#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 i=MINTRS; i<=MAXTRS; i++) { if(object_descriptions[i].inventory != 0) game.prop[i]= -1; game.tally=game.tally-game.prop[i]; } /* 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; }