15 printf("Initialising...\n");
17 for (int i = 1; i <= NOBJECTS; i++) {
18 game.place[i] = LOC_NOWHERE;
21 for (int i = 1; i <= NLOCATIONS; i++) {
22 if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
24 if (T_TERMINATE(travel[k]))
25 conditions[i] |= (1 << COND_FORCED);
29 /* Set up the game.atloc and game.link arrays.
30 * We'll use the DROP subroutine, which prefaces new objects on the
31 * lists. Since we want things in the other order, we'll run the
32 * loop backwards. If the object is in two locs, we drop it twice.
33 * This also sets up "game.place" and "fixed" as copies of "PLAC" and
34 * "FIXD". Also, since two-placed objects are typically best
35 * described last, we'll drop them first. */
36 for (int i = NOBJECTS; i >= 1; i--) {
37 if (objects[i].fixd > 0) {
38 drop(i + NOBJECTS, objects[i].fixd);
39 drop(i, objects[i].plac);
43 for (int i = 1; i <= NOBJECTS; i++) {
44 int k = NOBJECTS + 1 - i;
45 game.fixed[k] = objects[k].fixd;
46 if (objects[k].plac != 0 && objects[k].fixd <= 0)
47 drop(k, objects[k].plac);
50 /* Treasure props are initially -1, and are set to 0 the first time
51 * they are described. game.tally keeps track of how many are
52 * not yet found, so we know when to close the cave. */
53 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
54 if (objects[treasure].is_treasure) {
55 if (objects[treasure].inventory != 0)
56 game.prop[treasure] = -1;
57 game.tally = game.tally - game.prop[treasure];
61 /* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
62 * with cond bit i. game.hinted[i] is true iff hint i has been
64 for (int i = 0; i < NHINTS; i++) {
65 game.hinted[i] = false;
69 /* Initialise the dwarves. game.dloc is loc of dwarves,
70 * hard-wired in. game.odloc is prior loc of each dwarf,
71 * initially garbage. DALTLC is alternate initial loc for dwarf,
72 * in case one of them starts out on top of the adventurer. (No
73 * 2 of the 5 initial locs are adjacent.) game.dseen is true if
74 * dwarf has seen him. game.dflag controls the level of
75 * activation of all this:
76 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
77 * 1 Reached Hall Of Mists, but hasn't met first dwarf
78 * 2 Met first dwarf, others start moving, no knives thrown yet
79 * 3 A knife has been thrown (first set always misses)
80 * 3+ Dwarves are mad (increases their accuracy)
81 * Sixth dwarf is special (the pirate). He always starts at his
82 * chest's eventual location inside the maze. This loc is saved
83 * in game.chloc for ref. the dead end in the other maze has its
84 * loc stored in game.chloc2. */
86 game.conds = setbit(11);