Documentation and comment cleanup.
Also, renove uused enums.
This commit is contained in:
parent
2bd3ea61c2
commit
ffb8393985
6 changed files with 152 additions and 109 deletions
210
advent.h
210
advent.h
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@ -5,24 +5,24 @@
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#include "dungeon.h"
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#define LINESIZE 100
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#define NDWARVES 6 /* number of dwarves */
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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 MAXPARMS 25 /* Max parameters for speak() */
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#define INVLIMIT 7 /* inverntory limit (# of objects) */
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#define INTRANSITIVE -1 /* illegal object number */
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#define SPECIALBASE 300 /* base number of special rooms */
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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 LINESIZE 100
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#define NDWARVES 6 // number of dwarves
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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 MAXPARMS 25 // Max parameters for speak()
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#define INVLIMIT 7 // inverntory limit (# of objects)
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#define INTRANSITIVE -1 // illegal object number
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#define SPECIALBASE 300 // base number of special rooms
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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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typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
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typedef long vocab_t; /* index into a vocabulary array */
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typedef long token_t; // word token - someday this will be char[TOKLEN+1]
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typedef long vocab_t; // index into a vocabulary array */
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extern const char advent_to_ascii[128];
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extern const char ascii_to_advent[128];
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@ -30,20 +30,16 @@ extern const char new_advent_to_ascii[64];
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extern const char new_ascii_to_advent[128];
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enum bugtype {
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TOO_MANY_VOCABULARY_WORDS, // 4
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REQUIRED_VOCABULARY_WORD_NOT_FOUND, // 5
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INVALID_SECTION_NUMBER_IN_DATABASE, // 9
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SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST = 20, // 20
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RAN_OFF_END_OF_VOCABULARY_TABLE, // 21
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VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3, // 22
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INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 23
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TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 24
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CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, // 25
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LOCATION_HAS_NO_TRAVEL_ENTRIES, // 26
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HINT_NUMBER_EXCEEDS_GOTO_LIST, // 27
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TOO_MANY_PARAMETERS_GIVEN_TO_SETPRM, // 28
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SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST = 20, // 20
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VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3 = 22, // 22
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INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 23
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TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 24
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CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, // 25
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LOCATION_HAS_NO_TRAVEL_ENTRIES, // 26
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HINT_NUMBER_EXCEEDS_GOTO_LIST, // 27
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TOO_MANY_PARAMETERS_GIVEN_TO_SETPRM, // 28
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SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN=99, // 99
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ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH, // 100
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ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH, // 100
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};
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/* Alas, declaring this static confuses the coverage analyzer */
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@ -52,45 +48,45 @@ void bug(enum bugtype, const char *) __attribute__((__noreturn__));
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struct game_t {
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unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
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long abbnum; /* How often to print non-abbreviated descriptions */
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long abbnum; // How often to print non-abbreviated descriptions
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long blklin;
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long bonus;
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long chloc;
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long chloc2;
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long clock1; /* # turns from finding last treasure till closing */
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long clock2; /* # turns from first warning till blinding flash */
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bool clshnt; /* has player read the clue in the endgame? */
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bool closed; /* whether we're all the way closed */
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bool closng; /* whether it's closing time yet */
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long conds; /* min value for cond(loc) if loc has any hints */
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long clock1; // # turns from finding last treasure till closing
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long clock2; // # turns from first warning till blinding flash
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bool clshnt; // has player read the clue in the endgame?
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bool closed; // whether we're all the way closed
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bool closng; // whether it's closing time yet
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long conds; // min value for cond(loc) if loc has any hints
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long detail;
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long dflag;
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long dkill;
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long dtotal;
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long foobar; /* current progress in saying "FEE FIE FOE FOO". */
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long holdng; /* number of objects being carried */
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long iwest; /* How many times he's said "west" instead of "w" */
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long knfloc; /* 0 if no knife here, loc if knife , -1 after caveat */
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long limit; /* lifetime of lamp (not set here) */
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bool lmwarn; /* has player been warned about lamp going dim? */
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long foobar; // current progress in saying "FEE FIE FOE FOO".
