Fix up case on all comments to make them more readable. No code changes.

The all-capsing was a FORTRAN remnant.Also, we change a few FORTRANisms
so they are less confusing in this C context; ".TRUE." and ".FALSE." become
"true" and "false", "MOD" is mapped to % in places tha t are like C expressions
and (usually) "modulo" in places that aren't.
This commit is contained in:
Eric S. Raymond 2017-05-21 13:12:24 -04:00
parent 809f53d099
commit 18767d52dd
7 changed files with 690 additions and 690 deletions

458
init.c
View file

@ -6,161 +6,161 @@
#include <stdbool.h>
/*
* INITIALISATION
* Initialisation
*/
/* CURRENT LIMITS:
* 12500 WORDS OF MESSAGE TEXT (LINES, LINSIZ).
* 885 TRAVEL OPTIONS (TRAVEL, TRVSIZ).
* 330 VOCABULARY WORDS (KTAB, ATAB, TABSIZ).
* 185 LOCATIONS (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSND, LOCSIZ).
* 100 OBJECTS (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
/* Current limits:
* 12500 words of message text (LINES, LINSIZ).
* 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
* 185 locations (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSND, LOCSIZ).
* 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
* OBJSND, OBJTXT).
* 35 "ACTION" VERBS (ACTSPK, VRBSIZ).
* 277 RANDOM MESSAGES (RTEXT, RTXSIZ).
* 12 DIFFERENT PLAYER CLASSIFICATIONS (CTEXT, CVAL, CLSMAX).
* 20 HINTS (HINTLC, HINTED, HINTS, HNTSIZ).
* 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 */
* 35 "action" verbs (ACTSPK, VRBSIZ).
* 277 random messages (RTEXT, RTXSIZ).
* 12 different player classifications (CTEXT, CVAL, CLSMAX).
* 20 hints (HINTLC, HINTED, HINTS, HNTSIZ).
* 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 */
/* DESCRIPTION OF THE DATABASE FORMAT
/* Description of the database format
*
*
* THE DATA FILE CONTAINS SEVERAL SECTIONS. EACH BEGINS WITH A LINE CONTAINING
* A NUMBER IDENTIFYING THE SECTION, AND ENDS WITH A LINE CONTAINING "-1".
* The data file contains several sections. each begins with a line containing
* a number identifying the section, and ends with a line containing "-1".
*
* SECTION 1: LONG FORM DESCRIPTIONS. EACH LINE CONTAINS A LOCATION NUMBER,
* A TAB, AND A LINE OF TEXT. THE SET OF (NECESSARILY ADJACENT) LINES
* WHOSE NUMBERS ARE X FORM THE LONG DESCRIPTION OF LOCATION X.
* SECTION 2: SHORT FORM DESCRIPTIONS. SAME FORMAT AS LONG FORM. NOT ALL
* PLACES HAVE SHORT DESCRIPTIONS.
* SECTION 3: TRAVEL TABLE. EACH LINE CONTAINS A LOCATION NUMBER (X), A SECOND
* LOCATION NUMBER (Y), AND A LIST OF MOTION NUMBERS (SEE SECTION 4).
* EACH MOTION REPRESENTS A VERB WHICH WILL GO TO Y IF CURRENTLY AT X.
* Y, IN TURN, IS INTERPRETED AS FOLLOWS. LET M=Y/1000, N=Y MOD 1000.
* IF N<=300 IT IS THE LOCATION TO GO TO.
* IF 300<N<=500 N-300 IS USED IN A COMPUTED GOTO TO
* A SECTION OF SPECIAL CODE.
* IF N>500 MESSAGE N-500 FROM SECTION 6 IS PRINTED,
* AND HE STAYS WHEREVER HE IS.
* MEANWHILE, M SPECIFIES THE CONDITIONS ON THE MOTION.
* IF M=0 IT'S UNCONDITIONAL.
* IF 0<M<100 IT IS DONE WITH M% PROBABILITY.
* IF M=100 UNCONDITIONAL, BUT FORBIDDEN TO DWARVES.
* IF 100<M<=200 HE MUST BE CARRYING OBJECT M-100.
* IF 200<M<=300 MUST BE CARRYING OR IN SAME ROOM AS M-200.
* IF 300<M<=400 PROP(M MOD 100) MUST *NOT* BE 0.
* IF 400<M<=500 PROP(M MOD 100) MUST *NOT* BE 1.
* IF 500<M<=600 PROP(M MOD 100) MUST *NOT* BE 2, ETC.
