15 * 12600 words of message text (LINES, LINSIZ).
16 * 885 travel options (TRAVEL, TRVSIZ).
17 * 330 vocabulary words (KTAB, ATAB, TABSIZ).
18 * 185 locations (LTEXT, STEXT, KEY, COND, game.abbrev, game.atloc,
20 * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (twice),
21 * PTEXT, game.prop, OBJSND, OBJTXT).
22 * 35 "action" verbs (ACTSPK, VRBSIZ).
23 * 277 random messages (RTEXT, RTXSIZ).
24 * 12 different player classifications (CTEXT, CVAL, CLSMAX).
25 * 20 hints (game.hintlc, game.hinted, HINTS, HNTSIZ).
26 * 5 "# of turns" threshholds (TTEXT, TRNVAL, TRNSIZ).
27 * There are also limits which cannot be exceeded due to the structure of
28 * the database. (E.G., The vocabulary uses n/1000 to determine word type,
29 * so there can't be more than 1000 words.) These upper limits are:
30 * 1000 non-synonymous vocabulary words
34 * - the object count limit has been abstracted as NOBJECTS
35 * - the random message limit has been abstracted as RTXSIZ
36 * - maximum locations limit has been abstracted as LOCSIZ
39 /* Description of the database format
42 * The data file contains several sections. Each begins with a line containing
43 * a number identifying the section, and ends with a line containing "-1".
45 * Section 1: Long form descriptions. Each line contains a location number,
46 * a tab, and a line of text. The set of (necessarily adjacent) lines
47 * whose numbers are X form the long description of location X.
48 * Section 2: Short form descriptions. Same format as long form. Not all
49 * places have short descriptions.
50 * Section 3: Travel table. Each line contains a location number (X), a second
51 * location number (Y), and a list of motion numbers (see section 4).
52 * each motion represents a verb which will go to Y if currently at X.
53 * Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
54 * If N<=300 it is the location to go to.
55 * If 300<N<=500 N-300 is used in a computed goto to
56 * a section of special code.
57 * If N>500 message N-500 from section 6 is printed,
58 * and he stays wherever he is.
59 * Meanwhile, M specifies the conditions on the motion.
60 * If M=0 it's unconditional.
61 * If 0<M<100 it is done with M% probability.
62 * If M=100 unconditional, but forbidden to dwarves.
63 * If 100<M<=200 he must be carrying object M-100.
64 * If 200<M<=300 must be carrying or in same room as M-200.
65 * If 300<M<=400 game.prop(M % 100) must *not* be 0.
66 * If 400<M<=500 game.prop(M % 100) must *not* be 1.
67 * If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
68 * If the condition (if any) is not met, then the next *different*
69 * "destination" value is used (unless it fails to meet *its* conditions,
70 * in which case the next is found, etc.). Typically, the next dest will
71 * be for one of the same verbs, so that its only use is as the alternate
72 * destination for those verbs. For instance:
73 * 15 110022 29 31 34 35 23 43
75 * This says that, from loc 15, any of the verbs 29, 31, etc., will take
76 * him to 22 if he's carrying object 10, and otherwise will go to 14.
79 * This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
80 * case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
81 * Section 4: Vocabulary. Each line contains a number (n), a tab, and a
82 * five-letter word. Call M=N/1000. If M=0, then the word is a motion
83 * verb for use in travelling (see section 3). Else, if M=1, the word is
84 * an object. Else, if M=2, the word is an action verb (such as "carry"
85 * or "attack"). Else, if M=3, the word is a special case verb (such as
86 * "dig") and N % 1000 is an index into section 6. Objects from 50 to
87 * (currently, anyway) 79 are considered treasures (for pirate, closeout).
88 * Section 5: Object descriptions. Each line contains a number (N), a tab,
89 * and a message. If N is from 1 to 100, the message is the "inventory"
90 * message for object n. Otherwise, N should be 000, 100, 200, etc., and
91 * the message should be the description of the preceding object when its
92 * prop value is N/100. The N/100 is used only to distinguish multiple
93 * messages from multi-line messages; the prop info actually requires all
94 * messages for an object to be present and consecutive. Properties which
95 * produce no message should be given the message ">$<". (The magic value
96 * 100 is now mostly abstracted out as NOBJECTS.)
