/*
* The dungeon compiler. Turns adventure.text into a set of C initializers
- * defining (mostly) invariant state. A couple of slots are messed with
- * at runtime.
+ * defining invariant state.
*/
+/* Current limits:
+ * 12600 words of message text (LINES, LINSIZ).
+ * 885 travel options (TRAVEL, TRVSIZ).
+ * 330 vocabulary words (KTAB, ATAB, TABSIZ).
+ * 35 "action" verbs (ACTSPK, VRBSIZ).
+ * 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
+ */
+
+/* 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 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 8: Action defaults. Each line contains an "action-verb" number and
+ * the index (in section 6) of the default message for the verb.
+ * Section 0: End of database.
+ *
+ * Other sections are obsolete and ignored */
+
+/* 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 */
+
#define LINESIZE 100
#define CLSMAX 12
#define LINSIZ 12600
static long LNPOSN;
static char INLINE[LINESIZE + 1];
static long OLDLOC;
+static long LINUSE;
// Storage for what comes out of the database
-long LINUSE;
long TRVS;
long TRNVLS;
long TABNDX;
* Initialisation
*/
-/* Current limits:
- * 12600 words of message text (LINES, LINSIZ).
- * 885 travel options (TRAVEL, TRVSIZ).
- * 330 vocabulary words (KTAB, ATAB, TABSIZ).
- * 35 "action" verbs (ACTSPK, VRBSIZ).
- * 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
- */
-
-/* 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.
- * 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)
{
if (oldstyle)