* IF THE CONDITION (IF ANY) IS NOT MET, THEN THE NEXT *DIFFERENT*
* "DESTINATION" VALUE IS USED (UNLESS IT FAILS TO MEET *ITS* CONDITIONS,
* IN WHICH CASE THE NEXT IS FOUND, ETC.). TYPICALLY, THE NEXT DEST WILL
* BE FOR ONE OF THE SAME VERBS, SO THAT ITS ONLY USE IS AS THE ALTERNATE
* DESTINATION FOR THOSE VERBS. FOR INSTANCE:
* Section 1: Long form descriptions. Each line contains a location number,
* a tab, and a line of text. The set of (necessarily adjacent) lines
* whose numbers are X form the long description of location X.
* Section 2: Short form descriptions. Same format as long form. Not all
* places have short descriptions.
* Section 3: Travel table. Each line contains a location number (X), a second
* location number (Y), and a list of motion numbers (see section 4).
* each motion represents a verb which will go to Y if currently at X.
* Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
* If N<=300 it is the location to go to.
* If 300<N<=500 N-300 is used in a computed goto to
* a section of special code.
* If N>500 message N-500 from section 6 is printed,
* and he stays wherever he is.
* Meanwhile, M specifies the conditions on the motion.
* If M=0 it's unconditional.
* If 0<M<100 it is done with M% probability.
* If M=100 unconditional, but forbidden to dwarves.
* If 100<M<=200 he must be carrying object M-100.
* If 200<M<=300 must be carrying or in same room as M-200.
* If 300<M<=400 PROP(M % 100) must *not* be 0.
* If 400<M<=500 PROP(M % 100) must *not* be 1.
* If 500<M<=600 PROP(M % 100) must *not* be 2, etc.
* If the condition (if any) is not met, then the next *different*
* "destination" value is used (unless it fails to meet *its* conditions,
* in which case the next is found, etc.). Typically, the next dest will
* be for one of the same verbs, so that its only use is as the alternate
* destination for those verbs. For instance:
* 15 110022 29 31 34 35 23 43
* 15 14 29
* THIS SAYS THAT, FROM LOC 15, ANY OF THE VERBS 29, 31, ETC., WILL TAKE
* HIM TO 22 IF HE'S CARRYING OBJECT 10, AND OTHERWISE WILL GO TO 14.
* This says that, from loc 15, any of the verbs 29, 31, etc., will take
* him to 22 if he's carrying object 10, and otherwise will go to 14.
* 11 303008 49
* 11 9 50
* THIS SAYS THAT, FROM 11, 49 TAKES HIM TO 8 UNLESS PROP(3)=0, IN WHICH
* CASE HE GOES TO 9. VERB 50 TAKES HIM TO 9 REGARDLESS OF PROP(3).
* SECTION 4: VOCABULARY. EACH LINE CONTAINS A NUMBER (N), A TAB, AND A
* FIVE-LETTER WORD. CALL M=N/1000. IF M=0, THEN THE WORD IS A MOTION
* VERB FOR USE IN TRAVELLING (SEE SECTION 3). ELSE, IF M=1, THE WORD IS
* AN OBJECT. ELSE, IF M=2, THE WORD IS AN ACTION VERB (SUCH AS "CARRY"
* OR "ATTACK"). ELSE, IF M=3, THE WORD IS A SPECIAL CASE VERB (SUCH AS
* "DIG") AND N MOD 1000 IS AN INDEX INTO SECTION 6. OBJECTS FROM 50 TO
* (CURRENTLY, ANYWAY) 79 ARE CONSIDERED TREASURES (FOR PIRATE, CLOSEOUT).
* SECTION 5: OBJECT DESCRIPTIONS. EACH LINE CONTAINS A NUMBER (N), A TAB,
* AND A MESSAGE. IF N IS FROM 1 TO 100, THE MESSAGE IS THE "INVENTORY"
* MESSAGE FOR OBJECT N. OTHERWISE, N SHOULD BE 000, 100, 200, ETC., AND
* THE MESSAGE SHOULD BE THE DESCRIPTION OF THE PRECEDING OBJECT WHEN ITS
* PROP VALUE IS N/100. THE N/100 IS USED ONLY TO DISTINGUISH MULTIPLE
* MESSAGES FROM MULTI-LINE MESSAGES; THE PROP INFO ACTUALLY REQUIRES ALL
* MESSAGES FOR AN OBJECT TO BE PRESENT AND CONSECUTIVE. PROPERTIES WHICH
* PRODUCE NO MESSAGE SHOULD BE GIVEN THE MESSAGE ">$<".
* SECTION 6: ARBITRARY MESSAGES. SAME FORMAT AS SECTIONS 1, 2, AND 5, EXCEPT
* THE NUMBERS BEAR NO RELATION TO ANYTHING (EXCEPT FOR SPECIAL VERBS
* IN SECTION 4).
