X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=init.c;h=87e8da2218c0489bcab1509338a316d79b7d8d63;hb=2d95c3f4f5cf2d92149be9c4b43bbcc6d36c2de7;hp=eed89a41f4a1c0150c8fa59b1f19af223c943df4;hpb=c3add5c2066face7535108706bb86dc41971ad9f;p=open-adventure.git diff --git a/init.c b/init.c index eed89a4..87e8da2 100644 --- a/init.c +++ b/init.c @@ -3,26 +3,25 @@ #include #include -#include "misc.h" -#include "main.h" -#include "share.h" +#include "advent.h" #include "funcs.h" +#include "database.h" /* * Initialisation */ /* Current limits: - * 12500 words of message text (LINES, LINSIZ). + * 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, + * 185 locations (LTEXT, STEXT, KEY, COND, abbrev, game.atloc, LOCSND, LOCSIZ). + * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (TWICE), PTEXT, game.prop, * OBJSND, OBJTXT). - * 35 "action" verbs (ACTVERB, VRBSIZ). + * 35 "action" verbs (ACTSPK, VRBSIZ). * 277 random messages (RTEXT, RTXSIZ). * 12 different player classifications (CTEXT, CVAL, CLSMAX). - * 20 hints (HINTLC, HINTED, HINTS, HNTSIZ). + * 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, @@ -31,6 +30,11 @@ * 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 * @@ -58,9 +62,9 @@ * If M=100 unconditional, but forbidden to dwarves. * If 100$<". + * produce no message should be given the message ">$<". (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). @@ -137,8 +142,8 @@ * 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 + * 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 @@ -165,253 +170,48 @@ * %B = Variable number of blanks * %! = The entire message should be suppressed */ -static bool quick_init(void); -static int raw_init(void); -static void report(void); -static void quick_save(void); static int finish_init(void); -static void quick_io(void); void initialise(void) { if (oldstyle) printf("Initialising...\n"); - if(!quick_init()){raw_init(); report(); quick_save();} finish_init(); } -static int raw_init(void) { - printf("Couldn't find adventure.data, using adventure.text...\n"); - - FILE *OPENED=fopen("adventure.text","r" /* NOT binary */); - if(!OPENED){printf("Can't read adventure.text!\n"); exit(0);} - -/* Clear out the various text-pointer arrays. All text is stored in array - * lines; each line is preceded by a word pointing to the next pointer (i.e. - * the word following the end of the line). The pointer is negative if this is - * first line of a message. The text-pointer arrays contain indices of - * pointer-words in lines. STEXT(N) is short description of location N. - * LTEXT(N) is long description. PTEXT(N) points to message for PROP(N)=0. - * Successive prop messages are found by chasing pointers. RTEXT contains - * section 6's stuff. CTEXT(N) points to a player-class message. TTEXT is for - * section 14. We also clear COND (see description of section 9 for details). */ - - /* 1001 */ for (I=1; I<=300; I++) { - if(I <= 100)PTEXT[I]=0; - if(I <= RTXSIZ)RTEXT[I]=0; - if(I <= CLSMAX)CTEXT[I]=0; - if(I <= 100)OBJSND[I]=0; - if(I <= 100)OBJTXT[I]=0; - if(I > LOCSIZ) goto L1001; - STEXT[I]=0; - LTEXT[I]=0; - COND[I]=0; - KEY[I]=0; - LOCSND[I]=0; -L1001: /*etc*/ ; - } /* end loop */ - - LINUSE=1; - TRVS=1; - CLSSES=0; - TRNVLS=0; - -/* Start new data section. Sect is the section number. */ - -L1002: SECT=GETNUM(OPENED); - game.oldloc= -1; - switch (SECT) { case 0: return(0); case 1: goto L1004; case 2: goto - L1004; case 3: goto L1030; case 4: goto L1040; case 5: goto L1004; - case 6: goto L1004; case 7: goto L1050; case 8: goto L1060; case - 9: goto L1070; case 10: goto L1004; case 11: goto