707 lines
24 KiB
C
707 lines
24 KiB
C
#include "misc.h"
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#include "main.h"
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#include "share.h"
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#include "funcs.h"
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#include <stdio.h>
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#include <stdbool.h>
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/*
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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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* 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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/* 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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*
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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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* 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 % 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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* ...
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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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static void report(void);
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static void quick_save(void);
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static int finish_init(void);
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static void quick_io(void);
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void initialise(void) {
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printf("Initialising...\n");
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if(!quick_init()){raw_init(); report(); quick_save();}
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finish_init();
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}
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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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/* 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
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* section 14. We also clear COND (see description of section 9 for details). */
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/* 1001 */ for (I=1; I<=300; I++) {
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if(I <= 100)PTEXT[I]=0;
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if(I <= RTXSIZ)RTEXT[I]=0;
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if(I <= CLSMAX)CTEXT[I]=0;
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if(I <= 100)OBJSND[I]=0;
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if(I <= 100)OBJTXT[I]=0;
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if(I > LOCSIZ) goto L1001;
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STEXT[I]=0;
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LTEXT[I]=0;
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COND[I]=0;
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KEY[I]=0;
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LOCSND[I]=0;
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L1001: /*etc*/ ;
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} /* end loop */
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LINUSE=1;
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TRVS=1;
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CLSSES=0;
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TRNVLS=0;
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/* Start new data section. sect is the section number. */
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L1002: SECT=GETNUM(1);
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OLDLOC= -1;
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switch (SECT) { case 0: return(0); case 1: goto L1004; case 2: goto
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L1004; case 3: goto L1030; case 4: goto L1040; case 5: goto L1004;
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case 6: goto L1004; case 7: goto L1050; case 8: goto L1060; case
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9: goto L1070; case 10: goto L1004; case 11: goto L1080; case 12:
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break; case 13: goto L1090; case 14: goto L1004; }
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/* (0) (1) (2) (3) (4) (5) (6) (7) (8) (9)
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* (10) (11) (12) (13) (14) */
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BUG(9);
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/* Sections 1, 2, 5, 6, 10, 14. Read messages and set up pointers. */
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L1004: KK=LINUSE;
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L1005: LINUSE=KK;
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LOC=GETNUM(1);
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if(LNLENG >= LNPOSN+70)BUG(0);
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if(LOC == -1) goto L1002;
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if(LNLENG < LNPOSN)BUG(1);
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L1006: KK=KK+1;
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if(KK >= LINSIZ)BUG(2);
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LINES[KK]=GETTXT(false,false,false,KK);
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if(LINES[KK] != -1) goto L1006;
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LINES[LINUSE]=KK;
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if(LOC == OLDLOC) goto L1005;
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OLDLOC=LOC;
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LINES[LINUSE]= -KK;
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if(SECT == 14) goto L1014;
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if(SECT == 10) goto L1012;
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if(SECT == 6) goto L1011;
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if(SECT == 5) goto L1010;
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if(LOC > LOCSIZ)BUG(10);
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if(SECT == 1) goto L1008;
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STEXT[LOC]=LINUSE;
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goto L1005;
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L1008: LTEXT[LOC]=LINUSE;
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goto L1005;
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L1010: if(LOC > 0 && LOC <= 100)PTEXT[LOC]=LINUSE;
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goto L1005;
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L1011: if(LOC > RTXSIZ)BUG(6);
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RTEXT[LOC]=LINUSE;
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goto L1005;
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L1012: CLSSES=CLSSES+1;
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if(CLSSES > CLSMAX)BUG(11);
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CTEXT[CLSSES]=LINUSE;
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CVAL[CLSSES]=LOC;
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goto L1005;
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L1014: TRNVLS=TRNVLS+1;
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if(TRNVLS > TRNSIZ)BUG(11);
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TTEXT[TRNVLS]=LINUSE;
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TRNVAL[TRNVLS]=LOC;
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goto L1005;
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/* The stuff for section 3 is encoded here. Each "from-location" gets a
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* contiguous section of the "TRAVEL" array. each entry in travel is
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* NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
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* this is the last entry for this location. KEY(N) is the index in travel
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* of the first option at location N. */
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L1030: LOC=GETNUM(1);
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if(LOC == -1) goto L1002;
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NEWLOC=GETNUM(0);
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if(KEY[LOC] != 0) goto L1033;
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KEY[LOC]=TRVS;
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goto L1035;
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L1033: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
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L1035: L=GETNUM(0);
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if(L == 0) goto L1039;
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TRAVEL[TRVS]=NEWLOC*1000+L;