* SECTION 7: OBJECT LOCATIONS. EACH LINE CONTAINS AN OBJECT NUMBER AND ITS
* INITIAL LOCATION (ZERO (OR OMITTED) IF NONE). IF THE OBJECT IS
* IMMOVABLE, THE LOCATION IS FOLLOWED BY A "-1". IF IT HAS TWO LOCATIONS
* (E.G. THE GRATE) THE FIRST LOCATION IS FOLLOWED WITH THE SECOND, AND
* THE OBJECT IS ASSUMED TO BE IMMOVABLE.
* SECTION 8: ACTION DEFAULTS. EACH LINE CONTAINS AN "ACTION-VERB" NUMBER AND
* THE INDEX (IN SECTION 6) OF THE DEFAULT MESSAGE FOR THE VERB.
* SECTION 9: LOCATION ATTRIBUTES. EACH LINE CONTAINS A NUMBER (N) AND UP TO
* 20 LOCATION NUMBERS. BIT N (WHERE 0 IS THE UNITS BIT) IS SET IN
* COND(LOC) FOR EACH LOC GIVEN. THE COND BITS CURRENTLY ASSIGNED ARE:
* 0 LIGHT
* 1 IF BIT 2 IS ON: ON FOR OIL, OFF FOR WATER
* 2 LIQUID ASSET, SEE BIT 1
* 3 PIRATE DOESN'T GO HERE UNLESS FOLLOWING PLAYER
* 4 CANNOT USE "BACK" TO MOVE AWAY
* BITS PAST 10 INDICATE AREAS OF INTEREST TO "HINT" ROUTINES:
* 11 TRYING TO GET INTO CAVE
* 12 TRYING TO CATCH BIRD
* 13 TRYING TO DEAL WITH SNAKE
* 14 LOST IN MAZE
* 15 PONDERING DARK ROOM
* 16 AT WITT'S END
* 17 CLIFF WITH URN
* 18 LOST IN FOREST
* 19 TRYING TO DEAL WITH OGRE
* 20 FOUND ALL TREASURES EXCEPT JADE
* COND(LOC) IS SET TO 2, OVERRIDING ALL OTHER BITS, IF LOC HAS FORCED
* MOTION.
* SECTION 10: CLASS MESSAGES. EACH LINE CONTAINS A NUMBER (N), A TAB, AND A
* MESSAGE DESCRIBING A CLASSIFICATION OF PLAYER. THE SCORING SECTION
* SELECTS THE APPROPRIATE MESSAGE, WHERE EACH MESSAGE IS CONSIDERED TO
* APPLY TO PLAYERS WHOSE SCORES ARE HIGHER THAN THE PREVIOUS N BUT NOT
* HIGHER THAN THIS N. NOTE THAT THESE SCORES PROBABLY CHANGE WITH EVERY
* MODIFICATION (AND PARTICULARLY EXPANSION) OF THE PROGRAM.
* SECTION 11: HINTS. EACH LINE CONTAINS A HINT NUMBER (ADD 10 TO GET COND
* BIT; SEE SECTION 9), THE NUMBER OF TURNS HE MUST BE AT THE RIGHT LOC(S)
* BEFORE TRIGGERING THE HINT, THE POINTS DEDUCTED FOR TAKING THE HINT,
* THE MESSAGE NUMBER (SECTION 6) OF THE QUESTION, AND THE MESSAGE NUMBER
* OF THE HINT. THESE VALUES ARE STASHED IN THE "HINTS" ARRAY. HNTMAX IS
* SET TO THE MAX HINT NUMBER (<= HNTSIZ).
* SECTION 12: UNUSED IN THIS VERSION.
* SECTION 13: SOUNDS AND TEXT. EACH LINE CONTAINS EITHER 2 OR 3 NUMBERS. IF
* 2 (CALL THEM N AND S), N IS A LOCATION AND MESSAGE ABS(S) FROM SECTION
* 6 IS THE SOUND HEARD THERE. IF S<0, THE SOUND THERE DROWNS OUT ALL
* OTHER NOISES. IF 3 NUMBERS (CALL THEM N, S, AND T), N IS AN OBJECT
* NUMBER AND S+PROP(N) IS THE PROPERTY MESSAGE (FROM SECTION 5) IF HE
* LISTENS TO THE OBJECT, AND T+PROP(N) IS THE TEXT IF HE READS IT. IF
* S OR T IS -1, THE OBJECT HAS NO SOUND OR TEXT, RESPECTIVELY. NEITHER
* S NOR T IS ALLOWED TO BE 0.
* SECTION 14: TURN THRESHHOLDS. EACH LINE CONTAINS A NUMBER (N), A TAB, AND
* A MESSAGE BERATING THE PLAYER FOR TAKING SO MANY TURNS. THE MESSAGES
* MUST BE IN THE PROPER (ASCENDING) ORDER. THE MESSAGE GETS PRINTED IF
* THE PLAYER EXCEEDS N MOD 100000 TURNS, AT WHICH TIME N/100000 POINTS
* GET DEDUCTED FROM HIS SCORE.
