+/*
+ * Initialisation
+ *
+ * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
+ * Copyright (c) 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-clause
+ */
+
#include <unistd.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
+#include <time.h>
#include "advent.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, 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)
+struct settings_t settings = {
+ .logfp = NULL,
+ .oldstyle = false,
+ .prompt = true
+};
+
+struct game_t game = {
+ .dloc[1] = LOC_KINGHALL,
+ .dloc[2] = LOC_WESTBANK,
+ .dloc[3] = LOC_Y2,
+ .dloc[4] = LOC_ALIKE3,
+ .dloc[5] = LOC_COMPLEX,
+
+ /* 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. */
+ .dloc[6] = LOC_DEADEND12,
+ .chloc = LOC_DEADEND12,
+ .chloc2 = LOC_DEADEND13,
+ .abbnum = 5,
+ .clock1 = WARNTIME,
+ .clock2 = FLASHTIME,
+ .newloc = LOC_START,
+ .loc = LOC_START,
+ .limit = GAMELIMIT,
+ .foobar = WORD_EMPTY,
+};
+
+long initialise(void)
{
- int i, k;
- if (oldstyle)
- printf("Initialising...\n");
+ if (settings.oldstyle)
+ printf("Initialising...\n");
- for (i=1; i<=NOBJECTS; i++) {
- game.place[i]=0;
- game.prop[i]=0;
- game.link[i+NOBJECTS]=game.link[i]=0;
+ srand(time(NULL));
+ long seedval = (long)rand();
+ set_seed(seedval);
+
+ for (int i = 1; i <= NOBJECTS; i++) {
+ game.place[i] = LOC_NOWHERE;
}
- for (i=1; i<=LOCSIZ; i++) {
- game.abbrev[i]=0;
- if (!(LTEXT[i] == 0 || KEY[i] == 0)) {
- k=KEY[i];
- if(MOD(labs(TRAVEL[k]),1000) == 1)COND[i]=2;
- }
- game.atloc[i]=0;
+ for (int i = 1; i <= NLOCATIONS; i++) {
+ if (!(locations[i].description.big == 0 ||
+ tkey[i] == 0)) {
+ int k = tkey[i];
+ if (T_TERMINATE(travel[k]))
+ conditions[i] |= (1 << COND_FORCED);
+ }
}
- /* Set up the game.atloc and game.link arrays as described above.
+ /* Set up the game.atloc and game.link arrays.
* 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 (i=1; i<=NOBJECTS; i++) {
- k=NOBJECTS + 1 - i;
- if(FIXD[k] > 0) {
- DROP(k+NOBJECTS,FIXD[k]);
- DROP(k,PLAC[k]);
- }
+ * Also, since two-placed objects are typically best described
+ * last, we'll drop them first. */
+ for (int i = NOBJECTS; i >= 1; i--) {
+ if (objects[i].fixd > 0) {
+ drop(i + NOBJECTS, objects[i].fixd);
+ drop(i, objects[i].plac);
+ }
}
- for (i=1; i<=NOBJECTS; i++) {
- k=NOBJECTS + 1 - i;
- game.fixed[k]=FIXD[k];
- if(PLAC[k] != 0 && FIXD[k] <= 0)
- DROP(k,PLAC[k]);
+ for (int i = 1; i <= NOBJECTS; i++) {
+ int k = NOBJECTS + 1 - i;
+ game.fixed[k] = objects[k].fixd;
+ if (objects[k].plac != 0 && objects[k].fixd <= 0)
+ drop(k, objects[k].plac);
}
- /* Treasures, as noted earlier, are objects MINTRS through MAXTRS
- * Their props are initially -1, and are set to 0 the first time
+ /* Treasure 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 (i=MINTRS; i<=MAXTRS; i++) {
- if(PTEXT[i] != 0)
- game.prop[i]= -1;
- game.tally=game.tally-game.prop[i];
- }
-
- /* 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 (i=1; i<=HNTMAX; i++) {
- game.hinted[i]=false;
- game.hintlc[i]=0;
- }
-
- /* 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 MINTRS through MAXTRS 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. 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=114;
- game.chloc2=140;
- for (i=1; i<=NDWARVES; i++) {
- game.dseen[i]=false;
+ for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+ if (objects[treasure].is_treasure) {
+ if (objects[treasure].inventory != 0)
+ game.prop[treasure] = STATE_NOTFOUND;
+ game.tally = game.tally - game.prop[treasure];
+ }
}
- game.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]=game.chloc;
+ game.conds = setbit(11);
- /* 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)
- * MAXDIE Number of reincarnation messages available (up to 5)
- * game.numdie Number of times killed so far
- * game.thresh Next #turns threshhold (-1 if none)
- * game.trndex Index in TRNVAL of next threshold (db section 14)
- * 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.trndex=1;
- game.thresh= -1;
- if (TRNVLS > 0)
- game.thresh=MOD(TRNVAL[1],100000)+1;
- 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.setup=1;
- game.blklin=true;
+ return seedval;
}