Documentation and comment cleanup.

Also, renove uused enums.
This commit is contained in:
Aaron Traas 2017-06-29 16:37:07 -04:00 committed by Eric S. Raymond
parent 2bd3ea61c2
commit ffb8393985
6 changed files with 152 additions and 109 deletions

210
advent.h
View file

@ -5,24 +5,24 @@
#include "dungeon.h"
#define LINESIZE 100
#define NDWARVES 6 /* number of dwarves */
#define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
#define DALTLC LOC_NUGGET /* alternate dwarf location */
#define MAXPARMS 25 /* Max parameters for speak() */
#define INVLIMIT 7 /* inverntory limit (# of objects) */
#define INTRANSITIVE -1 /* illegal object number */
#define SPECIALBASE 300 /* base number of special rooms */
#define GAMELIMIT 330 /* base limit of turns */
#define NOVICELIMIT 1000 /* limit of turns for novice */
#define WARNTIME 30 /* late game starts at game.limit-this */
#define FLASHTIME 50 /*turns from first warning till blinding flash */
#define PANICTIME 15 /* time left after closing */
#define BATTERYLIFE 2500 /* turn limit increment from batteries */
#define WORD_NOT_FOUND -1 /* "Word not found" flag value for the vocab hash functions. */
#define LINESIZE 100
#define NDWARVES 6 // number of dwarves
#define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin
#define DALTLC LOC_NUGGET // alternate dwarf location
#define MAXPARMS 25 // Max parameters for speak()
#define INVLIMIT 7 // inverntory limit (# of objects)
#define INTRANSITIVE -1 // illegal object number
#define SPECIALBASE 300 // base number of special rooms
#define GAMELIMIT 330 // base limit of turns
#define NOVICELIMIT 1000 // limit of turns for novice
#define WARNTIME 30 // late game starts at game.limit-this
#define FLASHTIME 50 // turns from first warning till blinding flash
#define PANICTIME 15 // time left after closing
#define BATTERYLIFE 2500 // turn limit increment from batteries
#define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
typedef long vocab_t; /* index into a vocabulary array */
typedef long token_t; // word token - someday this will be char[TOKLEN+1]
typedef long vocab_t; // index into a vocabulary array */
extern const char advent_to_ascii[128];
extern const char ascii_to_advent[128];
@ -30,20 +30,16 @@ extern const char new_advent_to_ascii[64];
extern const char new_ascii_to_advent[128];
enum bugtype {
TOO_MANY_VOCABULARY_WORDS, // 4
REQUIRED_VOCABULARY_WORD_NOT_FOUND, // 5
INVALID_SECTION_NUMBER_IN_DATABASE, // 9
SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST = 20, // 20
RAN_OFF_END_OF_VOCABULARY_TABLE, // 21
VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3, // 22
INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 23
TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 24
CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, // 25
LOCATION_HAS_NO_TRAVEL_ENTRIES, // 26
HINT_NUMBER_EXCEEDS_GOTO_LIST, // 27
TOO_MANY_PARAMETERS_GIVEN_TO_SETPRM, // 28
SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST = 20, // 20
VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3 = 22, // 22
INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 23
TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 24
CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, // 25
LOCATION_HAS_NO_TRAVEL_ENTRIES, // 26
HINT_NUMBER_EXCEEDS_GOTO_LIST, // 27
TOO_MANY_PARAMETERS_GIVEN_TO_SETPRM, // 28
SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN=99, // 99
ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH, // 100
ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH, // 100
};
/* Alas, declaring this static confuses the coverage analyzer */
@ -52,45 +48,45 @@ void bug(enum bugtype, const char *) __attribute__((__noreturn__));
struct game_t {
unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
long abbnum; /* How often to print non-abbreviated descriptions */
long abbnum; // How often to print non-abbreviated descriptions
long blklin;
long bonus;
long chloc;
long chloc2;
long clock1; /* # turns from finding last treasure till closing */
long clock2; /* # turns from first warning till blinding flash */
bool clshnt; /* has player read the clue in the endgame? */
bool closed; /* whether we're all the way closed */
bool closng; /* whether it's closing time yet */
long conds; /* min value for cond(loc) if loc has any hints */
long clock1; // # turns from finding last treasure till closing
long clock2; // # turns from first warning till blinding flash
bool clshnt; // has player read the clue in the endgame?
bool closed; // whether we're all the way closed
bool closng; // whether it's closing time yet
long conds; // min value for cond(loc) if loc has any hints
long detail;
long dflag;
long dkill;
long dtotal;
long foobar; /* current progress in saying "FEE FIE FOE FOO". */
long holdng; /* number of objects being carried */
long iwest; /* How many times he's said "west" instead of "w" */
long knfloc; /* 0 if no knife here, loc if knife , -1 after caveat */
long limit; /* lifetime of lamp (not set here) */
bool lmwarn; /* has player been warned about lamp going dim? */
long foobar; // current progress in saying "FEE FIE FOE FOO".