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long holdng; // number of objects being carried
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long iwest; // How many times he's said "west" instead of "w"
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long knfloc; // 0 if no knife here, loc if knife , -1 after caveat
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long limit; // lifetime of lamp (not set here)
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bool lmwarn; // has player been warned about lamp going dim?
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long loc;
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long newloc;
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bool novice; /* asked for instructions at start-up? */
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long numdie; /* number of times killed so far */
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bool novice; // asked for instructions at start-up?
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long numdie; // number of times killed so far
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long oldloc;
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long oldlc2;
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long oldobj;
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bool panic; /* has player found out he's trapped in the cave? */
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long saved; /* point penalty for saves */
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bool panic; // has player found out he's trapped in the cave?
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long saved; // point penalty for saves
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long tally;
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long thresh;
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long trndex;
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long trnluz; /* # points lost so far due to number of turns used */
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long turns; /* how many commands he's given (ignores yes/no) */
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bool wzdark; /* whether the loc he's leaving was dark */
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char zzword[6];
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bool blooded; /* has player drunk of dragon's blood? */
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long abbrev[NLOCATIONS + 1];
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long trnluz; // # points lost so far due to number of turns used
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long turns; // how many commands he's given (ignores yes/no)
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bool wzdark; // whether the loc he's leaving was dark
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char zzword[6]; // randomly generated magic word from bird
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bool blooded; // has player drunk of dragon's blood?
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long abbrev[NLOCATIONS + 1];
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long atloc[NLOCATIONS + 1];
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long dseen[NDWARVES + 1];
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long dloc[NDWARVES + 1];
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@ -169,37 +165,37 @@ extern int resume(void);
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extern int restore(FILE *);
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/*
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* MOD(N,M) = Arithmetic modulus
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* AT(OBJ) = true if on either side of two-placed object
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* MOD(N,M) = Arithmetic modulus
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* AT(OBJ) = true if on either side of two-placed object
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* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
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* DARK(LOC) = true if location "LOC" is dark
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* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
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* FOREST(LOC) = true if LOC is part of the forest
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* GSTONE(OBJ) = true if OBJ is a gemstone
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* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
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* LIQUID() = object number of liquid in bottle
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* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
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* LIQUID() = object number of liquid in bottle
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* LIQLOC(LOC) = object number of liquid (if any) at LOC
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* PCT(N) = true N% of the time (N integer from 0 to 100)
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* TOTING(OBJ) = true if the OBJ is being carried */
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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.place[OBJ] == CARRIED)
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#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
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#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
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#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
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#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
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#define CNDBIT(L,N) (tstbit(conditions[L],N))
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#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
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#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == 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 SPECIAL(LOC) ((LOC) > SPECIALBASE)
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#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
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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.place[OBJ] == CARRIED)
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#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
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#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
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#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
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#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
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#define CNDBIT(L,N) (tstbit(conditions[L],N))
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#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
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#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == 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 SPECIAL(LOC) ((LOC) > SPECIALBASE)
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#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
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#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
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#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
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enum speechpart {unknown, intransitive, transitive};
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* These were at one time FORTRAN line numbers.
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* The values don't matter, but perturb their order at your peril.
