1TBS reflow with clang-format.
This commit is contained in:
parent
c11938aed5
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9 changed files with 4137 additions and 3936 deletions
3
Makefile
3
Makefile
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@ -68,6 +68,9 @@ cheat: $(CHEAT_OBJS) dungeon.o
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check: advent cheat
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cd tests; $(MAKE) --quiet
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reflow:
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@clang-format --style="{IndentWidth: 8, UseTab: ForIndentation}" -i $$(find . -name "*.[ch]")
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# Requires gcov, lcov, libasan6, and libubsan1
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# The last two are Ubuntu names, might vary on other distributions.
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# After this, run your browser on coverage/open-adventure/index.html
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393
advent.h
393
advent.h
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@ -4,11 +4,11 @@
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* SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <inttypes.h>
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#include <stdarg.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <stdarg.h>
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#include <inttypes.h>
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#include "dungeon.h"
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@ -18,29 +18,30 @@
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#define LCG_C 221587L
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#define LCG_M 1048576L
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#define LINESIZE 1024
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#define TOKLEN 5 // # outputting characters in a token */
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#define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin
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#define DALTLC LOC_NUGGET // alternate dwarf location
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#define INVLIMIT 7 // inventory limit (# of objects)
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#define INTRANSITIVE -1 // illegal object number
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#define GAMELIMIT 330 // base limit of turns
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#define NOVICELIMIT 1000 // limit of turns for novice
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#define WARNTIME 30 // late game starts at game.limit-this
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#define FLASHTIME 50 // turns from first warning till blinding flash
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#define PANICTIME 15 // time left after closing
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#define BATTERYLIFE 2500 // turn limit increment from batteries
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#define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
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#define WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions
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#define PIT_KILL_PROB 35 // Percentage probability of dying from fall in pit.
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#define CARRIED -1 // Player is toting it
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#define READ_MODE "rb" // b is not needed for POSIX but harmless
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#define WRITE_MODE "wb" // b is not needed for POSIX but harmless
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#define LINESIZE 1024
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#define TOKLEN 5 // # outputting characters in a token */
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#define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin
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#define DALTLC LOC_NUGGET // alternate dwarf location
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#define INVLIMIT 7 // inventory limit (# of objects)
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#define INTRANSITIVE -1 // illegal object number
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#define GAMELIMIT 330 // base limit of turns
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#define NOVICELIMIT 1000 // limit of turns for novice
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#define WARNTIME 30 // late game starts at game.limit-this
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#define FLASHTIME 50 // turns from first warning till blinding flash
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#define PANICTIME 15 // time left after closing
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#define BATTERYLIFE 2500 // turn limit increment from batteries
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#define WORD_NOT_FOUND \
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-1 // "Word not found" flag value for the vocab hash functions.
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#define WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions
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#define PIT_KILL_PROB 35 // Percentage probability of dying from fall in pit.
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#define CARRIED -1 // Player is toting it
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#define READ_MODE "rb" // b is not needed for POSIX but harmless
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#define WRITE_MODE "wb" // b is not needed for POSIX but harmless
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/* Special object-state values - integers > 0 are object-specific */
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#define STATE_NOTFOUND -1 // 'Not found" state of treasures
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#define STATE_FOUND 0 // After discovered, before messed with
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#define STATE_IN_CAVITY 1 // State value common to all gemstones
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#define STATE_NOTFOUND -1 // 'Not found" state of treasures
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#define STATE_FOUND 0 // After discovered, before messed with
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#define STATE_IN_CAVITY 1 // State value common to all gemstones
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/* Special fixed object-state values - integers > 0 are location */
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#define IS_FIXED -1
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@ -67,39 +68,45 @@
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* and readable objects, notably the clam/oyster - but the code around
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* those test is difficult to read.
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*/
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#define PROP_STASHIFY(n) (-1 - (n))
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#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
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#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
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#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
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#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
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#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
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#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
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#define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
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#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
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#define PROP_STASHIFY(n) (-1 - (n))
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#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
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#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
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#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
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#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
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#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
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#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
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#define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
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#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
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#else
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/* (ESR) Only the boldest of adventurers will explore here. This
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* alternate set of definitions for the macros above was an attempt to
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* break from out of the state encoding a per-object "found" member
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* telling whether or not the player has seen the object.
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* telling whether or not the player has seen the object.
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*
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* What's broken when you try to use thus is
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* PROP_IS_STASHED_OR_UNSEEN. The symptom is game.tally getting
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* decremented on non-treasures.
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*/
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#define PROP_STASHIFY(n) (-(n))
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#define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
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#define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)
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#define PROP_IS_FOUND(obj) (game.objects[obj].found && game.objects[obj].prop == 0)
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#define PROP_IS_STASHED_OR_UNSEEN(obj) (!game.objects[obj].found || game.objects[obj].prop < 0)
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#define PROP_SET_FOUND(obj) do {game.objects[obj].found = true; game.objects[obj].prop = STATE_FOUND;} while(0)
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#define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false
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#define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found)
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#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
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#define PROP_SET_SEEN(obj) game.objects[object].found = true
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#define PROP_STASHIFY(n) (-(n))
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#define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
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#define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)
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#define PROP_IS_FOUND(obj) \
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(game.objects[obj].found && game.objects[obj].prop == 0)
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#define PROP_IS_STASHED_OR_UNSEEN(obj) \
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(!game.objects[obj].found || game.objects[obj].prop < 0)
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#define PROP_SET_FOUND(obj) \
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do { \
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game.objects[obj].found = true; \
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game.objects[obj].prop = STATE_FOUND; \
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} while (0)
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#define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false
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#define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found)
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#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
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#define PROP_SET_SEEN(obj) game.objects[object].found = true
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#endif
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#define PROP_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
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#define PROP_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
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#define PROMPT "> "
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#define PROMPT "> "
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/*
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* DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
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@ -116,62 +123,72 @@
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* GSTONE(OBJ) = true if OBJ is a gemstone
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* FOREST(LOC) = true if LOC is part of the forest
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* OUTSID(LOC) = true if location not in the cave
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* INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game
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* INDEEP(LOC) = true if location is in the Hall of Mists or deeper
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* BUG(X) = report bug and exit
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* INSIDE(LOC) = true if location is in the cave or the building at the
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* beginning of the game INDEEP(LOC) = true if location is in the Hall of Mists
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* or deeper BUG(X) = report bug and exit
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*/
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#define DESTROY(N) move(N, LOC_NOWHERE)
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#define MOD(N,M) ((N) % (M))
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#define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
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#define AT(OBJ) (game.objects[OBJ].place == game.loc || game.objects[OBJ].fixed == game.loc)
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
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#define CNDBIT(L,N) (tstbit(conditions[L],N))
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#define LIQUID() (game.objects[BOTTLE].prop == WATER_BOTTLE? WATER : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL : NO_OBJECT )
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#define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
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#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
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#define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
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#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
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#define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
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#define INDEEP(LOC) CNDBIT((LOC),COND_DEEP)
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#define BUG(x) bug(x, #x)
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#define DESTROY(N) move(N, LOC_NOWHERE)
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#define MOD(N, M) ((N) % (M))
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#define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
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#define AT(OBJ) \
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(game.objects[OBJ].place == game.loc || \
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game.objects[OBJ].fixed == game.loc)
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
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#define CNDBIT(L, N) (tstbit(conditions[L], N))
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#define LIQUID() \
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(game.objects[BOTTLE].prop == WATER_BOTTLE ? WATER \
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: game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL \
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: NO_OBJECT)
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#define LIQLOC(LOC) \
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(CNDBIT((LOC), COND_FLUID) ? CNDBIT((LOC), COND_OILY) ? OIL : WATER \
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: NO_OBJECT)
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#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
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#define DARK(DUMMY) \
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(!CNDBIT(game.loc, COND_LIT) && \
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(game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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#define GSTONE(OBJ) \
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((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
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#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
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#define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
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#define INDEEP(LOC) CNDBIT((LOC), COND_DEEP)
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#define BUG(x) bug(x, #x)
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enum bugtype {
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SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
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VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
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INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
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TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
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CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
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LOCATION_HAS_NO_TRAVEL_ENTRIES,
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HINT_NUMBER_EXCEEDS_GOTO_LIST,
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SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
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ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
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SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
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VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
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INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
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TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
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CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
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LOCATION_HAS_NO_TRAVEL_ENTRIES,
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HINT_NUMBER_EXCEEDS_GOTO_LIST,
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SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
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ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
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};
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enum speaktype {touch, look, hear, study, change};
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enum speaktype { touch, look, hear, study, change };
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enum termination {endgame, quitgame, scoregame};
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enum termination { endgame, quitgame, scoregame };
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enum speechpart {unknown, intransitive, transitive};
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enum speechpart { unknown, intransitive, transitive };
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typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
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typedef enum { NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC } word_type_t;
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typedef enum scorebonus {none, splatter, defeat, victory} score_t;
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typedef enum scorebonus { none, splatter, defeat, victory } score_t;
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/* Phase codes for action returns.
