+#include <unistd.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <stdbool.h>
+
#include "misc.h"
#include "main.h"
#include "share.h"
#include "funcs.h"
-#include <stdio.h>
-#include <stdbool.h>
/*
* Initialisation
/* Description of the database format
*
*
- * The data file contains several sections. each begins with a line containing
+ * 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,
/* 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
+ * 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)
static void quick_io(void);
void initialise(void) {
- printf("Initialising...\n");
+ 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
CLSSES=0;
TRNVLS=0;
-/* Start new data section. sect is the section number. */
+/* Start new data section. Sect is the section number. */
-L1002: SECT=GETNUM(1);
- OLDLOC= -1;
+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
L1004: KK=LINUSE;
L1005: LINUSE=KK;
- LOC=GETNUM(1);
+ LOC=GETNUM(OPENED);
if(LNLENG >= LNPOSN+70)BUG(0);
if(LOC == -1) goto L1002;
if(LNLENG < LNPOSN)BUG(1);
LINES[KK]=GETTXT(false,false,false,KK);
if(LINES[KK] != -1) goto L1006;
LINES[LINUSE]=KK;
- if(LOC == OLDLOC) goto L1005;
- OLDLOC=LOC;
+ if(LOC == game.oldloc) goto L1005;
+ game.oldloc=LOC;
LINES[LINUSE]= -KK;
if(SECT == 14) goto L1014;
if(SECT == 10) goto L1012;
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
- * NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
+ * 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(1);
+L1030: LOC=GETNUM(OPENED);
if(LOC == -1) goto L1002;
- NEWLOC=GETNUM(0);
+ 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(0);
+L1035: L=GETNUM(NULL);
if(L == 0) goto L1039;
- TRAVEL[TRVS]=NEWLOC*1000+L;
+ TRAVEL[TRVS]=game.newloc*1000+L;
TRVS=TRVS+1;
if(TRVS == TRVSIZ)BUG(3);
goto L1035;
* would make it harder to detect particular input words.) */
L1040: J=10000;
- /* 1042 */ for (TABNDX=1; TABNDX<=TABSIZ; TABNDX++) {
-L1043: KTAB[TABNDX]=GETNUM(1);
+ for (TABNDX=1; TABNDX<=TABSIZ; TABNDX++) {
+ KTAB[TABNDX]=GETNUM(OPENED);
if(KTAB[TABNDX] == -1) goto L1002;
J=J+7;
-L1042: ATAB[TABNDX]=GETTXT(true,true,true,0)+J*J;
+ ATAB[TABNDX]=GETTXT(true,true,true,0)+J*J;
} /* end loop */
BUG(4);
* 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(1);
+L1050: OBJ=GETNUM(OPENED);
if(OBJ == -1) goto L1002;
- PLAC[OBJ]=GETNUM(0);
- FIXD[OBJ]=GETNUM(0);
+ PLAC[OBJ]=GETNUM(NULL);
+ FIXD[OBJ]=GETNUM(NULL);
goto L1050;
/* Read default message numbers for action verbs, store in ACTSPK. */
-L1060: VERB=GETNUM(1);
+L1060: VERB=GETNUM(OPENED);
if(VERB == -1) goto L1002;
- ACTSPK[VERB]=GETNUM(0);
+ ACTSPK[VERB]=GETNUM(NULL);
goto L1060;
/* Read info about available liquids and other conditions, store in COND. */
-L1070: K=GETNUM(1);
+L1070: K=GETNUM(OPENED);
if(K == -1) goto L1002;
-L1071: LOC=GETNUM(0);
+L1071: LOC=GETNUM(NULL);
if(LOC == 0) goto L1070;
if(CNDBIT(LOC,K)) BUG(8);
COND[LOC]=COND[LOC]+SETBIT(K);
/* Read data for hints. */
L1080: HNTMAX=0;
-L1081: K=GETNUM(1);
+L1081: K=GETNUM(OPENED);
if(K == -1) goto L1002;
if(K <= 0 || K > HNTSIZ)BUG(7);
- /* 1083 */ for (I=1; I<=4; I++) {
-L1083: HINTS[K][I] =GETNUM(0);
+ 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(1);
+L1090: K=GETNUM(OPENED);
if(K == -1) goto L1002;
- KK=GETNUM(0);
- I=GETNUM(0);
+ KK=GETNUM(NULL);
+ I=GETNUM(NULL);
if(I == 0) goto L1092;
OBJSND[K]=(KK>0 ? KK : 0);
OBJTXT[K]=(I>0 ? I : 0);
* description is printed. Counts modulo 5 unless "LOOK" is used. */
static int finish_init(void) {
- /* 1101 */ for (I=1; I<=100; I++) {
+ for (I=1; I<=100; I++) {
PLACE[I]=0;
PROP[I]=0;
LINK[I]=0;
-L1101: {long x = I+100; LINK[x]=0;}
+ {long x = I+100; LINK[x]=0;}
} /* end loop */
/* 1102 */ for (I=1; I<=LOCSIZ; I++) {
L1106: /*etc*/ ;
} /* end loop */
- /* 1107 */ for (I=1; I<=100; I++) {
+ for (I=1; I<=100; I++) {
K=101-I;
FIXED[K]=FIXD[K];
-L1107: if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]);
+ if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]);
} /* end loop */
/* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79).
