open-adventure/advent.h
2017-07-02 10:37:10 -07:00

232 lines
9.2 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <stdarg.h>
#include "dungeon.h"
#define LINESIZE 1024
#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 // inverntory limit (# of objects)
#define INTRANSITIVE -1 // illegal object number
#define SPECIALBASE 300 // base number of special rooms
#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 NOT_YET_FOUND -1 // 'Not found" state of treasures */
#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
/*
* 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, 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 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(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
#define CNDBIT(L,N) (tstbit(conditions[L],N))
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
#define DARK(DUMMY) ((!tstbit(conditions[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 SPECIAL(LOC) ((LOC) > SPECIALBASE)
#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
#define BUG(x) bug(x, #x)
#define MOTION_WORD(n) ((n) + 0)
#define OBJECT_WORD(n) ((n) + 1000)
#define ACTION_WORD(n) ((n) + 2000)
#define SPECIAL_WORD(n) ((n) + 3000)
#define PROMOTE_WORD(n) ((n) + 1000)
#define DEMOTE_WORD(n) ((n) - 1000)
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};
/* 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.
*/
enum phase_codes {
GO_TERMINATE,
GO_MOVE,
GO_TOP,
GO_CLEAROBJ,
GO_CHECKHINT,
GO_CHECKFOO,
GO_DIRECTION,
GO_LOOKUP,
GO_WORD2,
GO_SPECIALS,
GO_UNKNOWN,
GO_ACTION,
GO_DWARFWAKE,
};
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; // How often to print non-abbreviated descriptions
long bonus;
long chloc;
long chloc2;
long clock1; // # turns from finding last treasure till closing
long clock2; // # turns from first 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
long conds; // min value for cond(loc) if loc has any hints
long detail;
/* 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) */
long dflag;
long dkill;
long dtotal;
long foobar; // current progress in saying "FEE FIE FOE FOO".
long holdng; // number of objects being carried
long iwest; // How many times he's said "west" instead of "w"
long knfloc; // 0 if no knife here, loc if knife , -1 after caveat
long limit; // lifetime of lamp (not set here)
bool lmwarn; // has player been warned about lamp going dim?
long loc;
long newloc;
bool novice; // asked for instructions at start-up?
long numdie; // number of times killed so far
long oldloc;
long oldlc2;
long oldobj;
bool panic; // has player found out he's trapped in the cave?
long saved; // point penalty for saves
long tally;
long thresh;
long trndex;
long trnluz; // # points lost so far due to number of turns used
long turns; // how many commands he's given (ignores yes/no)
bool wzdark; // whether the loc he's leaving was dark
char zzword[6]; // randomly generated magic word from bird
bool blooded; // has player drunk of dragon's blood?
long abbrev[NLOCATIONS + 1];
long atloc[NLOCATIONS + 1];
long dseen[NDWARVES + 1]; // true if dwarf has seen him
long dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
long odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
long fixed[NOBJECTS + 1];
long link[NOBJECTS * 2 + 1];
long place[NOBJECTS + 1];
long hinted[NHINTS]; // hintlc[i] is how long he's been at LOC with cond bit i
long hintlc[NHINTS]; // hinted[i] is true iff hint i has been used.
long prop[NOBJECTS + 1];
};
/*
* 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;
};
struct command_t {
enum speechpart part;
vocab_t verb;
vocab_t obj;
token_t wd1, wd1x;
token_t wd2, wd2x;
};
extern struct game_t game;
extern struct settings_t settings;
extern char* xstrdup(const char* s);
extern void* xmalloc(size_t size);
extern void packed_to_token(long, char token[]);
extern long token_to_packed(const char token[6]);
extern void tokenize(char*, long tokens[4]);
extern void vspeak(const char*, bool, va_list);
extern bool wordeq(token_t, token_t);
extern bool wordempty(token_t);
extern void wordclear(token_t *);
extern void speak(const char*, ...);
extern void pspeak(vocab_t, enum speaktype, int, bool, ...);
extern void rspeak(vocab_t, ...);
extern void echo_input(FILE*, const char*, const char*);
extern int word_count(char*);
extern char* get_input(void);
extern bool silent_yes(void);
extern bool yes(const char*, const char*, const char*);
extern int get_motion_vocab_id(const char*);
extern int get_object_vocab_id(const char*);
extern int get_action_vocab_id(const char*);
extern int get_special_vocab_id(const char*);
extern long get_vocab_id(const char*);
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 void make_zzword(char*);
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 savefile(FILE *, long);
extern int suspend(void);
extern int resume(void);
extern int restore(FILE *);
extern long initialise(void);
extern int action(struct command_t *command);
void bug(enum bugtype, const char *) __attribute__((__noreturn__));
/* end */