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* These were at one time FORTRAN line numbers.
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*/
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typedef enum {
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GO_TERMINATE,
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GO_MOVE,
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GO_TOP,
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GO_CLEAROBJ,
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GO_CHECKHINT,
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GO_WORD2,
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GO_UNKNOWN,
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GO_DWARFWAKE,
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GO_TERMINATE,
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GO_MOVE,
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GO_TOP,
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GO_CLEAROBJ,
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GO_CHECKHINT,
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GO_WORD2,
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GO_UNKNOWN,
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GO_DWARFWAKE,
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} phase_codes_t;
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/* Use fixed-lwength types to make the save format moore portable */
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@ -183,75 +200,75 @@ typedef int32_t turn_t; // turn counter or threshold */
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typedef int32_t bool32_t; // turn counter or threshold */
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struct game_t {
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int32_t lcg_x;
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int32_t abbnum; // How often to print int descriptions
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score_t bonus; // What kind of finishing bonus we are getting
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loc_t chloc; // pirate chest location
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loc_t chloc2; // pirate chest alternate location
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turn_t clock1; // # turns from finding last treasure to close
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turn_t clock2; // # turns from warning till blinding flash
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bool32_t clshnt; // has player read the clue in the endgame?
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bool32_t closed; // whether we're all the way closed
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bool32_t closng; // whether it's closing time yet
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bool32_t lmwarn; // has player been warned about lamp going dim?
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bool32_t novice; // asked for instructions at start-up?
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bool32_t panic; // has player found out he's trapped?
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bool32_t wzdark; // whether the loc he's leaving was dark
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bool32_t blooded; // has player drunk of dragon's blood?
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int32_t conds; // min value for cond[loc] if loc has any hints
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int32_t detail; // level of detail in descriptions
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int32_t lcg_x;
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int32_t abbnum; // How often to print int descriptions
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score_t bonus; // What kind of finishing bonus we are getting
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loc_t chloc; // pirate chest location
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loc_t chloc2; // pirate chest alternate location
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turn_t clock1; // # turns from finding last treasure to close
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turn_t clock2; // # turns from warning till blinding flash
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bool32_t clshnt; // has player read the clue in the endgame?
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bool32_t closed; // whether we're all the way closed
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bool32_t closng; // whether it's closing time yet
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bool32_t lmwarn; // has player been warned about lamp going dim?
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bool32_t novice; // asked for instructions at start-up?
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bool32_t panic; // has player found out he's trapped?
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bool32_t wzdark; // whether the loc he's leaving was dark
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bool32_t blooded; // has player drunk of dragon's blood?
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int32_t conds; // min value for cond[loc] if loc has any hints
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int32_t detail; // level of detail in descriptions
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/* dflag controls the level of activation of dwarves:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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* 1 Reached Hall Of Mists, but hasn't met first dwarf
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* 2 Met first dwarf, others start moving, no knives thrown yet
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* 3 A knife has been thrown (first set always misses)
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* 3+ Dwarves are mad (increases their accuracy) */
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int32_t dflag;
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/* dflag controls the level of activation of dwarves:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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* 1 Reached Hall Of Mists, but hasn't met first dwarf
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* 2 Met first dwarf, others start moving, no knives thrown
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*yet 3 A knife has been thrown (first set always misses) 3+
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*Dwarves are mad (increases their accuracy) */
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int32_t dflag;
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int32_t dkill; // dwarves killed
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int32_t dtotal; // total dwarves (including pirate) in loc
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int32_t foobar; // progress in saying "FEE FIE FOE FOO".
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int32_t holdng; // number of objects being carried
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int32_t igo; // # uses of "go" instead of a direction
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int32_t iwest; // # times he's said "west" instead of "w"
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loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
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turn_t limit; // lifetime of lamp
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loc_t loc; // where player is now
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loc_t newloc; // where player is going
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turn_t numdie; // number of times killed so far
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loc_t oldloc; // where player was
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loc_t oldlc2; // where player was two moves ago
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obj_t oldobj; // last object player handled
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int32_t saved; // point penalty for saves
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int32_t tally; // count of treasures gained
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int32_t thresh; // current threshold for endgame scoring tier
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bool32_t seenbigwords; // have we red the graffiti in the Giant's Room?
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turn_t trnluz; // # points lost so far due to turns used
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turn_t turns; // counts commands given (ignores yes/no)
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char zzword[TOKLEN + 1]; // randomly generated magic word from bird
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struct {
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int32_t abbrev; // has location been seen?
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int32_t atloc; // head of object linked list per location
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} locs[NLOCATIONS + 1];
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struct {
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int32_t seen; // true if dwarf has seen him
|
||||
loc_t loc; // location of dwarves, initially hard-wired in
|
||||
loc_t oldloc; // prior loc of each dwarf, initially garbage
|
||||
} dwarves[NDWARVES + 1];
|
||||
struct {
|
||||
int32_t dkill; // dwarves killed
|
||||
int32_t dtotal; // total dwarves (including pirate) in loc
|
||||
int32_t foobar; // progress in saying "FEE FIE FOE FOO".
|
||||
int32_t holdng; // number of objects being carried
|
||||
int32_t igo; // # uses of "go" instead of a direction
|
||||
int32_t iwest; // # times he's said "west" instead of "w"
|
||||
loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
|
||||
turn_t limit; // lifetime of lamp
|
||||
loc_t loc; // where player is now
|
||||
loc_t newloc; // where player is going
|
||||
turn_t numdie; // number of times killed so far
|
||||
loc_t oldloc; // where player was
|
||||
loc_t oldlc2; // where player was two moves ago
|
||||
obj_t oldobj; // last object player handled
|
||||
int32_t saved; // point penalty for saves
|
||||
int32_t tally; // count of treasures gained
|
||||
int32_t thresh; // current threshold for endgame scoring tier
|
||||
bool32_t seenbigwords; // have we red the graffiti in the Giant's Room?