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TRVS=TRVS+1;
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if(TRVS == TRVSIZ)BUG(3);
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goto L1035;
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L1039: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
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goto L1030;
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/* Here we read in the vocabulary. KTAB(N) is the word number, ATAB(N) is
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* the corresponding word. The -1 at the end of section 4 is left in KTAB
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* as an end-marker. The words are given a minimal hash to make deciphering
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* the core-image harder. (We don't use gettxt's hash since that would force
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* us to hash each input line to make comparisons work, and that in turn
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* would make it harder to detect particular input words.) */
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L1040: J=10000;
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/* 1042 */ for (TABNDX=1; TABNDX<=TABSIZ; TABNDX++) {
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L1043: KTAB[TABNDX]=GETNUM(1);
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if(KTAB[TABNDX] == -1) goto L1002;
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J=J+7;
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L1042: ATAB[TABNDX]=GETTXT(true,true,true,0)+J*J;
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} /* end loop */
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BUG(4);
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/* Read in the initial locations for each object. Also the immovability info.
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* plac contains initial locations of objects. FIXD is -1 for immovable
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* objects (including the snake), or = second loc for two-placed objects. */
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L1050: OBJ=GETNUM(1);
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if(OBJ == -1) goto L1002;
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PLAC[OBJ]=GETNUM(0);
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FIXD[OBJ]=GETNUM(0);
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goto L1050;
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/* Read default message numbers for action verbs, store in ACTSPK. */
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L1060: VERB=GETNUM(1);
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if(VERB == -1) goto L1002;
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ACTSPK[VERB]=GETNUM(0);
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goto L1060;
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/* Read info about available liquids and other conditions, store in COND. */
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L1070: K=GETNUM(1);
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if(K == -1) goto L1002;
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L1071: LOC=GETNUM(0);
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if(LOC == 0) goto L1070;
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if(CNDBIT(LOC,K)) BUG(8);
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COND[LOC]=COND[LOC]+SETBIT(K);
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goto L1071;
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/* Read data for hints. */
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L1080: HNTMAX=0;
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L1081: K=GETNUM(1);
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if(K == -1) goto L1002;
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if(K <= 0 || K > HNTSIZ)BUG(7);
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/* 1083 */ for (I=1; I<=4; I++) {
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L1083: HINTS[K][I] =GETNUM(0);
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} /* end loop */
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HNTMAX=(HNTMAX>K ? HNTMAX : K);
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goto L1081;
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/* Read the sound/text info, store in OBJSND, OBJTXT, LOCSND. */
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L1090: K=GETNUM(1);
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if(K == -1) goto L1002;
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KK=GETNUM(0);
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I=GETNUM(0);
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if(I == 0) goto L1092;
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OBJSND[K]=(KK>0 ? KK : 0);
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OBJTXT[K]=(I>0 ? I : 0);
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goto L1090;
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L1092: LOCSND[K]=KK;
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goto L1090;
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}
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/* Finish constructing internal data format */
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/* Having read in the database, certain things are now constructed. PROPS are
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* set to zero. We finish setting up COND by checking for forced-motion travel
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* entries. The PLAC and FIXD arrays are used to set up ATLOC(N) as the first
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* object at location N, and LINK(OBJ) as the next object at the same location
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* as OBJ. (OBJ>100 indicates that FIXED(OBJ-100)=LOC; LINK(OBJ) is still the
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* correct link to use.) ABB is zeroed; it controls whether the abbreviated
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* description is printed. Counts modulo 5 unless "LOOK" is used. */
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static int finish_init(void) {
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/* 1101 */ for (I=1; I<=100; I++) {
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PLACE[I]=0;
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PROP[I]=0;
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LINK[I]=0;
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L1101: {long x = I+100; LINK[x]=0;}
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} /* end loop */
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/* 1102 */ for (I=1; I<=LOCSIZ; I++) {
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ABB[I]=0;
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if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102;
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K=KEY[I];
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if(MOD(IABS(TRAVEL[K]),1000) == 1)COND[I]=2;
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L1102: ATLOC[I]=0;
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} /* end loop */
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/* Set up the ATLOC and LINK arrays as described above. We'll use the DROP
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* subroutine, which prefaces new objects on the lists. Since we want things
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* in the other order, we'll run the loop backwards. If the object is in two
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* locs, we drop it twice. This also sets up "PLACE" and "fixed" as copies of
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* "PLAC" and "FIXD". Also, since two-placed objects are typically best
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* described last, we'll drop them first. */
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/* 1106 */ for (I=1; I<=100; I++) {
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K=101-I;
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if(FIXD[K] <= 0) goto L1106;
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DROP(K+100,FIXD[K]);
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DROP(K,PLAC[K]);
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L1106: /*etc*/ ;
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} /* end loop */
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/* 1107 */ for (I=1; I<=100; I++) {
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K=101-I;
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FIXED[K]=FIXD[K];
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L1107: if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]);
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} /* end loop */
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/* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79).