97 * Section 6: Arbitrary messages. Same format as sections 1, 2, and 5, except
98 * the numbers bear no relation to anything (except for special verbs
100 * Section 7: Object locations. Each line contains an object number and its
101 * initial location (zero (or omitted) if none). If the object is
102 * immovable, the location is followed by a "-1". If it has two locations
103 * (e.g. the grate) the first location is followed with the second, and
104 * the object is assumed to be immovable.
105 * Section 8: Action defaults. Each line contains an "action-verb" number and
106 * the index (in section 6) of the default message for the verb.
107 * Section 9: Location attributes. Each line contains a number (n) and up to
108 * 20 location numbers. Bit N (where 0 is the units bit) is set in
109 * COND(LOC) for each loc given. The cond bits currently assigned are:
111 * 1 If bit 2 is on: on for oil, off for water
112 * 2 Liquid asset, see bit 1
113 * 3 Pirate doesn't go here unless following player
114 * 4 Cannot use "back" to move away
115 * Bits past 10 indicate areas of interest to "hint" routines:
116 * 11 Trying to get into cave
117 * 12 Trying to catch bird
118 * 13 Trying to deal with snake
120 * 15 Pondering dark room
124 * 19 Trying to deal with ogre
125 * 20 Found all treasures except jade
126 * COND(LOC) is set to 2, overriding all other bits, if loc has forced
128 * Section 10: Class messages. Each line contains a number (n), a tab, and a
129 * message describing a classification of player. The scoring section
130 * selects the appropriate message, where each message is considered to
131 * apply to players whose scores are higher than the previous N but not
132 * higher than this N. Note that these scores probably change with every
133 * modification (and particularly expansion) of the program.
134 * Section 11: Hints. Each line contains a hint number (add 10 to get cond
135 * bit; see section 9), the number of turns he must be at the right loc(s)
136 * before triggering the hint, the points deducted for taking the hint,
137 * the message number (section 6) of the question, and the message number
138 * of the hint. These values are stashed in the "hints" array. HNTMAX is
139 * set to the max hint number (<= HNTSIZ).
140 * Section 12: Unused in this version.
141 * Section 13: Sounds and text. Each line contains either 2 or 3 numbers. If
142 * 2 (call them N and S), N is a location and message ABS(S) from section
143 * 6 is the sound heard there. If S<0, the sound there drowns out all
144 * other noises. If 3 numbers (call them N, S, and T), N is an object
145 * number and S+game.prop(N) is the property message (from section 5) if he
146 * listens to the object, and T+game.prop(N) is the text if he reads it. If
147 * S or T is -1, the object has no sound or text, respectively. Neither
148 * S nor T is allowed to be 0.
149 * Section 14: Turn threshholds. Each line contains a number (N), a tab, and
150 * a message berating the player for taking so many turns. The messages
151 * must be in the proper (ascending) order. The message gets printed if
152 * the player exceeds N % 100000 turns, at which time N/100000 points
153 * get deducted from his score.
154 * Section 0: End of database. */
156 /* The various messages (sections 1, 2, 5, 6, etc.) may include certain
157 * special character sequences to denote that the program must provide
158 * parameters to insert into a message when the message is printed. These
160 * %S = The letter 'S' or nothing (if a given value is exactly 1)
161 * %W = A word (up to 10 characters)
162 * %L = A word mapped to lower-case letters
163 * %U = A word mapped to upper-case letters
164 * %C = A word mapped to lower-case, first letter capitalised
165 * %T = Several words of text, ending with a word of -1
166 * %1 = A 1-digit number
167 * %2 = A 2-digit number
169 * %9 = A 9-digit number
170 * %B = Variable number of blanks
171 * %! = The entire message should be suppressed */
173 void initialise(void)
176 printf("Initialising...\n");
178 for (int i = 1; i <= NOBJECTS; i++) {
179 game.place[i] = LOC_NOWHERE;
181 game.link[i + NOBJECTS] = game.link[i] = 0;
184 for (int i = 1; i <= LOCSIZ; i++) {
186 if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
188 if (MOD(labs(TRAVEL[k]), 1000) == 1)COND[i] = 2;
193 /* Set up the game.atloc and game.link arrays as described above.
194 * We'll use the DROP subroutine, which prefaces new objects on the
195 * lists. Since we want things in the other order, we'll run the
196 * loop backwards. If the object is in two locs, we drop it twice.