|
||||
turn_t trnluz; // # points lost so far due to turns used
|
||||
turn_t turns; // counts commands given (ignores yes/no)
|
||||
char zzword[TOKLEN + 1]; // randomly generated magic word from bird
|
||||
struct {
|
||||
int32_t abbrev; // has location been seen?
|
||||
int32_t atloc; // head of object linked list per location
|
||||
} locs[NLOCATIONS + 1];
|
||||
struct {
|
||||
int32_t seen; // true if dwarf has seen him
|
||||
loc_t loc; // location of dwarves, initially hard-wired in
|
||||
loc_t oldloc; // prior loc of each dwarf, initially garbage
|
||||
} dwarves[NDWARVES + 1];
|
||||
struct {
|
||||
#ifdef FOUNDBOOL
|
||||
bool32_t found; // has the location of this object been found?
|
||||
bool32_t found; // has the location of this object been found?
|
||||
#endif
|
||||
loc_t fixed; // fixed location of object (if not IS_FREE)
|
||||
int32_t prop; // object state */
|
||||
loc_t place; // location of object
|
||||
} objects[NOBJECTS + 1];
|
||||
struct {
|
||||
bool32_t used; // hints[i].used = true iff hint i has been used.
|
||||
int32_t lc; // hints[i].lc = show int at LOC with cond bit i
|
||||
} hints[NHINTS];
|
||||
obj_t link[NOBJECTS * 2 + 1];// object-list links
|
||||
loc_t fixed; // fixed location of object (if not IS_FREE)
|
||||
int32_t prop; // object state */
|
||||
loc_t place; // location of object
|
||||
} objects[NOBJECTS + 1];
|
||||
struct {
|
||||
bool32_t used; // hints[i].used = true iff hint i has been used.
|
||||
int32_t lc; // hints[i].lc = show int at LOC with cond bit i
|
||||
} hints[NHINTS];
|
||||
obj_t link[NOBJECTS * 2 + 1]; // object-list links
|
||||
};
|
||||
|
||||
/*
|
||||
|
@ -259,56 +276,64 @@ struct game_t {
|
|||
* This data is not saved in a saved game.
|
||||
*/
|
||||
struct settings_t {
|
||||
FILE *logfp;
|
||||
bool oldstyle;
|
||||
bool prompt;
|
||||
char **argv;
|
||||
int argc;
|
||||
int optind;
|
||||
FILE *scriptfp;
|
||||
int debug;
|
||||
FILE *logfp;
|
||||
bool oldstyle;
|
||||
bool prompt;
|
||||
char **argv;
|
||||
int argc;
|
||||
int optind;
|
||||
FILE *scriptfp;
|
||||
int debug;
|
||||
};
|
||||
|
||||
typedef struct {
|
||||
char raw[LINESIZE];
|
||||
vocab_t id;
|
||||
word_type_t type;
|
||||
char raw[LINESIZE];
|
||||
vocab_t id;
|
||||
word_type_t type;
|
||||
} command_word_t;
|
||||
|
||||
typedef enum {EMPTY, RAW, TOKENIZED, GIVEN, PREPROCESSED, PROCESSING, EXECUTED} command_state_t;
|
||||
typedef enum {
|
||||
EMPTY,
|
||||
RAW,
|
||||
TOKENIZED,
|
||||
GIVEN,
|
||||
PREPROCESSED,
|
||||
PROCESSING,
|
||||
EXECUTED
|
||||
} command_state_t;
|
||||
|
||||
typedef struct {
|
||||
enum speechpart part;
|
||||
command_word_t word[2];
|
||||
verb_t verb;
|
||||
obj_t obj;
|
||||
command_state_t state;
|
||||
enum speechpart part;
|
||||
command_word_t word[2];
|
||||
verb_t verb;
|
||||
obj_t obj;
|
||||
command_state_t state;
|
||||
} command_t;
|
||||
|
||||
/*
|
||||
* Bump on save format change.
|
||||
*
|
||||
* Note: Verify that the tests run clean before bumping this, then rebuild the check
|
||||
* files afterwards. Otherwise you will get a spurious failure due to the old version
|
||||
* having been generated into a check file.
|
||||
* Note: Verify that the tests run clean before bumping this, then rebuild the
|
||||
* check files afterwards. Otherwise you will get a spurious failure due to the
|
||||
* old version having been generated into a check file.
|
||||
*/
|
||||
#define SAVE_VERSION 31
|
||||
#define SAVE_VERSION 31
|
||||
|
||||
/*
|
||||
* Goes at start of file so saves can be identified by file(1) and the like.
|
||||
*/
|
||||
#define ADVENT_MAGIC "open-adventure\n"
|
||||
#define ADVENT_MAGIC "open-adventure\n"
|
||||
|
||||
/*
|
||||
* If you change the first three members, the resume function may not properly
|
||||
* reject saves from older versions. Later members can change, but bump the version
|
||||
* when you do that.
|
||||
* reject saves from older versions. Later members can change, but bump the
|
||||
* version when you do that.
|
||||
*/
|
||||
struct save_t {
|
||||
char magic[sizeof(ADVENT_MAGIC)];
|
||||
int32_t version;
|
||||
int32_t canary;
|
||||
struct game_t game;
|
||||
char magic[sizeof(ADVENT_MAGIC)];
|
||||
int32_t version;
|
||||
int32_t canary;
|
||||
struct game_t game;
|
||||
};
|
||||
|
||||
extern struct game_t game;
|
||||
|
@ -318,13 +343,13 @@ extern struct settings_t settings;
|
|||
extern char *myreadline(const char *);
|
||||
extern bool get_command_input(command_t *);
|
||||
extern void clear_command(command_t *);
|
||||
extern void speak(const char*, ...);
|
||||
extern void speak(const char *, ...);
|
||||
extern void sspeak(int msg, ...);
|
||||
extern void pspeak(vocab_t, enum speaktype, bool, int, ...);
|
||||
extern void rspeak(vocab_t, ...);
|
||||
extern void echo_input(FILE*, const char*, const char*);
|
||||
extern void echo_input(FILE *, const char *, const char *);
|
||||
extern bool silent_yes_or_no(void);
|
||||
extern bool yes_or_no(const char*, const char*, const char*);
|
||||
extern bool yes_or_no(const char *, const char *, const char *);
|
||||
extern void juggle(obj_t);
|
||||
extern void move(obj_t, loc_t);
|
||||
extern void put(obj_t, loc_t, int);
|
||||
|
|
154
cheat.c
154
cheat.c
|
@ -7,93 +7,90 @@
|
|||
* SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
|
||||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
#include <getopt.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <stdbool.h>
|
||||
#include <editline/readline.h>
|
||||
#include "advent.h"
|
||||
#include <editline/readline.h>
|
||||
#include <getopt.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
int ch;
|
||||
char *savefilename = NULL;
|
||||
FILE *fp = NULL;
|
||||
int main(int argc, char *argv[]) {
|
||||
int ch;
|
||||
char *savefilename = NULL;
|
||||
FILE *fp = NULL;
|
||||
|
||||
// Initialize game variables
|
||||
initialise();
|
||||
// Initialize game variables
|
||||
initialise();
|
||||
|
||||
/* we're generating a saved game, so saved once by default,
|
||||
* unless overridden with command-line options below.
