open-adventure/init.c
2017-06-07 00:15:31 -04:00

400 lines
15 KiB
C

#include <unistd.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include "advent.h"
#include "funcs.h"
#include "database.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, ABB, ATLOC, LOCSND, LOCSIZ).
* 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
* OBJSND, OBJTXT).
* 35 "action" verbs (ACTSPK, VRBSIZ).
* 277 random messages (RTEXT, RTXSIZ).
* 12 different player classifications (CTEXT, CVAL, CLSMAX).
* 20 hints (HINTLC, 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 RTXSIZE
*/
/* 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 PROP(M % 100) must *not* be 0.
* If 400<M<=500 PROP(M % 100) must *not* be 1.
* If 500<M<=600 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 PROP(3)=0, in which
* case he goes to 9. Verb 50 takes him to 9 regardless of 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+PROP(N) is the property message (from section 5) if he
* listens to the object, and T+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 */
static int finish_init(void);
void initialise(void) {
if (oldstyle)
printf("Initialising...\n");
finish_init();
}
static int finish_init(void) {
for (I=1; I<=100; I++) {
PLACE[I]=0;
PROP[I]=0;
LINK[I]=0;
{long x = I+NOBJECTS; LINK[x]=0;}
} /* end loop */
/* 1102 */ for (I=1; I<=LOCSIZ; I++) {
ABB[I]=0;
if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102;
K=KEY[I];
if(MOD(labs(TRAVEL[K]),1000) == 1)COND[I]=2;
L1102: ATLOC[I]=0;
} /* end loop */
/* Set up the ATLOC and 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 "PLACE" and "fixed" as copies of
* "PLAC" and "FIXD". Also, since two-placed objects are typically best
* described last, we'll drop them first. */
/* 1106 */ for (I=1; I<=NOBJECTS; I++) {
K=NOBJECTS + 1 - I;
if(FIXD[K] <= 0) goto L1106;
DROP(K+NOBJECTS,FIXD[K]);
DROP(K,PLAC[K]);
L1106: /*etc*/ ;
} /* end loop */
for (I=1; I<=NOBJECTS; I++) {
K=NOBJECTS + 1 - I;
FIXED[K]=FIXD[K];
if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]);
} /* end loop */
/* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79).
* Their props are initially -1, and are set to 0 the first time they are
* described. TALLY keeps track of how many are not yet found, so we know
* when to close the cave. */
MAXTRS=79;
TALLY=0;
for (I=50; I<=MAXTRS; I++) {
if(PTEXT[I] != 0)PROP[I]= -1;
TALLY=TALLY-PROP[I];
} /* end loop */
/* 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. */
for (I=1; I<=HNTMAX; I++) {
HINTED[I]=false;
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. 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.
* 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;
for (I=1; I<=NDWARVES; I++) {
game.dseen[I]=false;
} /* end loop */
DFLAG=0;
game.dloc[1]=19;
game.dloc[2]=27;
game.dloc[3]=33;
game.dloc[4]=44;
game.dloc[5]=64;
game.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
* game.clock1 Number of turns from finding last treasure till closing
* game.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;
for (I=0; I<=4; I++) {
{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
} /* end loop */
NUMDIE=0;
HOLDNG=0;
DKILL=0;
FOOBAR=0;
BONUS=0;
game.clock1=30;
game.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 */
}