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favicon.ico: computerarcheology.com/ColossalCaveAdventure/Code350.html - Adventure.

site address: computerarcheology.com/ColossalCaveAdventure/Code350.html

site title: Adventure

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Text of the page (random words):
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bank4 bank5 bank6 bank7 journal gameboy hardware link s awakening 1 ramuse bank00 bank01 bank02 bank03 bank04 bank05 bank06 bank07 bank08 bank09 bank0a bank0b bank0c bank0d bank0e bank0f bank10 bank11 bank12 bank13 bank14 bank15 bank16 bank17 bank18 bank19 bank1a bank1b bank1c bank1d bank1e bank1f journal tetris 1 ramuse code journal trs80 hardwarelevel2 hardwarelevel1 hardwaredisk hauntedhouse ramuse1 code1 ramuse2 code2 journal pyramid ramuse code ramuse1 code1 journal raakatu ramuse code journal bedlam ramuse code journal xenos ramuse code section1 section2 section3 section4 section5 section6 section7 section8 section9 ssvdobjs usvdobjs journal virus morris worm 1 journal stoned journal tools blend blend zip journal colossal cave adventure 350 point version by don woods colossal cave adventure 350 point version by don woods c adventures c current limits c 9650 words of message text lines linsiz c 750 travel options travel trvsiz c 300 vocabulary words ktab atab tabsiz c 150 locations ltext stext key cond abb atloc locsiz c 100 objects plac place fixd fixed link twice ptext prop c 35 action verbs actspk vrbsiz c 205 random messages rtext rtxsiz c 12 different player classifications ctext cval clsmax c 20 hints less 3 hintlc hinted hints hntsiz c 35 magic messages mtext magsiz c there are also limits which cannot be exceeded due to the structure of c the database e g the vocabulary uses n 1000 to determine word type c so there can t be more than 1000 words these upper limits are c 1000 non synonymous vocabulary words c 300 locations c 100 objects implicit integer a z logical dseen blklin hinted yes start common txtcom rtext lines common blkcom blklin common voccom ktab atab tabsiz common placom atloc link place fixed holdng common mtxcom mtext common ptxcom ptext common abbcom abb common wizcom wkday wkend holid hbegin hend hname 1short magic magnm latncy saved savet setup dimension lines 9650 dimension travel 750 dimension ktab 300 atab 300 dimension ltext 150 stext 150 key 150 cond 150 abb 150 1atloc 150 dimension plac 100 place 100 fixd 100 fixed 100 link 200 1ptext 100 prop 100 dimension actspk 35 dimension rtext 205 dimension ctext 12 cval 12 dimension hintlc 20 hinted 20 hints 20 4 dimension mtext 35 dimension tk 20 dseen 6 dloc 6 odloc 6 hname 4 c c avoid making the compiler worry about modifying the do index c integer idondx c statement functions c c c toting obj true if the obj is being carried c here obj true if the obj is at loc or is being carried c at obj true if on either side of two placed object c liq dummy object number of liquid in bottle c liqloc loc object number of liquid if any at loc c bitset l n true if cond l has bit n set bit 0 is units bit c forced loc true if loc moves without asking for input cond 2 c dark dummy true if location loc is dark c pct n true n of the time n integer from 0 to 100 c c wzdark says whether the loc he s leaving was dark c lmwarn says whether he s been warned about lamp going dim c closng says whether its closing time yet c panic says whether he s found out he s trapped in the cave c closed says whether we re all the way closed c gaveup says whether he exited via quit c scorng indicates to the score routine whether we re doing a score command c demo is true if this is a prime time demonstration game c yea is random yes no reply logical toting here at bitset dark wzdark lmwarn closng panic 1closed gaveup scorng demo yea toting obj place obj eq 1 here obj place obj eq loc or toting obj at obj place obj eq loc or fixed obj eq loc liq2 pbotl 1 pbotl water pbotl 2 water oil liq dummy liq2 max0 prop bottle 1 prop bottle liqloc loc liq2 mod cond loc 2 2 8 5 mod cond loc 4 2 1 bitset l n cond l and shift 1 n ne 0 forced loc cond loc eq 2 dark dummy mod cond loc 2 eq 0 and prop lamp eq 0 or 1 not here lamp pct n ran 100 lt n c data linsiz 9650 trvsiz 750 tabsiz 300 locsiz 150 1vrbsiz 35 rtxsiz 205 clsmax 12 hntsiz 20 magsiz 35 data setup 0 blklin true c description of the database format c c c the data file contains several sections each begins with a line containing c a number identifying the section and ends with a line containing 1 c c section 1 long form descriptions each line contains a location number c a tab and a line of text the set of necessarily adjacent lines c whose numbers are x form the long description of location x c section 2 short form descriptions same format as long form not all c places have