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init.c
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/*
* Initialisation
*
* Copyright (c) 1977, 2005 by Will Crowther and Don Woods
* Copyright (c) 2017 by Eric S. Raymond
* SPDX-License-Identifier: BSD-2-clause
*/
#ifndef CALCULATOR
#include <unistd.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#ifndef CALCULATOR
#include <time.h>
#endif
#include <string.h>
#include "advent.h"
#include "dungeon.h"
#ifdef CALCULATOR
#include "calc.h"
#include "style.h"
#endif
#ifndef CALCULATOR
/* Displays an error about why loading the dungeon failed and termintes. */
static void load_failure(char* message)
{
fprintf(stderr, "%s\n", message);
exit(EXIT_FAILURE);
}
FILE* dungeon_file;
static uint8_t get_byte()
/* Reads an 8-bit word from the dungeon file. */
{
uint8_t ret;
if (fread(&ret, 1, 1, dungeon_file) != 1)
load_failure("Out of bytes in input");
return ret;
}
static uint16_t get_word()
/* Reads a 16-bit word from the dungeon file. */
{
uint16_t ret;
ret = get_byte() | (get_byte() << 8);
return ret;
}
void load_dungeon(void)
/* Loads the dungeon file into memory. */
{
char id_str[sizeof(DATA_FILE_ID_STRING)];
long huffman_tree_location, compressed_strings_location, uncompressed_strings_location,
arbitrary_messages_location, classes_location, turn_thresholds_location,
locations_location, objects_location, obituaries_location, hints_location,
motions_location, actions_location, tkey_location, travel_location;
long size, current_item, next_item;
int i, j;
dungeon_file = fopen("dungeon.bin", "rb");
if (!dungeon_file)
load_failure("Failed to open dungeon.bin %d");
fseek(dungeon_file, 0, SEEK_SET);
if (sizeof(id_str) != fread(&id_str[0], 1, sizeof(id_str), dungeon_file))
load_failure("dungeon.bin got truncated?");
if (id_str[sizeof(id_str) - 1] || strcmp(id_str, DATA_FILE_ID_STRING))
load_failure("dungeon.bin does not look like a dungeon file");
/* Get the location of various items */
huffman_tree_location = get_word();
compressed_strings_location = get_word();
uncompressed_strings_location = get_word();
arbitrary_messages_location = get_word();
classes_location = get_word();
turn_thresholds_location = get_word();
locations_location = get_word();
objects_location = get_word();
obituaries_location = get_word();
hints_location = get_word();
get_word();
motions_location = get_word();
actions_location = get_word();
tkey_location = get_word();
travel_location = get_word();
/* Huffman table */
size = compressed_strings_location - huffman_tree_location;
huffman_tree = malloc(size);
fseek(dungeon_file, huffman_tree_location, SEEK_SET);
if (size != fread(huffman_tree, 1, size, dungeon_file))
load_failure("Error loading Huffman table");
/* Compressed strings */
compressed_strings = malloc(sizeof(intptr_t) * NCOMPSTRS);
for (i = 0; i < NCOMPSTRS; i++)
{
fseek(dungeon_file, compressed_strings_location, SEEK_SET);
compressed_strings_location += 2;
current_item = get_word();
if (i < NCOMPSTRS - 1)
next_item = get_word();
else
next_item = uncompressed_strings_location;
size = next_item - current_item;
compressed_strings[i] = malloc(size);
fseek(dungeon_file, current_item, SEEK_SET);
if (size != fread(compressed_strings[i], 1, size, dungeon_file))
load_failure("Error loading compressed strings");
}
/* Uncompressed strings */
uncompressed_strings = malloc(sizeof(intptr_t) * NUNCOMPSTRS);
for (i = 0; i < NUNCOMPSTRS; i++)
{
fseek(dungeon_file, uncompressed_strings_location, SEEK_SET);
uncompressed_strings_location += 2;
current_item = get_word();
if (i < NUNCOMPSTRS - 1)
next_item = get_word();
else
next_item = arbitrary_messages_location;
size = next_item - current_item;
uncompressed_strings[i] = malloc(size);
fseek(dungeon_file, current_item, SEEK_SET);
if (size != fread(uncompressed_strings[i], 1, size, dungeon_file))
load_failure("Error loading uncompressed strings");
}
/* Arbitrary messages cross reference table */
arbitrary_messages = malloc(sizeof(compressed_string_index_t) * NARBMSGS);
fseek(dungeon_file, arbitrary_messages_location, SEEK_SET);
