X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=b3f984d049d2fe6867e6af49ba01546fa5d2cd09;hp=eed89a41f4a1c0150c8fa59b1f19af223c943df4;hb=603f548a215a0118dc3270d094671199eb28beab;hpb=c3add5c2066face7535108706bb86dc41971ad9f diff --git a/init.c b/init.c index eed89a4..b3f984d 100644 --- a/init.c +++ b/init.c @@ -2,713 +2,101 @@ #include #include #include +#include -#include "misc.h" -#include "main.h" -#include "share.h" -#include "funcs.h" +#include "advent.h" /* * Initialisation */ -/* Current limits: - * 12500 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). - * 35 "action" verbs (ACTVERB, 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). - * 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 */ - - -/* 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$<". - * 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+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 - * 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 */ - -static bool quick_init(void); -static int raw_init(void); -static void report(void); -static void quick_save(void); -static int finish_init(void); -static void quick_io(void); - -void initialise(void) { - 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 - * first line of a message. The text-pointer arrays contain indices of - * pointer-words in lines. STEXT(N) is short description of location N. - * LTEXT(N) is long description. PTEXT(N) points to message for PROP(N)=0. - * Successive prop messages are found by chasing pointers. RTEXT contains - * section 6's stuff. CTEXT(N) points to a player-class message. TTEXT is for - * section 14. We also clear COND (see description of section 9 for details). */ - - /* 1001 */ for (I=1; I<=300; I++) { - if(I <= 100)PTEXT[I]=0; - if(I <= RTXSIZ)RTEXT[I]=0; - if(I <= CLSMAX)CTEXT[I]=0; - if(I <= 100)OBJSND[I]=0; - if(I <= 100)OBJTXT[I]=0; - if(I > LOCSIZ) goto L1001; - STEXT[I]=0; - LTEXT[I]=0; - COND[I]=0; - KEY[I]=0; - LOCSND[I]=0; -L1001: /*etc*/ ; - } /* end loop */ - - LINUSE=1; - TRVS=1; - CLSSES=0; - TRNVLS=0; - -/* Start new data section. Sect is the section number. */ - -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 - 9: goto L1070; case 10: goto L1004; case 11: goto L1080; case 12: - break; case 13: goto L1090; case 14: goto L1004; } -/* (0) (1) (2) (3) (4) (5) (6) (7) (8) (9) - * (10) (11) (12) (13) (14) */ - BUG(9); - -/* Sections 1, 2, 5, 6, 10, 14. Read messages and set up pointers. */ - -L1004: KK=LINUSE; -L1005: LINUSE=KK; - LOC=GETNUM(OPENED); - if(LNLENG >= LNPOSN+70)BUG(0); - if(LOC == -1) goto L1002; - if(LNLENG < LNPOSN)BUG(1); -L1006: KK=KK+1; - if(KK >= LINSIZ)BUG(2); - LINES[KK]=GETTXT(false,false,false,KK); - if(LINES[KK] != -1) goto L1006; - LINES[LINUSE]=KK; - if(LOC == game.oldloc) goto L1005; - game.oldloc=LOC; - LINES[LINUSE]= -KK; - if(SECT == 14) goto L1014; - if(SECT == 10) goto L1012; - if(SECT == 6) goto L1011; - if(SECT == 5) goto L1010; - if(LOC > LOCSIZ)BUG(10); - if(SECT == 1) goto L1008; - - STEXT[LOC]=LINUSE; - goto L1005; - -L1008: LTEXT[LOC]=LINUSE; - goto L1005; - -L1010: if(LOC > 0 && LOC <= 100)PTEXT[LOC]=LINUSE; - goto L1005; - -L1011: if(LOC > RTXSIZ)BUG(6); - RTEXT[LOC]=LINUSE; - goto L1005; - -L1012: CLSSES=CLSSES+1; - if(CLSSES > CLSMAX)BUG(11); - CTEXT[CLSSES]=LINUSE; - CVAL[CLSSES]=LOC; - goto L1005; - -L1014: TRNVLS=TRNVLS+1; - if(TRNVLS > TRNSIZ)BUG(11); - TTEXT[TRNVLS]=LINUSE; - TRNVAL[TRNVLS]=LOC; - 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 - * 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(OPENED); - if(LOC == -1) goto L1002; - 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(NULL); - if(L == 0) goto L1039; - TRAVEL[TRVS]=game.newloc*1000+L; - TRVS=TRVS+1; - if(TRVS == TRVSIZ)BUG(3); - goto L1035; -L1039: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++; - goto L1030; - -/* Here we read in the vocabulary. KTAB(N) is the word number, ATAB(N) is - * the corresponding word. The -1 at the end of section 4 is left in KTAB - * as an end-marker. The words are given a minimal hash to make deciphering - * the core-image harder. (We don't use gettxt's hash since that would force - * us to hash each input line to make comparisons work, and that in turn - * would make it harder to detect particular input words.) */ - -L1040: J=10000; - for (TABNDX=1; TABNDX<=TABSIZ; TABNDX++) { - KTAB[TABNDX]=GETNUM(OPENED); - if(KTAB[TABNDX] == -1) goto L1002; - J=J+7; - ATAB[TABNDX]=GETTXT(true,true,true,0)+J*J; - } /* end loop */ - BUG(4); - -/* Read in the initial locations for each object. Also the immovability info. - * 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(OPENED); - if(OBJ == -1) goto L1002; - PLAC[OBJ]=GETNUM(NULL); - FIXD[OBJ]=GETNUM(NULL); - goto L1050; - -/* Read default message numbers for action verbs, store in ACTVERB. */ - -L1060: VERB=GETNUM(OPENED); - if(VERB == -1) goto L1002; - ACTVERB[VERB]=GETNUM(NULL); - goto L1060; - -/* Read info about available liquids and other conditions, store in COND. */ - -L1070: K=GETNUM(OPENED); - if(K == -1) goto L1002; -L1071: LOC=GETNUM(NULL); - if(LOC == 0) goto L1070; - if(CNDBIT(LOC,K)) BUG(8); - COND[LOC]=COND[LOC]+SETBIT(K); - goto L1071; - -/* Read data for hints. */ - -L1080: HNTMAX=0; -L1081: K=GETNUM(OPENED); - if(K == -1) goto L1002; - if(K <= 0 || K > HNTSIZ)BUG(7); - 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(OPENED); - if(K == -1) goto L1002; - KK=GETNUM(NULL); - I=GETNUM(NULL); - if(I == 0) goto L1092; - OBJSND[K]=(KK>0 ? KK : 0); - OBJTXT[K]=(I>0 ? I : 0); - goto L1090; - -L1092: LOCSND[K]=KK; - goto L1090; -} - -/* Finish constructing internal data format */ - -/* Having read in the database, certain things are now constructed. PROPS are - * set to zero. We finish setting up COND by checking for forced-motion travel - * entries. The PLAC and FIXD arrays are used to set up ATLOC(N) as the first - * object at location N, and LINK(OBJ) as the next object at the same location - * as OBJ. (OBJ>100 indicates that FIXED(OBJ-100)=LOC; LINK(OBJ) is still the - * correct link to use.) ABB is zeroed; it controls whether the abbreviated - * description is printed. Counts modulo 5 unless "LOOK" is used. */ - -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(IABS(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. game.tally keeps track of how many are not yet found, so we know - * when to close the cave. */ - - MAXTRS=79; - game.tally=0; - for (I=50; I<=MAXTRS; I++) { - if(PTEXT[I] != 0)PROP[I]= -1; - game.tally=game.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); - -/* Objects from 50 through whatever 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); - -/* 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); - -/* And some action verbs. */ - - FIND=VOCWRD(6091404,2); - INVENT=VOCWRD(914220514,2); - LOCK=VOCWRD(12150311,2); - SAY=VOCWRD(190125,2); - THROW=VOCWRD(2008181523,2); - -/* 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. - * 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 CHLOC for ref. - * the dead end in the other maze has its loc stored in CHLOC2. */ - - CHLOC=114; - CHLOC2=140; - for (I=1; I<=6; I++) { - DSEEN[I]=false; - } /* end loop */ - game.dflag=0; - DLOC[1]=19; - DLOC[2]=27; - DLOC[3]=33; - DLOC[4]=44; - DLOC[5]=64; - DLOC[6]=CHLOC; - DALTLC=18; - -/* 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 - * 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 