#include #include #include #include #include "advent.h" #include "database.h" #include "newdb.h" /* * Initialisation */ /* Current limits: * 12600 words of message text (LINES, LINSIZ). * 885 travel options (TRAVEL, TRVSIZ). * 330 vocabulary words (KTAB, ATAB, TABSIZ). * 185 locations (LTEXT, STEXT, KEY, COND, game.abbrev, game.atloc, * LOCSND, LOCSIZ). * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (twice), * PTEXT, game.prop, OBJSND, OBJTXT). * 35 "action" verbs (ACTSPK, VRBSIZ). * 277 random messages (RTEXT, RTXSIZ). * 12 different player classifications (CTEXT, CVAL, CLSMAX). * 20 hints (game.hintlc, game.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 * Note: * - the object count limit has been abstracted as NOBJECTS * - the random message limit has been abstracted as RTXSIZ * - maximum locations limit has been abstracted as LOCSIZ */ /* 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. 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+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] = NOWHERE; game.prop[i] = 0; game.link[i + NOBJECTS] = game.link[i] = 0; } for (int i = 1; i <= LOCSIZ; 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)COND[i] = 2; } 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 = 1; i <= HNTMAX; i++) { game.hinted[i] = false; game.hintlc[i] = 0; } /* Define some handy mnemonics. These correspond to object numbers. */ AXE = VOCWRD(12405, 1); BATTER = VOCWRD(201202005, 1); BEAR = VOCWRD(2050118, 1); BIRD = VOCWRD(2091804, 1); BLOOD = VOCWRD(212151504, 1); BOTTLE = VOCWRD(215202012, 1); CAGE = VOCWRD(3010705, 1); CAVITY = VOCWRD(301220920, 1); CHASM = VOCWRD(308011913, 1); CLAM = VOCWRD(3120113, 1); DOOR = VOCWRD(4151518, 1); DRAGON = VOCWRD(418010715, 1); DWARF = VOCWRD(423011806, 1); FISSUR = VOCWRD(609191921, 1); FOOD = VOCWRD(6151504, 1); GRATE = VOCWRD(718012005, 1); KEYS = VOCWRD(11052519, 1); KNIFE = VOCWRD(1114090605, 1); LAMP = VOCWRD(12011316, 1); MAGZIN = VOCWRD(1301070126, 1); MESSAG = VOCWRD(1305191901, 1); MIRROR = VOCWRD(1309181815, 1); OGRE = VOCWRD(15071805, 1); OIL = VOCWRD(150912, 1); OYSTER = VOCWRD(1525192005, 1); PILLOW = VOCWRD(1609121215, 1); PLANT = VOCWRD(1612011420, 1); PLANT2 = PLANT + 1; RESER = VOCWRD(1805190518, 1); ROD = VOCWRD(181504, 1); ROD2 = ROD + 1; SIGN = VOCWRD(19090714, 1); SNAKE = VOCWRD(1914011105, 1); STEPS = VOCWRD(1920051619, 1); TROLL = VOCWRD(2018151212, 1); TROLL2 = TROLL + 1; URN = VOCWRD(211814, 1); VEND = VOCWRD(1755140409, 1); VOLCAN = VOCWRD(1765120301, 1); WATER = VOCWRD(1851200518, 1); /* Objects from MINTRS through MAXTRS are treasures. Here are a few. */ AMBER = VOCWRD(113020518, 1); CHAIN = VOCWRD(308010914, 1); CHEST = VOCWRD(308051920, 1); COINS = VOCWRD(315091419, 1); EGGS = VOCWRD(5070719, 1); EMRALD = VOCWRD(513051801, 1); JADE = VOCWRD(10010405, 1); NUGGET = VOCWRD(7151204, 1); PEARL = VOCWRD(1605011812, 1); PYRAM = VOCWRD(1625180113, 1); RUBY = VOCWRD(18210225, 1); RUG = VOCWRD(182107, 1); SAPPH = VOCWRD(1901161608, 1); TRIDNT = VOCWRD(2018090405, 1); VASE = VOCWRD(22011905, 1); /* These are motion-verb numbers. */ BACK = VOCWRD(2010311, 0); CAVE = VOCWRD(3012205, 0); DPRSSN = VOCWRD(405161805, 0); ENTER = VOCWRD(514200518, 0); ENTRNC = VOCWRD(514201801, 0); LOOK = VOCWRD(12151511, 0); NUL = VOCWRD(14211212, 0); STREAM = VOCWRD(1920180501, 0); /* And some action verbs. */ FIND = VOCWRD(6091404, 2); INVENT = VOCWRD(914220514, 2); LOCK = VOCWRD(12150311, 2); SAY = VOCWRD(190125, 2); THROW = VOCWRD(2008181523, 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) * MAXDIE Number of reincarnation messages available (up to 5) * game.numdie Number of times killed so far * game.thresh Next #turns threshhold (-1 if none) * game.trndex Index in TRNVAL of next threshold (db section 14) * game.trnluz # points lost so far due to number of turns used * game.turns Tallies how many commands he's given (ignores yes/no) * Logicals were explained earlier */ game.turns = 0; game.trndex = 1; game.thresh = -1; if (TRNVLS > 0) game.thresh = MOD(TRNVAL[1], 100000) + 1; 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; }