1TBS reflow with clang-format.
This commit is contained in:
parent
c11938aed5
commit
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9 changed files with 4137 additions and 3936 deletions
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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* 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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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
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loc_t loc; // location of dwarves, initially hard-wired in
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loc_t oldloc; // prior loc of each dwarf, initially garbage
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} dwarves[NDWARVES + 1];
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struct {
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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
|
||||
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);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue