14 * 12600 words of message text (LINES, LINSIZ).
15 * 885 travel options (TRAVEL, TRVSIZ).
16 * 330 vocabulary words (KTAB, ATAB, TABSIZ).
17 * 35 "action" verbs (ACTSPK, VRBSIZ).
18 * There are also limits which cannot be exceeded due to the structure of
19 * the database. (E.G., The vocabulary uses n/1000 to determine word type,
20 * so there can't be more than 1000 words.) These upper limits are:
21 * 1000 non-synonymous vocabulary words
26 /* Description of the database format
29 * The data file contains several sections. Each begins with a line containing
30 * a number identifying the section, and ends with a line containing "-1".
32 * Section 1: Long form descriptions. Each line contains a location number,
33 * a tab, and a line of text. The set of (necessarily adjacent) lines
34 * whose numbers are X form the long description of location X.
35 * Section 2: Short form descriptions. Same format as long form. Not all
36 * places have short descriptions.
37 * Section 3: Travel table. Each line contains a location number (X), a second
38 * location number (Y), and a list of motion numbers (see section 4).
39 * each motion represents a verb which will go to Y if currently at X.
40 * Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
41 * If N<=300 it is the location to go to.
42 * If 300<N<=500 N-300 is used in a computed goto to
43 * a section of special code.
44 * If N>500 message N-500 from section 6 is printed,
45 * and he stays wherever he is.
46 * Meanwhile, M specifies the conditions on the motion.
47 * If M=0 it's unconditional.
48 * If 0<M<100 it is done with M% probability.
49 * If M=100 unconditional, but forbidden to dwarves.
50 * If 100<M<=200 he must be carrying object M-100.
51 * If 200<M<=300 must be carrying or in same room as M-200.
52 * If 300<M<=400 game.prop(M % 100) must *not* be 0.
53 * If 400<M<=500 game.prop(M % 100) must *not* be 1.
54 * If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
55 * If the condition (if any) is not met, then the next *different*
56 * "destination" value is used (unless it fails to meet *its* conditions,
57 * in which case the next is found, etc.). Typically, the next dest will
58 * be for one of the same verbs, so that its only use is as the alternate
59 * destination for those verbs. For instance:
60 * 15 110022 29 31 34 35 23 43
62 * This says that, from loc 15, any of the verbs 29, 31, etc., will take
63 * him to 22 if he's carrying object 10, and otherwise will go to 14.
66 * This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
67 * case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
68 * Section 4: Vocabulary. Each line contains a number (n), a tab, and a
69 * five-letter word. Call M=N/1000. If M=0, then the word is a motion
70 * verb for use in travelling (see section 3). Else, if M=1, the word is
71 * an object. Else, if M=2, the word is an action verb (such as "carry"
72 * or "attack"). Else, if M=3, the word is a special case verb (such as
73 * "dig") and N % 1000 is an index into section 6. Objects from 50 to
74 * (currently, anyway) 79 are considered treasures (for pirate, closeout).
75 * Section 5: Object descriptions. Each line contains a number (N), a tab,
76 * and a message. If N is from 1 to 100, the message is the "inventory"
77 * message for object n. Otherwise, N should be 000, 100, 200, etc., and
78 * the message should be the description of the preceding object when its
79 * prop value is N/100. The N/100 is used only to distinguish multiple
80 * messages from multi-line messages; the prop info actually requires all
81 * messages for an object to be present and consecutive. Properties which
82 * produce no message should be given the message ">$<". (The magic value
83 * 100 is now mostly abstracted out as NOBJECTS.)
84 * Section 6: Arbitrary messages. Same format as sections 1, 2, and 5, except
85 * the numbers bear no relation to anything (except for special verbs
87 * Section 7: Object locations. Each line contains an object number and its
88 * initial location (zero (or omitted) if none). If the object is
89 * immovable, the location is followed by a "-1". If it has two locations
90 * (e.g. the grate) the first location is followed with the second, and
91 * the object is assumed to be immovable.
92 * Section 8: Action defaults. Each line contains an "action-verb" number and
93 * the index (in section 6) of the default message for the verb.
