/* Current limits:
* 12600 words of message text (LINES, LINSIZ).
- * 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
* 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,
* 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
* Other sections are obsolete and ignored */
#define LINESIZE 100
-#define CLSMAX 12
#define LINSIZ 12600
-#define TRNSIZ 5
#define TABSIZ 330
#define VRBSIZ 35
-#define TRVSIZ 885
#define TOKLEN 5
#include <stdio.h>
static long LINUSE;
// Storage for what comes out of the database
-long TRVS;
-long TRNVLS;
long TABNDX;
-long TKEY[NLOCATIONS + 1];
long LINES[LINSIZ + 1];
-long TRAVEL[TRVSIZ + 1];
long KTAB[TABSIZ + 1];
long ATAB[TABSIZ + 1];
}
/* The stuff for section 3 is encoded here. Each "from-location" gets a
- * contiguous section of the "TRAVEL" array. Each entry in travel is
+ * contiguous section of the "travel" array. Each entry in travel is
* 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. */
{
long loc;
while ((loc = GETNUM(database)) != -1) {
- long newloc = GETNUM(NULL);
- long L;
- if (TKEY[loc] == 0) {
- TKEY[loc] = TRVS;
- } else {
- TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
- }
- while ((L = GETNUM(NULL)) != 0) {
- TRAVEL[TRVS] = newloc * 1000 + L;
- TRVS = TRVS + 1;
- if (TRVS == TRVSIZ)
- BUG(TOO_MANY_TRAVEL_OPTIONS);
- }
- TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
+ /* Now done from YAML */
}
}
* pointer-words in lines. PTEXT(N) points to
* message for game.prop(N)=0. Successive prop messages are
* found by chasing pointers. */
- for (int I = 1; I <= NLOCATIONS; I++) {
- TKEY[I] = 0;
- }
LINUSE = 1;
- TRVS = 1;
- TRNVLS = 0;
/* Start new data section. Sect is the section number. */
fprintf(header_file, "\n");
// content variables
- write_1d(header_file, TKEY, NLOCATIONS + 1, "TKEY");
- write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");
write_1d(header_file, KTAB, TABSIZ + 1, "KTAB");
write_1d(header_file, ATAB, TABSIZ + 1, "ATAB");
/* Abstract out the encoding of words in the travel array. Gives us
* some hope of getting to a less cryptic representation than we
* inherited from FORTRAN, someday. To understand these, read the
- * encoding description for TRAVEL.
+ * encoding description for travel.
*/
#define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000)
#define T_NODWARVES(entry) labs(entry) / 1000000 == 100
continue;
/* Fill tk array with all the places this dwarf might go. */
unsigned int j = 1;
- kk = TKEY[game.dloc[i]];
+ kk = tkey[game.dloc[i]];
if (kk != 0)
do {
- game.newloc = T_DESTINATION(TRAVEL[kk]);
+ game.newloc = T_DESTINATION(travel[kk]);
/* Have we avoided a dwarf encounter? */
bool avoided = (SPECIAL(game.newloc) ||
!INDEEP(game.newloc) ||
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
(i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
- T_NODWARVES(TRAVEL[kk]));
+ T_NODWARVES(travel[kk]));
if (!avoided) {
tk[j++] = game.newloc;
}
++kk;
} while
- (TRAVEL[kk - 1] >= 0);
+ (travel[kk - 1] >= 0);
tk[j] = game.odloc[i];
if (j >= 2)
--j;
static bool playermove(token_t verb, int motion)
{
- int scratchloc, k2, kk = TKEY[game.loc];
+ int scratchloc, k2, kk = tkey[game.loc];
game.newloc = game.loc;
if (kk == 0)
BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
if (k2 == 0) {
for (;;) {
- scratchloc = T_DESTINATION(TRAVEL[kk]);
+ scratchloc = T_DESTINATION(travel[kk]);
if (scratchloc != motion) {
if (!SPECIAL(scratchloc)) {
- if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[TKEY[scratchloc]]) == motion)
+ if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
k2 = kk;
}
- if (TRAVEL[kk] >= 0) {
+ if (travel[kk] >= 0) {
++kk; /* go to next travel entry for this location */
continue;
}
}
}
- motion = T_MOTION(TRAVEL[kk]);
- kk = TKEY[game.loc];
+ motion = T_MOTION(travel[kk]);
+ kk = tkey[game.loc];
break; /* fall through to ordinary travel */
}
} else {
/* Look for a way to fulfil the motion - kk indexes the beginning
* of the motion entries for here (game.loc). */
for (;;) {
- if (T_TERMINATE(TRAVEL[kk]) || T_MOTION(TRAVEL[kk]) == motion)
+ if (T_TERMINATE(travel[kk]) || T_MOTION(travel[kk]) == motion)
break;
- if (TRAVEL[kk] < 0) {
+ if (travel[kk] < 0) {
/* FIXME: Magic numbers! */
/* Couldn't find an entry matching the motion word passed
* in. Various messages depending on word given. */
}
++kk;
}
- scratchloc = labs(TRAVEL[kk]) / 1000;
+ scratchloc = labs(travel[kk]) / 1000;
do {
/*
} else if (game.prop[motion] != game.newloc / 100 - 3)
break;
do {
- if (TRAVEL[kk] < 0)
+ if (travel[kk] < 0)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
- game.newloc = labs(TRAVEL[kk]) / 1000;
+ game.newloc = labs(travel[kk]) / 1000;
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
* pretend he wasn't carrying it after all. */
drop(EMERALD, game.loc);
do {
- if (TRAVEL[kk] < 0)
+ if (travel[kk] < 0)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
- game.newloc = labs(TRAVEL[kk]) / 1000;
+ game.newloc = labs(travel[kk]) / 1000;
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;