X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=c197143eef49085194b3a8f4dd6cacb553bc27fb;hp=0e6ae1c0f32ff6f4554fd8c80a604b7a5fe1a474;hb=985137d9c7ed18ee0777622874efe944218cae6a;hpb=2deb1b9f7ff8e8e2a1b96fb28344100860b50897 diff --git a/init.c b/init.c index 0e6ae1c..c197143 100644 --- a/init.c +++ b/init.c @@ -4,7 +4,6 @@ #include #include "advent.h" -#include "funcs.h" #include "database.h" /* @@ -15,25 +14,23 @@ * 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, game.atloc, LOCSND, LOCSIZ). - * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (TWICE), PTEXT, game.prop, - * OBJSND, OBJTXT). + * 185 locations (KEY, COND, game.abbrev, game.atloc, LOCSIZ). + * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (twice), + * ogame.prop). * 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). + * 5 "# of turns" threshholds (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 + * 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 @@ -131,12 +128,11 @@ * 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 + * 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). + * of the hint. These values are stashed in the "hints" array. * 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 @@ -170,232 +166,212 @@ * %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++) { - game.place[I]=0; - game.prop[I]=0; - game.link[I]=0; - {long x = I+NOBJECTS; game.link[x]=0;} - } /* end loop */ - - /* 1102 */ for (I=1; I<=LOCSIZ; I++) { - game.abbrev[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: game.atloc[I]=0; - } /* end loop */ - -/* 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. */ - - /* 1106 */ for (I=1; I<=NOBJECTS; I++) { - K=NOBJECTS + 1 - I; - if(FIXD[K] <= 0) goto L1106; - DROP(K+NOBJECTS,FIXD[K]); - DROP(K,PLAC[K]); -L1106: /*etc*/ ; - } /* end loop */ - - 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]); - } /* 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)game.prop[I]= -1; - game.tally=game.tally-game.prop[I]; - } /* end loop */ - -/* 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; - } /* 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) +{ + if (oldstyle) + printf("Initialising...\n"); -/* Objects from 50 through whatever are treasures. Here are a few. */ + for (int i = 1; i <= NOBJECTS; i++) { + game.place[i] = LOC_NOWHERE; + 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 (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) + conditions[i] |= (1 << COND_FORCED); + } + 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 (int i = 1; i <= NOBJECTS; i++) { + int 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 (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 = 0; i < NHINTS; 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(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); - 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(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); -/* 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(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); - 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; - 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; - game.setup=1; - game.blklin=true; + /* 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); - /* 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) + * NDEATHS Number of reincarnation messages available (up to 5) + * game.numdie Number of times killed so far + * 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.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; }