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*/
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#define GO_TERMINATE 2
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#define GO_MOVE 8
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#define GO_TOP 2000
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#define GO_CLEAROBJ 2012
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#define GO_CHECKHINT 2600
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#define GO_CHECKFOO 2607
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#define GO_DIRECTION 2620
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#define GO_LOOKUP 2630
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#define GO_WORD2 2800
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#define GO_SPECIALS 1900
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#define GO_UNKNOWN 8000
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#define GO_ACTION 40000
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#define GO_DWARFWAKE 19000
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#define GO_TERMINATE 2
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#define GO_MOVE 8
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#define GO_TOP 2000
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#define GO_CLEAROBJ 2012
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#define GO_CHECKHINT 2600
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#define GO_CHECKFOO 2607
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#define GO_DIRECTION 2620
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#define GO_LOOKUP 2630
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#define GO_WORD2 2800
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#define GO_SPECIALS 1900
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#define GO_UNKNOWN 8000
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#define GO_ACTION 40000
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#define GO_DWARFWAKE 19000
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/* Special object statuses in game.place - can also be a location number (> 0) */
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#define CARRIED -1 /* Player is toting it */
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#define CARRIED -1 /* Player is toting it */
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/* hack to ignore GCC Unused Result */
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#define IGNORE(r) do{if (r){}}while(0)
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* left in misc.c, is the only place left in the runtime that knows about
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* word packing.
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*/
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#define WORD_CATCH 301200308
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#define WORD_GO 715
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#define WORD_POUR 16152118
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#define WORD_BACK 2010311
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#define WORD_CAVE 3012205
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#define WORD_DPRSSN 405161805
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#define WORD_ENTER 514200518
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#define WORD_ENTRNC 514201801
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#define WORD_LOOK 12151511
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#define WORD_NUL 14211212
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#define WORD_STREAM 1920180501
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#define WORD_FIND 6091404
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#define WORD_INVENT 914220514
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#define WORD_LOCK 12150311
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#define WORD_SAY 190125
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#define WORD_THROW 2008181523
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#define WORD_WEST 23051920
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#define WORD_YES 250519
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#define WORD_YINIT 25
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#define WORD_CATCH 301200308
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#define WORD_GO 715
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#define WORD_POUR 16152118
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#define WORD_BACK 2010311
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#define WORD_CAVE 3012205
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#define WORD_DPRSSN 405161805
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#define WORD_ENTER 514200518
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#define WORD_ENTRNC 514201801
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#define WORD_LOOK 12151511
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#define WORD_NUL 14211212
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#define WORD_STREAM 1920180501
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#define WORD_FIND 6091404
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#define WORD_INVENT 914220514
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#define WORD_LOCK 12150311
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#define WORD_SAY 190125
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#define WORD_THROW 2008181523
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#define WORD_WEST 23051920
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#define WORD_YES 250519
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#define WORD_YINIT 25
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/* end */
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2
misc.c
2
misc.c
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*v = 0;
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}
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/* I/O routines (speak, pspeak, rspeak, GETIN, YES) */
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/* I/O routines (speak, pspeak, rspeak, get_input, yes) */
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void vspeak(const char* msg, va_list ap)
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{
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@ -19,6 +19,17 @@ it will cost you 5 points.
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Is this acceptable?
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> n
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OK
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> save
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I can suspend your Adventure for you so that you can resume later, but
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it will cost you 5 points.
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Is this acceptable?
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> y
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OK
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@ -2,6 +2,8 @@
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n
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seed 1240742801
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save
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n
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save
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y
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saveresume.adv
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y
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@ -7,8 +7,38 @@ You are standing at the end of a road before a small brick building.
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Around you is a forest. A small stream flows out of the building and
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down a gully.
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> in
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You are inside a building, a well house for a large spring.
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There are some keys on the ground here.
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There is a shiny brass lamp nearby.
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There is food here.
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There is a bottle of water here.
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> resume
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To resume an earlier Adventure, you must abandon the current one.
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Is this acceptable?
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> n
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OK
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> resume
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To resume an earlier Adventure, you must abandon the current one.
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Is this acceptable?
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> y
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OK
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You're in front of building.
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> quit
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OK
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You scored 27 out of a possible 430, using 2 turns.
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You scored 27 out of a possible 430, using 3 turns.
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You are obviously a rank amateur. Better luck next time.
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@ -1,6 +1,10 @@
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## Resume and then quit
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n
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in
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resume
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n
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resume
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y
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saveresume.adv
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quit
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yes
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