Show usage when using bad parameter with ./advent Converted magic numbers to enums for BUG(). Also bug now shows stringify'ed version of bug enumeration (not just a number).
226 lines
7.5 KiB
C
226 lines
7.5 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include "common.h"
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#define LINESIZE 100
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#define NDWARVES 6
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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 MINTRS 50
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#define MAXTRS 79
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#define MAXPARMS 25
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#define INVLIMIT 7
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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 WARNTIME 30 /* late game starts at game.limit-this */
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#define PANICTIME 15 /* time left after closing */
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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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struct game_t {
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unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
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long abbnum;
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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;
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long clock2;
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long clshnt;
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long closed;
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long closng;
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long conds;
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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;
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long holdng;
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long iwest;
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long knfloc;
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long limit;
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long lmwarn;
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long loc;
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long newloc;
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long novice;
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long numdie;
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long oldloc;
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long oldlc2;
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long oldobj;
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long panic;
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long saved;
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long tally;
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long thresh;
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long trndex;
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long trnluz;
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long turns;
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long wzdark;
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long zzword;
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long abbrev[LOCSIZ+1];
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long atloc[LOCSIZ+1];
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long dseen[NDWARVES+1];
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long dloc[NDWARVES+1];
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long odloc[NDWARVES+1];
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long fixed[NOBJECTS+1];
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long link[NOBJECTS*2 + 1];
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long place[NOBJECTS+1];
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long hinted[HNTSIZ+1];
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long hintlc[HNTSIZ+1];
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long prop[NOBJECTS+1];
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};
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extern struct game_t game;
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extern long LNLENG, LNPOSN, PARMS[];
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extern char rawbuf[LINESIZE], INLINE[LINESIZE+1];
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extern const char ascii_to_advent[];
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extern const char advent_to_ascii[];
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extern FILE *logfp;
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extern bool oldstyle, editline, prompt;
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/* b is not needed for POSIX but harmless */
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#define READ_MODE "rb"
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#define WRITE_MODE "wb"
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extern void* xmalloc(size_t size);
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extern char* xstrdup(const char*);
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extern void packed_to_token(long, char token[]);
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extern void speak(const char*);
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extern void PSPEAK(vocab_t,int);
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extern void RSPEAK(vocab_t);
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extern void SETPRM(long,long,long);
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extern bool GETIN(FILE *,token_t*,token_t*,token_t*,token_t*);
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extern void echo_input(FILE*, char*, char*);
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extern char* get_input(void);
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extern bool YES(vocab_t, vocab_t, vocab_t);
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extern long GETTXT(bool,bool,bool);
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extern token_t MAKEWD(long);
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extern long VOCAB(long,long);
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extern void JUGGLE(long);
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extern void MOVE(long,long);
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extern long PUT(long,long,long);
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extern void CARRY(long,long);
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extern void DROP(long,long);
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extern long ATDWRF(long);
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extern long SETBIT(long);
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extern bool TSTBIT(long,int);
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extern long RNDVOC(long,long);
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extern bool MAPLIN(FILE *);
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extern void DATIME(long*, long*);
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enum termination {endgame, quitgame, scoregame};
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extern void set_seed(long);
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extern unsigned long get_next_lcg_value(void);
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extern long randrange(long);
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extern long score(enum termination);
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extern void terminate(enum termination) __attribute__((noreturn));
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extern int suspend(void);
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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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* 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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* 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, 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(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
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#define CNDBIT(L,N) (TSTBIT(COND[L],N))
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#define FORCED(LOC) (COND[LOC] == 2)
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#define DARK(DUMMY) ((!CNDBIT(game.loc,LIGHT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
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#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
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#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
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/* The following two functions were added to fix a bug (game.clock1 decremented
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* while in forest). They should probably be replaced by using another
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* "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
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* LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
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* of mists or deeper). Note special kludges for "Foof!" locs. */
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#define OUTSID(LOC) ((LOC) <= LOC_GRATE || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == LOC_FOOF2 || (LOC) == LOC_FOOF4)
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#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC) && (LOC) != LOC_FOOF1)
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/* vocabulary items */
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extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
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BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
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CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
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EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, INVENT,
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JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL,
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OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
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RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
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STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
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URN, VASE, VEND, VOLCAN, WATER;
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enum speechpart {unknown, intransitive, transitive};
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void initialise(void);
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int action(FILE *input, enum speechpart part, long verb, token_t obj);
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/* Phase codes for action returns.
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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_CLOSEJUMP 2610
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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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/* Symbols for cond bits */
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#define LIGHT 0 /* Light */
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#define OILY 1 /* If bit 2 is on: on for oil, off for water */
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#define FLUID 2 /* Liquid asset, see bit 1 */
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#define NOARRR 3 /* Pirate doesn't go here unless following player */
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#define NOBACK 4 /* Cannot use "back" to move away */
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/* Bits past 10 indicate areas of interest to "hint" routines */
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#define HBASE 10 /* Base for location hint bitss */
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#define HCAVE 11 /* Trying to get into cave */
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#define HBIRD 12 /* Trying to catch bird */
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#define HSNAKE 13 /* Trying to deal with snake */
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#define HMAZE 14 /* Lost in maze */
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#define HDARK 15 /* Pondering dark room */
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#define HWITT 16 /* At Witt's End */
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#define HCLIFF 17 /* Cliff with urn */
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#define HWOODS 18 /* Lost in forest */
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#define HOGRE 19 /* Trying to deal with ogre */
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#define HJADE 20 /* Found all treasures except jade */
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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 NOWHERE 0 /* It's destroyed */
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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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/* end */
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