* SECTION 0: END OF DATABASE. */
* This says that, from 11, 49 takes him to 8 unless PROP(3)=0, in which
* case he goes to 9. Verb 50 takes him to 9 regardless of PROP(3).
* Section 4: Vocabulary. Each line contains a number (n), a tab, and a
* five-letter word. Call M=N/1000. If M=0, then the word is a motion
* verb for use in travelling (see section 3). Else, if M=1, the word is
* an object. Else, if M=2, the word is an action verb (such as "carry"
* or "attack"). Else, if M=3, the word is a special case verb (such as
* "dig") and N % 1000 is an index into section 6. Objects from 50 to
* (currently, anyway) 79 are considered treasures (for pirate, closeout).
* Section 5: Object descriptions. Each line contains a number (N), a tab,
* and a message. If N is from 1 to 100, the message is the "inventory"
* message for object n. Otherwise, N should be 000, 100, 200, etc., and
* the message should be the description of the preceding object when its
* prop value is N/100. The N/100 is used only to distinguish multiple
* messages from multi-line messages; the prop info actually requires all
* messages for an object to be present and consecutive. Properties which
* produce no message should be given the message ">$<".
* Section 6: Arbitrary messages. Same format as sections 1, 2, and 5, except
* the numbers bear no relation to anything (except for special verbs
* in section 4).
* Section 7: Object locations. Each line contains an object number and its
* initial location (zero (or omitted) if none). If the object is
* immovable, the location is followed by a "-1". If it has two locations
* (e.g. the grate) the first location is followed with the second, and
* the object is assumed to be immovable.
* Section 8: Action defaults. Each line contains an "action-verb" number and
* the index (in section 6) of the default message for the verb.
* Section 9: Location attributes. Each line contains a number (n) and up to
* 20 location numbers. Bit N (where 0 is the units bit) is set in
* COND(LOC) for each loc given. The cond bits currently assigned are:
* 0 Light
* 1 If bit 2 is on: on for oil, off for water
* 2 Liquid asset, see bit 1
* 3 Pirate doesn't go here unless following player
* 4 Cannot use "back" to move away
* Bits past 10 indicate areas of interest to "hint" routines:
* 11 Trying to get into cave
* 12 Trying to catch bird
* 13 Trying to deal with snake
* 14 Lost in maze
* 15 Pondering dark room
* 16 At witt's end
* 17 Cliff with urn
* 18 Lost in forest
* 19 Trying to deal with ogre
* 20 Found all treasures except jade
* COND(LOC) is set to 2, overriding all other bits, if loc has forced
* motion.
* Section 10: Class messages. Each line contains a number (n), a tab, and a
* message describing a classification of player. The scoring section
* selects the appropriate message, where each message is considered to
* apply to players whose scores are higher than the previous N but not
* higher than this N. Note that these scores probably change with every
* modification (and particularly expansion) of the program.
* SECTION 11: Hints. Each line contains a hint number (add 10 to get cond
* bit; see section 9), the number of turns he must be at the right loc(s)
* before triggering the hint, the points deducted for taking the hint,
* the message number (section 6) of the question, and the message number
* of the hint. These values are stashed in the "hints" array. HNTMAX is
* set to the max hint number (<= HNTSIZ).
* Section 12: Unused in this version.
* Section 13: Sounds and text. Each line contains either 2 or 3 numbers. If
* 2 (call them N and S), N is a location and message ABS(S) from section
* 6 is the sound heard there. If S<0, the sound there drowns out all
* other noises. If 3 numbers (call them N, S, and T), N is an object
* number and S+PROP(N) is the property message (from section 5) if he
* listens to the object, and T+PROP(N) is the text if he reads it. If
* S or T is -1, the object has no sound or text, respectively. Neither
* S nor T is allowed to be 0.
* Section 14: Turn threshholds. Each line contains a number (N), a tab, and
* a message berating the player for taking so many turns. The messages
* must be in the proper (ascending) order. The message gets printed if
* the player exceeds N % 100000 turns, at which time N/100000 points
* get deducted from his score.