|
||||
*/
|
||||
game.saved = 1;
|
||||
/* we're generating a saved game, so saved once by default,
|
||||
* unless overridden with command-line options below.
|
||||
*/
|
||||
game.saved = 1;
|
||||
|
||||
/* Options. */
|
||||
const char* opts = "d:l:s:t:v:o:";
|
||||
const char* usage = "Usage: %s [-d numdie] [-s numsaves] [-v version] -o savefilename \n"
|
||||
" -d number of deaths. Signed integer.\n"
|
||||
" -l lifetime of lamp in turns. Signed integer.\n"
|
||||
" -s number of saves. Signed integer.\n"
|
||||
" -t number of turns. Signed integer.\n"
|
||||
" -v version number of save format.\n"
|
||||
" -o required. File name of save game to write.\n";
|
||||
/* Options. */
|
||||
const char *opts = "d:l:s:t:v:o:";
|
||||
const char *usage =
|
||||
"Usage: %s [-d numdie] [-s numsaves] [-v version] -o savefilename "
|
||||
"\n"
|
||||
" -d number of deaths. Signed integer.\n"
|
||||
" -l lifetime of lamp in turns. Signed integer.\n"
|
||||
" -s number of saves. Signed integer.\n"
|
||||
" -t number of turns. Signed integer.\n"
|
||||
" -v version number of save format.\n"
|
||||
" -o required. File name of save game to write.\n";
|
||||
|
||||
while ((ch = getopt(argc, argv, opts)) != EOF) {
|
||||
switch (ch) {
|
||||
case 'd':
|
||||
game.numdie = (turn_t)atoi(optarg);
|
||||
printf("cheat: game.numdie = %d\n", game.numdie);
|
||||
break;
|
||||
case 'l':
|
||||
game.limit = (turn_t)atoi(optarg);
|
||||
printf("cheat: game.limit = %d\n", game.limit);
|
||||
break;
|
||||
case 's':
|
||||
game.saved = (int)atoi(optarg);
|
||||
printf("cheat: game.saved = %d\n", game.saved);
|
||||
break;
|
||||
case 't':
|
||||
game.turns = (turn_t)atoi(optarg);
|
||||
printf("cheat: game.turns = %d\n", game.turns);
|
||||
break;
|
||||
case 'v':
|
||||
save.version = atoi(optarg);
|
||||
printf("cheat: version = %d\n", save.version);
|
||||
break;
|
||||
case 'o':
|
||||
savefilename = optarg;
|
||||
break;
|
||||
default:
|
||||
fprintf(stderr,
|
||||
usage, argv[0]);
|
||||
exit(EXIT_FAILURE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
while ((ch = getopt(argc, argv, opts)) != EOF) {
|
||||
switch (ch) {
|
||||
case 'd':
|
||||
game.numdie = (turn_t)atoi(optarg);
|
||||
printf("cheat: game.numdie = %d\n", game.numdie);
|
||||
break;
|
||||
case 'l':
|
||||
game.limit = (turn_t)atoi(optarg);
|
||||
printf("cheat: game.limit = %d\n", game.limit);
|
||||
break;
|
||||
case 's':
|
||||
game.saved = (int)atoi(optarg);
|
||||
printf("cheat: game.saved = %d\n", game.saved);
|
||||
break;
|
||||
case 't':
|
||||
game.turns = (turn_t)atoi(optarg);
|
||||
printf("cheat: game.turns = %d\n", game.turns);
|
||||
break;
|
||||
case 'v':
|
||||
save.version = atoi(optarg);
|
||||
printf("cheat: version = %d\n", save.version);
|
||||
break;
|
||||
case 'o':
|
||||
savefilename = optarg;
|
||||
break;
|
||||
default:
|
||||
fprintf(stderr, usage, argv[0]);
|
||||
exit(EXIT_FAILURE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Save filename required; the point of cheat is to generate save file
|
||||
if (savefilename == NULL) {
|
||||
fprintf(stderr,
|
||||
usage, argv[0]);
|
||||
fprintf(stderr,
|
||||
"ERROR: filename required\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
// Save filename required; the point of cheat is to generate save file
|
||||
if (savefilename == NULL) {
|
||||
fprintf(stderr, usage, argv[0]);
|
||||
fprintf(stderr, "ERROR: filename required\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
fp = fopen(savefilename, WRITE_MODE);
|
||||
if (fp == NULL) {
|
||||
fprintf(stderr,
|
||||
"Can't open file %s. Exiting.\n", savefilename);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
fp = fopen(savefilename, WRITE_MODE);
|
||||
if (fp == NULL) {
|
||||
fprintf(stderr, "Can't open file %s. Exiting.\n", savefilename);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
savefile(fp);
|
||||
savefile(fp);
|
||||
|
||||
fclose(fp);
|
||||
fclose(fp);
|
||||
|
||||
printf("cheat: %s created.\n", savefilename);
|
||||
printf("cheat: %s created.\n", savefilename);
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
||||
// LCOV_EXCL_START
|
||||
|
@ -102,12 +99,7 @@ int main(int argc, char *argv[])
|
|||
* See the actually useful version of this in main.c
|
||||
*/
|
||||
|
||||
char *myreadline(const char *prompt)
|
||||
{
|
||||
return readline(prompt);
|
||||
}
|
||||
char *myreadline(const char *prompt) { return readline(prompt); }
|
||||
// LCOV_EXCL_STOP
|
||||
|
||||
/* end */
|
||||
|
||||
|
||||
|
|
141
init.c
141
init.c
|
@ -5,97 +5,86 @@
|
|||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include <unistd.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <stdbool.h>
|
||||
#include <time.h>
|
||||
#include <assert.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <time.h>
|
||||
#include <unistd.h>
|
||||
|
||||
#include "advent.h"
|
||||
|
||||
struct settings_t settings = {
|
||||
.logfp = NULL,
|
||||
.oldstyle = false,
|
||||
.prompt = true
|
||||
};
|
||||
struct settings_t settings = {.logfp = NULL, .oldstyle = false, .prompt = true};
|
||||
|
||||
struct game_t game = {
|
||||
/* Last 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 = LOC_MAZEEND12,
|
||||
.chloc2 = LOC_DEADEND13,
|
||||
.abbnum = 5,
|
||||
.clock1 = WARNTIME,
|
||||
.clock2 = FLASHTIME,
|
||||
.newloc = LOC_START,
|
||||
.loc = LOC_START,
|
||||
.limit = GAMELIMIT,
|
||||
.foobar = WORD_EMPTY,
|
||||
.chloc = LOC_MAZEEND12, .chloc2 = LOC_DEADEND13, .abbnum = 5,
|
||||
.clock1 = WARNTIME, .clock2 = FLASHTIME, .newloc = LOC_START,
|
||||
.loc = LOC_START, .limit = GAMELIMIT, .foobar = WORD_EMPTY,
|
||||
};
|
||||
|
||||
int initialise(void)
|
||||
{
|
||||
if (settings.oldstyle)
|
||||
printf("Initialising...\n");
|
||||
int initialise(void) {
|
||||
if (settings.oldstyle)
|
||||
printf("Initialising...\n");
|
||||
|
||||
srand(time(NULL));
|
||||
int seedval = (int)rand();
|
||||
set_seed(seedval);
|
||||
srand(time(NULL));
|
||||
int seedval = (int)rand();
|
||||
set_seed(seedval);
|
||||
|
||||
for (int i = 1; i <= NDWARVES; i++) {
|
||||
game.dwarves[i].loc = dwarflocs[i-1];
|
||||
}
|
||||
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
game.objects[i].place = LOC_NOWHERE;
|
||||
}
|
||||
|
||||
for (int i = 1; i <= NLOCATIONS; i++) {
|
||||
if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
|
||||
int k = tkey[i];
|
||||
if (travel[k].motion == HERE) {
|
||||
