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:
parent
809f53d099
commit
18767d52dd
7 changed files with 690 additions and 690 deletions
458
init.c
458
init.c
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@ -6,161 +6,161 @@
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#include <stdbool.h>
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/*
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* INITIALISATION
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* Initialisation
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*/
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/* CURRENT LIMITS:
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* 12500 WORDS OF MESSAGE TEXT (LINES, LINSIZ).
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* 885 TRAVEL OPTIONS (TRAVEL, TRVSIZ).
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* 330 VOCABULARY WORDS (KTAB, ATAB, TABSIZ).
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* 185 LOCATIONS (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSND, LOCSIZ).
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* 100 OBJECTS (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
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/* Current limits:
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* 12500 words of message text (LINES, LINSIZ).
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* 885 travel options (TRAVEL, TRVSIZ).
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* 330 vocabulary words (KTAB, ATAB, TABSIZ).
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* 185 locations (LTEXT, STEXT, KEY, COND, ABB, ATLOC, LOCSND, LOCSIZ).
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* 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
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* OBJSND, OBJTXT).
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* 35 "ACTION" VERBS (ACTSPK, VRBSIZ).
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* 277 RANDOM MESSAGES (RTEXT, RTXSIZ).
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* 12 DIFFERENT PLAYER CLASSIFICATIONS (CTEXT, CVAL, CLSMAX).
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* 20 HINTS (HINTLC, HINTED, HINTS, HNTSIZ).
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* 5 "# OF TURNS" THRESHHOLDS (TTEXT, TRNVAL, TRNSIZ).
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* THERE ARE ALSO LIMITS WHICH CANNOT BE EXCEEDED DUE TO THE STRUCTURE OF
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* THE DATABASE. (E.G., THE VOCABULARY USES N/1000 TO DETERMINE WORD TYPE,
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* SO THERE CAN'T BE MORE THAN 1000 WORDS.) THESE UPPER LIMITS ARE:
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* 1000 NON-SYNONYMOUS VOCABULARY WORDS
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* 300 LOCATIONS
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* 100 OBJECTS */
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* 35 "action" verbs (ACTSPK, VRBSIZ).
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* 277 random messages (RTEXT, RTXSIZ).
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* 12 different player classifications (CTEXT, CVAL, CLSMAX).
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* 20 hints (HINTLC, HINTED, HINTS, HNTSIZ).
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* 5 "# of turns" threshholds (TTEXT, TRNVAL, TRNSIZ).
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* There are also limits which cannot be exceeded due to the structure of
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* the database. (E.G., The vocabulary uses n/1000 to determine word type,
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* so there can't be more than 1000 words.) These upper limits are:
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* 1000 non-synonymous vocabulary words
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* 300 locations
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* 100 objects */
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/* DESCRIPTION OF THE DATABASE FORMAT
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/* Description of the database format
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*
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*
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* THE DATA FILE CONTAINS SEVERAL SECTIONS. EACH BEGINS WITH A LINE CONTAINING
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* A NUMBER IDENTIFYING THE SECTION, AND ENDS WITH A LINE CONTAINING "-1".
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* The data file contains several sections. each begins with a line containing
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* a number identifying the section, and ends with a line containing "-1".
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*
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* SECTION 1: LONG FORM DESCRIPTIONS. EACH LINE CONTAINS A LOCATION NUMBER,
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* A TAB, AND A LINE OF TEXT. THE SET OF (NECESSARILY ADJACENT) LINES
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* WHOSE NUMBERS ARE X FORM THE LONG DESCRIPTION OF LOCATION X.
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* SECTION 2: SHORT FORM DESCRIPTIONS. SAME FORMAT AS LONG FORM. NOT ALL
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* PLACES HAVE SHORT DESCRIPTIONS.
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* SECTION 3: TRAVEL TABLE. EACH LINE CONTAINS A LOCATION NUMBER (X), A SECOND
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* LOCATION NUMBER (Y), AND A LIST OF MOTION NUMBERS (SEE SECTION 4).
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* EACH MOTION REPRESENTS A VERB WHICH WILL GO TO Y IF CURRENTLY AT X.
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* Y, IN TURN, IS INTERPRETED AS FOLLOWS. LET M=Y/1000, N=Y MOD 1000.
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* IF N<=300 IT IS THE LOCATION TO GO TO.
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* IF 300<N<=500 N-300 IS USED IN A COMPUTED GOTO TO
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* A SECTION OF SPECIAL CODE.
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* IF N>500 MESSAGE N-500 FROM SECTION 6 IS PRINTED,
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* AND HE STAYS WHEREVER HE IS.
