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, ABB, ATLOC, LOCSND, LOCSIZ).
19 * 100 objects (PLAC, PLACE, FIXD, FIXED, LINK (TWICE), PTEXT, PROP,
21 * 35 "action" verbs (ACTSPK, VRBSIZ).
22 * 277 random messages (RTEXT, RTXSIZ).
23 * 12 different player classifications (CTEXT, CVAL, CLSMAX).
24 * 20 hints (HINTLC, HINTED, HINTS, HNTSIZ).
25 * 5 "# of turns" threshholds (TTEXT, TRNVAL, TRNSIZ).
26 * There are also limits which cannot be exceeded due to the structure of
27 * the database. (E.G., The vocabulary uses n/1000 to determine word type,
28 * so there can't be more than 1000 words.) These upper limits are:
29 * 1000 non-synonymous vocabulary words
34 * - the object count limit has been abstracted as NOBJECTS
35 * - the random message limit has been abstracted as RTXSIZE
38 /* Description of the database format
41 * The data file contains several sections. Each begins with a line containing
42 * a number identifying the section, and ends with a line containing "-1".
44 * Section 1: Long form descriptions. Each line contains a location number,
45 * a tab, and a line of text. The set of (necessarily adjacent) lines
46 * whose numbers are X form the long description of location X.
47 * Section 2: Short form descriptions. Same format as long form. Not all
48 * places have short descriptions.
49 * Section 3: Travel table. Each line contains a location number (X), a second
50 * location number (Y), and a list of motion numbers (see section 4).
51 * each motion represents a verb which will go to Y if currently at X.
52 * Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
53 * If N<=300 it is the location to go to.
54 * If 300<N<=500 N-300 is used in a computed goto to
55 * a section of special code.
56 * If N>500 message N-500 from section 6 is printed,
57 * and he stays wherever he is.
58 * Meanwhile, M specifies the conditions on the motion.
59 * If M=0 it's unconditional.
60 * If 0<M<100 it is done with M% probability.
61 * If M=100 unconditional, but forbidden to dwarves.
62 * If 100<M<=200 he must be carrying object M-100.
63 * If 200<M<=300 must be carrying or in same room as M-200.
64 * If 300<M<=400 PROP(M % 100) must *not* be 0.
65 * If 400<M<=500 PROP(M % 100) must *not* be 1.
66 * If 500<M<=600 PROP(M % 100) must *not* be 2, etc.
67 * If the condition (if any) is not met, then the next *different*
68 * "destination" value is used (unless it fails to meet *its* conditions,
69 * in which case the next is found, etc.). Typically, the next dest will
70 * be for one of the same verbs, so that its only use is as the alternate
71 * destination for those verbs. For instance:
72 * 15 110022 29 31 34 35 23 43
74 * This says that, from loc 15, any of the verbs 29, 31, etc., will take
75 * him to 22 if he's carrying object 10, and otherwise will go to 14.
78 * This says that, from 11, 49 takes him to 8 unless PROP(3)=0, in which
79 * case he goes to 9. Verb 50 takes him to 9 regardless of PROP(3).
80 * Section 4: Vocabulary. Each line contains a number (n), a tab, and a
81 * five-letter word. Call M=N/1000. If M=0, then the word is a motion
82 * verb for use in travelling (see section 3). Else, if M=1, the word is
83 * an object. Else, if M=2, the word is an action verb (such as "carry"
84 * or "attack"). Else, if M=3, the word is a special case verb (such as
85 * "dig") and N % 1000 is an index into section 6. Objects from 50 to
86 * (currently, anyway) 79 are considered treasures (for pirate, closeout).
87 * Section 5: Object descriptions. Each line contains a number (N), a tab,
88 * and a message. If N is from 1 to 100, the message is the "inventory"
89 * message for object n. Otherwise, N should be 000, 100, 200, etc., and
90 * the message should be the description of the preceding object when its
91 * prop value is N/100. The N/100 is used only to distinguish multiple
92 * messages from multi-line messages; the prop info actually requires all
93 * messages for an object to be present and consecutive. Properties which
94 * produce no message should be given the message ">$<". (The magic value
95 * 100 is now mostly abstracted out as NOBJECTS.)