conditions[i] |= (1 << COND_FORCED);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Set up the game.locs 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.objects[k].fixed = objects[k].fixd;
|
||||
if (objects[k].plac != 0 && objects[k].fixd <= 0) {
|
||||
drop(k, objects[k].plac);
|
||||
for (int i = 1; i <= NDWARVES; i++) {
|
||||
game.dwarves[i].loc = dwarflocs[i - 1];
|
||||
}
|
||||
}
|
||||
|
||||
/* Treasure props are initially STATE_NOTFOUND, and are set to
|
||||
* STATE_FOUND 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) {
|
||||
++game.tally;
|
||||
if (objects[treasure].inventory != 0) {
|
||||
PROP_SET_NOT_FOUND(treasure);
|
||||
}
|
||||
}
|
||||
}
|
||||
game.conds = setbit(COND_HBASE);
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
game.objects[i].place = LOC_NOWHERE;
|
||||
}
|
||||
|
||||
return seedval;
|
||||
for (int i = 1; i <= NLOCATIONS; i++) {
|
||||
if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
|
||||
int k = tkey[i];
|
||||
if (travel[k].motion == HERE) {
|
||||
conditions[i] |= (1 << COND_FORCED);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Set up the game.locs 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.objects[k].fixed = objects[k].fixd;
|
||||
if (objects[k].plac != 0 && objects[k].fixd <= 0) {
|
||||
drop(k, objects[k].plac);
|
||||
}
|
||||
}
|
||||
|
||||
/* Treasure props are initially STATE_NOTFOUND, and are set to
|
||||
* STATE_FOUND 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) {
|
||||
++game.tally;
|
||||
if (objects[treasure].inventory != 0) {
|
||||
PROP_SET_NOT_FOUND(treasure);
|
||||
}
|
||||
}
|
||||
}
|
||||
game.conds = setbit(COND_HBASE);
|
||||
|
||||
return seedval;
|
||||
}
|
||||
|
|
414
saveresume.c
414
saveresume.c
|
@ -8,243 +8,263 @@
|
|||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include <ctype.h>
|
||||
#include <inttypes.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <ctype.h>
|
||||
#include <time.h>
|
||||
#include <inttypes.h>
|
||||
|
||||
#include "advent.h"
|
||||
|
||||
/*
|
||||
* Use this to detect endianness mismatch. Can't be unchanged by byte-swapping.
|
||||
*/
|
||||
#define ENDIAN_MAGIC 2317
|
||||
#define ENDIAN_MAGIC 2317
|
||||
|
||||
struct save_t save;
|
||||
|
||||
#define IGNORE(r) do{if (r){}}while(0)
|
||||
#define IGNORE(r) \
|
||||
do { \
|
||||
if (r) { \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
int savefile(FILE *fp)
|
||||
/* Save game to file. No input or output from user. */
|
||||
{
|
||||
memcpy(&save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC));
|
||||
if (save.version == 0)
|
||||
save.version = SAVE_VERSION;
|
||||
if (save.canary == 0)
|
||||
save.canary = ENDIAN_MAGIC;
|
||||
|
||||
save.game = game;
|
||||
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
|
||||
return (0);
|
||||
int savefile(FILE *fp) {
|
||||
/* Save game to file. No input or output from user. */
|
||||
memcpy(&save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC));
|
||||
if (save.version == 0) {
|
||||
save.version = SAVE_VERSION;
|
||||
}
|
||||
if (save.canary == 0) {
|
||||
save.canary = ENDIAN_MAGIC;
|
||||
}
|
||||
save.game = game;
|
||||
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
|
||||
return (0);
|
||||
}
|
||||
|
||||
/* Suspend and resume */
|
||||
|
||||
static char *strip(char *name)
|
||||
{
|
||||
// Trim leading whitespace
|
||||
while(isspace((unsigned char)*name))
|
||||
name++; // LCOV_EXCL_LINE
|
||||
if(*name != '\0') {
|
||||
// Trim trailing whitespace;
|
||||
// might be left there by autocomplete
|
||||
char *end = name + strlen(name) - 1;
|
||||
while(end > name && isspace((unsigned char)*end))
|
||||
end--;
|
||||
// Write new null terminator character
|
||||
end[1] = '\0';
|
||||
}
|
||||
static char *strip(char *name) {
|
||||
// Trim leading whitespace
|
||||
while (isspace((unsigned char)*name)) {
|
||||
name++; // LCOV_EXCL_LINE
|
||||
}
|
||||
if (*name != '\0') {
|
||||
// Trim trailing whitespace;
|
||||
// might be left there by autocomplete
|
||||
char *end = name + strlen(name) - 1;
|
||||
while (end > name && isspace((unsigned char)*end)) {
|
||||
end--;
|
||||
}
|
||||
// Write new null terminator character
|
||||
end[1] = '\0';
|
||||
}
|
||||
|
||||
return name;
|
||||
return name;
|
||||
}
|
||||
|
||||
int suspend(void)
|
||||
{
|
||||
/* Suspend. Offer to save things in a file, but charging
|
||||
* some points (so can't win by using saved games to retry
|
||||
* battles or to start over after learning zzword).
|
||||
* If ADVENT_NOSAVE is defined, gripe instead. */
|
||||
int suspend(void) {
|
||||
/* Suspend. Offer to save things in a file, but charging
|
||||
* some points (so can't win by using saved games to retry
|
||||
* battles or to start over after learning zzword).
|
||||
* If ADVENT_NOSAVE is defined, gripe instead. */
|
||||
|
||||
#if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
|
||||
rspeak(SAVERESUME_DISABLED);
|
||||
return GO_TOP;
|
||||
rspeak(SAVERESUME_DISABLED);
|
||||
return GO_TOP;
|
||||
#endif
|
||||
FILE *fp = NULL;
|
||||
FILE *fp = NULL;
|
||||
|
||||
rspeak(SUSPEND_WARNING);
|
||||
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
|
||||
return GO_CLEAROBJ;
|
||||
game.saved = game.saved + 5;
|
||||
rspeak(SUSPEND_WARNING);
|
||||
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE],
|
||||
arbitrary_messages[OK_MAN],
|
||||
arbitrary_messages[OK_MAN])) {
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
game.saved = game.saved + 5;
|
||||
|
||||
while (fp == NULL) {
|
||||
char* name = myreadline("\nFile name: ");
|
||||
if (name == NULL)
|
||||
return GO_TOP;
|
||||
name = strip(name);
|
||||
if (strlen(name) == 0)
|
||||
return GO_TOP; // LCOV_EXCL_LINE
|
||||
fp = fopen(strip(name), WRITE_MODE);
|
||||
if (fp == NULL)
|
||||
printf("Can't open file %s, try again.\n", name);
|
||||
free(name);
|
||||
}
|
||||
while (fp == NULL) {
|
||||
char *name = myreadline("\nFile name: ");
|
||||
if (name == NULL) {
|
||||
return GO_TOP;
|
||||
}
|
||||
name = strip(name);
|
||||
if (strlen(name) == 0) {
|
||||
return GO_TOP; // LCOV_EXCL_LINE
|
||||
}
|
||||
fp = fopen(strip(name), WRITE_MODE);
|
||||
if (fp == NULL) {
|
||||
printf("Can't open file %s, try again.\n", name);
|
||||
}
|
||||
free(name);
|
||||
}
|
||||
|
||||
savefile(fp);
|
||||
fclose(fp);
|
||||
rspeak(RESUME_HELP);
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
int resume(void)
|
||||
{
|
||||
/* Resume. Read a suspended game back from a file.
