#include #include #include #include #include "dungeon.h" #define LINESIZE 1024 #define TOKLEN 5 // № sigificant characters in a token */ #define NDWARVES 6 // number of dwarves #define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin #define DALTLC LOC_NUGGET // alternate dwarf location #define INVLIMIT 7 // inverntory limit (№ of objects) #define INTRANSITIVE -1 // illegal object number #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 WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions #define CARRIED -1 // Player is toting it #define READ_MODE "rb" // b is not needed for POSIX but harmless #define WRITE_MODE "wb" // b is not needed for POSIX but harmless /* Special object-state values - integers > 0 are object-specific */ #define STATE_NOTFOUND -1 // 'Not found" state of treasures */ #define STATE_FOUND 0 // After discovered, before messed with #define STATE_IN_CAVITY 1 // State value common to all gemstones /* Special fixed object-state values - integers > 0 are location */ #define IS_FIXED -1 #define IS_FREE 0 /* Map a state property value to a negative range, where the object cannot be * picked up but the value can be recovered later. Avoid colliding with -1, * which has its own meaning. */ #define STASHED(obj) (-1 - game.prop[obj]) /* * 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 * 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 CNDBIT(L,N) (tstbit(conditions[L],N)) #define LIQUID() (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT ) #define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT) #define FORCED(LOC) CNDBIT(LOC, COND_FORCED) #define DARK(DUMMY) (!CNDBIT(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 OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC)) #define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING) #define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC)) #define BUG(x) bug(x, #x) enum bugtype { SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST, VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3, INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, LOCATION_HAS_NO_TRAVEL_ENTRIES, HINT_NUMBER_EXCEEDS_GOTO_LIST, SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN, ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH, }; enum speaktype {touch, look, hear, study, change}; enum termination {endgame, quitgame, scoregame}; enum speechpart {unknown, intransitive, transitive}; enum wordtype {NO_WORD_TYPE, MOTION, OBJECT, ACTION, SPECIAL}; typedef enum scorebonus {none, splatter, defeat, victory} score_t; /* Phase codes for action returns. * These were at one time FORTRAN line numbers. * The values don't matter, but perturb their order at your peril. */ enum phase_codes { GO_TERMINATE, GO_MOVE, GO_TOP, GO_CLEAROBJ, GO_CHECKHINT, GO_DIRECTION, GO_LOOKUP, GO_WORD2, GO_SPECIALS, GO_UNKNOWN, GO_ACTION, GO_DWARFWAKE, }; typedef long token_t; // word token - someday this will be char[TOKLEN+1] */ typedef long vocab_t; // index into a vocabulary array */ typedef long verb_t; // index into an actions array */ typedef long obj_t; // index into the object array */ typedef long loc_t; // index into the locations array */ struct game_t { unsigned long lcg_a, lcg_c, lcg_m, lcg_x; long abbnum; // How often to print non-abbreviated descriptions score_t bonus; // What kind of bonus we are getting for finishing the game 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 detail; /* dflag controls the level of activation of dwarves: * 0 No dwarf stuff yet (wait until reaches Hall Of Mists) * 1 Reached Hall Of Mists, but hasn't met first dwarf * 2 Met first dwarf, others start moving, no knives thrown yet * 3 A knife has been thrown (first set always misses) * 3+ Dwarves are mad (increases their accuracy) */ long dflag; long dkill; long dtotal; long foobar; // current progress in saying "FEE FIE FOE FOO". long holdng; // number of objects being carried long igo; // How many times he's said "go" instead of the direction 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 long oldloc; long oldlc2; long oldobj; 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[TOKLEN + 1]; // 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]; // true if dwarf has seen him loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage loc_t fixed[NOBJECTS + 1]; long link[NOBJECTS * 2 + 1]; loc_t place[NOBJECTS + 1]; long hinted[NHINTS]; // hintlc[i] is how long he's been at LOC with cond bit i long hintlc[NHINTS]; // hinted[i] is true iff hint i has been used. long prop[NOBJECTS + 1]; }; /* * Game application settings - settings, but not state of the game, per se. * This data is not saved in a saved game. */ struct settings_t { FILE *logfp; bool oldstyle; bool prompt; }; struct command_t { enum speechpart part; verb_t verb; obj_t obj; token_t id1; token_t id2; char raw1[LINESIZE], raw2[LINESIZE]; enum wordtype type1; enum wordtype type2; }; extern struct game_t game; extern struct settings_t settings; extern void tokenize(char*, struct command_t *); extern void wordclear(token_t *); extern void speak(const char*, ...); extern void sspeak(long msg, ...); extern void pspeak(vocab_t, enum speaktype, int, bool, ...); extern void rspeak(vocab_t, ...); extern void echo_input(FILE*, const char*, const char*); extern int word_count(char*); extern char* get_input(void); extern bool silent_yes(void); extern bool yes(const char*, const char*, const char*); extern void get_vocab_metadata(const char*, long*, enum wordtype*); extern void juggle(obj_t); extern void move(obj_t, loc_t); extern long put(obj_t, long, long); extern void carry(obj_t, loc_t); extern void drop(obj_t, loc_t); extern long atdwrf(loc_t); extern long setbit(long); extern bool tstbit(long, int); extern void make_zzword(char*); extern void set_seed(long); extern unsigned long get_next_lcg_value(void); extern long randrange(long); extern long score(enum termination); extern void terminate(enum termination) __attribute__((noreturn)); extern int savefile(FILE *, long); extern int suspend(void); extern int resume(void); extern int restore(FILE *); extern long initialise(void); extern int action(struct command_t *command); extern void state_change(obj_t, long); void bug(enum bugtype, const char *) __attribute__((__noreturn__)); /* end */