long holdng; // number of objects being carried
long iwest; // How many times he's said "west" instead of "w"
long knfloc; // 0 if no knife here, loc if knife , -1 after caveat
long limit; // lifetime of lamp (not set here)
bool lmwarn; // has player been warned about lamp going dim?
long loc;
long newloc;
bool novice; /* asked for instructions at start-up? */
long numdie; /* number of times killed so far */
bool novice; // asked for instructions at start-up?
long numdie; // number of times killed so far
long oldloc;
long oldlc2;
long oldobj;
bool panic; /* has player found out he's trapped in the cave? */
long saved; /* point penalty for saves */
bool panic; // has player found out he's trapped in the cave?
long saved; // point penalty for saves
long tally;
long thresh;
long trndex;
long trnluz; /* # points lost so far due to number of turns used */
long turns; /* how many commands he's given (ignores yes/no) */
bool wzdark; /* whether the loc he's leaving was dark */
char zzword[6];
bool blooded; /* has player drunk of dragon's blood? */
long abbrev[NLOCATIONS + 1];
long trnluz; // # points lost so far due to number of turns used
long turns; // how many commands he's given (ignores yes/no)
bool wzdark; // whether the loc he's leaving was dark
char zzword[6]; // randomly generated magic word from bird
bool blooded; // has player drunk of dragon's blood?
long abbrev[NLOCATIONS + 1];
long atloc[NLOCATIONS + 1];
long dseen[NDWARVES + 1];
long dloc[NDWARVES + 1];
@ -169,37 +165,37 @@ extern int resume(void);
extern int restore(FILE *);
/*
* MOD(N,M) = Arithmetic modulus
* AT(OBJ) = true if on either side of two-placed object
* MOD(N,M) = Arithmetic modulus
* AT(OBJ) = true if on either side of two-placed object
* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
* DARK(LOC) = true if location "LOC" is dark
* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
* FOREST(LOC) = true if LOC is part of the forest
* GSTONE(OBJ) = true if OBJ is a gemstone
* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
* LIQUID() = object number of liquid in bottle
* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
* LIQUID() = object number of liquid in bottle
* LIQLOC(LOC) = object number of liquid (if any) at LOC
* PCT(N) = true N% of the time (N integer from 0 to 100)
* TOTING(OBJ) = true if the OBJ is being carried */
#define DESTROY(N) move(N, LOC_NOWHERE)
#define MOD(N,M) ((N) % (M))
#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
#define CNDBIT(L,N) (tstbit(conditions[L],N))
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
#define DESTROY(N) move(N, LOC_NOWHERE)
#define MOD(N,M) ((N) % (M))
#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
#define CNDBIT(L,N) (tstbit(conditions[L],N))
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
enum speechpart {unknown, intransitive, transitive};
@ -218,22 +214,22 @@ int action(struct command_t *command);
* These were at one time FORTRAN line numbers.
* The values don't matter, but perturb their order at your peril.
*/
#define GO_TERMINATE 2
#define GO_MOVE 8
#define GO_TOP 2000
#define GO_CLEAROBJ 2012
#define GO_CHECKHINT 2600
#define GO_CHECKFOO 2607
#define GO_DIRECTION 2620
#define GO_LOOKUP 2630
#define GO_WORD2 2800
#define GO_SPECIALS 1900
#define GO_UNKNOWN 8000
#define GO_ACTION 40000
#define GO_DWARFWAKE 19000
#define GO_TERMINATE 2
#define GO_MOVE 8
#define GO_TOP 2000
#define GO_CLEAROBJ 2012
#define GO_CHECKHINT 2600
#define GO_CHECKFOO 2607
#define GO_DIRECTION 2620
#define GO_LOOKUP 2630
#define GO_WORD2 2800
#define GO_SPECIALS 1900
#define GO_UNKNOWN 8000
#define GO_ACTION 40000
#define GO_DWARFWAKE 19000
/* Special object statuses in game.place - can also be a location number (> 0) */
#define CARRIED -1 /* Player is toting it */
#define CARRIED -1 /* Player is toting it */
/* hack to ignore GCC Unused Result */
#define IGNORE(r) do{if (r){}}while(0)
@ -244,25 +240,25 @@ int action(struct command_t *command);
* left in misc.c, is the only place left in the runtime that knows about
* word packing.
*/
#define WORD_CATCH 301200308
#define WORD_GO 715
#define WORD_POUR 16152118
#define WORD_BACK 2010311
#define WORD_CAVE 3012205
#define WORD_DPRSSN 405161805
#define WORD_ENTER 514200518
#define WORD_ENTRNC 514201801
#define WORD_LOOK 12151511
#define WORD_NUL 14211212
#define WORD_STREAM 1920180501
#define WORD_FIND 6091404
#define WORD_INVENT 914220514
#define WORD_LOCK 12150311
#define WORD_SAY 190125
#define WORD_THROW 2008181523
#define WORD_WEST 23051920
#define WORD_YES 250519
#define WORD_YINIT 25
#define WORD_CATCH 301200308
#define WORD_GO 715
#define WORD_POUR 16152118
#define WORD_BACK 2010311
#define WORD_CAVE 3012205
#define WORD_DPRSSN 405161805
#define WORD_ENTER 514200518
#define WORD_ENTRNC 514201801
#define WORD_LOOK 12151511
#define WORD_NUL 14211212
#define WORD_STREAM 1920180501
#define WORD_FIND 6091404
#define WORD_INVENT 914220514
#define WORD_LOCK 12150311
#define WORD_SAY 190125
#define WORD_THROW 2008181523
#define WORD_WEST 23051920
#define WORD_YES 250519
#define WORD_YINIT 25
/* end */