* Section 0: End of database. */
/* THE VARIOUS MESSAGES (SECTIONS 1, 2, 5, 6, ETC.) MAY INCLUDE CERTAIN
* SPECIAL CHARACTER SEQUENCES TO DENOTE THAT THE PROGRAM MUST PROVIDE
* PARAMETERS TO INSERT INTO A MESSAGE WHEN THE MESSAGE IS PRINTED. THESE
* SEQUENCES ARE:
* %S = THE LETTER 'S' OR NOTHING (IF A GIVEN VALUE IS EXACTLY 1)
* %W = A WORD (UP TO 10 CHARACTERS)
* %L = A WORD MAPPED TO LOWER-CASE LETTERS
* %U = A WORD MAPPED TO UPPER-CASE LETTERS
* %C = A WORD MAPPED TO LOWER-CASE, FIRST LETTER CAPITALISED
* %T = SEVERAL WORDS OF TEXT, ENDING WITH A WORD OF -1
* %1 = A 1-DIGIT NUMBER
* %2 = A 2-DIGIT NUMBER
/* The various messages (sections 1, 2, 5, 6, etc.) may include certain
* special character sequences to denote that the program must provide
* parameters to insert into a message when the message is printed. these
* sequences are:
* %S = The letter 'S' or nothing (if a given value is exactly 1)
* %W = A word (up to 10 characters)
* %L = A word mapped to lower-case letters
* %U = A word mapped to upper-case letters
* %C = A word mapped to lower-case, first letter capitalised
* %T = Several words of text, ending with a word of -1
* %1 = A 1-digit number
* %2 = A 2-digit number
* ...
* %9 = A 9-DIGIT NUMBER
* %B = VARIABLE NUMBER OF BLANKS
* %! = THE ENTIRE MESSAGE SHOULD BE SUPPRESSED */
* %9 = A 9-digit number
* %B = Variable number of blanks
* %! = The entire message should be suppressed */
static bool quick_init(void);
static int raw_init(void);
@ -178,15 +178,15 @@ void initialise(void) {
static int raw_init(void) {
printf("Couldn't find adventure.data, using adventure.text...\n");
/* CLEAR OUT THE VARIOUS TEXT-POINTER ARRAYS. ALL TEXT IS STORED IN ARRAY
* LINES; EACH LINE IS PRECEDED BY A WORD POINTING TO THE NEXT POINTER (I.E.
* THE WORD FOLLOWING THE END OF THE LINE). THE POINTER IS NEGATIVE IF THIS IS
* FIRST LINE OF A MESSAGE. THE TEXT-POINTER ARRAYS CONTAIN INDICES OF
* POINTER-WORDS IN LINES. STEXT(N) IS SHORT DESCRIPTION OF LOCATION N.
* LTEXT(N) IS LONG DESCRIPTION. PTEXT(N) POINTS TO MESSAGE FOR PROP(N)=0.
* SUCCESSIVE PROP MESSAGES ARE FOUND BY CHASING POINTERS. RTEXT CONTAINS
* SECTION 6'S STUFF. CTEXT(N) POINTS TO A PLAYER-CLASS MESSAGE. TTEXT IS FOR
* SECTION 14. WE ALSO CLEAR COND (SEE DESCRIPTION OF SECTION 9 FOR DETAILS). */
/* Clear out the various text-pointer arrays. All text is stored in array
* lines; each line is preceded by a word pointing to the next pointer (i.e.
* the word following the end of the line). The pointer is negative if this is
* first line of a message. The text-pointer arrays contain indices of
* pointer-words in lines. STEXT(N) is short description of location N.
* LTEXT(N) is long description. PTEXT(N) points to message for PROP(N)=0.
* Successive prop messages are found by chasing pointers. RTEXT contains
* section 6's stuff. CTEXT(N) points to a player-class message. TTEXT is for
* section 14. We also clear COND (see description of section 9 for details). */
/* 1001 */ for (I=1; I<=300; I++) {
if(I <= 100)PTEXT[I]=0;
@ -208,7 +208,7 @@ L1001: /*etc*/ ;
CLSSES=0;
TRNVLS=0;
/* START NEW DATA SECTION. SECT IS THE SECTION NUMBER. */
/* Start new data section. sect is the section number. */
L1002: SECT=GETNUM(1);
OLDLOC= -1;
@ -221,7 +221,7 @@ L1002: SECT=GETNUM(1);
* (10) (11) (12) (13) (14) */
BUG(9);
/* SECTIONS 1, 2, 5, 6, 10, 14. READ MESSAGES AND SET UP POINTERS. */
/* Sections 1, 2, 5, 6, 10, 14. Read messages and set up pointers. */
L1004: KK=LINUSE;
L1005: LINUSE=KK;
@ -269,11 +269,11 @@ L1014: TRNVLS=TRNVLS+1;
TRNVAL[TRNVLS]=LOC;
goto L1005;
/* THE STUFF FOR SECTION 3 IS ENCODED HERE. EACH "FROM-LOCATION" GETS A
