init.c is now real C.

This commit is contained in:
Eric S. Raymond 2017-06-07 15:12:21 -04:00
parent 1b59175d8d
commit 16d90e4c28

470
init.c
View file

@ -15,25 +15,25 @@
* 12600 words of message text (LINES, LINSIZ).
* 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
* 185 locations (LTEXT, STEXT, KEY, COND, abbrev, game.atloc, LOCSND, LOCSIZ).
* 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (TWICE), PTEXT, game.prop,
* OBJSND, OBJTXT).
* 185 locations (LTEXT, STEXT, KEY, COND, game.abbrev, game.atloc,
* LOCSND, LOCSIZ).
* 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (twice),
* PTEXT, game.prop, OBJSND, OBJTXT).
* 35 "action" verbs (ACTSPK, VRBSIZ).
* 277 random messages (RTEXT, RTXSIZ).
* 12 different player classifications (CTEXT, CVAL, CLSMAX).
* 20 hints (game.hintlc, game.hinted, HINTS, HNTSIZ).
* 5 "# of turns" threshholds (TTEXT, TRNVAL, TRNSIZ).
* 5 "# of turns" threshholds (TTEXT, TRNVAL, TRNSIZ).
* There are also limits which cannot be exceeded due to the structure of
* the database. (E.G., The vocabulary uses n/1000 to determine word type,
* so there can't be more than 1000 words.) These upper limits are:
* 1000 non-synonymous vocabulary words
* 300 locations
* 100 objects */
/* Note:
* - the object count limit has been abstracted as NOBJECTS
* - the random message limit has been abstracted as RTXSIZ
* - maximum locations limit has been abstracted as LOCSIZ
* 100 objects
* Note:
* - the object count limit has been abstracted as NOBJECTS
* - the random message limit has been abstracted as RTXSIZ
* - maximum locations limit has been abstracted as LOCSIZ
*/
/* Description of the database format
@ -170,236 +170,224 @@
* %B = Variable number of blanks
* %! = The entire message should be suppressed */
static int finish_init(void);
void initialise(void)
{
int i, k;
if (oldstyle)
printf("Initialising...\n");
void initialise(void) {
if (oldstyle)
printf("Initialising...\n");
finish_init();
}
static int finish_init(void) {
int i;
for (i=1; i<=NOBJECTS; i++) {
game.place[i]=0;
game.prop[i]=0;
game.link[i]=0;
{long x = i+NOBJECTS; game.link[x]=0;}
} /* end loop */
for (i=1; i<=LOCSIZ; i++) {
game.abbrev[i]=0;
if (!(LTEXT[i] == 0 || KEY[i] == 0)) {
K=KEY[i];
if(MOD(labs(TRAVEL[K]),1000) == 1)COND[i]=2;
}
game.atloc[i]=0;
} /* end loop */
/* 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 (i=1; i<=NOBJECTS; i++) {
K=NOBJECTS + 1 - i;
if(FIXD[K] > 0) {
DROP(K+NOBJECTS,FIXD[K]);
DROP(K,PLAC[K]);
}
} /* end loop */
for (i=1; i<=NOBJECTS; i++) {
K=NOBJECTS + 1 - i;
game.fixed[K]=FIXD[K];
if(PLAC[K] != 0 && FIXD[K] <= 0)
DROP(K,PLAC[K]);
} /* end loop */
/* 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 (i=MINTRS; i<=MAXTRS; i++) {
if(PTEXT[i] != 0)
game.prop[i]= -1;
game.tally=game.tally-game.prop[i];
} /* end loop */
/* 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 (i=1; i<=HNTMAX; i++) {
game.hinted[i]=false;
game.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. 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=114;
game.chloc2=140;
for (i=1; i<=NDWARVES; i++) {
game.dseen[i]=false;
} /* end loop */
game.dflag=0;
game.dloc[1]=19;
game.dloc[2]=27;
game.dloc[3]=33;
game.dloc[4]=44;
game.dloc[5]=64;
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)
* MAXDIE 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 threshhold (section 14 of database)
* 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;
for (i=0; i<=4; i++) {
{long x = 2*i+81; if(RTEXT[x] != 0)MAXDIE=i+1;}
} /* end loop */
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.setup=1;
game.blklin=true;
/* if we can ever think of how, we should save it at this point */
return(0); /* then we won't actually return from initialisation */
for (i=1; i<=NOBJECTS; i++) {
game.place[i]=0;
game.prop[i]=0;
game.link[i+NOBJECTS]=game.link[i]=0;
}
for (i=1; i<=LOCSIZ; i++) {
game.abbrev[i]=0;
if (!(LTEXT[i] == 0 || KEY[i] == 0)) {
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 (i=1; i<=NOBJECTS; i++) {
k=NOBJECTS + 1 - i;
if(FIXD[k] > 0) {
DROP(k+NOBJECTS,FIXD[k]);
DROP(k,PLAC[k]);
}
}
for (i=1; i<=NOBJECTS; i++) {
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 (i=MINTRS; i<=MAXTRS; i++) {
if(PTEXT[i] != 0)
game.prop[i]= -1;
game.tally=game.tally-game.prop[i];
}
/* 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 (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);
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 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);
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. 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=114;
game.chloc2=140;
for (i=1; i<=NDWARVES; i++) {
game.dseen[i]=false;
}
game.dflag=0;
game.dloc[1]=19;
game.dloc[2]=27;
game.dloc[3]=33;
game.dloc[4]=44;
game.dloc[5]=64;
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)
* MAXDIE 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;
for (i=0; i<=4; i++) {
long x = 2*i+81;
if(RTEXT[x] != 0)
MAXDIE=i+1;
}
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.setup=1;
game.blklin=true;
}