2
misc.c
View file

@ -152,7 +152,7 @@ void wordclear(token_t *v)
*v = 0;
}
/* I/O routines (speak, pspeak, rspeak, GETIN, YES) */
/* I/O routines (speak, pspeak, rspeak, get_input, yes) */
void vspeak(const char* msg, va_list ap)
{

View file

@ -19,6 +19,17 @@ it will cost you 5 points.
Is this acceptable?
> n
OK
> save
I can suspend your Adventure for you so that you can resume later, but
it will cost you 5 points.
Is this acceptable?
> y
OK

View file

@ -2,6 +2,8 @@
n
seed 1240742801
save
n
save
y
saveresume.adv
y

View file

@ -7,8 +7,38 @@ You are standing at the end of a road before a small brick building.
Around you is a forest. A small stream flows out of the building and
down a gully.
> in
You are inside a building, a well house for a large spring.
There are some keys on the ground here.
There is a shiny brass lamp nearby.
There is food here.
There is a bottle of water here.
> resume
To resume an earlier Adventure, you must abandon the current one.
Is this acceptable?
> n
OK
> resume
To resume an earlier Adventure, you must abandon the current one.
Is this acceptable?
> y
OK
You're in front of building.
> quit
@ -19,7 +49,7 @@ Do you really want to quit now?
OK
You scored 27 out of a possible 430, using 2 turns.
You scored 27 out of a possible 430, using 3 turns.
You are obviously a rank amateur. Better luck next time.

View file

@ -1,6 +1,10 @@
## Resume and then quit
n
in
resume
n
resume
y
saveresume.adv
quit
yes