X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=be5c3fb271c0da846c96422c6c5e2f4ba6574894;hp=69901c1c8b91d39e16b25d553ae7d02035b700a9;hb=0dd40bba32c9b5225e4d2126a50b7d6516791d06;hpb=5ae76995d2e8d412f565481505e4c7bc37260bb1 diff --git a/init.c b/init.c index 69901c1..be5c3fb 100644 --- a/init.c +++ b/init.c @@ -2,396 +2,102 @@ #include #include #include +#include -#include "misc.h" -#include "main.h" -#include "share.h" -#include "funcs.h" -#include "database.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 (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). - * 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 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(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. 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); - -/* 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. - * 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 */ - 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: - * 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 */ - - 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; - - /* if we can ever think of how, we should save it at this point */ - - return(0); /* then we won't actually return from initialisation */ +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, + .foobar = WORD_EMPTY, + + /* 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; }