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* Their props are initially -1, and are set to 0 the first time they are
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* described. TALLY keeps track of how many are not yet found, so we know
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* when to close the cave. */
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MAXTRS=79;
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TALLY=0;
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/* 1200 */ for (I=50; I<=MAXTRS; I++) {
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if(PTEXT[I] != 0)PROP[I]= -1;
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L1200: TALLY=TALLY-PROP[I];
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} /* end loop */
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|
|
/* 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. */
|
|
|
|
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 50 through whatever 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. 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;
|
|
/* 1700 */ for (I=1; I<=6; I++) {
|
|
L1700: DSEEN[I]=false;
|
|
} /* end loop */
|
|
DFLAG=0;
|
|
DLOC[1]=19;
|
|
DLOC[2]=27;
|
|
DLOC[3]=33;
|
|
DLOC[4]=44;
|
|
DLOC[5]=64;
|
|
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 */
|
|
|
|
TURNS=0;
|
|
TRNDEX=1;
|
|
THRESH= -1;
|
|
if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
|
|
TRNLUZ=0;
|
|
LMWARN=false;
|
|
IGO=0;
|
|
IWEST=0;
|
|
KNFLOC=0;
|
|
DETAIL=0;
|
|
ABBNUM=5;
|
|
/* 1800 */ for (I=0; I<=4; I++) {
|
|
L1800: {long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
|
|
} /* end loop */
|
|
NUMDIE=0;
|
|
HOLDNG=0;
|
|
DKILL=0;
|
|
FOOBAR=0;
|
|
BONUS=0;
|
|
CLOCK1=30;
|
|
CLOCK2=50;
|
|
CONDS=SETBIT(11);
|
|
SAVED=0;
|
|
CLOSNG=false;
|
|
PANIC=false;
|
|
CLOSED=false;
|
|
CLSHNT=false;
|
|
NOVICE=false;
|
|
SETUP=1;
|
|
|
|
/* if we can ever think of how, we should save it at this point */
|
|
|
|
return(0); /* then we won't actually return from initialisation */
|
|
}
|
|
|
|
/* Report on amount of arrays actually used, to permit reductions. */
|
|
|
|
static void report(void) {
|
|
/* 1998 */ for (K=1; K<=LOCSIZ; K++) {
|
|
KK=LOCSIZ+1-K;
|
|
if(LTEXT[KK] != 0) goto L1997;
|
|
L1998: /*etc*/ ;
|
|
} /* end loop */
|
|
|
|
OBJ=0;
|
|
L1997: /* 1996 */ for (K=1; K<=100; K++) {
|
|
L1996: if(PTEXT[K] != 0)OBJ=OBJ+1;
|
|
} /* end loop */
|
|
|
|
/* 1995 */ for (K=1; K<=TABNDX; K++) {
|
|
L1995: if(KTAB[K]/1000 == 2)VERB=KTAB[K]-2000;
|
|
} /* end loop */
|
|
|
|
/* 1994 */ for (K=1; K<=RTXSIZ; K++) {
|
|
J=RTXSIZ+1-K;
|
|
if(RTEXT[J] != 0) goto L1993;
