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). * 12600 words of message text (LINES, LINSIZ).
* 885 travel options (TRAVEL, TRVSIZ). * 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ). * 330 vocabulary words (KTAB, ATAB, TABSIZ).
* 185 locations (LTEXT, STEXT, KEY, COND, abbrev, game.atloc, LOCSND, LOCSIZ). * 185 locations (LTEXT, STEXT, KEY, COND, game.abbrev, game.atloc,
* 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (TWICE), PTEXT, game.prop, * LOCSND, LOCSIZ).
* OBJSND, OBJTXT). * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (twice),
* PTEXT, game.prop, OBJSND, OBJTXT).
* 35 "action" verbs (ACTSPK, VRBSIZ). * 35 "action" verbs (ACTSPK, VRBSIZ).
* 277 random messages (RTEXT, RTXSIZ). * 277 random messages (RTEXT, RTXSIZ).
* 12 different player classifications (CTEXT, CVAL, CLSMAX). * 12 different player classifications (CTEXT, CVAL, CLSMAX).
* 20 hints (game.hintlc, game.hinted, HINTS, HNTSIZ). * 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 * 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, * 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: * so there can't be more than 1000 words.) These upper limits are:
* 1000 non-synonymous vocabulary words * 1000 non-synonymous vocabulary words
* 300 locations * 300 locations
* 100 objects */ * 100 objects
* Note:
/* Note: * - the object count limit has been abstracted as NOBJECTS
* - the object count limit has been abstracted as NOBJECTS * - the random message limit has been abstracted as RTXSIZ
* - the random message limit has been abstracted as RTXSIZ * - maximum locations limit has been abstracted as LOCSIZ
* - maximum locations limit has been abstracted as LOCSIZ
*/ */
/* Description of the database format /* Description of the database format
@ -170,236 +170,224 @@
* %B = Variable number of blanks * %B = Variable number of blanks
* %! = The entire message should be suppressed */ * %! = 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) { for (i=1; i<=NOBJECTS; i++) {
if (oldstyle) game.place[i]=0;
printf("Initialising...\n"); game.prop[i]=0;
finish_init(); game.link[i+NOBJECTS]=game.link[i]=0;
} }
static int finish_init(void) { for (i=1; i<=LOCSIZ; i++) {
int i; game.abbrev[i]=0;
for (i=1; i<=NOBJECTS; i++) { if (!(LTEXT[i] == 0 || KEY[i] == 0)) {
game.place[i]=0; k=KEY[i];
game.prop[i]=0; if(MOD(labs(TRAVEL[k]),1000) == 1)COND[i]=2;
game.link[i]=0; }
{long x = i+NOBJECTS; game.link[x]=0;} game.atloc[i]=0;
} /* end loop */ }
for (i=1; i<=LOCSIZ; i++) { /* Set up the game.atloc and game.link arrays as described above.
game.abbrev[i]=0; * We'll use the DROP subroutine, which prefaces new objects on the
if (!(LTEXT[i] == 0 || KEY[i] == 0)) { * lists. Since we want things in the other order, we'll run the
K=KEY[i]; * loop backwards. If the object is in two locs, we drop it twice.
if(MOD(labs(TRAVEL[K]),1000) == 1)COND[i]=2; * This also sets up "game.place" and "fixed" as copies of "PLAC" and
} * "FIXD". Also, since two-placed objects are typically best
game.atloc[i]=0; * described last, we'll drop them first. */
} /* end loop */ for (i=1; i<=NOBJECTS; i++) {
k=NOBJECTS + 1 - i;
/* Set up the game.atloc and game.link arrays as described above. if(FIXD[k] > 0) {
* We'll use the DROP subroutine, which prefaces new objects on the DROP(k+NOBJECTS,FIXD[k]);
* lists. Since we want things in the other order, we'll run the DROP(k,PLAC[k]);
* 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;
for (i=1; i<=NOBJECTS; i++) { game.fixed[k]=FIXD[k];
K=NOBJECTS + 1 - i; if(PLAC[k] != 0 && FIXD[k] <= 0)
if(FIXD[K] > 0) { DROP(k,PLAC[k]);
DROP(K+NOBJECTS,FIXD[K]); }