short descriptions c section 3 travel table each line contains a location number x a second c location number y and a list of motion numbers see section 4 c each motion represents a verb which will go to y if currently at x c y in turn is interpreted as follows let m y 1000 n y mod 1000 c if n 300 it is the location to go to c if 300 n 500 n 300 is used in a computed goto to c a section of special code c if n 500 message n 500 from section 6 is printed c and he stays wherever he is c meanwhile m specifies the conditions on the motion c if m 0 it s unconditional c if 0 m 100 it is done with m probability c if m 100 unconditional but forbidden to dwarves c if 100 m 200 he must be carrying object m 100 c if 200 m 300 must be carrying or in same room as m 200 c if 300 m 400 prop m mod 100 must not be 0 c if 400 m 500 prop m mod 100 must not be 1 c if 500 m 600 prop m mod 100 must not be 2 etc c if the condition if any is not met then the next different c destination value is used unless it fails to meet its conditions c in which case the next is found etc typically the next dest will c be for one of the same verbs so that its only use is as the alternate c destination for those verbs for instance c 15 110022 29 31 34 35 23 43 c 15 14 29 c this says that from loc 15 any of the verbs 29 31 etc will take c him to 22 if he s carrying object 10 and otherwise will go to 14 c 11 303008 49 c 11 9 50 c this says that from 11 49 takes him to 8 unless prop 3 0 in which c case he goes to 9 verb 50 takes him to 9 regardless of prop 3 c section 4 vocabulary each line contains a number n a tab and a c five letter word call m n 1000 if m 0 then the word is a motion c verb for use in travelling see section 3 else if m 1 the word is c an object else if m 2 the word is an action verb such as carry c or attack else if m 3 the word is a special case verb such as c dig and n mod 1000 is an index into section 6 objects from 50 to c currently anyway 79 are considered treasures for pirate closeout c section 5 object descriptions each line contains a number n a tab c and a message if n is from 1 to 100 the message is the inventory c message for object n otherwise n should be 000 100 200 etc and c the message should be the description of the preceding object when its c prop value is n 100 the n 100 is used only to distinguish multiple c messages from multi line messages the prop info actually requires all c messages for an object to be present and consecutive properties which c produce no message should be given the message c section 6 arbitrary messages same format as sections 1 2 and 5 except c the numbers bear no relation to anything except for special verbs c in section 4 c section 7 object locations each line contains an object number and its c initial location zero or omitted if none if the object is c immovable the location is followed by a 1 if it has two locations c e g the grate the first location is followed with the second and c the object is assumed to be immovable c section 8 action defaults each line contains an action verb number and c the index in section 6 of the default message for the verb c section 9 liquid assets etc each line contains a number n and up to 20 c location numbers bit n where 0 is the units bit is set in cond loc c for each loc given the cond bits currently assigned are c 0 light c 1 if bit 2 is on on for oil off for water c 2 liquid asset see bit 1 c 3 pirate doesn t go here unless following player c other bits are used to indicate areas of interest to hint routines c 4 trying to get into cave c 5 trying to catch bird c 6 trying to deal with snake c 7 lost in maze c 8 pondering dark room c 9 at witt s end c cond loc is set to 2 overriding all other bits if loc has forced c motion c section 10 class messages each line contains a number n a tab and a c message describing a classification of player the scoring section c selects the appropriate message where each message is considered to c apply to players whose scores are higher than the previous n but not c higher than this n note that these scores probably change with every c modification and particularly expansion of the program c section 11 hints each line contains a hint number corresponding to a c cond bit see section 9 the number of turns he must be at the right c loc s before triggering the hint the points deducted for taking the c hint the message number section 6 of the question and the message c number of the hint these values are stashed in the hints array c hntmax is set to the max hint number hntsiz numbers 1 3 are c unusable since cond bits are otherwise assigned so 2 is used to c remember if he s read the clue in the repository and 3 is used to c remember whether he asked for instructions gets more turns but loses c points c section 12 magic messages