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" - * 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 */ - - 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; - CONDS=SETBIT(11); - game.saved=0; - game.closng=false; - game.panic=false; - game.closed=false; - CLSHNT=false; - game.novice=false; - game.setup=1; - - /* if we can ever think of how, we should save it at this point */ - - return(0); /* then we won't actually return from initialisation */ -} - -/* Report on amount of arrays actually used, to permit reductions. */ - -static void report(void) { - for (K=1; K<=LOCSIZ; K++) { - KK=LOCSIZ+1-K; - if(LTEXT[KK] != 0) goto L1997; - /*etc*/ ; - } /* end loop */ - - OBJ=0; -L1997: for (K=1; K<=100; K++) { - if(PTEXT[K] != 0)OBJ=OBJ+1; - } /* end loop */ - - for (K=1; K<=TABNDX; K++) { - if(KTAB[K]/1000 == 2)VERB=KTAB[K]-2000; - } /* end loop */ - - for (K=1; K<=RTXSIZ; K++) { - J=RTXSIZ+1-K; - if(RTEXT[J] != 0) goto L1993; - /*etc*/ ; - } /* end loop */ - -L1993: SETPRM(1,LINUSE,LINSIZ); - SETPRM(3,TRVS,TRVSIZ); - SETPRM(5,TABNDX,TABSIZ); - SETPRM(7,KK,LOCSIZ); - SETPRM(9,OBJ,100); - SETPRM(11,VERB,VRBSIZ); - SETPRM(13,J,RTXSIZ); - SETPRM(15,CLSSES,CLSMAX); - SETPRM(17,HNTMAX,HNTSIZ); - SETPRM(19,TRNVLS,TRNSIZ); - RSPEAK(267); - TYPE0(); -} - -static long init_reading, init_cksum; -static FILE *f; - -static void quick_item(long*); -static void quick_array(long*, long); - -static bool quick_init(void) { - extern char *getenv(); - char *adv = getenv("ADVENTURE"); - f = NULL; - if(adv)f = fopen(adv,READ_MODE); - if(f == NULL)f = fopen("adventure.data",READ_MODE); - if(f == NULL)return(false); - init_reading = true; - init_cksum = 1; - quick_io(); - 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); -} - -static void quick_save(void) { - printf("Writing adventure.data...\n"); - f = fopen("adventure.data",WRITE_MODE); - if(f == NULL){printf("Can't open file!\n"); return;} - init_reading = false; - init_cksum = 1; - quick_io(); - fwrite(&init_cksum,sizeof(long),1,f); - fclose(f); -} - -static void quick_io(void) { - quick_item(&LINUSE); - quick_item(&TRVS); - quick_item(&CLSSES); - quick_item(&TRNVLS); - quick_item(&TABNDX); - quick_item(&HNTMAX); - quick_array(PTEXT,100); - quick_array(RTEXT,RTXSIZ); - quick_array(CTEXT,CLSMAX); - quick_array(OBJSND,100); - quick_array(OBJTXT,100); - quick_array(STEXT,LOCSIZ); - quick_array(LTEXT,LOCSIZ); - quick_array(COND,LOCSIZ); - quick_array(KEY,LOCSIZ); - quick_array(LOCSND,LOCSIZ); - quick_array(LINES,LINSIZ); - quick_array(CVAL,CLSMAX); - quick_array(TTEXT,TRNSIZ); - quick_array(TRNVAL,TRNSIZ); - quick_array(TRAVEL,TRVSIZ); - quick_array(KTAB,TABSIZ); - quick_array(ATAB,TABSIZ); - quick_array(PLAC,100); - quick_array(FIXD,100); - quick_array(ACTVERB,VRBSIZ); - quick_array((long *)HINTS,(HNTMAX+1)*5-1); -} - -static void quick_item(W)long *W; { - if(init_reading && fread(W,sizeof(long),1,f) != 1)return; - init_cksum = MOD(init_cksum*13+(*W),60000000); - 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,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,sizeof(long),N+1,f)!=N+1)printf("Write error!\n"); +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 (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; + } + + 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); + } + } + + /* 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. + * 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] = objects[k].fixd; + if (objects[k].plac != 0 && objects[k].fixd <= 0) + drop(k, objects[k].plac); + } + + /* 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. */ + 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.conds = setbit(11); + + return seedval; }