|
|
L1994: /*etc*/ ;
|
|
} /* end loop */
|
|
|
|
L1993: SETPRM(1,LINUSE,LINSIZ);
|
|
SETPRM(3,TRVS,TRVSIZ);
|
|
SETPRM(5,TABNDX,TABSIZ);
|
|
SETPRM(7,KK,LOCSIZ);
|
|
SETPRM(9,OBJ,100);
|
|
SETPRM(11,VERB,VRBSIZ);
|
|
SETPRM(13,J,RTXSIZ);
|
|
SETPRM(15,CLSSES,CLSMAX);
|
|
SETPRM(17,HNTMAX,HNTSIZ);
|
|
SETPRM(19,TRNVLS,TRNSIZ);
|
|
RSPEAK(267);
|
|
TYPE0();
|
|
}
|
|
|
|
static long init_reading, init_cksum;
|
|
static FILE *f;
|
|
|
|
static void quick_item(long*);
|
|
static void quick_array(long*, long);
|
|
|
|
static bool quick_init(void) {
|
|
extern char *getenv();
|
|
char *adv = getenv("ADVENTURE");
|
|
f = NULL;
|
|
if(adv)f = fopen(adv,READ_MODE);
|
|
if(f == NULL)f = fopen("adventure.data",READ_MODE);
|
|
if(f == NULL)return(false);
|
|
init_reading = true;
|
|
init_cksum = 1;
|
|
quick_io();
|
|
if(fread(&K,sizeof(long),1,f) == 1) init_cksum -= K; else init_cksum = 1;
|
|
fclose(f);
|
|
if(init_cksum != 0)printf("Checksum error!\n");
|
|
return(init_cksum == 0);
|
|
}
|
|
|
|
static void quick_save(void) {
|
|
printf("Writing adventure.data...\n");
|
|
f = fopen("adventure.data",WRITE_MODE);
|
|
if(f == NULL){printf("Can't open file!\n"); return;}
|
|
init_reading = false;
|
|
init_cksum = 1;
|
|
quick_io();
|
|
fwrite(&init_cksum,sizeof(long),1,f);
|
|
fclose(f);
|
|
}
|
|
|
|
static void quick_io(void) {
|
|
quick_item(&LINUSE);
|
|
quick_item(&TRVS);
|
|
quick_item(&CLSSES);
|
|
quick_item(&TRNVLS);
|
|
quick_item(&TABNDX);
|
|
quick_item(&HNTMAX);
|
|
quick_array(PTEXT,100);
|
|
quick_array(RTEXT,RTXSIZ);
|
|
quick_array(CTEXT,CLSMAX);
|
|
quick_array(OBJSND,100);
|
|
quick_array(OBJTXT,100);
|
|
quick_array(STEXT,LOCSIZ);
|
|
quick_array(LTEXT,LOCSIZ);
|
|
quick_array(COND,LOCSIZ);
|
|
quick_array(KEY,LOCSIZ);
|
|
quick_array(LOCSND,LOCSIZ);
|
|
quick_array(LINES,LINSIZ);
|
|
quick_array(CVAL,CLSMAX);
|
|
quick_array(TTEXT,TRNSIZ);
|
|
quick_array(TRNVAL,TRNSIZ);
|
|
quick_array(TRAVEL,TRVSIZ);
|
|
quick_array(KTAB,TABSIZ);
|
|
quick_array(ATAB,TABSIZ);
|
|
quick_array(PLAC,100);
|
|
quick_array(FIXD,100);
|
|
quick_array(ACTSPK,VRBSIZ);
|
|
quick_array((long *)HINTS,(HNTMAX+1)*5-1);
|
|
}
|
|
|
|
static void quick_item(W)long *W; {
|
|
if(init_reading && fread(W,sizeof(long),1,f) != 1)return;
|
|
init_cksum = MOD(init_cksum*13+(*W),60000000);
|
|
if(!init_reading)fwrite(W,sizeof(long),1,f);
|
|
}
|
|
|
|
static void quick_array(A,N)long *A, N; { long I;
|
|
if(init_reading && fread(A,sizeof(long),N+1,f) != N+1)printf("Read error!\n");
|
|
for(I=1;I<=N;I++)init_cksum = MOD(init_cksum*13+A[I],60000000);
|
|
if(!init_reading && fwrite(A,sizeof(long),N+1,f)!=N+1)printf("Write error!\n");
|
|
}
|