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* MEANWHILE, M SPECIFIES THE CONDITIONS ON THE MOTION.
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* IF M=0 IT'S UNCONDITIONAL.
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* IF 0<M<100 IT IS DONE WITH M% PROBABILITY.
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* IF M=100 UNCONDITIONAL, BUT FORBIDDEN TO DWARVES.
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* IF 100<M<=200 HE MUST BE CARRYING OBJECT M-100.
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* IF 200<M<=300 MUST BE CARRYING OR IN SAME ROOM AS M-200.
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* IF 300<M<=400 PROP(M MOD 100) MUST *NOT* BE 0.
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* IF 400<M<=500 PROP(M MOD 100) MUST *NOT* BE 1.
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* IF 500<M<=600 PROP(M MOD 100) MUST *NOT* BE 2, ETC.
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* IF THE CONDITION (IF ANY) IS NOT MET, THEN THE NEXT *DIFFERENT*
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* "DESTINATION" VALUE IS USED (UNLESS IT FAILS TO MEET *ITS* CONDITIONS,
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* IN WHICH CASE THE NEXT IS FOUND, ETC.). TYPICALLY, THE NEXT DEST WILL
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* BE FOR ONE OF THE SAME VERBS, SO THAT ITS ONLY USE IS AS THE ALTERNATE
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* DESTINATION FOR THOSE VERBS. FOR INSTANCE:
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* Section 1: Long form descriptions. Each line contains a location number,
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* a tab, and a line of text. The set of (necessarily adjacent) lines
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* whose numbers are X form the long description of location X.
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* Section 2: Short form descriptions. Same format as long form. Not all
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* places have short descriptions.
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* Section 3: Travel table. Each line contains a location number (X), a second
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* location number (Y), and a list of motion numbers (see section 4).
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* each motion represents a verb which will go to Y if currently at X.
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* Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
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* If N<=300 it is the location to go to.
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* If 300<N<=500 N-300 is used in a computed goto to
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* a section of special code.
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* If N>500 message N-500 from section 6 is printed,
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* and he stays wherever he is.
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* Meanwhile, M specifies the conditions on the motion.
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* If M=0 it's unconditional.
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* If 0<M<100 it is done with M% probability.
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* If M=100 unconditional, but forbidden to dwarves.
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* If 100<M<=200 he must be carrying object M-100.
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* If 200<M<=300 must be carrying or in same room as M-200.
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* If 300<M<=400 PROP(M % 100) must *not* be 0.
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* If 400<M<=500 PROP(M % 100) must *not* be 1.
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* If 500<M<=600 PROP(M % 100) must *not* be 2, etc.
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* If the condition (if any) is not met, then the next *different*
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* "destination" value is used (unless it fails to meet *its* conditions,
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* in which case the next is found, etc.). Typically, the next dest will
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* be for one of the same verbs, so that its only use is as the alternate
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* destination for those verbs. For instance:
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* 15 110022 29 31 34 35 23 43
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* 15 14 29
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* THIS SAYS THAT, FROM LOC 15, ANY OF THE VERBS 29, 31, ETC., WILL TAKE
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* HIM TO 22 IF HE'S CARRYING OBJECT 10, AND OTHERWISE WILL GO TO 14.
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* This says that, from loc 15, any of the verbs 29, 31, etc., will take
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* him to 22 if he's carrying object 10, and otherwise will go to 14.
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* 11 303008 49
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* 11 9 50
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* THIS SAYS THAT, FROM 11, 49 TAKES HIM TO 8 UNLESS PROP(3)=0, IN WHICH
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* CASE HE GOES TO 9. VERB 50 TAKES HIM TO 9 REGARDLESS OF PROP(3).
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* SECTION 4: VOCABULARY. EACH LINE CONTAINS A NUMBER (N), A TAB, AND A
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* FIVE-LETTER WORD. CALL M=N/1000. IF M=0, THEN THE WORD IS A MOTION
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* VERB FOR USE IN TRAVELLING (SEE SECTION 3). ELSE, IF M=1, THE WORD IS
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* AN OBJECT. ELSE, IF M=2, THE WORD IS AN ACTION VERB (SUCH AS "CARRY"
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* OR "ATTACK"). ELSE, IF M=3, THE WORD IS A SPECIAL CASE VERB (SUCH AS
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* "DIG") AND N MOD 1000 IS AN INDEX INTO SECTION 6. OBJECTS FROM 50 TO
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* (CURRENTLY, ANYWAY) 79 ARE CONSIDERED TREASURES (FOR PIRATE, CLOSEOUT).
