...except for a few we're planning to get rid of. This will avoid some upcoming collisions with macros defined from YAML.
295 lines
10 KiB
C
295 lines
10 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <stdarg.h>
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#include "common.h"
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#include "newdb.h"
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#define LINESIZE 100
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#define NDWARVES 6 /* number of dwarves */
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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 MAXPARMS 25 /* Max parameters for speak() */
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#define INVLIMIT 7 /* inverntory limit (# of objects) */
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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 GAMELIMIT 330 /* base limit of turns */
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#define NOVICELIMIT 1000 /* limit of turns for novice */
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#define WARNTIME 30 /* late game starts at game.limit-this */
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#define FLASHTIME 50 /*turns from first warning till blinding flash */
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#define PANICTIME 15 /* time left after closing */
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#define BATTERYLIFE 2500 /* turn limit increment from batteries */
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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; /* How often to print non-abbreviated descriptions */
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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; /* # turns from finding last treasure till closing */
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long clock2; /* # turns from first warning till blinding flash */
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bool clshnt; /* has player read the clue in the endgame? */
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bool closed; /* whether we're all the way closed */
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bool closng; /* whether it's closing time yet */
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long conds; /* min value for cond(loc) if loc has any hints */
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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; /* current progress in saying "FEE FIE FOE FOO". */
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long holdng; /* number of objects being carried */
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long iwest; /* How many times he's said "west" instead of "w" */
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long knfloc; /* 0 if no knife here, loc if knife , -1 after caveat */
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long limit; /* lifetime of lamp (not set here) */
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bool lmwarn; /* has player been warned about lamp going dim? */
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long loc;
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long newloc;
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bool novice; /* asked for instructions at start-up? */
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long numdie; /* number of times killed so far */
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long oldloc;
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long oldlc2;
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long oldobj;
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bool panic; /* has player found out he's trapped in the cave? */
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long saved; /* point penalty for saves */
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long tally;
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long thresh;
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long trndex;
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long trnluz; /* # points lost so far due to number of turns used */
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long turns; /* how many commands he's given (ignores yes/no) */
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bool wzdark; /* whether the loc he's leaving was dark */
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long zzword;
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bool blooded; /* has player drunk of dragon's blood? */
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long abbrev[NLOCATIONS + 1];
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long atloc[NLOCATIONS + 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[NHINTS];
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long hintlc[NHINTS];
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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;
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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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enum speaktype {touch, look, hear, study};
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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 void packed_to_token(long, char token[]);
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extern void token_to_packed(char token[], long*);
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extern void vspeak(const char*, va_list);
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extern bool wordeq(token_t, token_t);
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extern bool wordempty(token_t);
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extern void wordclear(token_t *);
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extern void speak(const char*, ...);
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extern void pspeak(vocab_t, enum speaktype, int, ...);
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extern void rspeak(vocab_t, ...);
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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(const char*, const char*, const char*);
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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, LOC_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(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
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#define CNDBIT(L,N) (tstbit(conditions[L],N))
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#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
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#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
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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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#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
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#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
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/* vocabulary items */
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extern long AMBER, ATTACK, AXE, BACK, BATTERY, 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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EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD, GRATE, HINT, INVENT,
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JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGAZINE, MESSAG, MIRROR, NUGGET, NUL,
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OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAMID,
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RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
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STEPS, STICK, STREAM, THROW, TRIDENT, TROLL, TROLL2,
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URN, VASE, VEND, VOLCANO, WATER;
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enum speechpart {unknown, intransitive, transitive};
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struct command_t {
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enum speechpart part;
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vocab_t verb;
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vocab_t obj;
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token_t wd1, wd1x;
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token_t wd2, wd2x;
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};
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void initialise(void);
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int action(FILE *input, struct command_t *command);
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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_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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/* 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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/* hack to ignore GCC Unused Result */
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#define IGNORE(r) do{if (r){}}while(0)
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/*
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* FIXME: These constants should be replaced by strings, at their usage sites.
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* They are sixbit-packed representations of vocabulary words. This, and code
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* left in misc.c, is the only place left in the runtime that knows about
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* word packing.
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*/
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#define WORD_AXE 12405
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#define WORD_BATTERY 201202005
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#define WORD_BEAR 2050118
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#define WORD_BIRD 2091804
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#define WORD_BLOOD 212151504
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#define WORD_BOTTLE 215202012
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#define WORD_CAGE 3010705
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#define WORD_CATCH 301200308
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#define WORD_CAVITY 301220920
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#define WORD_CHASM 308011913
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#define WORD_CLAM 3120113
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#define WORD_DOOR 4151518
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#define WORD_DRAGON 418010715
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#define WORD_DWARF 423011806
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#define WORD_FISSURE 609191921
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#define WORD_FOOD 6151504
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#define WORD_GO 715
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#define WORD_GRATE 718012005
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#define WORD_KEYS 11052519
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#define WORD_KNIFE 1114090605
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#define WORD_LAMP 12011316
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#define WORD_MAGAZINE 1301070126
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#define WORD_MESSAG 1305191901
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#define WORD_MIRROR 1309181815
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#define WORD_OGRE 15071805
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#define WORD_OIL 150912
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#define WORD_OYSTER 1525192005
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#define WORD_PILLOW 1609121215
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#define WORD_PLANT 1612011420
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#define WORD_POUR 16152118
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#define WORD_RESER 1805190518
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#define WORD_ROD 181504
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#define WORD_SIGN 19090714
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#define WORD_SNAKE 1914011105
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#define WORD_STEPS 1920051619
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#define WORD_TROLL 2018151212
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#define WORD_URN 211814
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#define WORD_VEND 1755140409
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#define WORD_VOLCANO 1765120301
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#define WORD_WATER 1851200518
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#define WORD_AMBER 113020518
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#define WORD_CHAIN 308010914
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#define WORD_CHEST 308051920
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#define WORD_COINS 315091419
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#define WORD_EGGS 5070719
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#define WORD_EMERALD 513051801
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#define WORD_JADE 10010405
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#define WORD_NUGGET 7151204
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#define WORD_PEARL 1605011812
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#define WORD_PYRAMID 1625180113
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#define WORD_RUBY 18210225
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#define WORD_RUG 182107
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#define WORD_SAPPH 1901161608
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#define WORD_TRIDENT 2018090405
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#define WORD_VASE 22011905
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#define WORD_BACK 2010311
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#define WORD_CAVE 3012205
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#define WORD_DPRSSN 405161805
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#define WORD_ENTER 514200518
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#define WORD_ENTRNC 514201801
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#define WORD_LOOK 12151511
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#define WORD_NUL 14211212
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#define WORD_STREAM 1920180501
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#define WORD_FIND 6091404
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#define WORD_INVENT 914220514
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#define WORD_LOCK 12150311
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#define WORD_SAY 190125
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#define WORD_THROW 2008181523
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#define WORD_WEST 23051920
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#define WORD_YES 250519
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#define WORD_YINIT 25
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/* end */
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