L1080; case 12: - break; case 13: goto L1090; case 14: goto L1004; } -/* (0) (1) (2) (3) (4) (5) (6) (7) (8) (9) - * (10) (11) (12) (13) (14) */ - BUG(9); - -/* Sections 1, 2, 5, 6, 10, 14. Read messages and set up pointers. */ - -L1004: KK=LINUSE; -L1005: LINUSE=KK; - LOC=GETNUM(OPENED); - if(LNLENG >= LNPOSN+70)BUG(0); - if(LOC == -1) goto L1002; - if(LNLENG < LNPOSN)BUG(1); -L1006: KK=KK+1; - if(KK >= LINSIZ)BUG(2); - LINES[KK]=GETTXT(false,false,false,KK); - if(LINES[KK] != -1) goto L1006; - LINES[LINUSE]=KK; - if(LOC == game.oldloc) goto L1005; - game.oldloc=LOC; - LINES[LINUSE]= -KK; - if(SECT == 14) goto L1014; - if(SECT == 10) goto L1012; - if(SECT == 6) goto L1011; - if(SECT == 5) goto L1010; - if(LOC > LOCSIZ)BUG(10); - if(SECT == 1) goto L1008; - - STEXT[LOC]=LINUSE; - goto L1005; - -L1008: LTEXT[LOC]=LINUSE; - goto L1005; - -L1010: if(LOC > 0 && LOC <= 100)PTEXT[LOC]=LINUSE; - goto L1005; - -L1011: if(LOC > RTXSIZ)BUG(6); - RTEXT[LOC]=LINUSE; - goto L1005; - -L1012: CLSSES=CLSSES+1; - if(CLSSES > CLSMAX)BUG(11); - CTEXT[CLSSES]=LINUSE; - CVAL[CLSSES]=LOC; - goto L1005; - -L1014: TRNVLS=TRNVLS+1; - if(TRNVLS > TRNSIZ)BUG(11); - TTEXT[TRNVLS]=LINUSE; - TRNVAL[TRNVLS]=LOC; - goto L1005; - -/* The stuff for section 3 is encoded here. Each "from-location" gets a - * contiguous section of the "TRAVEL" array. Each entry in travel is - * game.newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if - * this is the last entry for this location. KEY(N) is the index in travel - * of the first option at location N. */ - -L1030: LOC=GETNUM(OPENED); - if(LOC == -1) goto L1002; - game.newloc=GETNUM(NULL); - if(KEY[LOC] != 0) goto L1033; - KEY[LOC]=TRVS; - goto L1035; -L1033: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++; -L1035: L=GETNUM(NULL); - if(L == 0) goto L1039; - TRAVEL[TRVS]=game.newloc*1000+L; - TRVS=TRVS+1; - if(TRVS == TRVSIZ)BUG(3); - goto L1035; -L1039: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++; - goto L1030; - -/* Here we read in the vocabulary. KTAB(N) is the word number, ATAB(N) is - * the corresponding word. The -1 at the end of section 4 is left in KTAB - * as an end-marker. The words are given a minimal hash to make deciphering - * the core-image harder. (We don't use gettxt's hash since that would force - * us to hash each input line to make comparisons work, and that in turn - * would make it harder to detect particular input words.) */ - -L1040: J=10000; - for (TABNDX=1; TABNDX<=TABSIZ; TABNDX++) { - KTAB[TABNDX]=GETNUM(OPENED); - if(KTAB[TABNDX] == -1) goto L1002; - J=J+7; - ATAB[TABNDX]=GETTXT(true,true,true,0)+J*J; - } /* end loop */ - BUG(4); - -/* Read in the initial locations for each object. Also the immovability info. - * plac contains initial locations of objects. FIXD is -1 for immovable - * objects (including the snake), or = second loc for two-placed objects. */ - -L1050: OBJ=GETNUM(OPENED); - if(OBJ == -1) goto L1002; - PLAC[OBJ]=GETNUM(NULL); - FIXD[OBJ]=GETNUM(NULL); - goto L1050; - -/* Read default message numbers for action verbs, store in ACTVERB. */ - -L1060: VERB=GETNUM(OPENED); - if(VERB == -1) goto L1002; - ACTVERB[VERB]=GETNUM(NULL); - goto L1060; - -/* Read info about available liquids and other conditions, store in COND. */ - -L1070: K=GETNUM(OPENED); - if(K == -1) goto L1002; -L1071: LOC=GETNUM(NULL); - if(LOC == 0) goto L1070; - if(CNDBIT(LOC,K)) BUG(8); - COND[LOC]=COND[LOC]+SETBIT(K); - goto L1071; - -/* Read data for hints. */ - -L1080: HNTMAX=0; -L1081: K=GETNUM(OPENED); - if(K == -1) goto L1002; - if(K <= 0 || K > HNTSIZ)BUG(7); - for (I=1; I<=4; I++) { - HINTS[K][I] =GETNUM(NULL); - } /* end loop */ - HNTMAX=(HNTMAX>K ? HNTMAX : K); - goto L1081; - -/* Read the sound/text info, store in OBJSND, OBJTXT, LOCSND. */ - -L1090: K=GETNUM(OPENED); - if(K == -1) goto L1002; - KK=GETNUM(NULL); - I=GETNUM(NULL); - if(I == 0) goto L1092; - OBJSND[K]=(KK>0 ? KK : 0); - OBJTXT[K]=(I>0 ? I : 0); - goto L1090; - -L1092: LOCSND[K]=KK; - goto L1090; -} - -/* Finish constructing internal data format */ - -/* Having read in the database, certain things are now constructed. PROPS are - * set to zero. We finish setting up COND by checking for forced-motion travel - * entries. The PLAC and FIXD arrays are used to set up ATLOC(N) as the first - * object at location N, and LINK(OBJ) as the next object at the same location - * as OBJ. (OBJ>100 indicates that FIXED(OBJ-100)=LOC; LINK(OBJ) is still the - * correct link to use.) ABB is zeroed; it controls whether the abbreviated - * description is printed. Counts modulo 5 unless "LOOK" is used. */ - static int finish_init(void) { for (I=1; I<=100; I++) { - PLACE[I]=0; - PROP[I]=0; - LINK[I]=0; - {long x = I+100; LINK[x]=0;} + game.place[I]=0; + game.prop[I]=0; + game.link[I]=0; + {long x = I+NOBJECTS; game.link[x]=0;} } /* end loop */ /* 1102 */ for (I=1; I<=LOCSIZ; I++) { - ABB[I]=0; + game.abbrev[I]=0; if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102; K=KEY[I]; - if(MOD(IABS(TRAVEL[K]),1000) == 1)COND[I]=2; -L1102: ATLOC[I]=0; + if(MOD(labs(TRAVEL[K]),1000) == 1)COND[I]=2; +L1102: game.atloc[I]=0; } /* end loop */ -/* Set up the ATLOC and LINK arrays as described above. We'll use the DROP +/* Set up the game.atloc and game.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 + * 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. */ - /* 1106 */ for (I=1; I<=100; I++) { - K=101-I; + /* 1106 */ for (I=1; I<=NOBJECTS; I++) { + K=NOBJECTS + 1 - I; if(FIXD[K] <= 0) goto L1106; - DROP(K+100,FIXD[K]); + DROP(K+NOBJECTS,FIXD[K]); DROP(K,PLAC[K]); L1106: /*etc*/ ; } /* end loop */ - for (I=1; I<=100; I++) { - K=101-I; - FIXED[K]=FIXD[K]; + 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]); } /* end loop */ @@ -423,16 +223,16 @@ L1106: /*etc*/ ; MAXTRS=79; game.tally=0; for (I=50; I<=MAXTRS; I++) { - if(PTEXT[I] != 0)PROP[I]= -1; - game.tally=game.tally-PROP[I]; + if(PTEXT[I] != 0)game.prop[I]= -1; + game.tally=game.tally-game.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. */ +/* 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++) { - HINTED[I]=false; - HINTLC[I]=0; + game.hinted[I]=false; + game.hintlc[I]=0; } /* end loop */ /* Define some handy mnemonics. These correspond to object numbers. */ @@ -515,10 +315,10 @@ L1106: /*etc*/ ; SAY=VOCWRD(190125,2); THROW=VOCWRD(2008181523,2); -/* Initialise the dwarves. DLOC is loc of dwarves, hard-wired in. ODLOC is +/* 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.) DSEEN is true if dwarf has seen him. + * 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 @@ -526,21 +326,21 @@ L1106: /*etc*/ ; * 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. */ + * 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. */ - CHLOC=114; - CHLOC2=140; - for (I=1; I<=6; I++) { - DSEEN[I]=false; + game.chloc=114; + game.chloc2=140; + for (I=1; I<=NDWARVES; I++) { + game.dseen[I]=false; } /* end loop */ game.dflag=0; - DLOC[1]=19; - DLOC[2]=27; - DLOC[3]=33; - DLOC[4]=44; - DLOC[5]=64; - DLOC[6]=CHLOC; + 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; DALTLC=18; /* Other random flags and counters, as follows: @@ -548,9 +348,9 @@ L1106: /*etc*/ ; * 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 - * CONDS Min value for cond(loc) if loc has any hints + * 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 Number of dwarves killed (unused in scoring, needed for msg) + * 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" @@ -586,129 +386,17 @@ L1106: /*etc*/ ; game.bonus=0; game.clock1=30; game.clock2=50; - CONDS=SETBIT(11); + game.conds=SETBIT(11); game.saved=0; game.closng=false; game.panic=false; game.closed=false; - CLSHNT=false; + game.clshnt=false; game.novice=false; game.setup=1; + game.blklin=true; /* if we can ever think of how, we should save it at this point */ return(0); /* then we won't actually return from initialisation */ } - -/* Report on amount of arrays actually used, to permit reductions. */ - -static void report(void) { - for (K=1; K<=LOCSIZ; K++) { - KK=LOCSIZ+1-K; - if(LTEXT[KK] != 0) goto L1997; - /*etc*/ ; - } /* end loop */ - - OBJ=0; -L1997: for (K=1; K<=100; K++) { - if(PTEXT[K] != 0)OBJ=OBJ+1; - } /* end loop */ - - for (K=1; K<=TABNDX; K++) { - if(KTAB[K]/1000 == 2)VERB=KTAB[K]-2000; - } /* end loop */ - - for (K=1; K<=RTXSIZ; K++) { - J=RTXSIZ+1-K; - if(RTEXT[J] != 0) goto L1993; - /*etc*/ ; - } /* end loop */ - -L1993: SETPRM(1,LINUSE,LINSIZ); - SETPRM(3,TRVS,TRVSIZ); - SETPRM(5,TABNDX,TABSIZ); - SETPRM(7,KK,LOCSIZ); - SETPRM(9,OBJ,100); - SETPRM(11,VERB,VRBSIZ); - SETPRM(13,J,RTXSIZ); - SETPRM(15,CLSSES,CLSMAX); - SETPRM(17,HNTMAX,HNTSIZ); - SETPRM(19,TRNVLS,TRNSIZ); - RSPEAK(267); - TYPE0(); -} - -static long init_reading, init_cksum; -static FILE *f; - -static void quick_item(long*); -static void quick_array(long*, long); - -static bool quick_init(void) { - extern char *getenv(); - char *adv = getenv("ADVENTURE"); - f = NULL; - if(adv)f = fopen(adv,READ_MODE); - if(f == NULL)f = fopen("adventure.data",READ_MODE); - if(f == NULL)return(false); - init_reading = true; - init_cksum = 1; - quick_io(); - if(fread(&K,sizeof(long),1,f) == 1) init_cksum -= K; else init_cksum = 1; - fclose(f); - if(init_cksum != 0)printf("Checksum error!\n"); - return(init_cksum == 0); -} - -static void quick_save(void) { - printf("Writing adventure.data...\n"); - f = fopen("adventure.data",WRITE_MODE); - if(f == NULL){printf("Can't open file!\n"); return;} - init_reading = false; - init_cksum = 1; - quick_io(); - fwrite(&init_cksum,sizeof(long),1,f); - fclose(f); -} - -static void quick_io(void) { - quick_item(&LINUSE); - quick_item(&TRVS); - quick_item(&CLSSES); - quick_item(&TRNVLS); - quick_item(&TABNDX); - quick_item(&HNTMAX); - quick_array(PTEXT,100); - quick_array(RTEXT,RTXSIZ); - quick_array(CTEXT,CLSMAX); - quick_array(OBJSND,100); - quick_array(OBJTXT,100); - quick_array(STEXT,LOCSIZ); - quick_array(LTEXT,LOCSIZ); - quick_array(COND,LOCSIZ); - quick_array(KEY,LOCSIZ); - quick_array(LOCSND,LOCSIZ); - quick_array(LINES,LINSIZ); - quick_array(CVAL,CLSMAX); - quick_array(TTEXT,TRNSIZ); - quick_array(TRNVAL,TRNSIZ); - quick_array(TRAVEL,TRVSIZ); - quick_array(KTAB,TABSIZ); - quick_array(ATAB,TABSIZ); - quick_array(PLAC,100); - quick_array(FIXD,100); - quick_array(ACTVERB,VRBSIZ); - quick_array((long *)HINTS,(HNTMAX+1)*5-1); -} - -static void quick_item(W)long *W; { - if(init_reading && fread(W,sizeof(long),1,f) != 1)return; - init_cksum = MOD(init_cksum*13+(*W),60000000); - if(!init_reading)fwrite(W,sizeof(long),1,f); -} - -static void quick_array(A,N)long *A, N; { long I; - if(init_reading && fread(A,sizeof(long),N+1,f) != N+1)printf("Read error!\n"); - for(I=1;I<=N;I++)init_cksum = MOD(init_cksum*13+A[I],60000000); - if(!init_reading && fwrite(A,sizeof(long),N+1,f)!=N+1)printf("Write error!\n"); -}