|
||||
* If ADVENT_NOSAVE is defined, gripe instead. */
|
||||
|
||||
#if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
|
||||
rspeak(SAVERESUME_DISABLED);
|
||||
return GO_TOP;
|
||||
#endif
|
||||
FILE *fp = NULL;
|
||||
|
||||
if (game.loc != LOC_START || game.locs[LOC_START].abbrev != 1) {
|
||||
rspeak(RESUME_ABANDON);
|
||||
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
||||
while (fp == NULL) {
|
||||
char* name = myreadline("\nFile name: ");
|
||||
if (name == NULL)
|
||||
return GO_TOP;
|
||||
name = strip(name);
|
||||
if (strlen(name) == 0)
|
||||
return GO_TOP; // LCOV_EXCL_LINE
|
||||
fp = fopen(name, READ_MODE);
|
||||
if (fp == NULL)
|
||||
printf("Can't open file %s, try again.\n", name);
|
||||
free(name);
|
||||
}
|
||||
|
||||
return restore(fp);
|
||||
}
|
||||
|
||||
int restore(FILE* fp)
|
||||
{
|
||||
/* Read and restore game state from file, assuming
|
||||
* sane initial state.
|
||||
* If ADVENT_NOSAVE is defined, gripe instead. */
|
||||
#ifdef ADVENT_NOSAVE
|
||||
rspeak(SAVERESUME_DISABLED);
|
||||
return GO_TOP;
|
||||
#endif
|
||||
|
||||
IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
|
||||
fclose(fp);
|
||||
if (memcmp(save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC)) != 0 || save.canary != ENDIAN_MAGIC)
|
||||
rspeak(BAD_SAVE);
|
||||
else if (save.version != SAVE_VERSION) {
|
||||
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), SAVE_VERSION / 10, MOD(SAVE_VERSION, 10));
|
||||
} else if (!is_valid(save.game)) {
|
||||
rspeak(SAVE_TAMPERING);
|
||||
savefile(fp);
|
||||
fclose(fp);
|
||||
rspeak(RESUME_HELP);
|
||||
exit(EXIT_SUCCESS);
|
||||
} else {
|
||||
game = save.game;
|
||||
}
|
||||
return GO_TOP;
|
||||
}
|
||||
|
||||
bool is_valid(struct game_t valgame)
|
||||
{
|
||||
/* Save files can be roughly grouped into three groups:
|
||||
* With valid, reachable state, with valid, but unreachable
|
||||
* state and with invalid state. We check that state is
|
||||
* valid: no states are outside minimal or maximal value
|
||||
*/
|
||||
int resume(void) {
|
||||
/* Resume. Read a suspended game back from a file.
|
||||
* If ADVENT_NOSAVE is defined, gripe instead. */
|
||||
|
||||
/* Prevent division by zero */
|
||||
if (valgame.abbnum == 0) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
#if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
|
||||
rspeak(SAVERESUME_DISABLED);
|
||||
return GO_TOP;
|
||||
#endif
|
||||
FILE *fp = NULL;
|
||||
|
||||
/* Check for RNG overflow. Truncate */
|
||||
if (valgame.lcg_x >= LCG_M) {
|
||||
valgame.lcg_x %= LCG_M; // LCOV_EXCL_LINE
|
||||
}
|
||||
if (game.loc != LOC_START || game.locs[LOC_START].abbrev != 1) {
|
||||
rspeak(RESUME_ABANDON);
|
||||
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE],
|
||||
arbitrary_messages[OK_MAN],
|
||||
arbitrary_messages[OK_MAN])) {
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
}
|
||||
|
||||
/* Check for RNG underflow. Transpose */
|
||||
if (valgame.lcg_x < LCG_M) {
|
||||
valgame.lcg_x = LCG_M + (valgame.lcg_x % LCG_M);
|
||||
}
|
||||
while (fp == NULL) {
|
||||
char *name = myreadline("\nFile name: ");
|
||||
if (name == NULL)
|
||||
return GO_TOP;
|
||||
name = strip(name);
|
||||
if (strlen(name) == 0)
|
||||
return GO_TOP; // LCOV_EXCL_LINE
|
||||
fp = fopen(name, READ_MODE);
|
||||
if (fp == NULL) {
|
||||
printf("Can't open file %s, try again.\n", name);
|
||||
}
|
||||
free(name);
|
||||
}
|
||||
|
||||
/* Bounds check for locations */
|
||||
if ( valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
|
||||
valgame.chloc2 < -1 || valgame.chloc2 > NLOCATIONS ||
|
||||
valgame.loc < 0 || valgame.loc > NLOCATIONS ||
|
||||
valgame.newloc < 0 || valgame.newloc > NLOCATIONS ||
|
||||
valgame.oldloc < 0 || valgame.oldloc > NLOCATIONS ||
|
||||
valgame.oldlc2 < 0 || valgame.oldlc2 > NLOCATIONS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
/* Bounds check for location arrays */
|
||||
for (int i = 0; i <= NDWARVES; i++) {
|
||||
if (valgame.dwarves[i].loc < -1 || valgame.dwarves[i].loc > NLOCATIONS ||
|
||||
valgame.dwarves[i].oldloc < -1 || valgame.dwarves[i].oldloc > NLOCATIONS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
return restore(fp);
|
||||
}
|
||||
|
||||
for (int i = 0; i <= NOBJECTS; i++) {
|
||||
if (valgame.objects[i].place < -1 || valgame.objects[i].place > NLOCATIONS ||
|
||||
valgame.objects[i].fixed < -1 || valgame.objects[i].fixed > NLOCATIONS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
int restore(FILE *fp) {
|
||||
/* Read and restore game state from file, assuming
|
||||
* sane initial state.
