Give generate constant arrays the const specifier.

Also, move the adventure.txt format documentation to dungeon.c to be
removed when that file is.
This commit is contained in:
Eric S. Raymond 2017-06-24 11:07:07 -04:00
parent c3a2816821
commit 3e19c39f57
3 changed files with 94 additions and 161 deletions

146
init.c
View file

@ -10,152 +10,6 @@
* Initialisation
*/
/* Current limits:
* 12600 words of message text (LINES, LINSIZ).
* 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
* 35 "action" verbs (ACTSPK, VRBSIZ).
* 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
*
*
* 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 game.prop(M % 100) must *not* be 0.
* If 400<M<=500 game.prop(M % 100) must *not* be 1.
* If 500<M<=600 game.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.
* 11 303008 49
* 11 9 50
* This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
* case he goes to 9. Verb 50 takes him to 9 regardless of game.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 ">$<". (The magic value
* 100 is now mostly abstracted out as NOBJECTS.)
* 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.
* 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+game.prop(N) is the property message (from section 5) if he
* listens to the object, and T+game.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
* ...
* %9 = A 9-digit number
* %B = Variable number of blanks
* %! = The entire message should be suppressed */
void initialise(void)
{
if (oldstyle)