#include #include #include #include #include #include "dungeon.h" /* LCG PRNG parameters tested against * Knuth vol. 2. by the original authors */ #define LCG_A 1093L #define LCG_C 221587L #define LCG_M 1048576L #define LINESIZE 1024 #define TOKLEN 5 // # outputting 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 // inventory 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 as STATE_NOTFOUND. */ #define STASHED(obj) (-1 - game.prop[obj]) #define PROMPT "> " /* * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE * MOD(N,M) = Arithmetic modulus * TOTING(OBJ) = true if the OBJ is being carried * AT(OBJ) = true if on either side of two-placed object * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried) * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit) * LIQUID() = object number of liquid in bottle * LIQLOC(LOC) = object number of liquid (if any) at LOC * FORCED(LOC) = true if LOC moves without asking for input (COND=2) * DARK(LOC) = true if location "LOC" is dark * PCT(N) = true N% of the time (N integer from 0 to 100) * GSTONE(OBJ) = true if OBJ is a gemstone * FOREST(LOC) = true if LOC is part of the forest * OUTSID(LOC) = true if location not in the cave * INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game * INDEEP(LOC) = true if location is in the Hall of Mists or deeper * BUG(X) = report bug and exit */ #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) CNDBIT((LOC),COND_DEEP) #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}; typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t; 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. */ typedef enum { GO_TERMINATE, GO_MOVE, GO_TOP, GO_CLEAROBJ, GO_CHECKHINT, GO_WORD2, GO_UNKNOWN, GO_DWARFWAKE, } phase_codes_t; typedef int vocab_t; // index into a vocabulary array */ typedef int verb_t; // index into an actions array */ typedef int obj_t; // index into the object array */ typedef int loc_t; // index into the locations array */ typedef int turn_t; // turn counter or threshold */ struct game_t { int32_t lcg_x; int abbnum; // How often to print int descriptions score_t bonus; // What kind of finishing bonus we are getting loc_t chloc; // pirate chest location loc_t chloc2; // pirate chest alternate location turn_t clock1; // # turns from finding last treasure to close turn_t clock2; // # turns from 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 bool lmwarn; // has player been warned about lamp going dim? bool novice; // asked for instructions at start-up? bool panic; // has player found out he's trapped? bool wzdark; // whether the loc he's leaving was dark bool blooded; // has player drunk of dragon's blood? int conds; // min value for cond[loc] if loc has any hints int detail; // level of detail in descriptions /* 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) */ int dflag; int dkill; // dwarves killed int dtotal; // total dwarves (including pirate) in loc int foobar; // progress in saying "FEE FIE FOE FOO". int holdng; // number of objects being carried int igo; // # uses of "go" instead of a direction int iwest; // # times he's said "west" instead of "w" int knfloc; // knife location; 0 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 int saved; // point penalty for saves int tally; // count of treasures gained int thresh; // current threshold for endgame scoring tier turn_t trndex; // FIXME: not used, remove on next format bump 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 int abbrev[NLOCATIONS + 1]; // has location been seen? int atloc[NLOCATIONS + 1]; // head of object linked list per location int 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]; // fixed location of object (if not IS_FREE) obj_t link[NOBJECTS * 2 + 1];// object-list links loc_t place[NOBJECTS + 1]; // location of object int hinted[NHINTS]; // hinted[i] = true iff hint i has been used. int hintlc[NHINTS]; // hintlc[i] = how int at LOC with cond bit i int prop[NOBJECTS + 1]; // object state array */ }; /* * 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; char **argv; int argc; int optind; FILE *scriptfp; }; typedef struct { 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 struct { enum speechpart part; command_word_t word[2]; verb_t verb; obj_t obj; command_state_t state; } command_t; extern struct game_t game; 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 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 bool silent_yes_or_no(void); extern bool yes_or_no(const char*, const char*, const char*); extern void juggle(obj_t); extern void move(obj_t, loc_t); extern loc_t put(obj_t, loc_t, int); extern void carry(obj_t, loc_t); extern void drop(obj_t, loc_t); extern int atdwrf(loc_t); extern int setbit(int); extern bool tstbit(int, int); extern void set_seed(int32_t); extern int32_t randrange(int32_t); extern int score(enum termination); extern void terminate(enum termination) __attribute__((noreturn)); extern int savefile(FILE *, int32_t); #if defined ADVENT_AUTOSAVE extern void autosave(void); #endif extern int suspend(void); extern int resume(void); extern int restore(FILE *); extern int initialise(void); extern phase_codes_t action(command_t); extern void state_change(obj_t, int); extern bool is_valid(struct game_t); void bug(enum bugtype, const char *) __attribute__((__noreturn__)); /* represent an empty command word */ static const command_word_t empty_command_word = { .raw = "", .id = WORD_EMPTY, .type = NO_WORD_TYPE, }; /* end */