open-adventure/init.c
2017-06-20 19:26:55 -04:00

380 lines
16 KiB
C

#include <unistd.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#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 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. 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] = LOC_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(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)
* maximum_deaths Number of reincarnation messages available (up to 5)
* 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)
* Logicals were explained earlier */
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;
}