197 * This also sets up "game.place" and "fixed" as copies of "PLAC" and
198 * "FIXD". Also, since two-placed objects are typically best
199 * described last, we'll drop them first. */
200 for (int i = 1; i <= NOBJECTS; i++) {
201 int k = NOBJECTS + 1 - i;
203 DROP(k + NOBJECTS, FIXD[k]);
208 for (int i = 1; i <= NOBJECTS; i++) {
209 int k = NOBJECTS + 1 - i;
210 game.fixed[k] = FIXD[k];
211 if (PLAC[k] != 0 && FIXD[k] <= 0)
215 /* Treasures, as noted earlier, are objects MINTRS through MAXTRS
216 * Their props are initially -1, and are set to 0 the first time
217 * they are described. game.tally keeps track of how many are
218 * not yet found, so we know when to close the cave. */
220 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
221 if (object_descriptions[treasure].inventory != 0)
222 game.prop[treasure] = -1;
223 game.tally = game.tally - game.prop[treasure];
226 /* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
227 * with cond bit i. game.hinted[i] is true iff hint i has been
229 for (int i = 1; i <= HNTMAX; i++) {
230 game.hinted[i] = false;
234 /* Define some handy mnemonics. These correspond to object numbers. */
235 AXE = VOCWRD(WORD_AXE, 1);
236 BATTERY = VOCWRD(WORD_BATTERY, 1);
237 BEAR = VOCWRD(WORD_BEAR, 1);
238 BIRD = VOCWRD(WORD_BIRD, 1);
239 BLOOD = VOCWRD(WORD_BLOOD, 1);
240 BOTTLE = VOCWRD(WORD_BOTTLE, 1);
241 CAGE = VOCWRD(WORD_CAGE, 1);
242 CAVITY = VOCWRD(WORD_CAVITY, 1);
243 CHASM = VOCWRD(WORD_CHASM, 1);
244 CLAM = VOCWRD(WORD_CLAM, 1);
245 DOOR = VOCWRD(WORD_DOOR, 1);
246 DRAGON = VOCWRD(WORD_DRAGON, 1);
247 DWARF = VOCWRD(WORD_DWARF, 1);
248 FISSURE = VOCWRD(WORD_FISSURE, 1);
249 FOOD = VOCWRD(WORD_FOOD, 1);
250 GRATE = VOCWRD(WORD_GRATE, 1);
251 KEYS = VOCWRD(WORD_KEYS, 1);
252 KNIFE = VOCWRD(WORD_KNIFE, 1);
253 LAMP = VOCWRD(WORD_LAMP, 1);
254 MAGAZINE = VOCWRD(WORD_MAGAZINE, 1);
255 MESSAG = VOCWRD(WORD_MESSAG, 1);
256 MIRROR = VOCWRD(WORD_MIRROR, 1);
257 OGRE = VOCWRD(WORD_OGRE, 1);
258 OIL = VOCWRD(WORD_OIL, 1);
259 OYSTER = VOCWRD(WORD_OYSTER, 1);
260 PILLOW = VOCWRD(WORD_PILLOW, 1);
261 PLANT = VOCWRD(WORD_PLANT, 1);
263 RESER = VOCWRD(WORD_RESER, 1);
264 ROD = VOCWRD(WORD_ROD, 1);
266 SIGN = VOCWRD(WORD_SIGN, 1);
267 SNAKE = VOCWRD(WORD_SNAKE, 1);
268 STEPS = VOCWRD(WORD_STEPS, 1);
269 TROLL = VOCWRD(WORD_TROLL, 1);
271 URN = VOCWRD(WORD_URN, 1);
272 VEND = VOCWRD(WORD_VEND, 1);
273 VOLCANO = VOCWRD(WORD_VOLCANO, 1);
274 WATER = VOCWRD(WORD_WATER, 1);
276 /* Objects from MINTRS through MAXTRS are treasures. Here are a few. */
277 AMBER = VOCWRD(WORD_AMBER, 1);
278 CHAIN = VOCWRD(WORD_CHAIN, 1);
279 CHEST = VOCWRD(WORD_CHEST, 1);
280 COINS = VOCWRD(WORD_COINS, 1);
281 EGGS = VOCWRD(WORD_EGGS, 1);
282 EMERALD = VOCWRD(WORD_EMERALD, 1);
283 JADE = VOCWRD(WORD_JADE, 1);
284 NUGGET = VOCWRD(WORD_NUGGET, 1);
285 PEARL = VOCWRD(WORD_PEARL, 1);
286 PYRAMID = VOCWRD(WORD_PYRAMID, 1);
287 RUBY = VOCWRD(WORD_RUBY, 1);
288 RUG = VOCWRD(WORD_RUG, 1);
289 SAPPH = VOCWRD(WORD_SAPPH, 1);
290 TRIDENT = VOCWRD(WORD_TRIDENT, 1);
291 VASE = VOCWRD(WORD_VASE, 1);
293 /* These are motion-verb numbers. */
294 BACK = VOCWRD(WORD_BACK, 0);