identical to section 6 except put in a separate c section for easier reference magic messages are used by the startup c maintenance mode and related routines c section 0 end of database c read the database if we have not yet done so if setup ne 0 goto 1100 type 1000 1000 format initializing c clear out the various text pointer arrays all text is stored in array c lines each line is preceded by a word pointing to the next pointer i e c the word following the end of the line the pointer is negative if this is c first line of a message the text pointer arrays contain indices of c pointer words in lines stext n is short description of location n c ltext n is long description ptext n points to message for prop n 0 c successive prop messages are found by chasing pointers rtext contains c section 6 s stuff ctext n points to a player class message mtext is for c section 12 we also clear cond see description of section 9 for details do 1001 i 1 300 if i le 100 ptext i 0 if i le rtxsiz rtext i 0 if i le clsmax ctext i 0 if i le magsiz mtext i 0 if i gt locsiz goto 1001 stext i 0 ltext i 0 cond i 0 1001 continue open unit 1 name advent access seqin setup 1 linuse 1 trvs 1 clsses 1 c start new data section sect is the section number 1002 read 1 1003 sect 1003 format g oldloc 1 goto 1100 1004 1004 1030 1040 1004 1004 1050 1060 1070 1004 11080 1004 sect 1 c 0 1 2 3 4 5 6 7 8 9 10 c 11 12 call bug 9 c sections 1 2 5 6 10 12 read messages and set up pointers 1004 read 1 1005 loc lines j j linuse 1 linuse 14 kk 1005 format 1g 15a5 if kk ne call bug 0 if loc eq 1 goto 1002 do 1006 k 1 14 kk linuse 15 k if lines kk ne goto 1007 1006 continue if loc eq 0 goto 1004 c above kluge is to avoid f40 bug if crlf broken across record boundary call bug 1 1007 lines linuse kk 1 if loc eq oldloc goto 1020 lines linuse lines linuse if sect eq 12 goto 1013 if sect eq 10 goto 1012 if sect eq 6 goto 1011 if sect eq 5 goto 1010 if sect eq 1 goto 1008 stext loc linuse goto 1020 1008 ltext loc linuse goto 1020 1010 if loc gt 0 and loc le 100 ptext loc linuse goto 1020 1011 if loc gt rtxsiz call bug 6 rtext loc linuse goto 1020 1012 ctext clsses linuse cval clsses loc clsses clsses 1 goto 1020 1013 if loc gt magsiz call bug 6 mtext loc linuse 1020 linuse kk 1 lines linuse 1 oldloc loc if linuse 14 gt linsiz call bug 2 goto 1004 c the stuff for section 3 is encoded here each from location gets a c contiguous section of the travel array each entry in travel is c newloc 1000 keyword from section 4 motion verbs and is negated if c this is the last entry for this location key n is the index in travel c of the first option at location n 1030 read 1 1031 loc newloc tk 1031 format 99g if loc eq 0 goto 1030 c above kluge is to avoid aforementioned f40 bug if loc eq 1 goto 1002 if key loc ne 0 goto 1033 key loc trvs goto 1035 1033 travel trvs 1 travel trvs 1 1035 do 1037 l 1 20 if tk l eq 0 goto 1039 travel trvs newloc 1000 tk l trvs trvs 1 if trvs eq trvsiz call bug 3 1037 continue 1039 travel trvs 1 travel trvs 1 goto 1030 c here we read in the vocabulary ktab n is the word number atab n is c the corresponding word the 1 at the end of section 4 is left in ktab c as an end marker the words are given a minimal hash to make reading the c core image harder note that 7 08 had better not be in the list since c it could hash to 1 1040 do 1042 tabndx 1 tabsiz 1043 read 1 1041 ktab tabndx atab tabndx 1041 format g a5 if ktab tabndx eq 0 goto 1043 c above kluge is to avoid aforementioned f40 bug if ktab tabndx eq 1 goto 1002 1042 atab tabndx atab tabndx xor phrog call bug 4 c read in the initial locations for each object also the immovability info c plac contains initial locations of objects fixd is 1 for immovable c objects including the snake or second loc for two placed objects 1050 read 1 1031 obj j k if obj eq 1 goto 1002 plac obj j fixd obj k goto 1050 c read default message numbers for action verbs store in actspk 1060 read 1 1031 verb j if verb eq 1 goto 1002 actspk verb j goto 1060 c read info about available liquids and other conditions store in cond 1070 read 1 1031 k tk if k eq 1 goto 1002 do 1071 i 1 20 loc tk i if loc eq 0 goto 1070 if bitset loc k call bug 8 1071 cond loc cond loc shift 1 k goto 1070 c read data for hints 1080 hntmax 0 1081 read 1 1031 k tk if k eq 1 goto 1002 if k eq 0 goto 1081 if k lt 0 or k gt hntsiz call bug 7 do 1083 i 1 4 1083 hints k i tk i hntmax max0 hntmax k goto 1081 c finish constructing internal data format c if setup 2 we don t need to do this it s only necessary if we haven t done c it at all or if the program has been run since then 1100 if setup eq 2 goto 1 if setup eq 1 goto 8305 c having read in the database certain things are now constructed props are c set to zero we fin...
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