X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=c197143eef49085194b3a8f4dd6cacb553bc27fb;hp=50a21b1d935a7ac6bdc2580f9eec80c127e0ac1e;hb=985137d9c7ed18ee0777622874efe944218cae6a;hpb=b38c11abefbb281b9ee50268241bc5bac4c4aaaa diff --git a/init.c b/init.c index 50a21b1..c197143 100644 --- a/init.c +++ b/init.c @@ -1,714 +1,377 @@ -#include "misc.h" -#include "main.h" -#include "share.h" -#include "funcs.h" +#include +#include #include #include -#define TRUE (0==0) -#define FALSE (0!=0) +#include "advent.h" +#include "database.h" /* - * INITIALISATION + * 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 */ - +/* Current limits: + * 12600 words of message text (LINES, LINSIZ). + * 885 travel options (TRAVEL, TRVSIZ). + * 330 vocabulary words (KTAB, ATAB, TABSIZ). + * 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). + * 12 different player classifications (CTEXT, CVAL, CLSMAX). + * 20 hints (game.hintlc, game.hinted, HINTS, HNTSIZ). + * 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 + */ -/* DESCRIPTION OF THE DATABASE FORMAT +/* 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". + * 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 0500 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 MOD 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 + * This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which + * case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3). + * Section 4: Vocabulary. Each line contains a number (n), a tab, and a + * five-letter word. Call M=N/1000. If M=0, then the word is a motion + * verb for use in travelling (see section 3). Else, if M=1, the word is + * an object. Else, if M=2, the word is an action verb (such as "carry" + * or "attack"). Else, if M=3, the word is a special case verb (such as + * "dig") and N % 1000 is an index into section 6. Objects from 50 to + * (currently, anyway) 79 are considered treasures (for pirate, closeout). + * Section 5: Object descriptions. Each line contains a number (N), a tab, + * and a message. If N is from 1 to 100, the message is the "inventory" + * message for object n. Otherwise, N should be 000, 100, 200, etc., and + * the message should be the description of the preceding object when its + * prop value is N/100. The N/100 is used only to distinguish multiple + * messages from multi-line messages; the prop info actually requires all + * messages for an object to be present and consecutive. Properties which + * produce no message should be given the message ">$<". (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. + * 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 */ - -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) { - 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"); - -/* 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(1); - 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(1); - 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 == OLDLOC) goto L1005; - 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 - * 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(1); - if(LOC == -1) goto L1002; - NEWLOC=GETNUM(0); - if(KEY[LOC] != 0) goto L1033; - KEY[LOC]=TRVS; - goto L1035; -L1033: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++; -L1035: L=GETNUM(0); - if(L == 0) goto L1039; - TRAVEL[TRVS]=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; - /* 1042 */ for (TABNDX=1; TABNDX<=TABSIZ; TABNDX++) { -L1043: KTAB[TABNDX]=GETNUM(1); - if(KTAB[TABNDX] == -1) goto L1002; - J=J+7; -L1042: 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(1); - if(OBJ == -1) goto L1002; - PLAC[OBJ]=GETNUM(0); - FIXD[OBJ]=GETNUM(0); - goto L1050; - -/* READ DEFAULT MESSAGE NUMBERS FOR ACTION VERBS, STORE IN ACTSPK. */ - -L1060: VERB=GETNUM(1); - if(VERB == -1) goto L1002; - ACTSPK[VERB]=GETNUM(0); - goto L1060; - -/* READ INFO ABOUT AVAILABLE LIQUIDS AND OTHER CONDITIONS, STORE IN COND. */ - -L1070: K=GETNUM(1); - if(K == -1) goto L1002; -L1071: LOC=GETNUM(0); - 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(1); - if(K == -1) goto L1002; - if(K <= 0 || K > HNTSIZ)BUG(7); - /* 1083 */ for (I=1; I<=4; I++) { -L1083: HINTS[K][I] =GETNUM(0); - } /* end loop */ - HNTMAX=(HNTMAX>K ? HNTMAX : K); - goto L1081; - -/* READ THE SOUND/TEXT INFO, STORE IN OBJSND, OBJTXT, LOCSND. */ - -L1090: K=GETNUM(1); - if(K == -1) goto L1002; - KK=GETNUM(0); - I=GETNUM(0); - 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 MOD 5 UNLESS "LOOK" IS USED. */ - -static int finish_init(void) { - /* 1101 */ for (I=1; I<=100; I++) { - PLACE[I]=0; - PROP[I]=0; - LINK[I]=0; -L1101: {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 */ - - /* 1107 */ for (I=1; I<=100; I++) { - K=101-I; - FIXED[K]=FIXD[K]; -L1107: 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; - /* 1200 */ for (I=50; I<=MAXTRS; I++) { - if(PTEXT[I] != 0)PROP[I]= -1; -L1200: 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. */ - - /* 1300 */ for (I=1; I<=HNTMAX; I++) { - HINTED[I]=FALSE; -L1300: 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; - /* 1700 */ for (I=1; I<=6; I++) { -L1700: 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; - /* 1800 */ for (I=0; I<=4; I++) { -L1800: {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 */ -} - -/* REPORT ON AMOUNT OF ARRAYS ACTUALLY USED, TO PERMIT REDUCTIONS. */ - -static void report(void) { - /* 1998 */ for (K=1; K<=LOCSIZ; K++) { - KK=LOCSIZ+1-K; - if(LTEXT[KK] != 0) goto L1997; -L1998: /*etc*/ ; - } /* end loop */ - - OBJ=0; -L1997: /* 1996 */ for (K=1; K<=100; K++) { -L1996: if(PTEXT[K] != 0)OBJ=OBJ+1; - } /* end loop */ - - /* 1995 */ for (K=1; K<=TABNDX; K++) { -L1995: if(KTAB[K]/1000 == 2)VERB=KTAB[K]-2000; - } /* end loop */ - - /* 1994 */ for (K=1; K<=RTXSIZ; K++) { - J=RTXSIZ+1-K; - if(RTEXT[J] != 0) goto L1993; -L1994: /*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) { -#ifdef AMIGA - f = fopen("ram:adventure.data", READ_MODE); -#else - extern char *getenv(); - char *adv = getenv("ADVENTURE"); - f = NULL; - if(adv)f = fopen(adv,READ_MODE); -#endif - 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,4,1,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,4,1,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(ACTSPK,VRBSIZ); - quick_array((long *)HINTS,(HNTMAX+1)*5-1); -} - -static void quick_item(W)long *W; { - if(init_reading && fread(W,4,1,f) != 1)return; - init_cksum = MOD(init_cksum*13+(*W),60000000); - if(!init_reading)fwrite(W,4,1,f); -} - -static void quick_array(A,N)long *A, N; { long I; - if(init_reading && fread(A,4,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,4,N+1,f)!=N+1)printf("Write error!\n"); + * %9 = A 9-digit number + * %B = Variable number of blanks + * %! = The entire message should be suppressed */ + +void initialise(void) +{ + if (oldstyle) + printf("Initialising...\n"); + + 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) + conditions[i] |= (1 << COND_FORCED); + } + game.atloc[i] = 0; + } + + /* 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]); + } + } + + 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]); + } + + /* 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]; + } + + /* 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; + } + + /* 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; + } + 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; + + /* 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; }