X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=b2ad7855f820461dec7d83e7d69ea84ec61cae3d;hp=12d3ad1a71986be32b16f486ef66465334db75ec;hb=f862f9f1d508e00bccc208e66b1d31a5e530ab3e;hpb=dda636bbc1c15fc28e5d52ad08ef3bcc30a3e682 diff --git a/init.c b/init.c index 12d3ad1..b2ad785 100644 --- a/init.c +++ b/init.c @@ -4,8 +4,8 @@ #include #include "advent.h" -#include "funcs.h" #include "database.h" +#include "newdb.h" /* * Initialisation @@ -15,24 +15,25 @@ * 12600 words of message text (LINES, LINSIZ). * 885 travel options (TRAVEL, TRVSIZ). * 330 vocabulary words (KTAB, ATAB, TABSIZ). - * 185 locations (LTEXT, STEXT, KEY, COND, abbrev, 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 */ - -/* Note: - * - the object count limit has been abstracted as NOBJECTS - * - the random message limit has been abstracted as RTXSIZE + * 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 @@ -61,9 +62,9 @@ * If M=100 unconditional, but forbidden to dwarves. * If 100 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 (int i = 1; i <= NOBJECTS; i++) { + int 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 (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { + if (object_descriptions[treasure].inventory != 0) + game.prop[treasure] = -1; + game.tally = game.tally - game.prop[treasure]; + } - 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 (int i = 1; i <= HNTMAX; i++) { + game.hinted[i] = false; + game.hintlc[i] = 0; + } -/* 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. */ + /* 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); - game.chloc=114; - game.chloc2=140; - for (I=1; I<=NDWARVES; I++) { - game.dseen[I]=false; - } /* end loop */ - 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; - 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: - * 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 threshhold (section 14 of database) - * 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 */ + /* 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); - 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; - IGO=0; - 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 */ - 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; - SETUP=1; - game.blklin=true; + /* 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 = LOC_DEADEND12; + game.chloc2 = LOC_DEADEND13; + for (int i = 1; i <= NDWARVES; i++) { + game.dseen[i] = false; + } + game.dflag = 0; + game.dloc[1] = LOC_KINGHALL; + game.dloc[2] = LOC_WESTBANK; + game.dloc[3] = LOC_Y2; + game.dloc[4] = LOC_ALIKE3; + game.dloc[5] = LOC_COMPLEX; + 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; }