* CONTIGUOUS SECTION OF THE "TRAVEL" ARRAY. EACH ENTRY IN TRAVEL IS
* NEWLOC*1000 + KEYWORD (FROM SECTION 4, MOTION VERBS), AND IS NEGATED IF
* THIS IS THE LAST ENTRY FOR THIS LOCATION. KEY(N) IS THE INDEX IN TRAVEL
* OF THE FIRST OPTION AT LOCATION N. */
/* The stuff for section 3 is encoded here. Each "from-location" gets a
* contiguous section of the "TRAVEL" array. each entry in travel is
* NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
* this is the last entry for this location. KEY(N) is the index in travel
* of the first option at location N. */
L1030: LOC=GETNUM(1);
if(LOC == -1) goto L1002;
@ -291,12 +291,12 @@ L1035: L=GETNUM(0);
L1039: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
goto L1030;
/* HERE WE READ IN THE VOCABULARY. KTAB(N) IS THE WORD NUMBER, ATAB(N) IS
* THE CORRESPONDING WORD. THE -1 AT THE END OF SECTION 4 IS LEFT IN KTAB
* AS AN END-MARKER. THE WORDS ARE GIVEN A MINIMAL HASH TO MAKE DECIPHERING
* THE CORE-IMAGE HARDER. (WE DON'T USE GETTXT'S HASH SINCE THAT WOULD FORCE
* US TO HASH EACH INPUT LINE TO MAKE COMPARISONS WORK, AND THAT IN TURN
* WOULD MAKE IT HARDER TO DETECT PARTICULAR INPUT WORDS.) */
/* Here we read in the vocabulary. KTAB(N) is the word number, ATAB(N) is
* the corresponding word. The -1 at the end of section 4 is left in KTAB
* as an end-marker. The words are given a minimal hash to make deciphering
* the core-image harder. (We don't use gettxt's hash since that would force
* us to hash each input line to make comparisons work, and that in turn
* would make it harder to detect particular input words.) */
L1040: J=10000;
/* 1042 */ for (TABNDX=1; TABNDX<=TABSIZ; TABNDX++) {
@ -307,9 +307,9 @@ L1042: ATAB[TABNDX]=GETTXT(true,true,true,0)+J*J;
} /* end loop */
BUG(4);
/* READ IN THE INITIAL LOCATIONS FOR EACH OBJECT. ALSO THE IMMOVABILITY INFO.
* PLAC CONTAINS INITIAL LOCATIONS OF OBJECTS. FIXD IS -1 FOR IMMOVABLE
* OBJECTS (INCLUDING THE SNAKE), OR = SECOND LOC FOR TWO-PLACED OBJECTS. */
/* Read in the initial locations for each object. Also the immovability info.
* plac contains initial locations of objects. FIXD is -1 for immovable
* objects (including the snake), or = second loc for two-placed objects. */
L1050: OBJ=GETNUM(1);
if(OBJ == -1) goto L1002;
@ -317,14 +317,14 @@ L1050: OBJ=GETNUM(1);
FIXD[OBJ]=GETNUM(0);
goto L1050;
/* READ DEFAULT MESSAGE NUMBERS FOR ACTION VERBS, STORE IN ACTSPK. */
/* Read default message numbers for action verbs, store in ACTSPK. */
L1060: VERB=GETNUM(1);
if(VERB == -1) goto L1002;
ACTSPK[VERB]=GETNUM(0);
goto L1060;
/* READ INFO ABOUT AVAILABLE LIQUIDS AND OTHER CONDITIONS, STORE IN COND. */
/* Read info about available liquids and other conditions, store in COND. */
L1070: K=GETNUM(1);
if(K == -1) goto L1002;
@ -334,7 +334,7 @@ L1071: LOC=GETNUM(0);
COND[LOC]=COND[LOC]+SETBIT(K);
goto L1071;
/* READ DATA FOR HINTS. */
/* Read data for hints. */
L1080: HNTMAX=0;
L1081: K=GETNUM(1);
@ -346,7 +346,7 @@ L1083: HINTS[K][I] =GETNUM(0);
HNTMAX=(HNTMAX>K ? HNTMAX : K);
goto L1081;
/* READ THE SOUND/TEXT INFO, STORE IN OBJSND, OBJTXT, LOCSND. */
/* Read the sound/text info, store in OBJSND, OBJTXT, LOCSND. */
L1090: K=GETNUM(1);
if(K == -1) goto L1002;
@ -361,15 +361,15 @@ L1092: LOCSND[K]=KK;
goto L1090;
}
/* FINISH CONSTRUCTING INTERNAL DATA FORMAT */
/* Finish constructing internal data format */
/* HAVING READ IN THE DATABASE, CERTAIN THINGS ARE NOW CONSTRUCTED. PROPS ARE
* SET TO ZERO. WE FINISH SETTING UP COND BY CHECKING FOR FORCED-MOTION TRAVEL
* ENTRIES. THE PLAC AND FIXD ARRAYS ARE USED TO SET UP ATLOC(N) AS THE FIRST
* OBJECT AT LOCATION N, AND LINK(OBJ) AS THE NEXT OBJECT AT THE SAME LOCATION
