This fixes some minor bugs. Unknown words are no longer truncated nor uppercased on echo.
238 lines
9.5 KiB
C
238 lines
9.5 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <stdarg.h>
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#include "dungeon.h"
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#define LINESIZE 1024
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#define TOKLEN 5 // # sigificant character sin a token */
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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 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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#define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
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#define CARRIED -1 // Player is toting it
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#define READ_MODE "rb" // b is not needed for POSIX but harmless
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#define WRITE_MODE "wb" // b is not needed for POSIX but harmless
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/* Special object-state values - integers > 0 are object-specific */
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#define STATE_NOTFOUND -1 // 'Not found" state of treasures */
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#define STATE_GROUND 0 // After discovered, before messed with
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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 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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#define BUG(x) bug(x, #x)
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#define MOTION_WORD(n) ((n) + 0)
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#define OBJECT_WORD(n) ((n) + 1000)
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#define ACTION_WORD(n) ((n) + 2000)
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#define SPECIAL_WORD(n) ((n) + 3000)
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#define PROMOTE_WORD(n) ((n) + 1000)
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#define DEMOTE_WORD(n) ((n) - 1000)
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enum bugtype {
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SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
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VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
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INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
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TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
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CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
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LOCATION_HAS_NO_TRAVEL_ENTRIES,
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HINT_NUMBER_EXCEEDS_GOTO_LIST,
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SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
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ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
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};
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enum speaktype {touch, look, hear, study, change};
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enum termination {endgame, quitgame, scoregame};
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enum speechpart {unknown, intransitive, transitive};
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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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enum phase_codes {
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GO_TERMINATE,
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GO_MOVE,
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GO_TOP,
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GO_CLEAROBJ,
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GO_CHECKHINT,
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GO_CHECKFOO,
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GO_DIRECTION,
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GO_LOOKUP,
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GO_WORD2,
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GO_SPECIALS,
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GO_UNKNOWN,
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GO_ACTION,
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GO_DWARFWAKE,
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};
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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 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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/* dflag controls the level of activation of dwarves:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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* 1 Reached Hall Of Mists, but hasn't met first dwarf
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* 2 Met first dwarf, others start moving, no knives thrown yet
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* 3 A knife has been thrown (first set always misses)
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* 3+ Dwarves are mad (increases their accuracy) */
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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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char zzword[TOKLEN+1]; // randomly generated magic word from bird
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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]; // true if dwarf has seen him
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long dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
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long odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
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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]; // hintlc[i] is how long he's been at LOC with cond bit i
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long hintlc[NHINTS]; // hinted[i] is true iff hint i has been used.
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long prop[NOBJECTS + 1];
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};
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/*
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* Game application settings - settings, but not state of the game, per se.
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* This data is not saved in a saved game.
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*/
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struct settings_t {
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FILE *logfp;
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bool oldstyle;
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bool prompt;
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};
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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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char raw1[BUFSIZ], raw2[BUFSIZ];
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};
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extern struct game_t game;
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extern struct settings_t settings;
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extern char* xstrdup(const char* s);
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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 long token_to_packed(const char token[TOKLEN+1]);
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extern void tokenize(char*, struct command_t *);
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extern void vspeak(const char*, bool, 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 sspeak(long msg, ...);
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extern void pspeak(vocab_t, enum speaktype, int, bool, ...);
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extern void rspeak(vocab_t, ...);
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extern void echo_input(FILE*, const char*, const char*);
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extern int word_count(char*);
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extern char* get_input(void);
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extern bool silent_yes(void);
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extern bool yes(const char*, const char*, const char*);
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extern int get_motion_vocab_id(const char*);
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extern int get_object_vocab_id(const char*);
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extern int get_action_vocab_id(const char*);
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extern int get_special_vocab_id(const char*);
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extern long get_vocab_id(const char*);
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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 void make_zzword(char*);
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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 savefile(FILE *, long);
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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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extern long initialise(void);
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extern int action(struct command_t *command);
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void bug(enum bugtype, const char *) __attribute__((__noreturn__));
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/* end */
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