|
||||
* If ADVENT_NOSAVE is defined, gripe instead. */
|
||||
#ifdef ADVENT_NOSAVE
|
||||
rspeak(SAVERESUME_DISABLED);
|
||||
return GO_TOP;
|
||||
#endif
|
||||
|
||||
/* Bounds check for dwarves */
|
||||
if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
|
||||
valgame.dkill < 0 || valgame.dkill > NDWARVES) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
|
||||
fclose(fp);
|
||||
if (memcmp(save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC)) != 0 ||
|
||||
save.canary != ENDIAN_MAGIC) {
|
||||
rspeak(BAD_SAVE);
|
||||
} else if (save.version != SAVE_VERSION) {
|
||||
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10),
|
||||
SAVE_VERSION / 10, MOD(SAVE_VERSION, 10));
|
||||
} else if (!is_valid(save.game)) {
|
||||
rspeak(SAVE_TAMPERING);
|
||||
exit(EXIT_SUCCESS);
|
||||
} else {
|
||||
game = save.game;
|
||||
}
|
||||
return GO_TOP;
|
||||
}
|
||||
|
||||
/* Validate that we didn't die too many times in save */
|
||||
if (valgame.numdie >= NDEATHS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
bool is_valid(struct game_t valgame) {
|
||||
/* Save files can be roughly grouped into three groups:
|
||||
* With valid, reachable state, with valid, but unreachable
|
||||
* state and with invalid state. We check that state is
|
||||
* valid: no states are outside minimal or maximal value
|
||||
*/
|
||||
|
||||
/* Recalculate tally, throw the towel if in disagreement */
|
||||
int temp_tally = 0;
|
||||
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
|
||||
if (objects[treasure].is_treasure) {
|
||||
if (PROP_IS_NOTFOUND2(valgame, treasure)) {
|
||||
++temp_tally;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (temp_tally != valgame.tally) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
/* Prevent division by zero */
|
||||
if (valgame.abbnum == 0) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
|
||||
/* Check that properties of objects aren't beyond expected */
|
||||
for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
|
||||
if (PROP_IS_INVALID(valgame.objects[obj].prop)) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
/* Check for RNG overflow. Truncate */
|
||||
if (valgame.lcg_x >= LCG_M) {
|
||||
valgame.lcg_x %= LCG_M; // LCOV_EXCL_LINE
|
||||
}
|
||||
|
||||
/* Check that values in linked lists for objects in locations are inside bounds */
|
||||
for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
|
||||
if (valgame.locs[loc].atloc < NO_OBJECT || valgame.locs[loc].atloc > NOBJECTS * 2) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) {
|
||||
if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
/* Check for RNG underflow. Transpose */
|
||||
if (valgame.lcg_x < LCG_M) {
|
||||
valgame.lcg_x = LCG_M + (valgame.lcg_x % LCG_M);
|
||||
}
|
||||
|
||||
return true;
|
||||
/* Bounds check for locations */
|
||||
if (valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
|
||||
valgame.chloc2 < -1 || valgame.chloc2 > NLOCATIONS ||
|
||||
valgame.loc < 0 || valgame.loc > NLOCATIONS || valgame.newloc < 0 ||
|
||||
valgame.newloc > NLOCATIONS || valgame.oldloc < 0 ||
|
||||
valgame.oldloc > NLOCATIONS || valgame.oldlc2 < 0 ||
|
||||
valgame.oldlc2 > NLOCATIONS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
/* Bounds check for location arrays */
|
||||
for (int i = 0; i <= NDWARVES; i++) {
|
||||
if (valgame.dwarves[i].loc < -1 ||
|
||||
valgame.dwarves[i].loc > NLOCATIONS ||
|
||||
valgame.dwarves[i].oldloc < -1 ||
|
||||
valgame.dwarves[i].oldloc > NLOCATIONS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i <= NOBJECTS; i++) {
|
||||
if (valgame.objects[i].place < -1 ||
|
||||
valgame.objects[i].place > NLOCATIONS ||
|
||||
valgame.objects[i].fixed < -1 ||
|
||||
valgame.objects[i].fixed > NLOCATIONS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
|
||||
/* Bounds check for dwarves */
|
||||
if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
|
||||
valgame.dkill < 0 || valgame.dkill > NDWARVES) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
|
||||
/* Validate that we didn't die too many times in save */
|
||||
if (valgame.numdie >= NDEATHS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
|
||||
/* Recalculate tally, throw the towel if in disagreement */
|
||||
int temp_tally = 0;
|
||||
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
|
||||
if (objects[treasure].is_treasure) {
|
||||
if (PROP_IS_NOTFOUND2(valgame, treasure)) {
|
||||
++temp_tally;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (temp_tally != valgame.tally) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
|
||||
/* Check that properties of objects aren't beyond expected */
|
||||
for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
|
||||
if (PROP_IS_INVALID(valgame.objects[obj].prop)) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
|
||||
/* Check that values in linked lists for objects in locations are inside
|
||||
* bounds */
|
||||
for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
|
||||
if (valgame.locs[loc].atloc < NO_OBJECT ||
|
||||
valgame.locs[loc].atloc > NOBJECTS * 2) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++) {
|
||||
if (valgame.link[obj] < NO_OBJECT ||
|
||||
valgame.link[obj] > NOBJECTS * 2) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/* end */
|
||||
|
|
258
score.c
258
score.c
|
@ -4,157 +4,159 @@
|
|||
* SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
|
||||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
#include <stdlib.h>
|
||||
#include "advent.h"
|
||||
#include "dungeon.h"
|
||||
#include <stdlib.h>
|
||||
|
||||
static int mxscor; /* ugh..the price for having score() not exit. */
|
||||
static int mxscor; /* ugh..the price for having score() not exit. */
|
||||
|
||||
int score(enum termination mode) {
|
||||
/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
|
||||
* or won */
|
||||
int score = 0;
|
||||
/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if
|
||||
* died or won */
|
||||
int score = 0;
|
||||
|
||||
/* The present scoring algorithm is as follows:
|
||||
* Objective: Points: Present total possible:
|
||||
* Getting well into cave 25 25
|
||||
* Each treasure < chest 12 60
|
||||
* Treasure chest itself 14 14
|
||||
* Each treasure > chest 16 224
|
||||
* Surviving (MAX-NUM)*10 30
|
||||
* Not quitting 4 4
|
||||
* Reaching "game.closng" 25 25
|
||||
* "Closed": Quit/Killed 10
|
||||
* Klutzed 25
|
||||
* Wrong way 30
|
||||
* Success 45 45
|
||||
* Came to Witt's End 1 1
|
||||
* Round out the total 2 2
|
||||
* TOTAL: 430
|
||||
* Points can also be deducted for using hints or too many turns, or for
|
||||
* saving intermediate positions. */
|
||||
/* The present scoring algorithm is as follows:
|
||||
* Objective: Points: Present total possible:
|
||||
* Getting well into cave 25 25
|
||||
* Each treasure < chest 12 60
|
||||
* Treasure chest itself 14 14
|
||||
* Each treasure > chest 16 224
|
||||
* Surviving (MAX-NUM)*10 30
|
||||
* Not quitting 4 4
|
||||
* Reaching "game.closng" 25 25
|
||||
* "Closed": Quit/Killed 10
|
||||
* Klutzed 25
|
||||
* Wrong way 30
|
||||
* Success 45 45
|
||||
* Came to Witt's End 1 1
|
||||
* Round out the total 2 2
|
||||
* TOTAL: 430
|
||||
* Points can also be deducted for using hints or too many turns, or
|
||||
* for saving intermediate positions. */
|
||||
|
||||
/* First tally up the treasures. Must be in building and not broken.
|
||||
* Give the poor guy 2 points just for finding each treasure. */
|
||||
mxscor = 0;
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
if (!objects[i].is_treasure) {
|
||||
continue;
|
||||
/* First tally up the treasures. Must be in building and not broken.
