threshold (db section 14)
+ * game.trnluz # points lost so far due to number of turns used
+ * game.turns Tallies how many commands he's given (ignores yes/no)
+ * Logicals were explained earlier */
+ game.turns = 0;
+ game.trndex = 1;
+ game.thresh = -1;
+ if (TRNVLS > 0)
+ game.thresh = MOD(TRNVAL[1], 100000) + 1;
+ 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 = 30;
+ game.clock2 = 50;
+ 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;