#include #include #include #include #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. */ 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]; 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 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN=99, // 99 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH, // 100 }; /* Alas, declaring this static confuses the coverage analyzer */ void bug(enum bugtype, const char *) __attribute__((__noreturn__)); #define BUG(x) bug(x, #x) struct game_t { unsigned long lcg_a, lcg_c, lcg_m, lcg_x; 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 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 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[6]; 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]; long odloc[NDWARVES + 1]; long fixed[NOBJECTS + 1]; long link[NOBJECTS * 2 + 1]; long place[NOBJECTS + 1]; long hinted[NHINTS]; long hintlc[NHINTS]; long prop[NOBJECTS + 1]; }; extern struct game_t game; extern long LNLENG, LNPOSN; extern char rawbuf[LINESIZE], INLINE[LINESIZE + 1]; extern const char ascii_to_advent[]; extern const char advent_to_ascii[]; extern FILE *logfp; extern bool oldstyle, editline, prompt; enum speaktype {touch, look, hear, study, change}; /* b is not needed for POSIX but harmless */ #define READ_MODE "rb" #define WRITE_MODE "wb" extern char* xstrdup(const char* s); extern void* xmalloc(size_t size); extern void packed_to_token(long, char token[]); extern long token_to_packed(const char token[6]); extern void tokenize(char*, long tokens[4]); extern void vspeak(const char*, va_list); extern bool wordeq(token_t, token_t); extern bool wordempty(token_t); extern void wordclear(token_t *); extern void speak(const char*, ...); extern void pspeak(vocab_t, enum speaktype, int, ...); extern void rspeak(vocab_t, ...); extern bool GETIN(FILE *, token_t*, token_t*, token_t*, token_t*); extern void echo_input(FILE*, char*, 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 long GETTXT(bool, bool, bool); extern token_t MAKEWD(long); extern long vocab(long, long); extern int get_motion_vocab_id(const char*); extern int get_object_vocab_id(const char*); extern int get_action_vocab_id(const char*); extern int get_special_vocab_id(const char*); extern long get_vocab_id(const char*); extern void juggle(long); extern void move(long, long); extern long put(long, long, long); extern void carry(long, long); extern void drop(long, long); extern long atdwrf(long); extern long setbit(long); extern bool tstbit(long, int); extern long rndvoc(long, long); extern void make_zzword(char*); extern bool MAPLIN(FILE *); extern void datime(long*, long*); enum termination {endgame, quitgame, scoregame}; 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 *); /* * 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 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)) enum speechpart {unknown, intransitive, transitive}; struct command_t { enum speechpart part; vocab_t verb; vocab_t obj; token_t wd1, wd1x; token_t wd2, wd2x; }; void initialise(void); int action(struct command_t *command); /* 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. */ #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 */ /* hack to ignore GCC Unused Result */ #define IGNORE(r) do{if (r){}}while(0) /* * FIXME: These constants should be replaced by strings, at their usage sites. * They are sixbit-packed representations of vocabulary words. This, and code * 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 /* end */