|
||||
* Give the poor guy 2 points just for finding each treasure. */
|
||||
mxscor = 0;
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
if (!objects[i].is_treasure) {
|
||||
continue;
|
||||
}
|
||||
if (objects[i].inventory != 0) {
|
||||
int k = 12;
|
||||
if (i == CHEST) {
|
||||
k = 14;
|
||||
}
|
||||
if (i > CHEST) {
|
||||
k = 16;
|
||||
}
|
||||
if (!PROP_IS_STASHED(i) && !PROP_IS_NOTFOUND(i)) {
|
||||
score += 2;
|
||||
}
|
||||
if (game.objects[i].place == LOC_BUILDING &&
|
||||
PROP_IS_FOUND(i)) {
|
||||
score += k - 2;
|
||||
}
|
||||
mxscor += k;
|
||||
}
|
||||
}
|
||||
if (objects[i].inventory != 0) {
|
||||
int k = 12;
|
||||
if (i == CHEST) {
|
||||
k = 14;
|
||||
}
|
||||
if (i > CHEST) {
|
||||
k = 16;
|
||||
}
|
||||
if (!PROP_IS_STASHED(i) && !PROP_IS_NOTFOUND(i)) {
|
||||
score += 2;
|
||||
}
|
||||
if (game.objects[i].place == LOC_BUILDING && PROP_IS_FOUND(i)) {
|
||||
score += k - 2;
|
||||
}
|
||||
mxscor += k;
|
||||
}
|
||||
}
|
||||
|
||||
/* Now look at how he finished and how far he got. NDEATHS and
|
||||
* game.numdie tell us how well he survived. game.dflag will tell us
|
||||
* if he ever got suitably deep into the cave. game.closng still
|
||||
* indicates whether he reached the endgame. And if he got as far as
|
||||
* "cave closed" (indicated by "game.closed"), then bonus is zero for
|
||||
* mundane exits or 133, 134, 135 if he blew it (so to speak). */
|
||||
score += (NDEATHS - game.numdie) * 10;
|
||||
mxscor += NDEATHS * 10;
|
||||
if (mode == endgame) {
|
||||
score += 4;
|
||||
}
|
||||
mxscor += 4;
|
||||
if (game.dflag != 0) {
|
||||
score += 25;
|
||||
}
|
||||
mxscor += 25;
|
||||
if (game.closng) {
|
||||
score += 25;
|
||||
}
|
||||
mxscor += 25;
|
||||
if (game.closed) {
|
||||
if (game.bonus == none) {
|
||||
score += 10;
|
||||
/* Now look at how he finished and how far he got. NDEATHS and
|
||||
* game.numdie tell us how well he survived. game.dflag will tell us
|
||||
* if he ever got suitably deep into the cave. game.closng still
|
||||
* indicates whether he reached the endgame. And if he got as far as
|
||||
* "cave closed" (indicated by "game.closed"), then bonus is zero for
|
||||
* mundane exits or 133, 134, 135 if he blew it (so to speak). */
|
||||
score += (NDEATHS - game.numdie) * 10;
|
||||
mxscor += NDEATHS * 10;
|
||||
if (mode == endgame) {
|
||||
score += 4;
|
||||
}
|
||||
if (game.bonus == splatter) {
|
||||
score += 25;
|
||||
mxscor += 4;
|
||||
if (game.dflag != 0) {
|
||||
score += 25;
|
||||
}
|
||||
if (game.bonus == defeat) {
|
||||
score += 30;
|
||||
mxscor += 25;
|
||||
if (game.closng) {
|
||||
score += 25;
|
||||
}
|
||||
if (game.bonus == victory) {
|
||||
score += 45;
|
||||
mxscor += 25;
|
||||
if (game.closed) {
|
||||
if (game.bonus == none) {
|
||||
score += 10;
|
||||
}
|
||||
if (game.bonus == splatter) {
|
||||
score += 25;
|
||||
}
|
||||
if (game.bonus == defeat) {
|
||||
score += 30;
|
||||
}
|
||||
if (game.bonus == victory) {
|
||||
score += 45;
|
||||
}
|
||||
}
|
||||
}
|
||||
mxscor += 45;
|
||||
mxscor += 45;
|
||||
|
||||
/* Did he come to Witt's End as he should? */
|
||||
if (game.objects[MAGAZINE].place == LOC_WITTSEND) {
|
||||
score += 1;
|
||||
}
|
||||
mxscor += 1;
|
||||
|
||||
/* Round it off. */
|
||||
score += 2;
|
||||
mxscor += 2;
|
||||
|
||||
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
|
||||
for (int i = 0; i < NHINTS; i++) {
|
||||
if (game.hints[i].used) {
|
||||
score = score - hints[i].penalty;
|
||||
/* Did he come to Witt's End as he should? */
|
||||
if (game.objects[MAGAZINE].place == LOC_WITTSEND) {
|
||||
score += 1;
|
||||
}
|
||||
}
|
||||
if (game.novice) {
|
||||
score -= 5;
|
||||
}
|
||||
if (game.clshnt) {
|
||||
score -= 10;
|
||||
}
|
||||
score = score - game.trnluz - game.saved;
|
||||
mxscor += 1;
|
||||
|
||||
/* Return to score command if that's where we came from. */
|
||||
if (mode == scoregame) {
|
||||
rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
|
||||
}
|
||||
/* Round it off. */
|
||||
score += 2;
|
||||
mxscor += 2;
|
||||
|
||||
return score;
|
||||
/* Deduct for hints/turns/saves. Hints < 4 are special; see database
|
||||
* desc. */
|
||||
for (int i = 0; i < NHINTS; i++) {
|
||||
if (game.hints[i].used) {
|
||||
score = score - hints[i].penalty;
|
||||
}
|
||||
}
|
||||
if (game.novice) {
|
||||
score -= 5;
|
||||
}
|
||||
if (game.clshnt) {
|
||||
score -= 10;
|
||||
}
|
||||
score = score - game.trnluz - game.saved;
|
||||
|
||||
/* Return to score command if that's where we came from. */
|
||||
if (mode == scoregame) {
|
||||
rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
void terminate(enum termination mode) {
|
||||
/* End of game. Let's tell him all about it. */
|
||||
int points = score(mode);
|
||||
/* End of game. Let's tell him all about it. */
|
||||
int points = score(mode);
|
||||
#if defined ADVENT_AUTOSAVE
|
||||
autosave();
|
||||
autosave();
|
||||
#endif
|
||||
|
||||
if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0) {
|
||||
rspeak(TOOK_LONG);
|
||||
}
|
||||
if (points + game.saved + 1 >= mxscor && game.saved != 0) {
|
||||
rspeak(WITHOUT_SUSPENDS);
|
||||
}
|
||||
rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
|
||||
for (int i = 1; i <= (int)NCLASSES; i++) {
|
||||
if (classes[i].threshold >= points) {
|
||||
speak(classes[i].message);
|
||||
if (i < (int)NCLASSES) {
|
||||
int nxt = classes[i].threshold + 1 - points;
|
||||
rspeak(NEXT_HIGHER, nxt, nxt);
|
||||
} else {
|
||||
rspeak(NO_HIGHER);
|
||||
}
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
}
|
||||
rspeak(OFF_SCALE);
|
||||
exit(EXIT_SUCCESS);
|
||||
if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0) {
|
||||
rspeak(TOOK_LONG);
|
||||
}
|
||||
if (points + game.saved + 1 >= mxscor && game.saved != 0) {
|
||||
rspeak(WITHOUT_SUSPENDS);
|
||||
}
|
||||
rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
|
||||
for (int i = 1; i <= (int)NCLASSES; i++) {
|
||||
if (classes[i].threshold >= points) {
|
||||
speak(classes[i].message);
|
||||
if (i < (int)NCLASSES) {
|
||||
int nxt = classes[i].threshold + 1 - points;
|
||||
rspeak(NEXT_HIGHER, nxt, nxt);
|
||||
} else {
|
||||
rspeak(NO_HIGHER);
|
||||
}
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
}
|
||||
rspeak(OFF_SCALE);
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
/* end */
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue