401 lines
15 KiB
C
401 lines
15 KiB
C
#include <unistd.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include "advent.h"
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#include "funcs.h"
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#include "database.h"
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/*
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* Initialisation
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*/
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/* Current limits:
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* 12600 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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/* Note:
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* - the object count limit has been abstracted as NOBJECTS
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* - the random message limit has been abstracted as RTXSIZE
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*/
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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 ">$<". (The magic value
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* 100 is now mostly abstracted out as NOBJECTS.)
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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 int finish_init(void);
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void initialise(void) {
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if (oldstyle)
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printf("Initialising...\n");
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finish_init();
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}
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static int finish_init(void) {
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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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{long x = I+NOBJECTS; 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(labs(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<=NOBJECTS; I++) {
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K=NOBJECTS + 1 - I;
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if(FIXD[K] <= 0) goto L1106;
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DROP(K+NOBJECTS,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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for (I=1; I<=NOBJECTS; I++) {
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K=NOBJECTS + 1 - I;
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FIXED[K]=FIXD[K];
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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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for (I=50; I<=MAXTRS; I++) {
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if(PTEXT[I] != 0)PROP[I]= -1;
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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
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* I. HINTED(I) is true iff hint I has been used. */
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for (I=1; I<=HNTMAX; I++) {
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HINTED[I]=false;
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HINTLC[I]=0;
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} /* end loop */
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/* Define some handy mnemonics. These correspond to object numbers. */
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AXE=VOCWRD(12405,1);
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BATTER=VOCWRD(201202005,1);
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BEAR=VOCWRD(2050118,1);
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BIRD=VOCWRD(2091804,1);
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BLOOD=VOCWRD(212151504,1);
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BOTTLE=VOCWRD(215202012,1);
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CAGE=VOCWRD(3010705,1);
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CAVITY=VOCWRD(301220920,1);
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CHASM=VOCWRD(308011913,1);
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CLAM=VOCWRD(3120113,1);
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DOOR=VOCWRD(4151518,1);
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DRAGON=VOCWRD(418010715,1);
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DWARF=VOCWRD(423011806,1);
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FISSUR=VOCWRD(609191921,1);
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FOOD=VOCWRD(6151504,1);
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GRATE=VOCWRD(718012005,1);
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KEYS=VOCWRD(11052519,1);
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KNIFE=VOCWRD(1114090605,1);
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LAMP=VOCWRD(12011316,1);
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MAGZIN=VOCWRD(1301070126,1);
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MESSAG=VOCWRD(1305191901,1);
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MIRROR=VOCWRD(1309181815,1);
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OGRE=VOCWRD(15071805,1);
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OIL=VOCWRD(150912,1);
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OYSTER=VOCWRD(1525192005,1);
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PILLOW=VOCWRD(1609121215,1);
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PLANT=VOCWRD(1612011420,1);
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PLANT2=PLANT+1;
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RESER=VOCWRD(1805190518,1);
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ROD=VOCWRD(181504,1);
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ROD2=ROD+1;
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SIGN=VOCWRD(19090714,1);
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SNAKE=VOCWRD(1914011105,1);
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STEPS=VOCWRD(1920051619,1);
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TROLL=VOCWRD(2018151212,1);
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TROLL2=TROLL+1;
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URN=VOCWRD(211814,1);
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VEND=VOCWRD(1755140409,1);
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VOLCAN=VOCWRD(1765120301,1);
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WATER=VOCWRD(1851200518,1);
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/* Objects from 50 through whatever are treasures. Here are a few. */
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AMBER=VOCWRD(113020518,1);
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CHAIN=VOCWRD(308010914,1);
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CHEST=VOCWRD(308051920,1);
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COINS=VOCWRD(315091419,1);
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EGGS=VOCWRD(5070719,1);
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EMRALD=VOCWRD(513051801,1);
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JADE=VOCWRD(10010405,1);
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NUGGET=VOCWRD(7151204,1);
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PEARL=VOCWRD(1605011812,1);
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PYRAM=VOCWRD(1625180113,1);
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RUBY=VOCWRD(18210225,1);
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RUG=VOCWRD(182107,1);
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SAPPH=VOCWRD(1901161608,1);
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TRIDNT=VOCWRD(2018090405,1);
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VASE=VOCWRD(22011905,1);
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/* These are motion-verb numbers. */
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BACK=VOCWRD(2010311,0);
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CAVE=VOCWRD(3012205,0);
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DPRSSN=VOCWRD(405161805,0);
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ENTER=VOCWRD(514200518,0);
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ENTRNC=VOCWRD(514201801,0);
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LOOK=VOCWRD(12151511,0);
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NUL=VOCWRD(14211212,0);
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STREAM=VOCWRD(1920180501,0);
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/* And some action verbs. */
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FIND=VOCWRD(6091404,2);
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INVENT=VOCWRD(914220514,2);
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LOCK=VOCWRD(12150311,2);
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SAY=VOCWRD(190125,2);
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THROW=VOCWRD(2008181523,2);
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/* Initialise the dwarves. game.dloc is loc of dwarves, hard-wired in. game.odloc is
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* prior loc of each dwarf, initially garbage. DALTLC is alternate initial loc
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* for dwarf, in case one of them starts out on top of the adventurer. (No 2
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* of the 5 initial locs are adjacent.) game.dseen is true if dwarf has seen him.