96 * Section 6: Arbitrary messages. Same format as sections 1, 2, and 5, except
97 * the numbers bear no relation to anything (except for special verbs
99 * Section 7: Object locations. Each line contains an object number and its
100 * initial location (zero (or omitted) if none). If the object is
101 * immovable, the location is followed by a "-1". If it has two locations
102 * (e.g. the grate) the first location is followed with the second, and
103 * the object is assumed to be immovable.
104 * Section 8: Action defaults. Each line contains an "action-verb" number and
105 * the index (in section 6) of the default message for the verb.
106 * Section 9: Location attributes. Each line contains a number (n) and up to
107 * 20 location numbers. Bit N (where 0 is the units bit) is set in
108 * COND(LOC) for each loc given. The cond bits currently assigned are:
110 * 1 If bit 2 is on: on for oil, off for water
111 * 2 Liquid asset, see bit 1
112 * 3 Pirate doesn't go here unless following player
113 * 4 Cannot use "back" to move away
114 * Bits past 10 indicate areas of interest to "hint" routines:
115 * 11 Trying to get into cave
116 * 12 Trying to catch bird
117 * 13 Trying to deal with snake
119 * 15 Pondering dark room
123 * 19 Trying to deal with ogre
124 * 20 Found all treasures except jade
125 * COND(LOC) is set to 2, overriding all other bits, if loc has forced
127 * Section 10: Class messages. Each line contains a number (n), a tab, and a
128 * message describing a classification of player. The scoring section
129 * selects the appropriate message, where each message is considered to
130 * apply to players whose scores are higher than the previous N but not
131 * higher than this N. Note that these scores probably change with every
132 * modification (and particularly expansion) of the program.
133 * SECTION 11: Hints. Each line contains a hint number (add 10 to get cond
134 * bit; see section 9), the number of turns he must be at the right loc(s)
135 * before triggering the hint, the points deducted for taking the hint,
136 * the message number (section 6) of the question, and the message number
137 * of the hint. These values are stashed in the "hints" array. HNTMAX is
138 * set to the max hint number (<= HNTSIZ).
139 * Section 12: Unused in this version.
140 * Section 13: Sounds and text. Each line contains either 2 or 3 numbers. If
141 * 2 (call them N and S), N is a location and message ABS(S) from section
142 * 6 is the sound heard there. If S<0, the sound there drowns out all
143 * other noises. If 3 numbers (call them N, S, and T), N is an object
144 * number and S+PROP(N) is the property message (from section 5) if he
145 * listens to the object, and T+PROP(N) is the text if he reads it. If
146 * S or T is -1, the object has no sound or text, respectively. Neither
147 * S nor T is allowed to be 0.
148 * Section 14: Turn threshholds. Each line contains a number (N), a tab, and
149 * a message berating the player for taking so many turns. The messages
150 * must be in the proper (ascending) order. The message gets printed if
151 * the player exceeds N % 100000 turns, at which time N/100000 points
152 * get deducted from his score.