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* SECTION 5: OBJECT DESCRIPTIONS. EACH LINE CONTAINS A NUMBER (N), A TAB,
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* AND A MESSAGE. IF N IS FROM 1 TO 100, THE MESSAGE IS THE "INVENTORY"
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* MESSAGE FOR OBJECT N. OTHERWISE, N SHOULD BE 000, 100, 200, ETC., AND
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* THE MESSAGE SHOULD BE THE DESCRIPTION OF THE PRECEDING OBJECT WHEN ITS
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* PROP VALUE IS N/100. THE N/100 IS USED ONLY TO DISTINGUISH MULTIPLE
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* MESSAGES FROM MULTI-LINE MESSAGES; THE PROP INFO ACTUALLY REQUIRES ALL
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* MESSAGES FOR AN OBJECT TO BE PRESENT AND CONSECUTIVE. PROPERTIES WHICH
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* PRODUCE NO MESSAGE SHOULD BE GIVEN THE MESSAGE ">$<".
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* SECTION 6: ARBITRARY MESSAGES. SAME FORMAT AS SECTIONS 1, 2, AND 5, EXCEPT
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* THE NUMBERS BEAR NO RELATION TO ANYTHING (EXCEPT FOR SPECIAL VERBS
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* IN SECTION 4).
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* SECTION 7: OBJECT LOCATIONS. EACH LINE CONTAINS AN OBJECT NUMBER AND ITS
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* INITIAL LOCATION (ZERO (OR OMITTED) IF NONE). IF THE OBJECT IS
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* IMMOVABLE, THE LOCATION IS FOLLOWED BY A "-1". IF IT HAS TWO LOCATIONS
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* (E.G. THE GRATE) THE FIRST LOCATION IS FOLLOWED WITH THE SECOND, AND
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* THE OBJECT IS ASSUMED TO BE IMMOVABLE.
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* SECTION 8: ACTION DEFAULTS. EACH LINE CONTAINS AN "ACTION-VERB" NUMBER AND
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* THE INDEX (IN SECTION 6) OF THE DEFAULT MESSAGE FOR THE VERB.
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* SECTION 9: LOCATION ATTRIBUTES. EACH LINE CONTAINS A NUMBER (N) AND UP TO
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* 20 LOCATION NUMBERS. BIT N (WHERE 0 IS THE UNITS BIT) IS SET IN
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* COND(LOC) FOR EACH LOC GIVEN. THE COND BITS CURRENTLY ASSIGNED ARE:
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* 0 LIGHT
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* 1 IF BIT 2 IS ON: ON FOR OIL, OFF FOR WATER
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* 2 LIQUID ASSET, SEE BIT 1
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* 3 PIRATE DOESN'T GO HERE UNLESS FOLLOWING PLAYER
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* 4 CANNOT USE "BACK" TO MOVE AWAY
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* BITS PAST 10 INDICATE AREAS OF INTEREST TO "HINT" ROUTINES:
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* 11 TRYING TO GET INTO CAVE
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* 12 TRYING TO CATCH BIRD
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* 13 TRYING TO DEAL WITH SNAKE
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* 14 LOST IN MAZE
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* 15 PONDERING DARK ROOM
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* 16 AT WITT'S END
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* 17 CLIFF WITH URN
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* 18 LOST IN FOREST
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* 19 TRYING TO DEAL WITH OGRE
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* 20 FOUND ALL TREASURES EXCEPT JADE
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* COND(LOC) IS SET TO 2, OVERRIDING ALL OTHER BITS, IF LOC HAS FORCED
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* MOTION.
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* SECTION 10: CLASS MESSAGES. EACH LINE CONTAINS A NUMBER (N), A TAB, AND A
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* MESSAGE DESCRIBING A CLASSIFICATION OF PLAYER. THE SCORING SECTION
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* SELECTS THE APPROPRIATE MESSAGE, WHERE EACH MESSAGE IS CONSIDERED TO
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* APPLY TO PLAYERS WHOSE SCORES ARE HIGHER THAN THE PREVIOUS N BUT NOT
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* HIGHER THAN THIS N. NOTE THAT THESE SCORES PROBABLY CHANGE WITH EVERY
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* MODIFICATION (AND PARTICULARLY EXPANSION) OF THE PROGRAM.
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* SECTION 11: HINTS. EACH LINE CONTAINS A HINT NUMBER (ADD 10 TO GET COND
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* BIT; SEE SECTION 9), THE NUMBER OF TURNS HE MUST BE AT THE RIGHT LOC(S)
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* BEFORE TRIGGERING THE HINT, THE POINTS DEDUCTED FOR TAKING THE HINT,
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* THE MESSAGE NUMBER (SECTION 6) OF THE QUESTION, AND THE MESSAGE NUMBER
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* OF THE HINT. THESE VALUES ARE STASHED IN THE "HINTS" ARRAY. HNTMAX IS
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* SET TO THE MAX HINT NUMBER (<= HNTSIZ).
