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 || TKEY[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 = NOBJECTS; i >= 1; i--) {
42 if (objects[i].fixd > 0) {
43 drop(i + NOBJECTS, objects[i].fixd);
44 drop(i, objects[i].plac);
48 for (int i = 1; i <= NOBJECTS; i++) {
49 int k = NOBJECTS + 1 - i;
50 game.fixed[k] = objects[k].fixd;
51 if (objects[k].plac != 0 && objects[k].fixd <= 0)
52 drop(k, objects[k].plac);
55 /* Treasure props are initially -1, and are set to 0 the first time
56 * they are described. game.tally keeps track of how many are
57 * not yet found, so we know when to close the cave. */
59 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
60 if (objects[treasure].is_treasure) {
61 if (objects[treasure].inventory != 0)
62 game.prop[treasure] = -1;
63 game.tally = game.tally - game.prop[treasure];
67 /* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
68 * with cond bit i. game.hinted[i] is true iff hint i has been
70 for (int i = 0; i < NHINTS; i++) {
71 game.hinted[i] = false;
75 /* Define some handy mnemonics. */
77 /* Some action verbs. */
78 FIND = VOCWRD(WORD_FIND, 2);
79 INVENT = VOCWRD(WORD_INVENT, 2);
80 LOCK = VOCWRD(WORD_LOCK, 2);
81 SAY = VOCWRD(WORD_SAY, 2);
82 THROW = VOCWRD(WORD_THROW, 2);
84 /* Initialise the dwarves. game.dloc is loc of dwarves,
85 * hard-wired in. game.odloc is prior loc of each dwarf,
86 * initially garbage. DALTLC is alternate initial loc for dwarf,
87 * in case one of them starts out on top of the adventurer. (No
88 * 2 of the 5 initial locs are adjacent.) game.dseen is true if
89 * dwarf has seen him. game.dflag controls the level of
90 * activation of all this:
91 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
92 * 1 Reached Hall Of Mists, but hasn't met first dwarf
93 * 2 Met first dwarf, others start moving, no knives thrown yet
94 * 3 A knife has been thrown (first set always misses)
95 * 3+ Dwarves are mad (increases their accuracy)
96 * Sixth dwarf is special (the pirate). He always starts at his
97 * chest's eventual location inside the maze. This loc is saved
98 * in game.chloc for ref. the dead end in the other maze has its
99 * loc stored in game.chloc2. */
100 game.chloc = LOC_DEADEND12;
101 game.chloc2 = LOC_DEADEND13;
102 for (int i = 1; i <= NDWARVES; i++) {
103 game.dseen[i] = false;
106 game.dloc[1] = LOC_KINGHALL;
107 game.dloc[2] = LOC_WESTBANK;
108 game.dloc[3] = LOC_Y2;
109 game.dloc[4] = LOC_ALIKE3;
110 game.dloc[5] = LOC_COMPLEX;
111 game.dloc[6] = game.chloc;
125 game.clock1 = WARNTIME;
126 game.clock2 = FLASHTIME;
127 game.conds = setbit(11);