DROP(K,PLAC[K]);
} /* Treasures, as noted earlier, are objects MINTRS through MAXTRS
} /* end loop */ * Their props are initially -1, and are set to 0 the first time
* they are described. game.tally keeps track of how many are
for (i=1; i<=NOBJECTS; i++) { * not yet found, so we know when to close the cave. */
K=NOBJECTS + 1 - i; game.tally=0;
game.fixed[K]=FIXD[K]; for (i=MINTRS; i<=MAXTRS; i++) {
if(PLAC[K] != 0 && FIXD[K] <= 0) if(PTEXT[i] != 0)
DROP(K,PLAC[K]); game.prop[i]= -1;
} /* end loop */ game.tally=game.tally-game.prop[i];
}
/* Treasures, as noted earlier, are objects MINTRS through MAXTRS
* Their props are initially -1, and are set to 0 the first time they are /* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
* described. game.tally keeps track of how many are not yet found, so we know * with cond bit i. game.hinted[i] is true iff hint i has been
* when to close the cave. */ * used. */
for (i=1; i<=HNTMAX; i++) {
game.tally=0; game.hinted[i]=false;
for (i=MINTRS; i<=MAXTRS; i++) { game.hintlc[i]=0;
if(PTEXT[i] != 0) }
game.prop[i]= -1;
game.tally=game.tally-game.prop[i]; /* Define some handy mnemonics. These correspond to object numbers. */
} /* end loop */ AXE=VOCWRD(12405,1);
BATTER=VOCWRD(201202005,1);
/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC BEAR=VOCWRD(2050118,1);
* with cond bit i. game.hinted[i] is true iff hint i has been BIRD=VOCWRD(2091804,1);
* used. */ BLOOD=VOCWRD(212151504,1);
BOTTLE=VOCWRD(215202012,1);
for (i=1; i<=HNTMAX; i++) { CAGE=VOCWRD(3010705,1);
game.hinted[i]=false; CAVITY=VOCWRD(301220920,1);
game.hintlc[i]=0; CHASM=VOCWRD(308011913,1);
} /* end loop */ CLAM=VOCWRD(3120113,1);
DOOR=VOCWRD(4151518,1);
/* Define some handy mnemonics. These correspond to object numbers. */ DRAGON=VOCWRD(418010715,1);
DWARF=VOCWRD(423011806,1);
AXE=VOCWRD(12405,1); FISSUR=VOCWRD(609191921,1);
BATTER=VOCWRD(201202005,1); FOOD=VOCWRD(6151504,1);
BEAR=VOCWRD(2050118,1); GRATE=VOCWRD(718012005,1);
BIRD=VOCWRD(2091804,1); KEYS=VOCWRD(11052519,1);
BLOOD=VOCWRD(212151504,1); KNIFE=VOCWRD(1114090605,1);
BOTTLE=VOCWRD(215202012,1); LAMP=VOCWRD(12011316,1);
CAGE=VOCWRD(3010705,1); MAGZIN=VOCWRD(1301070126,1);
CAVITY=VOCWRD(301220920,1); MESSAG=VOCWRD(1305191901,1);
CHASM=VOCWRD(308011913,1); MIRROR=VOCWRD(1309181815,1);
CLAM=VOCWRD(3120113,1); OGRE=VOCWRD(15071805,1);
DOOR=VOCWRD(4151518,1); OIL=VOCWRD(150912,1);
DRAGON=VOCWRD(418010715,1); OYSTER=VOCWRD(1525192005,1);
DWARF=VOCWRD(423011806,1); PILLOW=VOCWRD(1609121215,1);
FISSUR=VOCWRD(609191921,1); PLANT=VOCWRD(1612011420,1);
FOOD=VOCWRD(6151504,1); PLANT2=PLANT+1;
GRATE=VOCWRD(718012005,1); RESER=VOCWRD(1805190518,1);
KEYS=VOCWRD(11052519,1); ROD=VOCWRD(181504,1);
KNIFE=VOCWRD(1114090605,1); ROD2=ROD+1;
LAMP=VOCWRD(12011316,1); SIGN=VOCWRD(19090714,1);
MAGZIN=VOCWRD(1301070126,1); SNAKE=VOCWRD(1914011105,1);
MESSAG=VOCWRD(1305191901,1); STEPS=VOCWRD(1920051619,1);
MIRROR=VOCWRD(1309181815,1); TROLL=VOCWRD(2018151212,1);
OGRE=VOCWRD(15071805,1); TROLL2=TROLL+1;
OIL=VOCWRD(150912,1); URN=VOCWRD(211814,1);
OYSTER=VOCWRD(1525192005,1); VEND=VOCWRD(1755140409,1);
PILLOW=VOCWRD(1609121215,1); VOLCAN=VOCWRD(1765120301,1);
PLANT=VOCWRD(1612011420,1); WATER=VOCWRD(1851200518,1);
PLANT2=PLANT+1;
RESER=VOCWRD(1805190518,1); /* Objects from MINTRS through MAXTRS are treasures. Here are a few. */
ROD=VOCWRD(181504,1); AMBER=VOCWRD(113020518,1);
ROD2=ROD+1; CHAIN=VOCWRD(308010914,1);
SIGN=VOCWRD(19090714,1); CHEST=VOCWRD(308051920,1);
SNAKE=VOCWRD(1914011105,1); COINS=VOCWRD(315091419,1);
STEPS=VOCWRD(1920051619,1); EGGS=VOCWRD(5070719,1);
TROLL=VOCWRD(2018151212,1); EMRALD=VOCWRD(513051801,1);
