open-adventure/advent.h
Bob Little 04eca720d9 magic numbers, show usage, fixed linty warnings
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).
2017-06-18 19:33:21 -04:00

226 lines
7.5 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include "common.h"
#define LINESIZE 100
#define NDWARVES 6
#define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
#define DALTLC LOC_NUGGET /* alternate dwarf location */
#define MINTRS 50
#define MAXTRS 79
#define MAXPARMS 25
#define INVLIMIT 7
#define INTRANSITIVE -1 /* illegal object number */
#define SPECIALBASE 300 /* base number of special rooms */
#define WARNTIME 30 /* late game starts at game.limit-this */
#define PANICTIME 15 /* time left after closing */
typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
typedef long vocab_t; /* index into a vocabulary array */
struct game_t {
unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
long abbnum;
long blklin;
long bonus;
long chloc;
long chloc2;
long clock1;
long clock2;
long clshnt;
long closed;
long closng;
long conds;
long detail;
long dflag;
long dkill;
long dtotal;
long foobar;
long holdng;
long iwest;
long knfloc;
long limit;
long lmwarn;
long loc;
long newloc;
long novice;
long numdie;
long oldloc;
long oldlc2;
long oldobj;
long panic;
long saved;
long tally;
long thresh;
long trndex;
long trnluz;
long turns;
long wzdark;
long zzword;
long abbrev[LOCSIZ+1];
long atloc[LOCSIZ+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[HNTSIZ+1];
long hintlc[HNTSIZ+1];
long prop[NOBJECTS+1];
};
extern struct game_t game;
extern long LNLENG, LNPOSN, PARMS[];
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;
/* b is not needed for POSIX but harmless */
#define READ_MODE "rb"
#define WRITE_MODE "wb"
extern void* xmalloc(size_t size);
extern char* xstrdup(const char*);
extern void packed_to_token(long, char token[]);
extern void speak(const char*);
extern void PSPEAK(vocab_t,int);
extern void RSPEAK(vocab_t);
extern void SETPRM(long,long,long);
extern bool GETIN(FILE *,token_t*,token_t*,token_t*,token_t*);
extern void echo_input(FILE*, char*, char*);
extern char* get_input(void);
extern bool YES(vocab_t, vocab_t, vocab_t);
extern long GETTXT(bool,bool,bool);
extern token_t MAKEWD(long);
extern long VOCAB(long,long);
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 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 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, 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(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
#define CNDBIT(L,N) (TSTBIT(COND[L],N))
#define FORCED(LOC) (COND[LOC] == 2)
#define DARK(DUMMY) ((!CNDBIT(game.loc,LIGHT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
/* The following two functions were added to fix a bug (game.clock1 decremented
* while in forest). They should probably be replaced by using another
* "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
* LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
* of mists or deeper). Note special kludges for "Foof!" locs. */
#define OUTSID(LOC) ((LOC) <= LOC_GRATE || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == LOC_FOOF2 || (LOC) == LOC_FOOF4)
#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC) && (LOC) != LOC_FOOF1)
/* vocabulary items */
extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, INVENT,
JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL,
OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
URN, VASE, VEND, VOLCAN, WATER;
enum speechpart {unknown, intransitive, transitive};
void initialise(void);
int action(FILE *input, enum speechpart part, long verb, token_t obj);
/* 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_CLOSEJUMP 2610
#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
/* Symbols for cond bits */
#define LIGHT 0 /* Light */
#define OILY 1 /* If bit 2 is on: on for oil, off for water */
#define FLUID 2 /* Liquid asset, see bit 1 */
#define NOARRR 3 /* Pirate doesn't go here unless following player */
#define NOBACK 4 /* Cannot use "back" to move away */
/* Bits past 10 indicate areas of interest to "hint" routines */
#define HBASE 10 /* Base for location hint bitss */
#define HCAVE 11 /* Trying to get into cave */
#define HBIRD 12 /* Trying to catch bird */
#define HSNAKE 13 /* Trying to deal with snake */
#define HMAZE 14 /* Lost in maze */
#define HDARK 15 /* Pondering dark room */
#define HWITT 16 /* At Witt's End */
#define HCLIFF 17 /* Cliff with urn */
#define HWOODS 18 /* Lost in forest */
#define HOGRE 19 /* Trying to deal with ogre */
#define HJADE 20 /* Found all treasures except jade */
/* Special object statuses in game.place - can also be a location number (> 0) */
#define CARRIED -1 /* Player is toting it */
#define NOWHERE 0 /* It's destroyed */
/* hack to ignore GCC Unused Result */
#define IGNORE(r) do{if (r){}}while(0)
/* end */