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* SECTION 12: UNUSED IN THIS VERSION.
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* SECTION 13: SOUNDS AND TEXT. EACH LINE CONTAINS EITHER 2 OR 3 NUMBERS. IF
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* 2 (CALL THEM N AND S), N IS A LOCATION AND MESSAGE ABS(S) FROM SECTION
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* 6 IS THE SOUND HEARD THERE. IF S<0, THE SOUND THERE DROWNS OUT ALL
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* OTHER NOISES. IF 3 NUMBERS (CALL THEM N, S, AND T), N IS AN OBJECT
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* NUMBER AND S+PROP(N) IS THE PROPERTY MESSAGE (FROM SECTION 5) IF HE
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* LISTENS TO THE OBJECT, AND T+PROP(N) IS THE TEXT IF HE READS IT. IF
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* S OR T IS -1, THE OBJECT HAS NO SOUND OR TEXT, RESPECTIVELY. NEITHER
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* S NOR T IS ALLOWED TO BE 0.
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* SECTION 14: TURN THRESHHOLDS. EACH LINE CONTAINS A NUMBER (N), A TAB, AND
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* A MESSAGE BERATING THE PLAYER FOR TAKING SO MANY TURNS. THE MESSAGES
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* MUST BE IN THE PROPER (ASCENDING) ORDER. THE MESSAGE GETS PRINTED IF
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* THE PLAYER EXCEEDS N MOD 100000 TURNS, AT WHICH TIME N/100000 POINTS
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* GET DEDUCTED FROM HIS SCORE.
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* SECTION 0: END OF DATABASE. */
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* This says that, from 11, 49 takes him to 8 unless PROP(3)=0, in which
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* case he goes to 9. Verb 50 takes him to 9 regardless of PROP(3).
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* Section 4: Vocabulary. Each line contains a number (n), a tab, and a
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* five-letter word. Call M=N/1000. If M=0, then the word is a motion
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* verb for use in travelling (see section 3). Else, if M=1, the word is
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* an object. Else, if M=2, the word is an action verb (such as "carry"
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* or "attack"). Else, if M=3, the word is a special case verb (such as
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* "dig") and N % 1000 is an index into section 6. Objects from 50 to
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* (currently, anyway) 79 are considered treasures (for pirate, closeout).
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* Section 5: Object descriptions. Each line contains a number (N), a tab,
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* and a message. If N is from 1 to 100, the message is the "inventory"
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* message for object n. Otherwise, N should be 000, 100, 200, etc., and
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* the message should be the description of the preceding object when its
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* prop value is N/100. The N/100 is used only to distinguish multiple
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* messages from multi-line messages; the prop info actually requires all
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* messages for an object to be present and consecutive. Properties which
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* produce no message should be given the message ">$<".
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* Section 6: Arbitrary messages. Same format as sections 1, 2, and 5, except
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* the numbers bear no relation to anything (except for special verbs
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* in section 4).
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* Section 7: Object locations. Each line contains an object number and its
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* initial location (zero (or omitted) if none). If the object is
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* immovable, the location is followed by a "-1". If it has two locations
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* (e.g. the grate) the first location is followed with the second, and
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* the object is assumed to be immovable.
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* Section 8: Action defaults. Each line contains an "action-verb" number and
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* the index (in section 6) of the default message for the verb.
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* Section 9: Location attributes. Each line contains a number (n) and up to
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* 20 location numbers. Bit N (where 0 is the units bit) is set in
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* COND(LOC) for each loc given. The cond bits currently assigned are:
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* 0 Light
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* 1 If bit 2 is on: on for oil, off for water
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* 2 Liquid asset, see bit 1
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* 3 Pirate doesn't go here unless following player
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* 4 Cannot use "back" to move away
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* Bits past 10 indicate areas of interest to "hint" routines:
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* 11 Trying to get into cave
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* 12 Trying to catch bird
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* 13 Trying to deal with snake
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* 14 Lost in maze
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* 15 Pondering dark room
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* 16 At witt's end
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* 17 Cliff with urn
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* 18 Lost in forest
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* 19 Trying to deal with ogre
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* 20 Found all treasures except jade
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* COND(LOC) is set to 2, overriding all other bits, if loc has forced
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* motion.
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* Section 10: Class messages. Each line contains a number (n), a tab, and a
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* message describing a classification of player. The scoring section
|
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* selects the appropriate message, where each message is considered to
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* apply to players whose scores are higher than the previous N but not
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* higher than this N. Note that these scores probably change with every
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* modification (and particularly expansion) of the program.