for (i = 0; i < NARBMSGS; i++)
arbitrary_messages[i] = get_word();
/* Classes */
classes = malloc(sizeof(class_t) * (NCLASSES + 1));
fseek(dungeon_file, classes_location, SEEK_SET);
for (i = 0; i < NCLASSES + 1; i++)
{
classes[i].threshold = get_word();
classes[i].message = get_word();
}
/* Turn thresholds */
turn_thresholds = malloc(sizeof(turn_threshold_t) * (NTHRESHOLDS));
fseek(dungeon_file, turn_thresholds_location, SEEK_SET);
for (i = 0; i < NTHRESHOLDS; i++)
{
turn_thresholds[i].threshold = get_word();
turn_thresholds[i].point_loss = get_byte();
turn_thresholds[i].message = get_word();
}
/* Locations */
locations = malloc(sizeof(location_t) * (NLOCATIONS + 1));
fseek(dungeon_file, locations_location, SEEK_SET);
for (i = 0; i < NLOCATIONS + 1; i++)
{
locations[i].description.small = get_word();
locations[i].description.big = get_word();
locations[i].sound = get_byte();
locations[i].loud = get_byte();
}
/* Objects */
objects = malloc(sizeof(intptr_t) * (NOBJECTS + 1));
for (i = 0; i < NOBJECTS + 1; i++)
{
/*printf("#%i 0x%04X -> ", i, objects_location);*/
fseek(dungeon_file, objects_location, SEEK_SET);
objects_location += 2;
current_item = get_word();
if (i < NOBJECTS)
next_item = get_word();
else
next_item = obituaries_location;
size = next_item - current_item;
objects[i] = malloc(sizeof(object_t));
fseek(dungeon_file, current_item, SEEK_SET);
/*printf("0x%04X\n", current_item);*/
objects[i]->inventory = get_word();
objects[i]->plac = get_word();
objects[i]->fixd = get_word();
objects[i]->is_treasure = get_byte();
objects[i]->descriptions_start = get_byte();
objects[i]->sounds_start = get_byte();
objects[i]->texts_start = get_byte();
objects[i]->changes_start = get_byte();
for (j = 0; j < 11; j++)
objects[i]->strings[j] = get_word();
}
/* Obituaries */
obituaries = malloc(sizeof(obituary_t) * NDEATHS);
fseek(dungeon_file, obituaries_location, SEEK_SET);
for (i = 0; i < NDEATHS; i++)
{
obituaries[i].query = get_word();
obituaries[i].yes_response = get_word();
}
/* Hints */
hints = malloc(sizeof(hint_t) * NHINTS);
fseek(dungeon_file, hints_location, SEEK_SET);
for (i = 0; i < NHINTS; i++)
{
hints[i].number = get_byte();
hints[i].turns = get_byte();
hints[i].penalty = get_byte();
hints[i].question = get_word();
hints[i].hint = get_word();
}
/* Motions */
motions = malloc(sizeof(intptr_t) * NMOTIONS);
for (i = 0; i < NMOTIONS; i++)
{
fseek(dungeon_file, motions_location, SEEK_SET);
motions_location += 2;
current_item = get_word();
if (i < NMOTIONS)
next_item = get_word();
else
next_item = actions_location;
size = next_item - current_item;
motions[i] = malloc(sizeof(motion_t));
fseek(dungeon_file, current_item, SEEK_SET);
motions[i]->words.n = get_byte();
for (j = 0; j < 10; j++)
motions[i]->words.strs[j] = get_word();
}
/* Actions */
actions = malloc(sizeof(intptr_t) * NACTIONS);
for (i = 0; i < NACTIONS; i++)
{
fseek(dungeon_file, actions_location, SEEK_SET);
actions_location += 2;
current_item = get_word();
if (i < NACTIONS)
next_item = get_word();
else
next_item = tkey_location;
size = next_item - current_item;
actions[i] = malloc(sizeof(action_t));
fseek(dungeon_file, current_item, SEEK_SET);
actions[i]->message = get_word();
actions[i]->noaction = get_byte();
actions[i]->words.n = get_byte();
for (j = 0; j < 10; j++)
actions[i]->words.strs[j] = get_word();
}
/* Keys, whatever those are */
tkey = malloc(sizeof(uint16_t) * NKEYS);
fseek(dungeon_file, tkey_location, SEEK_SET);
for (i = 0; i < NKEYS; i++)
tkey[i] = get_word();
/* Giant travel thingy */
travel = malloc(sizeof(travelop_t) * NTRAVEL);
fseek(dungeon_file, travel_location, SEEK_SET);
for (i = 0; i < NTRAVEL; i++)
{
travel[i].motion = get_byte();
travel[i].condtype = get_byte();
travel[i].condarg1 = get_byte();
travel[i].condarg2 = get_byte();
travel[i].desttype = get_byte();
travel[i].destval = get_byte();
travel[i].nodwarves = get_byte();
travel[i].stop = get_byte();
}
}
#else
/**
* Populates pointers to all dungeon data, or terminates with error message if
* dungeon file cannot be found.
