X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=b3f984d049d2fe6867e6af49ba01546fa5d2cd09;hp=0e52a32c5ce3d66b35f0cf3743d0675c07e32d3a;hb=603f548a215a0118dc3270d094671199eb28beab;hpb=c84d37091899d4bfcd747dd4afd182d81c3720b3 diff --git a/init.c b/init.c index 0e52a32..b3f984d 100644 --- a/init.c +++ b/init.c @@ -2,385 +2,101 @@ #include #include #include +#include #include "advent.h" -#include "database.h" -#include "newdb.h" /* * Initialisation */ -/* Current limits: - * 12600 words of message text (LINES, LINSIZ). - * 885 travel options (TRAVEL, TRVSIZ). - * 330 vocabulary words (KTAB, ATAB, TABSIZ). - * 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 (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 RTXSIZ - * - maximum locations limit has been abstracted as LOCSIZ - */ - -/* Description of the database format - * - * - * 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, - * a tab, and a line of text. The set of (necessarily adjacent) lines - * whose numbers are X form the long description of location X. - * Section 2: Short form descriptions. Same format as long form. Not all - * places have short descriptions. - * 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 300500 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$<". (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). - * Section 7: Object locations. Each line contains an object number and its - * initial location (zero (or omitted) if none). If the object is - * immovable, the location is followed by a "-1". If it has two locations - * (e.g. the grate) the first location is followed with the second, and - * the object is assumed to be immovable. - * Section 8: Action defaults. Each line contains an "action-verb" number and - * the index (in section 6) of the default message for the verb. - * Section 9: Location attributes. Each line contains a number (n) and up to - * 20 location numbers. Bit N (where 0 is the units bit) is set in - * COND(LOC) for each loc given. The cond bits currently assigned are: - * 0 Light - * 1 If bit 2 is on: on for oil, off for water - * 2 Liquid asset, see bit 1 - * 3 Pirate doesn't go here unless following player - * 4 Cannot use "back" to move away - * Bits past 10 indicate areas of interest to "hint" routines: - * 11 Trying to get into cave - * 12 Trying to catch bird - * 13 Trying to deal with snake - * 14 Lost in maze - * 15 Pondering dark room - * 16 At witt's end - * 17 Cliff with urn - * 18 Lost in forest - * 19 Trying to deal with ogre - * 20 Found all treasures except jade - * COND(LOC) is set to 2, overriding all other bits, if loc has forced - * motion. - * Section 10: Class messages. Each line contains a number (n), a tab, and a - * message describing a classification of player. The scoring section - * selects the appropriate message, where each message is considered to - * apply to players whose scores are higher than the previous N but not - * higher than this N. Note that these scores probably change with every - * modification (and particularly expansion) of the program. - * Section 11: Hints. Each line contains a hint number (add 10 to get cond - * bit; see section 9), the number of turns he must be at the right loc(s) - * before triggering the hint, the points deducted for taking the hint, - * the message number (section 6) of the question, and the message number - * of the hint. These values are stashed in the "hints" array. HNTMAX is - * set to the max hint number (<= HNTSIZ). - * Section 12: Unused in this version. - * Section 13: Sounds and text. Each line contains either 2 or 3 numbers. If - * 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+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 - * a message berating the player for taking so many turns. The messages - * must be in the proper (ascending) order. The message gets printed if - * the player exceeds N % 100000 turns, at which time N/100000 points - * get deducted from his score. - * Section 0: End of database. */ - -/* 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 - * sequences are: - * %S = The letter 'S' or nothing (if a given value is exactly 1) - * %W = A word (up to 10 characters) - * %L = A word mapped to lower-case letters - * %U = A word mapped to upper-case letters - * %C = A word mapped to lower-case, first letter capitalised - * %T = Several words of text, ending with a word of -1 - * %1 = A 1-digit number - * %2 = A 2-digit number - * ... - * %9 = A 9-digit number - * %B = Variable number of blanks - * %! = The entire message should be suppressed */ - -void initialise(void) +struct settings_t settings = { + .logfp = NULL, + .oldstyle = false, + .prompt = true +}; + +struct game_t game = { + .dloc[1] = LOC_KINGHALL, + .dloc[2] = LOC_WESTBANK, + .dloc[3] = LOC_Y2, + .dloc[4] = LOC_ALIKE3, + .dloc[5] = LOC_COMPLEX, + + /* 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. */ + .dloc[6] = LOC_DEADEND12, + .chloc = LOC_DEADEND12, + .chloc2 = LOC_DEADEND13, + .abbnum = 5, + .clock1 = WARNTIME, + .clock2 = FLASHTIME, + .newloc = LOC_START, + .loc = LOC_START, + .limit = GAMELIMIT, + + /* Initialize our LCG PRNG with parameters tested against + * Knuth vol. 2. by the original authors */ + .lcg_a = 1093, + .lcg_c = 221587, + .lcg_m = 1048576, +}; + +long initialise(void) { - if (oldstyle) + if (settings.oldstyle) printf("Initialising...\n"); + srand(time(NULL)); + long seedval = (long)rand(); + set_seed(seedval); + for (int i = 1; i <= NOBJECTS; i++) { game.place[i] = LOC_NOWHERE; - game.prop[i] = 0; - game.link[i + NOBJECTS] = game.link[i] = 0; } - for (int i = 1; i <= LOCSIZ; i++) { - game.abbrev[i] = 0; - if (!(locations[i].description.big == 0 || KEY[i] == 0)) { - int k = KEY[i]; - if (MOD(labs(TRAVEL[k]), 1000) == 1)COND[i] = 2; + for (int i = 1; i <= NLOCATIONS; i++) { + if (!(locations[i].description.big == 0 || + tkey[i] == 0)) { + int k = tkey[i]; + if (T_TERMINATE(travel[k])) + conditions[i] |= (1 << COND_FORCED); } - game.atloc[i] = 0; } - /* Set up the game.atloc and game.link arrays as described above. + /* Set up the game.atloc and game.link arrays. * 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 (int i = 1; i <= NOBJECTS; i++) { - int k = NOBJECTS + 1 - i; - if (FIXD[k] > 0) { - DROP(k + NOBJECTS, FIXD[k]); - DROP(k, PLAC[k]); + * Also, since two-placed objects are typically best described + * last, we'll drop them first. */ + for (int i = NOBJECTS; i >= 1; i--) { + if (objects[i].fixd > 0) { + drop(i + NOBJECTS, objects[i].fixd); + drop(i, objects[i].plac); } } 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]); + game.fixed[k] = objects[k].fixd; + if (objects[k].plac != 0 && objects[k].fixd <= 0) + drop(k, objects[k].plac); } - /* Treasures, as noted earlier, are objects MINTRS through MAXTRS - * Their props are initially -1, and are set to 0 the first time + /* Treasure 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]; - } - - /* 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; - } - - /* Define some handy mnemonics. These correspond to object numbers. */ - AXE = VOCWRD(WORD_AXE, 1); - BATTERY = VOCWRD(WORD_BATTERY, 1); - BEAR = VOCWRD(WORD_BEAR, 1); - BIRD = VOCWRD(WORD_BIRD, 1); - BLOOD = VOCWRD(WORD_BLOOD, 1); - BOTTLE = VOCWRD(WORD_BOTTLE, 1); - CAGE = VOCWRD(WORD_CAGE, 1); - CAVITY = VOCWRD(WORD_CAVITY, 1); - CHASM = VOCWRD(WORD_CHASM, 1); - CLAM = VOCWRD(WORD_CLAM, 1); - DOOR = VOCWRD(WORD_DOOR, 1); - DRAGON = VOCWRD(WORD_DRAGON, 1); - DWARF = VOCWRD(WORD_DWARF, 1); - FISSURE = VOCWRD(WORD_FISSURE, 1); - FOOD = VOCWRD(WORD_FOOD, 1); - GRATE = VOCWRD(WORD_GRATE, 1); - KEYS = VOCWRD(WORD_KEYS, 1); - KNIFE = VOCWRD(WORD_KNIFE, 1); - LAMP = VOCWRD(WORD_LAMP, 1); - MAGAZINE = VOCWRD(WORD_MAGAZINE, 1); - MESSAG = VOCWRD(WORD_MESSAG, 1); - MIRROR = VOCWRD(WORD_MIRROR, 1); - OGRE = VOCWRD(WORD_OGRE, 1); - OIL = VOCWRD(WORD_OIL, 1); - OYSTER = VOCWRD(WORD_OYSTER, 1); - PILLOW = VOCWRD(WORD_PILLOW, 1); - PLANT = VOCWRD(WORD_PLANT, 1); - PLANT2 = PLANT + 1; - RESER = VOCWRD(WORD_RESER, 1); - ROD = VOCWRD(WORD_ROD, 1); - ROD2 = ROD + 1; - SIGN = VOCWRD(WORD_SIGN, 1); - SNAKE = VOCWRD(WORD_SNAKE, 1); - STEPS = VOCWRD(WORD_STEPS, 1); - TROLL = VOCWRD(WORD_TROLL, 1); - TROLL2 = TROLL + 1; - URN = VOCWRD(WORD_URN, 1); - VEND = VOCWRD(WORD_VEND, 1); - VOLCANO = VOCWRD(WORD_VOLCANO, 1); - WATER = VOCWRD(WORD_WATER, 1); - - /* Objects from MINTRS through MAXTRS are treasures. Here are a few. */ - AMBER = VOCWRD(WORD_AMBER, 1); - CHAIN = VOCWRD(WORD_CHAIN, 1); - CHEST = VOCWRD(WORD_CHEST, 1); - COINS = VOCWRD(WORD_COINS, 1); - EGGS = VOCWRD(WORD_EGGS, 1); - EMERALD = VOCWRD(WORD_EMERALD, 1); - JADE = VOCWRD(WORD_JADE, 1); - NUGGET = VOCWRD(WORD_NUGGET, 1); - PEARL = VOCWRD(WORD_PEARL, 1); - PYRAMID = VOCWRD(WORD_PYRAMID, 1); - RUBY = VOCWRD(WORD_RUBY, 1); - RUG = VOCWRD(WORD_RUG, 1); - SAPPH = VOCWRD(WORD_SAPPH, 1); - TRIDENT = VOCWRD(WORD_TRIDENT, 1); - VASE = VOCWRD(WORD_VASE, 1); - - /* These are motion-verb numbers. */ - BACK = VOCWRD(WORD_BACK, 0); - CAVE = VOCWRD(WORD_CAVE, 0); - DPRSSN = VOCWRD(WORD_DPRSSN, 0); - ENTER = VOCWRD(WORD_ENTER, 0); - ENTRNC = VOCWRD(WORD_ENTRNC, 0); - LOOK = VOCWRD(WORD_LOOK, 0); - NUL = VOCWRD(WORD_NUL, 0); - STREAM = VOCWRD(WORD_STREAM, 0); - - /* And some action verbs. */ - FIND = VOCWRD(WORD_FIND, 2); - INVENT = VOCWRD(WORD_INVENT, 2); - LOCK = VOCWRD(WORD_LOCK, 2); - SAY = VOCWRD(WORD_SAY, 2); - THROW = VOCWRD(WORD_THROW, 2); - - /* 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; + for (int treasure = 1; treasure <= NOBJECTS; treasure++) { + if (objects[treasure].is_treasure) { + if (objects[treasure].inventory != 0) + game.prop[treasure] = STATE_NOTFOUND; + game.tally = game.tally - game.prop[treasure]; + } } - 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; + game.conds = setbit(11); - /* 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) - * maximum_deaths 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; + return seedval; }