94 * Section 9: Location attributes. Each line contains a number (n) and up to
95 * 20 location numbers. Bit N (where 0 is the units bit) is set in
96 * COND(LOC) for each loc given. The cond bits currently assigned are:
98 * 1 If bit 2 is on: on for oil, off for water
99 * 2 Liquid asset, see bit 1
100 * 3 Pirate doesn't go here unless following player
101 * 4 Cannot use "back" to move away
102 * Bits past 10 indicate areas of interest to "hint" routines:
103 * 11 Trying to get into cave
104 * 12 Trying to catch bird
105 * 13 Trying to deal with snake
107 * 15 Pondering dark room
111 * 19 Trying to deal with ogre
112 * 20 Found all treasures except jade
113 * COND(LOC) is set to 2, overriding all other bits, if loc has forced
115 * Section 10: Class messages. Each line contains a number (n), a tab, and a
116 * message describing a classification of player. The scoring section
117 * selects the appropriate message, where each message is considered to
118 * apply to players whose scores are higher than the previous N but not
119 * higher than this N. Note that these scores probably change with every
120 * modification (and particularly expansion) of the program.
121 * Section 11: Hints. Each line contains a hint number (add 10 to get cond
122 * bit; see section 9), the number of turns he must be at the right loc(s)
123 * before triggering the hint, the points deducted for taking the hint,
124 * the message number (section 6) of the question, and the message number
125 * of the hint. These values are stashed in the "hints" array.
126 * Section 12: Unused in this version.
127 * Section 13: Sounds and text. Each line contains either 2 or 3 numbers. If
128 * 2 (call them N and S), N is a location and message ABS(S) from section
129 * 6 is the sound heard there. If S<0, the sound there drowns out all
130 * other noises. If 3 numbers (call them N, S, and T), N is an object
131 * number and S+game.prop(N) is the property message (from section 5) if he
132 * listens to the object, and T+game.prop(N) is the text if he reads it. If
133 * S or T is -1, the object has no sound or text, respectively. Neither
134 * S nor T is allowed to be 0.
135 * Section 14: Turn threshholds. Each line contains a number (N), a tab, and
136 * a message berating the player for taking so many turns. The messages
137 * must be in the proper (ascending) order. The message gets printed if
138 * the player exceeds N % 100000 turns, at which time N/100000 points
139 * get deducted from his score.
140 * Section 0: End of database. */
142 /* The various messages (sections 1, 2, 5, 6, etc.) may include certain
143 * special character sequences to denote that the program must provide
144 * parameters to insert into a message when the message is printed. These
146 * %S = The letter 'S' or nothing (if a given value is exactly 1)
147 * %W = A word (up to 10 characters)
148 * %L = A word mapped to lower-case letters
149 * %U = A word mapped to upper-case letters
150 * %C = A word mapped to lower-case, first letter capitalised
151 * %T = Several words of text, ending with a word of -1
152 * %1 = A 1-digit number
153 * %2 = A 2-digit number
155 * %9 = A 9-digit number
156 * %B = Variable number of blanks
157 * %! = The entire message should be suppressed */
159 void initialise(void)
162 printf("Initialising...\n");
164 for (int i = 1; i <= NOBJECTS; i++) {
165 game.place[i] = LOC_NOWHERE;
167 game.link[i + NOBJECTS] = game.link[i] = 0;
170 for (int i = 1; i <= LOCSIZ; i++) {
172 if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
174 if (MOD(labs(TRAVEL[k]), 1000) == 1)
175 conditions[i] |= (1 << COND_FORCED);
180 /* Set up the game.atloc and game.link arrays as described above.
181 * We'll use the DROP subroutine, which prefaces new objects on the
182 * lists. Since we want things in the other order, we'll run the
183 * loop backwards. If the object is in two locs, we drop it twice.