153 * Section 0: End of database. */
155 /* The various messages (sections 1, 2, 5, 6, etc.) may include certain
156 * special character sequences to denote that the program must provide
157 * parameters to insert into a message when the message is printed. These
159 * %S = The letter 'S' or nothing (if a given value is exactly 1)
160 * %W = A word (up to 10 characters)
161 * %L = A word mapped to lower-case letters
162 * %U = A word mapped to upper-case letters
163 * %C = A word mapped to lower-case, first letter capitalised
164 * %T = Several words of text, ending with a word of -1
165 * %1 = A 1-digit number
166 * %2 = A 2-digit number
168 * %9 = A 9-digit number
169 * %B = Variable number of blanks
170 * %! = The entire message should be suppressed */
172 static int finish_init(void);
174 void initialise(void) {
176 printf("Initialising...\n");
180 static int finish_init(void) {
181 for (I=1; I<=100; I++) {
185 {long x = I+NOBJECTS; LINK[x]=0;}
188 /* 1102 */ for (I=1; I<=LOCSIZ; I++) {
190 if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102;
192 if(MOD(labs(TRAVEL[K]),1000) == 1)COND[I]=2;
196 /* Set up the ATLOC and LINK arrays as described above. We'll use the DROP
197 * subroutine, which prefaces new objects on the lists. Since we want things
198 * in the other order, we'll run the loop backwards. If the object is in two
199 * locs, we drop it twice. This also sets up "PLACE" and "fixed" as copies of
200 * "PLAC" and "FIXD". Also, since two-placed objects are typically best
201 * described last, we'll drop them first. */
203 /* 1106 */ for (I=1; I<=NOBJECTS; I++) {
205 if(FIXD[K] <= 0) goto L1106;
206 DROP(K+NOBJECTS,FIXD[K]);
211 for (I=1; I<=NOBJECTS; I++) {
214 if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]);
217 /* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79).
218 * Their props are initially -1, and are set to 0 the first time they are
219 * described. TALLY keeps track of how many are not yet found, so we know
220 * when to close the cave. */
224 for (I=50; I<=MAXTRS; I++) {
225 if(PTEXT[I] != 0)PROP[I]= -1;
229 /* Clear the hint stuff. HINTLC(I) is how long he's been at LOC with cond bit
230 * I. HINTED(I) is true iff hint I has been used. */
232 for (I=1; I<=HNTMAX; I++) {
237 /* Define some handy mnemonics. These correspond to object numbers. */
240 BATTER=VOCWRD(201202005,1);
241 BEAR=VOCWRD(2050118,1);
242 BIRD=VOCWRD(2091804,1);
243 BLOOD=VOCWRD(212151504,1);
244 BOTTLE=VOCWRD(215202012,1);
245 CAGE=VOCWRD(3010705,1);
246 CAVITY=VOCWRD(301220920,1);
247 CHASM=VOCWRD(308011913,1);
248 CLAM=VOCWRD(3120113,1);
249 DOOR=VOCWRD(4151518,1);
250 DRAGON=VOCWRD(418010715,1);
251 DWARF=VOCWRD(423011806,1);
252 FISSUR=VOCWRD(609191921,1);
253 FOOD=VOCWRD(6151504,1);
254 GRATE=VOCWRD(718012005,1);
255 KEYS=VOCWRD(11052519,1);
256 KNIFE=VOCWRD(1114090605,1);
257 LAMP=VOCWRD(12011316,1);
258 MAGZIN=VOCWRD(1301070126,1);
259 MESSAG=VOCWRD(1305191901,1);
260 MIRROR=VOCWRD(1309181815,1);
261 OGRE=VOCWRD(15071805,1);
262 OIL=VOCWRD(150912,1);
263 OYSTER=VOCWRD(1525192005,1);
264 PILLOW=VOCWRD(1609121215,1);
265 PLANT=VOCWRD(1612011420,1);
267 RESER=VOCWRD(1805190518,1);
268 ROD=VOCWRD(181504,1);
270 SIGN=VOCWRD(19090714,1);
271 SNAKE=VOCWRD(1914011105,1);
272 STEPS=VOCWRD(1920051619,1);
273 TROLL=VOCWRD(2018151212,1);
275 URN=VOCWRD(211814,1);
276 VEND=VOCWRD(1755140409,1);
277 VOLCAN=VOCWRD(1765120301,1);
278 WATER=VOCWRD(1851200518,1);
280 /* Objects from 50 through whatever are treasures. Here are a few. */
