4 * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
5 * SPDX-FileCopyrightText: 2017 by Eric S. Raymond
6 * SPDX-License-Identifier: BSD-2-Clause
18 struct settings_t settings = {
24 struct game_t game = {
25 /* Last dwarf is special (the pirate). He always starts at his
26 * chest's eventual location inside the maze. This loc is saved
27 * in chloc for ref. The dead end in the other maze has its
28 * loc stored in chloc2. */
29 .chloc = LOC_MAZEEND12,
30 .chloc2 = LOC_DEADEND13,
42 if (settings.oldstyle)
43 printf("Initialising...\n");
46 int seedval = (int)rand();
49 for (int i = 1; i <= NDWARVES; i++) {
50 game.dwarves[i].loc = dwarflocs[i-1];
53 for (int i = 1; i <= NOBJECTS; i++) {
54 game.objects[i].place = LOC_NOWHERE;
57 for (int i = 1; i <= NLOCATIONS; i++) {
58 if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
60 if (travel[k].motion == HERE)
61 conditions[i] |= (1 << COND_FORCED);
65 /* Set up the game.locs atloc and game.link arrays.
66 * We'll use the DROP subroutine, which prefaces new objects on the
67 * lists. Since we want things in the other order, we'll run the
68 * loop backwards. If the object is in two locs, we drop it twice.
69 * Also, since two-placed objects are typically best described
70 * last, we'll drop them first. */
71 for (int i = NOBJECTS; i >= 1; i--) {
72 if (objects[i].fixd > 0) {
73 drop(i + NOBJECTS, objects[i].fixd);
74 drop(i, objects[i].plac);
78 for (int i = 1; i <= NOBJECTS; i++) {
79 int k = NOBJECTS + 1 - i;
80 game.objects[k].fixed = objects[k].fixd;
81 if (objects[k].plac != 0 && objects[k].fixd <= 0)
82 drop(k, objects[k].plac);
85 /* Treasure props are initially STATE_NOTFOUND, and are set to
86 * STATE_FOUND the first time they are described. game.tally
87 * keeps track of how many are not yet found, so we know when to
89 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
90 if (objects[treasure].is_treasure) {
92 if (objects[treasure].inventory != 0)
93 PROP_SET_NOT_FOUND(treasure);
96 game.conds = setbit(COND_HBASE);