#include #include #include #include #include "advent.h" #include "database.h" /* * 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 300500 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$<". (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) printf("Initialising...\n"); for (int i = 1; i <= NOBJECTS; i++) { game.place[i] = LOC_NOWHERE; game.prop[i] = 0; game.link[i + NOBJECTS] = game.link[i] = 0; } for (int i = 1; i <= NLOCATIONS; i++) { game.abbrev[i] = 0; if (!(locations[i].description.big == 0 || KEY[i] == 0)) { int k = KEY[i]; if (MOD(labs(TRAVEL[k]), 1000) == 1) conditions[i] |= (1 << COND_FORCED); } game.atloc[i] = 0; } /* Set up the game.atloc and game.link arrays as described above. * We'll use the DROP subroutine, which prefaces new objects on the * lists. Since we want things in the other order, we'll run the * loop backwards. If the object is in two locs, we drop it twice. * This also sets up "game.place" and "fixed" as copies of "PLAC" and * "FIXD". Also, since two-placed objects are typically best * described last, we'll drop them first. */ for (int i = 1; i <= NOBJECTS; i++) { int k = NOBJECTS + 1 - i; if (FIXD[k] > 0) { DROP(k + NOBJECTS, FIXD[k]); DROP(k, PLAC[k]); } } for (int i = 1; i <= NOBJECTS; i++) { int k = NOBJECTS + 1 - i; game.fixed[k] = FIXD[k]; if (PLAC[k] != 0 && FIXD[k] <= 0) DROP(k, PLAC[k]); } /* Treasures, as noted earlier, are objects MINTRS through MAXTRS * Their props are initially -1, and are set to 0 the first time * they are described. game.tally keeps track of how many are * not yet found, so we know when to close the cave. */ game.tally = 0; for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { if (object_descriptions[treasure].inventory != 0) game.prop[treasure] = -1; game.tally = game.tally - game.prop[treasure]; } /* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC * with cond bit i. game.hinted[i] is true iff hint i has been * used. */ for (int i = 0; i < NHINTS; i++) { game.hinted[i] = false; game.hintlc[i] = 0; } /* Define some handy mnemonics. These correspond to object numbers. */ AXE = VOCWRD(WORD_AXE, 1); BATTERY = VOCWRD(WORD_BATTERY, 1); BEAR = VOCWRD(WORD_BEAR, 1); BIRD = VOCWRD(WORD_BIRD, 1); BLOOD = VOCWRD(WORD_BLOOD, 1); BOTTLE = VOCWRD(WORD_BOTTLE, 1); CAGE = VOCWRD(WORD_CAGE, 1); CAVITY = VOCWRD(WORD_CAVITY, 1); CHASM = VOCWRD(WORD_CHASM, 1); CLAM = VOCWRD(WORD_CLAM, 1); DOOR = VOCWRD(WORD_DOOR, 1); DRAGON = VOCWRD(WORD_DRAGON, 1); DWARF = VOCWRD(WORD_DWARF, 1); FISSURE = VOCWRD(WORD_FISSURE, 1); FOOD = VOCWRD(WORD_FOOD, 1); GRATE = VOCWRD(WORD_GRATE, 1); KEYS = VOCWRD(WORD_KEYS, 1); KNIFE = VOCWRD(WORD_KNIFE, 1); LAMP = VOCWRD(WORD_LAMP, 1); MAGAZINE = VOCWRD(WORD_MAGAZINE, 1); MESSAG = VOCWRD(WORD_MESSAG, 1); MIRROR = VOCWRD(WORD_MIRROR, 1); OGRE = VOCWRD(WORD_OGRE, 1); OIL = VOCWRD(WORD_OIL, 1); OYSTER = VOCWRD(WORD_OYSTER, 1); PILLOW = VOCWRD(WORD_PILLOW, 1); PLANT = VOCWRD(WORD_PLANT, 1); PLANT2 = PLANT + 1; RESER = VOCWRD(WORD_RESER, 1); ROD = VOCWRD(WORD_ROD, 1); ROD2 = ROD + 1; SIGN = VOCWRD(WORD_SIGN, 1); SNAKE = VOCWRD(WORD_SNAKE, 1); STEPS = VOCWRD(WORD_STEPS, 1); TROLL = VOCWRD(WORD_TROLL, 1); TROLL2 = TROLL + 1; URN = VOCWRD(WORD_URN, 1); VEND = VOCWRD(WORD_VEND, 1); VOLCANO = VOCWRD(WORD_VOLCANO, 1); WATER = VOCWRD(WORD_WATER, 1); /* Objects from MINTRS through MAXTRS are treasures. Here are a few. */ AMBER = VOCWRD(WORD_AMBER, 1); CHAIN = VOCWRD(WORD_CHAIN, 1); CHEST = VOCWRD(WORD_CHEST, 