TROLL2=TROLL+1; JADE=VOCWRD(10010405,1);
URN=VOCWRD(211814,1); NUGGET=VOCWRD(7151204,1);
VEND=VOCWRD(1755140409,1); PEARL=VOCWRD(1605011812,1);
VOLCAN=VOCWRD(1765120301,1); PYRAM=VOCWRD(1625180113,1);
WATER=VOCWRD(1851200518,1); RUBY=VOCWRD(18210225,1);
RUG=VOCWRD(182107,1);
/* Objects from 50 through whatever are treasures. Here are a few. */ SAPPH=VOCWRD(1901161608,1);
TRIDNT=VOCWRD(2018090405,1);
AMBER=VOCWRD(113020518,1); VASE=VOCWRD(22011905,1);
CHAIN=VOCWRD(308010914,1);
CHEST=VOCWRD(308051920,1); /* These are motion-verb numbers. */
COINS=VOCWRD(315091419,1); BACK=VOCWRD(2010311,0);
EGGS=VOCWRD(5070719,1); CAVE=VOCWRD(3012205,0);
EMRALD=VOCWRD(513051801,1); DPRSSN=VOCWRD(405161805,0);
JADE=VOCWRD(10010405,1); ENTER=VOCWRD(514200518,0);
NUGGET=VOCWRD(7151204,1); ENTRNC=VOCWRD(514201801,0);
PEARL=VOCWRD(1605011812,1); LOOK=VOCWRD(12151511,0);
PYRAM=VOCWRD(1625180113,1); NUL=VOCWRD(14211212,0);
RUBY=VOCWRD(18210225,1); STREAM=VOCWRD(1920180501,0);
RUG=VOCWRD(182107,1);
SAPPH=VOCWRD(1901161608,1); /* And some action verbs. */
TRIDNT=VOCWRD(2018090405,1); FIND=VOCWRD(6091404,2);
VASE=VOCWRD(22011905,1); INVENT=VOCWRD(914220514,2);
LOCK=VOCWRD(12150311,2);
/* These are motion-verb numbers. */ SAY=VOCWRD(190125,2);
THROW=VOCWRD(2008181523,2);
BACK=VOCWRD(2010311,0);
CAVE=VOCWRD(3012205,0); /* Initialise the dwarves. game.dloc is loc of dwarves,
DPRSSN=VOCWRD(405161805,0); * hard-wired in. game.odloc is prior loc of each dwarf,
ENTER=VOCWRD(514200518,0); * initially garbage. DALTLC is alternate initial loc for dwarf,
ENTRNC=VOCWRD(514201801,0); * in case one of them starts out on top of the adventurer. (No
LOOK=VOCWRD(12151511,0); * 2 of the 5 initial locs are adjacent.) game.dseen is true if
NUL=VOCWRD(14211212,0); * dwarf has seen him. game.dflag controls the level of
STREAM=VOCWRD(1920180501,0); * activation of all this:
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
/* And some action verbs. */ * 1 Reached Hall Of Mists, but hasn't met first dwarf
* 2 Met first dwarf, others start moving, no knives thrown yet
FIND=VOCWRD(6091404,2); * 3 A knife has been thrown (first set always misses)
INVENT=VOCWRD(914220514,2); * 3+ Dwarves are mad (increases their accuracy)
LOCK=VOCWRD(12150311,2); * Sixth dwarf is special (the pirate). He always starts at his
SAY=VOCWRD(190125,2); * chest's eventual location inside the maze. This loc is saved
THROW=VOCWRD(2008181523,2); * in game.chloc for ref. the dead end in the other maze has its
* loc stored in game.chloc2. */
/* Initialise the dwarves. game.dloc is loc of dwarves, hard-wired in. game.odloc is game.chloc=114;
* prior loc of each dwarf, initially garbage. DALTLC is alternate initial loc game.chloc2=140;
* for dwarf, in case one of them starts out on top of the adventurer. (No 2 for (i=1; i<=NDWARVES; i++) {
* of the 5 initial locs are adjacent.) game.dseen is true if dwarf has seen him. game.dseen[i]=false;
* game.dflag controls the level of activation of all this: }
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists) game.dflag=0;
* 1 Reached Hall Of Mists, but hasn't met first dwarf game.dloc[1]=19;
* 2 Met first dwarf, others start moving, no knives thrown yet game.dloc[2]=27;
* 3 A knife has been thrown (first set always misses) game.dloc[3]=33;
* 3+ Dwarves are mad (increases their accuracy) game.dloc[4]=44;
* Sixth dwarf is special (the pirate). He always starts at his chest's game.dloc[5]=64;
* eventual location inside the maze. This loc is saved in game.chloc for ref. game.dloc[6]=game.chloc;
* the dead end in the other maze has its loc stored in game.chloc2. */