* AS OBJ. (OBJ>100 INDICATES THAT FIXED(OBJ-100)=LOC; LINK(OBJ) IS STILL THE
* CORRECT LINK TO USE.) ABB IS ZEROED; IT CONTROLS WHETHER THE ABBREVIATED
* DESCRIPTION IS PRINTED. COUNTS MOD 5 UNLESS "LOOK" IS USED. */
/* Having read in the database, certain things are now constructed. PROPS are
* set to zero. We finish setting up COND by checking for forced-motion travel
* entries. The PLAC and FIXD arrays are used to set up ATLOC(N) as the first
* object at location N, and LINK(OBJ) as the next object at the same location
* as OBJ. (OBJ>100 indicates that FIXED(OBJ-100)=LOC; LINK(OBJ) is still the
* correct link to use.) ABB is zeroed; it controls whether the abbreviated
* description is printed. Counts modulo 5 unless "LOOK" is used. */
static int finish_init(void) {
/* 1101 */ for (I=1; I<=100; I++) {
@ -387,12 +387,12 @@ L1101: {long x = I+100; LINK[x]=0;}
L1102: ATLOC[I]=0;
} /* end loop */
/* SET UP THE ATLOC AND 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 "PLACE" AND "FIXED" AS COPIES OF
* "PLAC" AND "FIXD". ALSO, SINCE TWO-PLACED OBJECTS ARE TYPICALLY BEST
* DESCRIBED LAST, WE'LL DROP THEM FIRST. */
/* Set up the ATLOC and 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 "PLACE" and "fixed" as copies of
* "PLAC" and "FIXD". Also, since two-placed objects are typically best
* described last, we'll drop them first. */
/* 1106 */ for (I=1; I<=100; I++) {
K=101-I;
@ -408,10 +408,10 @@ L1106: /*etc*/ ;
L1107: if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]);
} /* end loop */
/* TREASURES, AS NOTED EARLIER, ARE OBJECTS 50 THROUGH MAXTRS (CURRENTLY 79).
* THEIR PROPS ARE INITIALLY -1, AND ARE SET TO 0 THE FIRST TIME THEY ARE
* DESCRIBED. TALLY KEEPS TRACK OF HOW MANY ARE NOT YET FOUND, SO WE KNOW
* WHEN TO CLOSE THE CAVE. */
/* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79).
* Their props are initially -1, and are set to 0 the first time they are
* described. TALLY keeps track of how many are not yet found, so we know
* when to close the cave. */
MAXTRS=79;
TALLY=0;
@ -420,15 +420,15 @@ L1107: if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]);
L1200: TALLY=TALLY-PROP[I];
} /* end loop */
/* CLEAR THE HINT STUFF. HINTLC(I) IS HOW LONG HE'S BEEN AT LOC WITH COND BIT
* I. HINTED(I) IS TRUE IFF HINT I HAS BEEN USED. */
/* Clear the hint stuff. HINTLC(I) is how long he's been at LOC with cond bit
* I. HINTED(I) is true iff hint I has been used. */
/* 1300 */ for (I=1; I<=HNTMAX; I++) {
HINTED[I]=false;
L1300: HINTLC[I]=0;
} /* end loop */
/* DEFINE SOME HANDY MNEMONICS. THESE CORRESPOND TO OBJECT NUMBERS. */
/* Define some handy mnemonics. these correspond to object numbers. */
AXE=VOCWRD(12405,1);
BATTER=VOCWRD(201202005,1);
@ -471,7 +471,7 @@ L1300: HINTLC[I]=0;
VOLCAN=VOCWRD(1765120301,1);
WATER=VOCWRD(1851200518,1);
/* OBJECTS FROM 50 THROUGH WHATEVER ARE TREASURES. HERE ARE A FEW. */
/* Objects from 50 through whatever are treasures. Here are a few. */
AMBER=VOCWRD(113020518,1);
CHAIN=VOCWRD(308010914,1);
@ -489,7 +489,7 @@ L1300: HINTLC[I]=0;
TRIDNT=VOCWRD(2018090405,1);
VASE=VOCWRD(22011905,1);
/* THESE ARE MOTION-VERB NUMBERS. */
/* These are motion-verb numbers. */
BACK=VOCWRD(2010311,0);
CAVE=VOCWRD(3012205,0);
@ -500,7 +500,7 @@ L1300: HINTLC[I]=0;
NUL=VOCWRD(14211212,0);
STREAM=VOCWRD(1920180501,0);
/* AND SOME ACTION VERBS. */
/* And some action verbs. */
FIND=VOCWRD(6091404,2);
INVENT=VOCWRD(914220514,2);
@ -508,19 +508,19 @@ L1300: HINTLC[I]=0;
SAY=VOCWRD(190125,2);
THROW=VOCWRD(2008181523,2);
/* INITIALISE THE DWARVES. DLOC IS LOC OF DWARVES, HARD-WIRED IN. 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.) DSEEN IS TRUE IF DWARF HAS SEEN HIM.