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* SECTION 11: Hints. Each line contains a hint number (add 10 to get cond
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* bit; see section 9), the number of turns he must be at the right loc(s)
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* before triggering the hint, the points deducted for taking the hint,
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* the message number (section 6) of the question, and the message number
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* of the hint. These values are stashed in the "hints" array. HNTMAX is
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* set to the max hint number (<= HNTSIZ).
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* Section 12: Unused in this version.
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* Section 13: Sounds and text. Each line contains either 2 or 3 numbers. If
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* 2 (call them N and S), N is a location and message ABS(S) from section
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* 6 is the sound heard there. If S<0, the sound there drowns out all
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* other noises. If 3 numbers (call them N, S, and T), N is an object
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* number and S+PROP(N) is the property message (from section 5) if he
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* listens to the object, and T+PROP(N) is the text if he reads it. If
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* S or T is -1, the object has no sound or text, respectively. Neither
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* S nor T is allowed to be 0.
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* Section 14: Turn threshholds. Each line contains a number (N), a tab, and
|
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* a message berating the player for taking so many turns. The messages
|
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* must be in the proper (ascending) order. The message gets printed if
|
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* the player exceeds N % 100000 turns, at which time N/100000 points
|
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* get deducted from his score.
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* Section 0: End of database. */
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/* THE VARIOUS MESSAGES (SECTIONS 1, 2, 5, 6, ETC.) MAY INCLUDE CERTAIN
|
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* SPECIAL CHARACTER SEQUENCES TO DENOTE THAT THE PROGRAM MUST PROVIDE
|
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* PARAMETERS TO INSERT INTO A MESSAGE WHEN THE MESSAGE IS PRINTED. THESE
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* SEQUENCES ARE:
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* %S = THE LETTER 'S' OR NOTHING (IF A GIVEN VALUE IS EXACTLY 1)
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* %W = A WORD (UP TO 10 CHARACTERS)
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* %L = A WORD MAPPED TO LOWER-CASE LETTERS
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* %U = A WORD MAPPED TO UPPER-CASE LETTERS
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* %C = A WORD MAPPED TO LOWER-CASE, FIRST LETTER CAPITALISED
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* %T = SEVERAL WORDS OF TEXT, ENDING WITH A WORD OF -1
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* %1 = A 1-DIGIT NUMBER
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* %2 = A 2-DIGIT NUMBER
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/* The various messages (sections 1, 2, 5, 6, etc.) may include certain
|
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* special character sequences to denote that the program must provide
|
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* parameters to insert into a message when the message is printed. these
|
||||
* sequences are:
|
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* %S = The letter 'S' or nothing (if a given value is exactly 1)
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* %W = A word (up to 10 characters)
|
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* %L = A word mapped to lower-case letters
|
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* %U = A word mapped to upper-case letters
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* %C = A word mapped to lower-case, first letter capitalised
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* %T = Several words of text, ending with a word of -1
|
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* %1 = A 1-digit number
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* %2 = A 2-digit number
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* ...
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* %9 = A 9-DIGIT NUMBER
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* %B = VARIABLE NUMBER OF BLANKS
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* %! = THE ENTIRE MESSAGE SHOULD BE SUPPRESSED */
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* %9 = A 9-digit number
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* %B = Variable number of blanks
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* %! = The entire message should be suppressed */
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static bool quick_init(void);
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static int raw_init(void);
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|
@ -178,15 +178,15 @@ void initialise(void) {
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static int raw_init(void) {
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printf("Couldn't find adventure.data, using adventure.text...\n");
|
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|
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/* CLEAR OUT THE VARIOUS TEXT-POINTER ARRAYS. ALL TEXT IS STORED IN ARRAY
|
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* LINES; EACH LINE IS PRECEDED BY A WORD POINTING TO THE NEXT POINTER (I.E.
|
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* THE WORD FOLLOWING THE END OF THE LINE). THE POINTER IS NEGATIVE IF THIS IS
|
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* FIRST LINE OF A MESSAGE. THE TEXT-POINTER ARRAYS CONTAIN INDICES OF
|
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* POINTER-WORDS IN LINES. STEXT(N) IS SHORT DESCRIPTION OF LOCATION N.
|
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* LTEXT(N) IS LONG DESCRIPTION. PTEXT(N) POINTS TO MESSAGE FOR PROP(N)=0.
|
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* SUCCESSIVE PROP MESSAGES ARE FOUND BY CHASING POINTERS. RTEXT CONTAINS
|
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* 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++) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue