X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=1752553b0f93c747be489779a09680aab892b904;hp=b229767001c5a7041837d01dea021fb4742cc36c;hb=c5d2d9ddb54647bdb3ca03a0163a5da103dc8946;hpb=4d6078d8a8a8288fd26e7fadcdb46c5e9bd06087 diff --git a/init.c b/init.c index b229767..1752553 100644 --- a/init.c +++ b/init.c @@ -4,32 +4,37 @@ #include #include "advent.h" -#include "funcs.h" #include "database.h" +#include "newdb.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, - * OBJSND, OBJTXT). + * 185 locations (LTEXT, STEXT, KEY, COND, game.abbrev, game.atloc, + * LOCSND, LOCSIZ). + * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (twice), + * PTEXT, game.prop, OBJSND, OBJTXT). * 35 "action" verbs (ACTSPK, VRBSIZ). * 277 random messages (RTEXT, RTXSIZ). * 12 different player classifications (CTEXT, CVAL, CLSMAX). - * 20 hints (HINTLC, HINTED, HINTS, HNTSIZ). - * 5 "# of turns" threshholds (TTEXT, TRNVAL, TRNSIZ). + * 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, * so there can't be more than 1000 words.) These upper limits are: * 1000 non-synonymous vocabulary words * 300 locations - * 100 objects */ - + * 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 * @@ -57,9 +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). @@ -136,8 +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 @@ -164,232 +170,218 @@ * %B = Variable number of blanks * %! = The entire message should be suppressed */ -static int finish_init(void); - -void initialise(void) { - if (oldstyle) - printf("Initialising...\n"); - finish_init(); -} - -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;} - } /* end loop */ - - /* 1102 */ for (I=1; I<=LOCSIZ; I++) { - ABB[I]=0; - if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102; - K=KEY[I]; - if(MOD(labs(TRAVEL[K]),1000) == 1)COND[I]=2; -L1102: ATLOC[I]=0; - } /* end loop */ - -/* Set up the ATLOC and 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 - * "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; - if(FIXD[K] <= 0) goto L1106; - DROP(K+100,FIXD[K]); - DROP(K,PLAC[K]); -L1106: /*etc*/ ; - } /* end loop */ - - for (I=1; I<=100; I++) { - K=101-I; - FIXED[K]=FIXD[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). - * Their props are initially -1, and are set to 0 the first time they are - * described. TALLY keeps track of how many are not yet found, so we know - * when to close the cave. */ - - MAXTRS=79; - TALLY=0; - for (I=50; I<=MAXTRS; I++) { - if(PTEXT[I] != 0)PROP[I]= -1; - 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. */ - - for (I=1; I<=HNTMAX; I++) { - HINTED[I]=false; - HINTLC[I]=0; - } /* end loop */ - -/* Define some handy mnemonics. These correspond to object numbers. */ - - AXE=VOCWRD(12405,1); - BATTER=VOCWRD(201202005,1); - BEAR=VOCWRD(2050118,1); - BIRD=VOCWRD(2091804,1); - BLOOD=VOCWRD(212151504,1); - BOTTLE=VOCWRD(215202012,1); - CAGE=VOCWRD(3010705,1); - CAVITY=VOCWRD(301220920,1); - CHASM=VOCWRD(308011913,1); - CLAM=VOCWRD(3120113,1); - DOOR=VOCWRD(4151518,1); - DRAGON=VOCWRD(418010715,1); - DWARF=VOCWRD(423011806,1); - FISSUR=VOCWRD(609191921,1); - FOOD=VOCWRD(6151504,1); - GRATE=VOCWRD(718012005,1); - KEYS=VOCWRD(11052519,1); - KNIFE=VOCWRD(1114090605,1); - LAMP=VOCWRD(12011316,1); - MAGZIN=VOCWRD(1301070126,1); - MESSAG=VOCWRD(1305191901,1); - MIRROR=VOCWRD(1309181815,1); - OGRE=VOCWRD(15071805,1); - OIL=VOCWRD(150912,1); - OYSTER=VOCWRD(1525192005,1); - PILLOW=VOCWRD(1609121215,1); - PLANT=VOCWRD(1612011420,1); - PLANT2=PLANT+1; - RESER=VOCWRD(1805190518,1); - ROD=VOCWRD(181504,1); - ROD2=ROD+1; - SIGN=VOCWRD(19090714,1); - SNAKE=VOCWRD(1914011105,1); - STEPS=VOCWRD(1920051619,1); - TROLL=VOCWRD(2018151212,1); - TROLL2=TROLL+1; - URN=VOCWRD(211814,1); - VEND=VOCWRD(1755140409,1); - VOLCAN=VOCWRD(1765120301,1); - WATER=VOCWRD(1851200518,1); +void initialise(void) +{ + int i, k; + if (oldstyle) + printf("Initialising...\n"); -/* Objects from 50 through whatever are treasures. Here are a few. */ + for (i=1; i<=NOBJECTS; i++) { + game.place[i]=0; + game.prop[i]=0; + game.link[i+NOBJECTS]=game.link[i]=0; + } - AMBER=VOCWRD(113020518,1); - CHAIN=VOCWRD(308010914,1); - CHEST=VOCWRD(308051920,1); - COINS=VOCWRD(315091419,1); - EGGS=VOCWRD(5070719,1); - EMRALD=VOCWRD(513051801,1); - JADE=VOCWRD(10010405,1); - NUGGET=VOCWRD(7151204,1); - PEARL=VOCWRD(1605011812,1); - PYRAM=VOCWRD(1625180113,1); - RUBY=VOCWRD(18210225,1); - RUG=VOCWRD(182107,1); - SAPPH=VOCWRD(1901161608,1); - TRIDNT=VOCWRD(2018090405,1); - VASE=VOCWRD(22011905,1); + for (i=1; i<=LOCSIZ; i++) { + game.abbrev[i]=0; + if (!(long_location_descriptions[i] == 0 || KEY[i] == 0)) { + k=KEY[i]; + if(MOD(labs(TRAVEL[k]),1000) == 1)COND[i]=2; + } + game.atloc[i]=0; + } -/* These are motion-verb numbers. */ + /* 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 "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. */ + for (i=1; i<=NOBJECTS; i++) { + k=NOBJECTS + 1 - i; + if(FIXD[k] > 0) { + DROP(k+NOBJECTS,FIXD[k]); + DROP(k,PLAC[k]); + } + } - BACK=VOCWRD(2010311,0); - CAVE=VOCWRD(3012205,0); - DPRSSN=VOCWRD(405161805,0); - ENTER=VOCWRD(514200518,0); - ENTRNC=VOCWRD(514201801,0); - LOOK=VOCWRD(12151511,0); - NUL=VOCWRD(14211212,0); - STREAM=VOCWRD(1920180501,0); + 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]); + } -/* And some action verbs. */ + /* Treasures, as noted earlier, are objects MINTRS through MAXTRS + * Their props are initially -1, and are set to 0 the first time + * they are described. game.tally keeps track of how many are + * not yet found, so we know when to close the cave. */ + game.tally=0; + for (i=MINTRS; i<=MAXTRS; i++) { + if(object_descriptions[i].inventory != 0) + game.prop[i]= -1; + game.tally=game.tally-game.prop[i]; + } - FIND=VOCWRD(6091404,2); - INVENT=VOCWRD(914220514,2); - LOCK=VOCWRD(12150311,2); - SAY=VOCWRD(190125,2); - THROW=VOCWRD(2008181523,2); + /* 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++) { + game.hinted[i]=false; + game.hintlc[i]=0; + } -/* Initialise the dwarves. DLOC is loc of dwarves, hard-wired in. 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. - * 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 - * 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. */ + /* Define some handy mnemonics. These correspond to object numbers. */ + AXE=VOCWRD(12405,1); + BATTER=VOCWRD(201202005,1); + BEAR=VOCWRD(2050118,1); + BIRD=VOCWRD(2091804,1); + BLOOD=VOCWRD(212151504,1); + BOTTLE=VOCWRD(215202012,1); + CAGE=VOCWRD(3010705,1); + CAVITY=VOCWRD(301220920,1); + CHASM=VOCWRD(308011913,1); + CLAM=VOCWRD(3120113,1); + DOOR=VOCWRD(4151518,1); + DRAGON=VOCWRD(418010715,1); + DWARF=VOCWRD(423011806,1); + FISSUR=VOCWRD(609191921,1); + FOOD=VOCWRD(6151504,1); + GRATE=VOCWRD(718012005,1); + KEYS=VOCWRD(11052519,1); + KNIFE=VOCWRD(1114090605,1); + LAMP=VOCWRD(12011316,1); + MAGZIN=VOCWRD(1301070126,1); + MESSAG=VOCWRD(1305191901,1); + MIRROR=VOCWRD(1309181815,1); + OGRE=VOCWRD(15071805,1); + OIL=VOCWRD(150912,1); + OYSTER=VOCWRD(1525192005,1); + PILLOW=VOCWRD(1609121215,1); + PLANT=VOCWRD(1612011420,1); + PLANT2=PLANT+1; + RESER=VOCWRD(1805190518,1); + ROD=VOCWRD(181504,1); + ROD2=ROD+1; + SIGN=VOCWRD(19090714,1); + SNAKE=VOCWRD(1914011105,1); + STEPS=VOCWRD(1920051619,1); + TROLL=VOCWRD(2018151212,1); + TROLL2=TROLL+1; + URN=VOCWRD(211814,1); + VEND=VOCWRD(1755140409,1); + VOLCAN=VOCWRD(1765120301,1); + WATER=VOCWRD(1851200518,1); - CHLOC=114; - CHLOC2=140; - for (I=1; I<=6; I++) { - DSEEN[I]=false; - } /* end loop */ - DFLAG=0; - DLOC[1]=19; - DLOC[2]=27; - DLOC[3]=33; - DLOC[4]=44; - DLOC[5]=64; - DLOC[6]=CHLOC; - DALTLC=18; + /* Objects from MINTRS through MAXTRS are treasures. Here are a few. */ + AMBER=VOCWRD(113020518,1); + CHAIN=VOCWRD(308010914,1); + CHEST=VOCWRD(308051920,1); + COINS=VOCWRD(315091419,1); + EGGS=VOCWRD(5070719,1); + EMRALD=VOCWRD(513051801,1); + JADE=VOCWRD(10010405,1); + NUGGET=VOCWRD(7151204,1); + PEARL=VOCWRD(1605011812,1); + PYRAM=VOCWRD(1625180113,1); + RUBY=VOCWRD(18210225,1); + RUG=VOCWRD(182107,1); + SAPPH=VOCWRD(1901161608,1); + TRIDNT=VOCWRD(2018090405,1); + VASE=VOCWRD(22011905,1); -/* 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 - * 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 - * 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) - * MAXDIE Number of reincarnation messages available (up to 5) - * 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 - * TURNS Tallies how many commands he's given (ignores yes/no) - * Logicals were explained earlier */ + /* These are motion-verb numbers. */ + BACK=VOCWRD(2010311,0); + CAVE=VOCWRD(3012205,0); + DPRSSN=VOCWRD(405161805,0); + ENTER=VOCWRD(514200518,0); + ENTRNC=VOCWRD(514201801,0); + LOOK=VOCWRD(12151511,0); + NUL=VOCWRD(14211212,0); + STREAM=VOCWRD(1920180501,0); - TURNS=0; - TRNDEX=1; - THRESH= -1; - if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1; - TRNLUZ=0; - LMWARN=false; - IGO=0; - IWEST=0; - KNFLOC=0; - DETAIL=0; - 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; - CONDS=SETBIT(11); - SAVED=0; - CLOSNG=false; - PANIC=false; - CLOSED=false; - CLSHNT=false; - NOVICE=false; - SETUP=1; + /* And some action verbs. */ + FIND=VOCWRD(6091404,2); + INVENT=VOCWRD(914220514,2); + LOCK=VOCWRD(12150311,2); + SAY=VOCWRD(190125,2); + THROW=VOCWRD(2008181523,2); - /* if we can ever think of how, we should save it at this point */ + /* 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.) 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 + * 2 Met first dwarf, others start moving, no knives thrown yet + * 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 game.chloc for ref. the dead end in the other maze has its + * loc stored in game.chloc2. */ + game.chloc=114; + game.chloc2=140; + for (i=1; i<=NDWARVES; i++) { + game.dseen[i]=false; + } + game.dflag=0; + 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; - return(0); /* then we won't actually return from initialisation */ + /* Other random flags and counters, as follows: + * 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 + * 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 # 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" + * 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) + * game.numdie Number of times killed so far + * game.thresh Next #turns threshhold (-1 if none) + * game.trndex Index in TRNVAL of next threshold (db section 14) + * game.trnluz # points lost so far due to number of turns used + * game.turns Tallies how many commands he's given (ignores yes/no) + * Logicals were explained earlier */ + game.turns=0; + game.trndex=1; + game.thresh= -1; + if (TRNVLS > 0) + game.thresh=MOD(TRNVAL[1],100000)+1; + game.trnluz=0; + game.lmwarn=false; + game.iwest=0; + game.knfloc=0; + game.detail=0; + game.abbnum=5; + game.numdie=0; + game.holdng=0; + game.dkill=0; + game.foobar=0; + game.bonus=0; + game.clock1=30; + game.clock2=50; + game.conds=SETBIT(11); + game.saved=0; + game.closng=false; + game.panic=false; + game.closed=false; + game.clshnt=false; + game.novice=false; + game.blklin=true; }