#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
+#include <time.h>
#include "advent.h"
-#include "database.h"
-#include "newdb.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,
+
+ /* Initialize our LCG PRNG with parameters tested against
+ * Knuth vol. 2. by the original authors */
+ .lcg_a = 1093,
+ .lcg_c = 221587,
+ .lcg_m = 1048576,
+};
+
+long initialise(void)
{
- if (oldstyle)
+ if (settings.oldstyle)
printf("Initialising...\n");
+ srand(time(NULL));
+ long seedval = (long)rand();
+ set_seed(seedval);
+
for (int i = 1; i <= NOBJECTS; i++) {
game.place[i] = LOC_NOWHERE;
- game.prop[i] = 0;
- game.link[i + NOBJECTS] = game.link[i] = 0;
}
- for (int i = 1; i <= LOCSIZ; i++) {
- game.abbrev[i] = 0;
- if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
- int k = KEY[i];
- if (MOD(labs(TRAVEL[k]), 1000) == 1)COND[i] = 2;
+ 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);
}
- game.atloc[i] = 0;
}
- /* 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 (int i = 1; i <= NOBJECTS; i++) {
- int 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 (int i = 1; i <= NOBJECTS; i++) {
int k = NOBJECTS + 1 - i;
- game.fixed[k] = FIXD[k];
- if (PLAC[k] != 0 && FIXD[k] <= 0)
- DROP(k, PLAC[k]);
+ 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 (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
- if (object_descriptions[treasure].inventory != 0)
- game.prop[treasure] = -1;
- game.tally = game.tally - game.prop[treasure];
- }
-
- /* 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 (int i = 1; i <= HNTMAX; i++) {
- game.hinted[i] = false;
- game.hintlc[i] = 0;
- }
-
- /* Define some handy mnemonics. These correspond to object numbers. */
- AXE = VOCWRD(WORD_AXE, 1);
- BATTERY = VOCWRD(WORD_BATTERY, 1);
- BEAR = VOCWRD(WORD_BEAR, 1);
- BIRD = VOCWRD(WORD_BIRD, 1);
- BLOOD = VOCWRD(WORD_BLOOD, 1);
- BOTTLE = VOCWRD(WORD_BOTTLE, 1);
- CAGE = VOCWRD(WORD_CAGE, 1);
- CAVITY = VOCWRD(WORD_CAVITY, 1);
- CHASM = VOCWRD(WORD_CHASM, 1);
- CLAM = VOCWRD(WORD_CLAM, 1);
- DOOR = VOCWRD(WORD_DOOR, 1);
- DRAGON = VOCWRD(WORD_DRAGON, 1);
- DWARF = VOCWRD(WORD_DWARF, 1);
- FISSURE = VOCWRD(WORD_FISSURE, 1);
- FOOD = VOCWRD(WORD_FOOD, 1);
- GRATE = VOCWRD(WORD_GRATE, 1);
- KEYS = VOCWRD(WORD_KEYS, 1);
- KNIFE = VOCWRD(WORD_KNIFE, 1);
- LAMP = VOCWRD(WORD_LAMP, 1);
- MAGAZINE = VOCWRD(WORD_MAGAZINE, 1);
- MESSAG = VOCWRD(WORD_MESSAG, 1);
- MIRROR = VOCWRD(WORD_MIRROR, 1);
- OGRE = VOCWRD(WORD_OGRE, 1);
- OIL = VOCWRD(WORD_OIL, 1);
- OYSTER = VOCWRD(WORD_OYSTER, 1);
- PILLOW = VOCWRD(WORD_PILLOW, 1);
- PLANT = VOCWRD(WORD_PLANT, 1);
- PLANT2 = PLANT + 1;
- RESER = VOCWRD(WORD_RESER, 1);
- ROD = VOCWRD(WORD_ROD, 1);
- ROD2 = ROD + 1;
- SIGN = VOCWRD(WORD_SIGN, 1);
- SNAKE = VOCWRD(WORD_SNAKE, 1);
- STEPS = VOCWRD(WORD_STEPS, 1);
- TROLL = VOCWRD(WORD_TROLL, 1);
- TROLL2 = TROLL + 1;
- URN = VOCWRD(WORD_URN, 1);
- VEND = VOCWRD(WORD_VEND, 1);
- VOLCANO = VOCWRD(WORD_VOLCANO, 1);
- WATER = VOCWRD(WORD_WATER, 1);
-
- /* Objects from MINTRS through MAXTRS are treasures. Here are a few. */
- AMBER = VOCWRD(WORD_AMBER, 1);
- CHAIN = VOCWRD(WORD_CHAIN, 1);
- CHEST = VOCWRD(WORD_CHEST, 1);
- COINS = VOCWRD(WORD_COINS, 1);
- EGGS = VOCWRD(WORD_EGGS, 1);
- EMERALD = VOCWRD(WORD_EMERALD, 1);
- JADE = VOCWRD(WORD_JADE, 1);
- NUGGET = VOCWRD(WORD_NUGGET, 1);
- PEARL = VOCWRD(WORD_PEARL, 1);
- PYRAMID = VOCWRD(WORD_PYRAMID, 1);
- RUBY = VOCWRD(WORD_RUBY, 1);
- RUG = VOCWRD(WORD_RUG, 1);
- SAPPH = VOCWRD(WORD_SAPPH, 1);
- TRIDENT = VOCWRD(WORD_TRIDENT, 1);
- VASE = VOCWRD(WORD_VASE, 1);
-
- /* These are motion-verb numbers. */
- BACK = VOCWRD(WORD_BACK, 0);
- CAVE = VOCWRD(WORD_CAVE, 0);
- DPRSSN = VOCWRD(WORD_DPRSSN, 0);
- ENTER = VOCWRD(WORD_ENTER, 0);
- ENTRNC = VOCWRD(WORD_ENTRNC, 0);
- LOOK = VOCWRD(WORD_LOOK, 0);
- NUL = VOCWRD(WORD_NUL, 0);
- STREAM = VOCWRD(WORD_STREAM, 0);
-
- /* And some action verbs. */
- FIND = VOCWRD(WORD_FIND, 2);
- INVENT = VOCWRD(WORD_INVENT, 2);
- LOCK = VOCWRD(WORD_LOCK, 2);
- SAY = VOCWRD(WORD_SAY, 2);
- THROW = VOCWRD(WORD_THROW, 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 = LOC_DEADEND12;
- game.chloc2 = LOC_DEADEND13;
- for (int 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] = LOC_KINGHALL;
- game.dloc[2] = LOC_WESTBANK;
- game.dloc[3] = LOC_Y2;
- game.dloc[4] = LOC_ALIKE3;
- game.dloc[5] = LOC_COMPLEX;
- 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)
- * maximum_deaths Number of reincarnation messages available (up to 5)
- * game.numdie Number of times killed so far
- * 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.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.blklin = true;
+ return seedval;
}