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* DFLAG controls the level of activation of all this:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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* 1 Reached Hall Of Mists, but hasn't met first dwarf
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* 2 Met first dwarf, others start moving, no knives thrown yet
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* 3 A knife has been thrown (first set always misses)
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* 3+ Dwarves are mad (increases their accuracy)
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* Sixth dwarf is special (the pirate). He always starts at his chest's
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* eventual location inside the maze. This loc is saved in game.chloc for ref.
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* the dead end in the other maze has its loc stored in game.chloc2. */
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game.chloc=114;
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game.chloc2=140;
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for (I=1; I<=NDWARVES; I++) {
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game.dseen[I]=false;
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} /* end loop */
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DFLAG=0;
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game.dloc[1]=19;
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game.dloc[2]=27;
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game.dloc[3]=33;
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game.dloc[4]=44;
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game.dloc[5]=64;
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game.dloc[6]=game.chloc;
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DALTLC=18;
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/* Other random flags and counters, as follows:
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* game.abbnum How often we should print non-abbreviated descriptions
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* game.bonus Used to determine amount of bonus if he reaches closing
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* game.clock1 Number of turns from finding last treasure till closing
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* game.clock2 Number of turns from first warning till blinding flash
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* game.conds Min value for cond(loc) if loc has any hints
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* game.detail How often we've said "not allowed to give more detail"
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* game.dkill # of dwarves killed (unused in scoring, needed for msg)
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* FOOBAR Current progress in saying "FEE FIE FOE FOO".
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* HOLDNG Number of objects being carried
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* IGO How many times he's said "go XXX" instead of "XXX"
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* IWEST How many times he's said "west" instead of "w"
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* KNFLOC 0 if no knife here, loc if knife here, -1 after caveat
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* LIMIT Lifetime of lamp (not set here)
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* MAXDIE Number of reincarnation messages available (up to 5)
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* NUMDIE Number of times killed so far
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* THRESH Next #turns threshhold (-1 if none)
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* TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
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* TRNLUZ # points lost so far due to number of turns used
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* TURNS Tallies how many commands he's given (ignores yes/no)
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* Logicals were explained earlier */
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TURNS=0;
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TRNDEX=1;
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THRESH= -1;
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if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
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TRNLUZ=0;
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LMWARN=false;
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IGO=0;
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IWEST=0;
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KNFLOC=0;
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game.detail=0;
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game.abbnum=5;
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for (I=0; I<=4; I++) {
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{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
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} /* end loop */
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NUMDIE=0;
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HOLDNG=0;
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game.dkill=0;
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FOOBAR=0;
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game.bonus=0;
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game.clock1=30;
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game.clock2=50;
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game.conds=SETBIT(11);
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SAVED=0;
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game.closng=false;
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PANIC=false;
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game.closed=false;
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CLSHNT=false;
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NOVICE=false;
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SETUP=1;
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game.blklin=true;
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/* if we can ever think of how, we should save it at this point */
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return(0); /* then we won't actually return from initialisation */
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}
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