295 CAVE = VOCWRD(WORD_CAVE, 0);
296 DPRSSN = VOCWRD(WORD_DPRSSN, 0);
297 ENTER = VOCWRD(WORD_ENTER, 0);
298 ENTRNC = VOCWRD(WORD_ENTRNC, 0);
299 LOOK = VOCWRD(WORD_LOOK, 0);
300 NUL = VOCWRD(WORD_NUL, 0);
301 STREAM = VOCWRD(WORD_STREAM, 0);
303 /* And some action verbs. */
304 FIND = VOCWRD(WORD_FIND, 2);
305 INVENT = VOCWRD(WORD_INVENT, 2);
306 LOCK = VOCWRD(WORD_LOCK, 2);
307 SAY = VOCWRD(WORD_SAY, 2);
308 THROW = VOCWRD(WORD_THROW, 2);
310 /* Initialise the dwarves. game.dloc is loc of dwarves,
311 * hard-wired in. game.odloc is prior loc of each dwarf,
312 * initially garbage. DALTLC is alternate initial loc for dwarf,
313 * in case one of them starts out on top of the adventurer. (No
314 * 2 of the 5 initial locs are adjacent.) game.dseen is true if
315 * dwarf has seen him. game.dflag controls the level of
316 * activation of all this:
317 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
318 * 1 Reached Hall Of Mists, but hasn't met first dwarf
319 * 2 Met first dwarf, others start moving, no knives thrown yet
320 * 3 A knife has been thrown (first set always misses)
321 * 3+ Dwarves are mad (increases their accuracy)
322 * Sixth dwarf is special (the pirate). He always starts at his
323 * chest's eventual location inside the maze. This loc is saved
324 * in game.chloc for ref. the dead end in the other maze has its
325 * loc stored in game.chloc2. */
326 game.chloc = LOC_DEADEND12;
327 game.chloc2 = LOC_DEADEND13;
328 for (int i = 1; i <= NDWARVES; i++) {
329 game.dseen[i] = false;
332 game.dloc[1] = LOC_KINGHALL;
333 game.dloc[2] = LOC_WESTBANK;
334 game.dloc[3] = LOC_Y2;
335 game.dloc[4] = LOC_ALIKE3;
336 game.dloc[5] = LOC_COMPLEX;
337 game.dloc[6] = game.chloc;
339 /* Other random flags and counters, as follows:
340 * game.abbnum How often we should print non-abbreviated descriptions
341 * game.bonus Used to determine amount of bonus if he reaches closing
342 * game.clock1 Number of turns from finding last treasure till closing
343 * game.clock2 Number of turns from first warning till blinding flash
344 * game.conds Min value for cond(loc) if loc has any hints
345 * game.detail How often we've said "not allowed to give more detail"
346 * game.dkill # of dwarves killed (unused in scoring, needed for msg)
347 * game.foobar Current progress in saying "FEE FIE FOE FOO".
348 * game.holdng Number of objects being carried
349 * igo How many times he's said "go XXX" instead of "XXX"
350 * game.iwest How many times he's said "west" instead of "w"
351 * game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
352 * game.limit Lifetime of lamp (not set here)
353 * maximum_deaths Number of reincarnation messages available (up to 5)
354 * game.numdie Number of times killed so far
355 * game.thresh Next #turns threshhold (-1 if none)
356 * game.trndex Index in TRNVAL of next threshold (db section 14)
357 * game.trnluz # points lost so far due to number of turns used
358 * game.turns Tallies how many commands he's given (ignores yes/no)
359 * Logicals were explained earlier */
364 game.thresh = MOD(TRNVAL[1], 100000) + 1;
378 game.conds = SETBIT(11);