282 AMBER=VOCWRD(113020518,1);
283 CHAIN=VOCWRD(308010914,1);
284 CHEST=VOCWRD(308051920,1);
285 COINS=VOCWRD(315091419,1);
286 EGGS=VOCWRD(5070719,1);
287 EMRALD=VOCWRD(513051801,1);
288 JADE=VOCWRD(10010405,1);
289 NUGGET=VOCWRD(7151204,1);
290 PEARL=VOCWRD(1605011812,1);
291 PYRAM=VOCWRD(1625180113,1);
292 RUBY=VOCWRD(18210225,1);
293 RUG=VOCWRD(182107,1);
294 SAPPH=VOCWRD(1901161608,1);
295 TRIDNT=VOCWRD(2018090405,1);
296 VASE=VOCWRD(22011905,1);
298 /* These are motion-verb numbers. */
300 BACK=VOCWRD(2010311,0);
301 CAVE=VOCWRD(3012205,0);
302 DPRSSN=VOCWRD(405161805,0);
303 ENTER=VOCWRD(514200518,0);
304 ENTRNC=VOCWRD(514201801,0);
305 LOOK=VOCWRD(12151511,0);
306 NUL=VOCWRD(14211212,0);
307 STREAM=VOCWRD(1920180501,0);
309 /* And some action verbs. */
311 FIND=VOCWRD(6091404,2);
312 INVENT=VOCWRD(914220514,2);
313 LOCK=VOCWRD(12150311,2);
314 SAY=VOCWRD(190125,2);
315 THROW=VOCWRD(2008181523,2);
317 /* Initialise the dwarves. game.dloc is loc of dwarves, hard-wired in. game.odloc is
318 * prior loc of each dwarf, initially garbage. DALTLC is alternate initial loc
319 * for dwarf, in case one of them starts out on top of the adventurer. (No 2
320 * of the 5 initial locs are adjacent.) game.dseen is true if dwarf has seen him.
321 * game.dflag controls the level of activation of all this:
322 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
323 * 1 Reached Hall Of Mists, but hasn't met first dwarf
324 * 2 Met first dwarf, others start moving, no knives thrown yet
325 * 3 A knife has been thrown (first set always misses)
326 * 3+ Dwarves are mad (increases their accuracy)
327 * Sixth dwarf is special (the pirate). He always starts at his chest's
328 * eventual location inside the maze. This loc is saved in game.chloc for ref.
329 * the dead end in the other maze has its loc stored in game.chloc2. */
333 for (I=1; I<=NDWARVES; I++) {
342 game.dloc[6]=game.chloc;
345 /* Other random flags and counters, as follows:
346 * game.abbnum How often we should print non-abbreviated descriptions
347 * game.bonus Used to determine amount of bonus if he reaches closing
348 * game.clock1 Number of turns from finding last treasure till closing
349 * game.clock2 Number of turns from first warning till blinding flash
350 * game.conds Min value for cond(loc) if loc has any hints
351 * game.detail How often we've said "not allowed to give more detail"
352 * game.dkill # of dwarves killed (unused in scoring, needed for msg)
353 * game.foobar Current progress in saying "FEE FIE FOE FOO".
354 * game.holdng Number of objects being carried
355 * IGO How many times he's said "go XXX" instead of "XXX"
356 * game.iwest How many times he's said "west" instead of "w"
357 * game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
358 * game.limit Lifetime of lamp (not set here)
359 * MAXDIE Number of reincarnation messages available (up to 5)
360 * NUMDIE Number of times killed so far
361 * THRESH Next #turns threshhold (-1 if none)
362 * TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
363 * TRNLUZ # points lost so far due to number of turns used
364 * TURNS Tallies how many commands he's given (ignores yes/no)
365 * Logicals were explained earlier */
370 if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
378 for (I=0; I<=4; I++) {
379 {long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
388 game.conds=SETBIT(11);
398 /* if we can ever think of how, we should save it at this point */
400 return(0); /* then we won't actually return from initialisation */