/* Other random flags and counters, as follows:
game.chloc=114; * game.abbnum How often we should print non-abbreviated descriptions
game.chloc2=140; * game.bonus Used to determine amount of bonus if he reaches closing
for (i=1; i<=NDWARVES; i++) { * game.clock1 Number of turns from finding last treasure till closing
game.dseen[i]=false; * game.clock2 Number of turns from first warning till blinding flash
} /* end loop */ * game.conds Min value for cond(loc) if loc has any hints
game.dflag=0; * game.detail How often we've said "not allowed to give more detail"
game.dloc[1]=19; * game.dkill # of dwarves killed (unused in scoring, needed for msg)
game.dloc[2]=27; * game.foobar Current progress in saying "FEE FIE FOE FOO".
game.dloc[3]=33; * game.holdng Number of objects being carried
game.dloc[4]=44; * igo How many times he's said "go XXX" instead of "XXX"
game.dloc[5]=64; * game.iwest How many times he's said "west" instead of "w"
game.dloc[6]=game.chloc; * game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
* game.limit Lifetime of lamp (not set here)
/* Other random flags and counters, as follows: * MAXDIE Number of reincarnation messages available (up to 5)
* game.abbnum How often we should print non-abbreviated descriptions * game.numdie Number of times killed so far
* game.bonus Used to determine amount of bonus if he reaches closing * game.thresh Next #turns threshhold (-1 if none)
* game.clock1 Number of turns from finding last treasure till closing * game.trndex Index in TRNVAL of next threshold (db section 14)
* game.clock2 Number of turns from first warning till blinding flash * game.trnluz # points lost so far due to number of turns used
* game.conds Min value for cond(loc) if loc has any hints * game.turns Tallies how many commands he's given (ignores yes/no)
* game.detail How often we've said "not allowed to give more detail" * Logicals were explained earlier */
* game.dkill # of dwarves killed (unused in scoring, needed for msg) game.turns=0;
* game.foobar Current progress in saying "FEE FIE FOE FOO". game.trndex=1;
* game.holdng Number of objects being carried game.thresh= -1;
* igo How many times he's said "go XXX" instead of "XXX" if (TRNVLS > 0)
* game.iwest How many times he's said "west" instead of "w" game.thresh=MOD(TRNVAL[1],100000)+1;
* game.knfloc 0 if no knife here, loc if knife here, -1 after caveat game.trnluz=0;
* game.limit Lifetime of lamp (not set here) game.lmwarn=false;
* MAXDIE Number of reincarnation messages available (up to 5) game.iwest=0;
* game.numdie Number of times killed so far game.knfloc=0;
* game.thresh Next #turns threshhold (-1 if none) game.detail=0;
* game.trndex Index in TRNVAL of next threshhold (section 14 of database) game.abbnum=5;
* game.trnluz # points lost so far due to number of turns used for (i=0; i<=4; i++) {
* game.turns Tallies how many commands he's given (ignores yes/no) long x = 2*i+81;
* Logicals were explained earlier */ if(RTEXT[x] != 0)
MAXDIE=i+1;
game.turns=0; }
game.trndex=1; game.numdie=0;
game.thresh= -1; game.holdng=0;
if(TRNVLS > 0)game.thresh=MOD(TRNVAL[1],100000)+1; game.dkill=0;
game.trnluz=0; game.foobar=0;
game.lmwarn=false; game.bonus=0;
game.iwest=0; game.clock1=30;
game.knfloc=0; game.clock2=50;
game.detail=0; game.conds=SETBIT(11);
game.abbnum=5; game.saved=0;
for (i=0; i<=4; i++) { game.closng=false;
{long x = 2*i+81; if(RTEXT[x] != 0)MAXDIE=i+1;} game.panic=false;
} /* end loop */ game.closed=false;
game.numdie=0; game.clshnt=false;
game.holdng=0; game.novice=false;
game.dkill=0; game.setup=1;
game.foobar=0; game.blklin=true;
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 */
} }