*/
void load_dungeon(void)
{
char id_str[sizeof(DATA_FILE_ID_STRING)];
ti_var_t dungeon_file;
dungeon_file = ti_Open("AdvenDat", "r");
if (!dungeon_file)
exit_fail("Failed to open dungeon appvar AdvenDat");
dungeon = ti_GetDataPtr(dungeon_file);
if (strcmp((char*)dungeon, DATA_FILE_ID_STRING))
exit_fail("Appvar AdvenDat is not a dungeon file");
/* In order to save some space, instead of the previous platform-independent
* idiomatic C, I've written some optimized assembly. This makes some semi-
* unsafe assumptions, but then again, if the dungeon file is corrupted,
* then other things are also probably corrupted and you're probably going
* to crash sooner or later anyway.
*
* This basically does the following:
* void* target = (void*)huffman_tree;
* uint16_t* offsets = (uint16_t*)(dungeon + sizeof(DATA_FILE_ID_STRING));
* unsigned char count;
* for (count = 17; count > 0; offsets++, target++, count--)
* *target = (void*)(dungeon + *offsets);
*
* You should note that this code assumes that the dungeon variables are
* placed in memory in a particular order.
*/
asm(" .ref _huffman_tree");
asm(" ; A: Loop counter");
asm(" ; BC: Cached pointer to dungeon data");
asm(" ; DE: Offsets array read pointer");
asm(" ; IY: Target pointer to populate");
asm(" ld bc, (_dungeon)");
asm(" ld hl, 35 ; sizeof(DATA_FILE_ID_STRING)");
asm(" add hl, bc");
asm(" ex de, hl");
asm(" ld iy, _huffman_tree");
asm(" ld a, 17");
asm("load_dungeon_loop:");
asm(" sbc hl, hl ; Previous use of ADD should keep C reset");
asm(" ex de, hl");
asm(" ld e, (hl)");
asm(" inc hl");
asm(" ld d, (hl)");
asm(" inc hl");
asm(" ex de, hl");
asm(" add hl, bc");
asm(" ld (iy), hl");
asm(" lea iy, iy + 3");
asm(" dec a");
asm(" jr nz, load_dungeon_loop");
ti_Close(dungeon_file);
}
#endif
#ifndef CALCULATOR
/* This isn't allowed in C89, sadly. */
struct settings_t settings = {
.logfp = NULL,
.oldstyle = false,
.prompt = true
};
#else
struct settings_t settings;
#endif
/* Inline initializers moved to function below for ANSI Cness */
struct game_t game;
int initialise(void)
{
int i, k, treasure;
int seedval;
if (settings.oldstyle)
#ifndef CALCULATOR
printf("Initialising...\n");
#else
print("Initialising...\n");
#endif
load_dungeon();
memset(&game, 0, sizeof(game));
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;
/* 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. */
game.dloc[6] = LOC_DEADEND12;
game.chloc = LOC_DEADEND12;
game.chloc2 = LOC_DEADEND13;
game.abbnum = 5;
game.clock1 = WARNTIME;
game.clock2 = FLASHTIME;
game.newloc = LOC_START;
game.loc = LOC_START;
game.limit = GAMELIMIT;
game.foobar = WORD_EMPTY;
srand(time(NULL));
seedval = (int)rand();
set_seed(seedval);
for (i = 1; i <= NOBJECTS; i++) {
game.place[i] = LOC_NOWHERE;
}
for (i = 1; i <= NLOCATIONS; i++) {
if (!(get_location(i)->description.big == 0 ||
get_tkey(i) == 0)) {
k = get_tkey(i);
if (T_TERMINATE(get_travelop(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 (i = NOBJECTS; i >= 1; i--) {
if (get_object(i)->fixd > 0) {
drop(i + NOBJECTS, get_object(i)->fixd);
drop(i, get_object(i)->plac);
}
}
for (i = 1; i <= NOBJECTS; i++) {
k = NOBJECTS + 1 - i;
game.fixed[k] = get_object(k)->fixd;
if (get_object(k)->plac != 0 && get_object(k)->fixd <= 0)
drop(k, get_object(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 (treasure = 1; treasure <= NOBJECTS; treasure++) {
if (get_object(treasure)->is_treasure) {
if (get_object(treasure)->inventory != 0)
game.prop[treasure] = STATE_NOTFOUND;
game.tally = game.tally - game.prop[treasure];
}
}
game.conds = setbit(11);
return seedval;
}