MAXTRS=79;
TALLY=0;
- /* 1200 */ for (I=50; I<=MAXTRS; I++) {
+ for (I=50; I<=MAXTRS; I++) {
if(PTEXT[I] != 0)PROP[I]= -1;
-L1200: TALLY=TALLY-PROP[I];
+ TALLY=TALLY-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. */
- /* 1300 */ for (I=1; I<=HNTMAX; I++) {
+ for (I=1; I<=HNTMAX; I++) {
HINTED[I]=false;
-L1300: HINTLC[I]=0;
+ HINTLC[I]=0;
} /* end loop */
-/* Define some handy mnemonics. these correspond to object numbers. */
+/* Define some handy mnemonics. These correspond to object numbers. */
AXE=VOCWRD(12405,1);
BATTER=VOCWRD(201202005,1);
* 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.
- * DFLAG controls the level of activation of all this:
+ * 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
CHLOC=114;
CHLOC2=140;
- /* 1700 */ for (I=1; I<=6; I++) {
-L1700: DSEEN[I]=false;
+ for (I=1; I<=6; I++) {
+ DSEEN[I]=false;
} /* end loop */
- DFLAG=0;
+ game.dflag=0;
DLOC[1]=19;
DLOC[2]=27;
DLOC[3]=33;
DALTLC=18;
/* Other random flags and counters, as follows:
- * ABBNUM How often we should print non-abbreviated descriptions
- * BONUS Used to determine amount of bonus if he reaches closing
- * CLOCK1 Number of turns from finding last treasure till closing
- * CLOCK2 Number of turns from first warning till blinding flash
+ * 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
* CONDS Min value for cond(loc) if loc has any hints
- * DETAIL How often we've said "not allowed to give more detail"
- * DKILL Number of dwarves killed (unused in scoring, needed for msg)
- * FOOBAR Current progress in saying "FEE FIE FOE FOO".
- * HOLDNG Number of objects being carried
+ * 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.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"
- * IWEST How many times he's said "west" instead of "w"
- * KNFLOC 0 if no knife here, loc if knife here, -1 after caveat
- * LIMIT Lifetime of lamp (not set here)
+ * 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)
* MAXDIE Number of reincarnation messages available (up to 5)
- * NUMDIE Number of times killed so far
+ * game.numdie Number of times killed so far
* THRESH Next #turns threshhold (-1 if none)
* TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
* TRNLUZ # points lost so far due to number of turns used
THRESH= -1;
if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
TRNLUZ=0;
- LMWARN=false;
+ game.lmwarn=false;
IGO=0;
- IWEST=0;
- KNFLOC=0;
- DETAIL=0;
- ABBNUM=5;
- /* 1800 */ for (I=0; I<=4; I++) {
-L1800: {long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
+ game.iwest=0;
+ game.knfloc=0;
+ game.detail=0;
+ game.abbnum=5;
+ for (I=0; I<=4; I++) {
+ {long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
} /* end loop */
- NUMDIE=0;
- HOLDNG=0;
- DKILL=0;
- FOOBAR=0;
- BONUS=0;
- CLOCK1=30;
- CLOCK2=50;
+ game.numdie=0;
+ game.holdng=0;
+ game.dkill=0;
+ game.foobar=0;
+ game.bonus=0;
+ game.clock1=30;
+ game.clock2=50;
CONDS=SETBIT(11);
- SAVED=0;
- CLOSNG=false;
- PANIC=false;
- CLOSED=false;
+ game.saved=0;
+ game.closng=false;
+ game.panic=false;
+ game.closed=false;
CLSHNT=false;
- NOVICE=false;
+ game.novice=false;
SETUP=1;
/* if we can ever think of how, we should save it at this point */
/* Report on amount of arrays actually used, to permit reductions. */
static void report(void) {
- /* 1998 */ for (K=1; K<=LOCSIZ; K++) {
+ for (K=1; K<=LOCSIZ; K++) {
KK=LOCSIZ+1-K;
if(LTEXT[KK] != 0) goto L1997;
-L1998: /*etc*/ ;
+ /*etc*/ ;
} /* end loop */
OBJ=0;
-L1997: /* 1996 */ for (K=1; K<=100; K++) {
-L1996: if(PTEXT[K] != 0)OBJ=OBJ+1;
+L1997: for (K=1; K<=100; K++) {
+ if(PTEXT[K] != 0)OBJ=OBJ+1;
} /* end loop */
- /* 1995 */ for (K=1; K<=TABNDX; K++) {
-L1995: if(KTAB[K]/1000 == 2)VERB=KTAB[K]-2000;
+ for (K=1; K<=TABNDX; K++) {
+ if(KTAB[K]/1000 == 2)VERB=KTAB[K]-2000;
} /* end loop */
- /* 1994 */ for (K=1; K<=RTXSIZ; K++) {
+ for (K=1; K<=RTXSIZ; K++) {
J=RTXSIZ+1-K;
if(RTEXT[J] != 0) goto L1993;
-L1994: /*etc*/ ;
+ /*etc*/ ;
} /* end loop */
L1993: SETPRM(1,LINUSE,LINSIZ);
init_reading = true;
init_cksum = 1;
quick_io();
- if(fread(&K,4,1,f) == 1) init_cksum -= K; else init_cksum = 1;
+ 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);
init_reading = false;
init_cksum = 1;
quick_io();
- fwrite(&init_cksum,4,1,f);
+ fwrite(&init_cksum,sizeof(long),1,f);
fclose(f);
}
}
static void quick_item(W)long *W; {
- if(init_reading && fread(W,4,1,f) != 1)return;
+ if(init_reading && fread(W,sizeof(long),1,f) != 1)return;
init_cksum = MOD(init_cksum*13+(*W),60000000);
- if(!init_reading)fwrite(W,4,1,f);
+ 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,4,N+1,f) != N+1)printf("Read error!\n");
+ 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,4,N+1,f)!=N+1)printf("Write error!\n");
+ if(!init_reading && fwrite(A,sizeof(long),N+1,f)!=N+1)printf("Write error!\n");
}