open-adventure/advent.h
Aaron Traas 0a30176a8c Allow cheat to generate save files with bogus numbers.
Also remove pre-built save file for resumefail.log
2017-06-27 16:13:49 -04:00

232 lines
8 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <stdarg.h>
#include "common.h"
#include "newdb.h"
#define LINESIZE 100
#define NDWARVES 6 /* number of dwarves */
#define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
#define DALTLC LOC_NUGGET /* alternate dwarf location */
#define MAXPARMS 25 /* Max parameters for speak() */
#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 */
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 blklin;
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;
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 */
long zzword;
bool blooded; /* has player drunk of dragon's blood? */
long abbrev[NLOCATIONS + 1];
long atloc[NLOCATIONS + 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[NHINTS];
long hintlc[NHINTS];
long prop[NOBJECTS + 1];
};
extern struct game_t game;
extern long LNLENG, LNPOSN;
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;
enum speaktype {touch, look, hear, study};
/* b is not needed for POSIX but harmless */
#define READ_MODE "rb"
#define WRITE_MODE "wb"
extern void* xmalloc(size_t size);
extern void packed_to_token(long, char token[]);
extern void token_to_packed(char token[], long*);
extern void vspeak(const char*, 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, ...);
extern void rspeak(vocab_t, ...);
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(const char*, const char*, const char*);
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 savefile(FILE *, long);
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, 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))
enum speechpart {unknown, intransitive, transitive};
struct command_t {
enum speechpart part;
vocab_t verb;
vocab_t obj;
token_t wd1, wd1x;
token_t wd2, wd2x;
};
void initialise(void);
int action(FILE *input, struct command_t *command);
/* 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_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
/* Special object statuses in game.place - can also be a location number (> 0) */
#define CARRIED -1 /* Player is toting it */
/* hack to ignore GCC Unused Result */
#define IGNORE(r) do{if (r){}}while(0)
/*
* FIXME: These constants should be replaced by strings, at their usage sites.
* They are sixbit-packed representations of vocabulary words. This, and code
* left in misc.c, is the only place left in the runtime that knows about
* word packing.
*/
#define WORD_CATCH 301200308
#define WORD_GO 715
#define WORD_POUR 16152118
#define WORD_BACK 2010311
#define WORD_CAVE 3012205
#define WORD_DPRSSN 405161805
#define WORD_ENTER 514200518
#define WORD_ENTRNC 514201801
#define WORD_LOOK 12151511
#define WORD_NUL 14211212
#define WORD_STREAM 1920180501
#define WORD_FIND 6091404
#define WORD_INVENT 914220514
#define WORD_LOCK 12150311
#define WORD_SAY 190125
#define WORD_THROW 2008181523
#define WORD_WEST 23051920
#define WORD_YES 250519
#define WORD_YINIT 25
/* end */