184 * This also sets up "game.place" and "fixed" as copies of "PLAC" and
185 * "FIXD". Also, since two-placed objects are typically best
186 * described last, we'll drop them first. */
187 for (int i = 1; i <= NOBJECTS; i++) {
188 int k = NOBJECTS + 1 - i;
190 DROP(k + NOBJECTS, FIXD[k]);
195 for (int i = 1; i <= NOBJECTS; i++) {
196 int k = NOBJECTS + 1 - i;
197 game.fixed[k] = FIXD[k];
198 if (PLAC[k] != 0 && FIXD[k] <= 0)
202 /* Treasures, as noted earlier, are objects MINTRS through MAXTRS
203 * Their props are initially -1, and are set to 0 the first time
204 * they are described. game.tally keeps track of how many are
205 * not yet found, so we know when to close the cave. */
207 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
208 if (object_descriptions[treasure].inventory != 0)
209 game.prop[treasure] = -1;
210 game.tally = game.tally - game.prop[treasure];
213 /* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
214 * with cond bit i. game.hinted[i] is true iff hint i has been
216 for (int i = 0; i < NHINTS; i++) {
217 game.hinted[i] = false;
221 /* Define some handy mnemonics. These correspond to object numbers. */
222 AXE = VOCWRD(WORD_AXE, 1);
223 BATTERY = VOCWRD(WORD_BATTERY, 1);
224 BEAR = VOCWRD(WORD_BEAR, 1);
225 BIRD = VOCWRD(WORD_BIRD, 1);
226 BLOOD = VOCWRD(WORD_BLOOD, 1);
227 BOTTLE = VOCWRD(WORD_BOTTLE, 1);
228 CAGE = VOCWRD(WORD_CAGE, 1);
229 CAVITY = VOCWRD(WORD_CAVITY, 1);
230 CHASM = VOCWRD(WORD_CHASM, 1);
231 CLAM = VOCWRD(WORD_CLAM, 1);
232 DOOR = VOCWRD(WORD_DOOR, 1);
233 DRAGON = VOCWRD(WORD_DRAGON, 1);
234 DWARF = VOCWRD(WORD_DWARF, 1);
235 FISSURE = VOCWRD(WORD_FISSURE, 1);
236 FOOD = VOCWRD(WORD_FOOD, 1);
237 GRATE = VOCWRD(WORD_GRATE, 1);
238 KEYS = VOCWRD(WORD_KEYS, 1);
239 KNIFE = VOCWRD(WORD_KNIFE, 1);
240 LAMP = VOCWRD(WORD_LAMP, 1);
241 MAGAZINE = VOCWRD(WORD_MAGAZINE, 1);
242 MESSAG = VOCWRD(WORD_MESSAG, 1);
243 MIRROR = VOCWRD(WORD_MIRROR, 1);
244 OGRE = VOCWRD(WORD_OGRE, 1);
245 OIL = VOCWRD(WORD_OIL, 1);
246 OYSTER = VOCWRD(WORD_OYSTER, 1);
247 PILLOW = VOCWRD(WORD_PILLOW, 1);
248 PLANT = VOCWRD(WORD_PLANT, 1);
250 RESER = VOCWRD(WORD_RESER, 1);
251 ROD = VOCWRD(WORD_ROD, 1);
253 SIGN = VOCWRD(WORD_SIGN, 1);
254 SNAKE = VOCWRD(WORD_SNAKE, 1);
255 STEPS = VOCWRD(WORD_STEPS, 1);
256 TROLL = VOCWRD(WORD_TROLL, 1);
258 URN = VOCWRD(WORD_URN, 1);
259 VEND = VOCWRD(WORD_VEND, 1);
260 VOLCANO = VOCWRD(WORD_VOLCANO, 1);
261 WATER = VOCWRD(WORD_WATER, 1);
263 /* Objects from MINTRS through MAXTRS are treasures. Here are a few. */
264 AMBER = VOCWRD(WORD_AMBER, 1);
265 CHAIN = VOCWRD(WORD_CHAIN, 1);
266 CHEST = VOCWRD(WORD_CHEST, 1);
267 COINS = VOCWRD(WORD_COINS, 1);
268 EGGS = VOCWRD(WORD_EGGS, 1);
269 EMERALD = VOCWRD(WORD_EMERALD, 1);
270 JADE = VOCWRD(WORD_JADE, 1);
271 NUGGET = VOCWRD(WORD_NUGGET, 1);
272 PEARL = VOCWRD(WORD_PEARL, 1);
273 PYRAMID = VOCWRD(WORD_PYRAMID, 1);
274 RUBY = VOCWRD(WORD_RUBY, 1);
275 RUG = VOCWRD(WORD_RUG, 1);
276 SAPPH = VOCWRD(WORD_SAPPH, 1);