1); COINS = VOCWRD(WORD_COINS, 1); EGGS = VOCWRD(WORD_EGGS, 1); EMERALD = VOCWRD(WORD_EMERALD, 1); JADE = VOCWRD(WORD_JADE, 1); NUGGET = VOCWRD(WORD_NUGGET, 1); PEARL = VOCWRD(WORD_PEARL, 1); PYRAMID = VOCWRD(WORD_PYRAMID, 1); RUBY = VOCWRD(WORD_RUBY, 1); RUG = VOCWRD(WORD_RUG, 1); SAPPH = VOCWRD(WORD_SAPPH, 1); TRIDENT = VOCWRD(WORD_TRIDENT, 1); VASE = VOCWRD(WORD_VASE, 1); /* These are motion-verb numbers. */ BACK = VOCWRD(WORD_BACK, 0); CAVE = VOCWRD(WORD_CAVE, 0); DPRSSN = VOCWRD(WORD_DPRSSN, 0); ENTER = VOCWRD(WORD_ENTER, 0); ENTRNC = VOCWRD(WORD_ENTRNC, 0); LOOK = VOCWRD(WORD_LOOK, 0); NUL = VOCWRD(WORD_NUL, 0); STREAM = VOCWRD(WORD_STREAM, 0); /* And some action verbs. */ FIND = VOCWRD(WORD_FIND, 2); INVENT = VOCWRD(WORD_INVENT, 2); LOCK = VOCWRD(WORD_LOCK, 2); SAY = VOCWRD(WORD_SAY, 2); THROW = VOCWRD(WORD_THROW, 2); /* Initialise the dwarves. game.dloc is loc of dwarves, * hard-wired in. game.odloc is prior loc of each dwarf, * initially garbage. DALTLC is alternate initial loc for dwarf, * in case one of them starts out on top of the adventurer. (No * 2 of the 5 initial locs are adjacent.) game.dseen is true if * dwarf has seen him. game.dflag controls the level of * activation of all this: * 0 No dwarf stuff yet (wait until reaches Hall Of Mists) * 1 Reached Hall Of Mists, but hasn't met first dwarf * 2 Met first dwarf, others start moving, no knives thrown yet * 3 A knife has been thrown (first set always misses) * 3+ Dwarves are mad (increases their accuracy) * Sixth dwarf is special (the pirate). He always starts at his * chest's eventual location inside the maze. This loc is saved * in game.chloc for ref. the dead end in the other maze has its * loc stored in game.chloc2. */ game.chloc = LOC_DEADEND12; game.chloc2 = LOC_DEADEND13; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; } game.dflag = 0; game.dloc[1] = LOC_KINGHALL; game.dloc[2] = LOC_WESTBANK; game.dloc[3] = LOC_Y2; game.dloc[4] = LOC_ALIKE3; game.dloc[5] = LOC_COMPLEX; game.dloc[6] = game.chloc; /* Other random flags and counters, as follows: * game.abbnum How often we should print non-abbreviated descriptions * game.bonus Used to determine amount of bonus if he reaches closing * game.clock1 Number of turns from finding last treasure till closing * game.clock2 Number of turns from first warning till blinding flash * game.conds Min value for cond(loc) if loc has any hints * game.detail How often we've said "not allowed to give more detail" * game.dkill # of dwarves killed (unused in scoring, needed for msg) * game.foobar Current progress in saying "FEE FIE FOE FOO". * game.holdng Number of objects being carried * igo How many times he's said "go XXX" instead of "XXX" * game.iwest How many times he's said "west" instead of "w" * game.knfloc 0 if no knife here, loc if knife here, -1 after caveat * game.limit Lifetime of lamp (not set here) * game.numdie Number of times killed so far * game.trnluz # points lost so far due to number of turns used * game.turns Tallies how many commands he's given (ignores yes/no) */ game.turns = 0; game.trnluz = 0; game.lmwarn = false; game.iwest = 0; game.knfloc = 0; game.detail = 0; game.abbnum = 5; game.numdie = 0; game.holdng = 0; game.dkill = 0; game.foobar = 0; game.bonus = 0; game.clock1 = 30; game.clock2 = 50; game.conds = SETBIT(11); game.saved = 0; game.closng = false; game.panic = false; game.closed = false; game.clshnt = false; game.novice = false; game.blklin = true; }