* 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 CHLOC FOR REF.
* THE DEAD END IN THE OTHER MAZE HAS ITS LOC STORED IN CHLOC2. */
/* Initialise the dwarves. DLOC is loc of dwarves, hard-wired in. 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.) DSEEN is true if dwarf has seen him.
* 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 CHLOC for ref.
* the dead end in the other maze has its loc stored in CHLOC2. */
CHLOC=114;
CHLOC2=140;
@ -536,27 +536,27 @@ L1700: DSEEN[I]=false;
DLOC[6]=CHLOC;
DALTLC=18;
/* OTHER RANDOM FLAGS AND COUNTERS, AS FOLLOWS:
* ABBNUM HOW OFTEN WE SHOULD PRINT NON-ABBREVIATED DESCRIPTIONS
* BONUS USED TO DETERMINE AMOUNT OF BONUS IF HE REACHES CLOSING
* CLOCK1 NUMBER OF TURNS FROM FINDING LAST TREASURE TILL CLOSING
* CLOCK2 NUMBER OF TURNS FROM FIRST WARNING TILL BLINDING FLASH
* CONDS MIN VALUE FOR COND(LOC) IF LOC HAS ANY HINTS
* DETAIL HOW OFTEN WE'VE SAID "NOT ALLOWED TO GIVE MORE DETAIL"
* DKILL NUMBER OF DWARVES KILLED (UNUSED IN SCORING, NEEDED FOR MSG)
* FOOBAR CURRENT PROGRESS IN SAYING "FEE FIE FOE FOO".
* HOLDNG NUMBER OF OBJECTS BEING CARRIED
* IGO HOW MANY TIMES HE'S SAID "GO XXX" INSTEAD OF "XXX"
* IWEST HOW MANY TIMES HE'S SAID "WEST" INSTEAD OF "W"
* KNFLOC 0 IF NO KNIFE HERE, LOC IF KNIFE HERE, -1 AFTER CAVEAT
* LIMIT LIFETIME OF LAMP (NOT SET HERE)
* MAXDIE NUMBER OF REINCARNATION MESSAGES AVAILABLE (UP TO 5)
* NUMDIE NUMBER OF TIMES KILLED SO FAR
* THRESH NEXT #TURNS THRESHHOLD (-1 IF NONE)
* TRNDEX INDEX IN TRNVAL OF NEXT THRESHHOLD (SECTION 14 OF DATABASE)
* TRNLUZ # POINTS LOST SO FAR DUE TO NUMBER OF TURNS USED
* TURNS TALLIES HOW MANY COMMANDS HE'S GIVEN (IGNORES YES/NO)
* LOGICALS WERE EXPLAINED EARLIER */
/* Other random flags and counters, as follows:
* ABBNUM How often we should print non-abbreviated descriptions
* BONUS Used to determine amount of bonus if he reaches closing
* CLOCK1 Number of turns from finding last treasure till closing
* CLOCK2 Number of turns from first warning till blinding flash
* CONDS Min value for cond(loc) if loc has any hints
* DETAIL How often we've said "not allowed to give more detail"
* DKILL Number of dwarves killed (unused in scoring, needed for msg)
* FOOBAR Current progress in saying "FEE FIE FOE FOO".
* HOLDNG Number of objects being carried
* IGO How many times he's said "go XXX" instead of "XXX"
* IWEST How many times he's said "west" instead of "w"
* KNFLOC 0 if no knife here, loc if knife here, -1 after caveat
* LIMIT Lifetime of lamp (not set here)
* MAXDIE Number of reincarnation messages available (up to 5)
* NUMDIE Number of times killed so far
* THRESH Next #turns threshhold (-1 if none)
* TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
* TRNLUZ # points lost so far due to number of turns used
* TURNS Tallies how many commands he's given (ignores yes/no)
* Logicals were explained earlier */
TURNS=0;
TRNDEX=1;
@ -593,7 +593,7 @@ L1800: {long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
return(0); /* then we won't actually return from initialisation */
}
/* REPORT ON AMOUNT OF ARRAYS ACTUALLY USED, TO PERMIT REDUCTIONS. */
/* Report on amount of arrays actually used, to permit reductions. */
static void report(void) {
/* 1998 */ for (K=1; K<=LOCSIZ; K++) {