277 TRIDENT = VOCWRD(WORD_TRIDENT, 1);
278 VASE = VOCWRD(WORD_VASE, 1);
280 /* These are motion-verb numbers. */
281 BACK = VOCWRD(WORD_BACK, 0);
282 CAVE = VOCWRD(WORD_CAVE, 0);
283 DPRSSN = VOCWRD(WORD_DPRSSN, 0);
284 ENTER = VOCWRD(WORD_ENTER, 0);
285 ENTRNC = VOCWRD(WORD_ENTRNC, 0);
286 LOOK = VOCWRD(WORD_LOOK, 0);
287 NUL = VOCWRD(WORD_NUL, 0);
288 STREAM = VOCWRD(WORD_STREAM, 0);
290 /* And some action verbs. */
291 FIND = VOCWRD(WORD_FIND, 2);
292 INVENT = VOCWRD(WORD_INVENT, 2);
293 LOCK = VOCWRD(WORD_LOCK, 2);
294 SAY = VOCWRD(WORD_SAY, 2);
295 THROW = VOCWRD(WORD_THROW, 2);
297 /* Initialise the dwarves. game.dloc is loc of dwarves,
298 * hard-wired in. game.odloc is prior loc of each dwarf,
299 * initially garbage. DALTLC is alternate initial loc for dwarf,
300 * in case one of them starts out on top of the adventurer. (No
301 * 2 of the 5 initial locs are adjacent.) game.dseen is true if
302 * dwarf has seen him. game.dflag controls the level of
303 * activation of all this:
304 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
305 * 1 Reached Hall Of Mists, but hasn't met first dwarf
306 * 2 Met first dwarf, others start moving, no knives thrown yet
307 * 3 A knife has been thrown (first set always misses)
308 * 3+ Dwarves are mad (increases their accuracy)
309 * Sixth dwarf is special (the pirate). He always starts at his
310 * chest's eventual location inside the maze. This loc is saved
311 * in game.chloc for ref. the dead end in the other maze has its
312 * loc stored in game.chloc2. */
313 game.chloc = LOC_DEADEND12;
314 game.chloc2 = LOC_DEADEND13;
315 for (int i = 1; i <= NDWARVES; i++) {
316 game.dseen[i] = false;
319 game.dloc[1] = LOC_KINGHALL;
320 game.dloc[2] = LOC_WESTBANK;
321 game.dloc[3] = LOC_Y2;
322 game.dloc[4] = LOC_ALIKE3;
323 game.dloc[5] = LOC_COMPLEX;
324 game.dloc[6] = game.chloc;
326 /* Other random flags and counters, as follows:
327 * game.abbnum How often we should print non-abbreviated descriptions
328 * game.bonus Used to determine amount of bonus if he reaches closing
329 * game.clock1 Number of turns from finding last treasure till closing
330 * game.clock2 Number of turns from first warning till blinding flash
331 * game.conds Min value for cond(loc) if loc has any hints
332 * game.detail How often we've said "not allowed to give more detail"
333 * game.dkill # of dwarves killed (unused in scoring, needed for msg)
334 * game.foobar Current progress in saying "FEE FIE FOE FOO".
335 * game.holdng Number of objects being carried
336 * igo How many times he's said "go XXX" instead of "XXX"
337 * game.iwest How many times he's said "west" instead of "w"
338 * game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
339 * game.limit Lifetime of lamp (not set here)
340 * game.numdie Number of times killed so far
341 * game.trnluz # points lost so far due to number of turns used
342 * game.turns Tallies how many commands he's given (ignores yes/no)
358 game.conds = SETBIT(11);