#include <stdlib.h>
#include <stdbool.h>
#include <stdarg.h>
+#include <inttypes.h>
#include "dungeon.h"
+/* LCG PRNG parameters tested against
+ * Knuth vol. 2. by the original authors */
+#define LCG_A 1093L
+#define LCG_C 221587L
+#define LCG_M 1048576L
+
#define LINESIZE 1024
#define TOKLEN 5 // № sigificant characters in a token */
#define NDWARVES 6 // number of dwarves
enum speechpart {unknown, intransitive, transitive};
-enum wordtype {NO_WORD_TYPE, MOTION, OBJECT, ACTION, SPECIAL};
+typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
typedef enum scorebonus {none, splatter, defeat, victory} score_t;
GO_TOP,
GO_CLEAROBJ,
GO_CHECKHINT,
- GO_DIRECTION,
+ GO_CHECKFOO,
+ GO_LOOKUP,
GO_WORD2,
- GO_SPECIALS,
GO_UNKNOWN,
- GO_ACTION,
GO_DWARFWAKE,
};
typedef long turn_t; // turn counter or threshold */
struct game_t {
- unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
+ int32_t lcg_x;
long abbnum; // How often to print long descriptions
score_t bonus; // What kind of finishing bonus we are getting
loc_t chloc; // pirate chest location
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
+ bool lmwarn; // has player been warned about lamp going dim?
+ bool novice; // asked for instructions at start-up?
+ bool panic; // has player found out he's trapped?
+ bool wzdark; // whether the loc he's leaving was dark
+ bool blooded; // has player drunk of dragon's blood?
long conds; // min value for cond[loc] if loc has any hints
long detail; // level of detail in descriptions
long dflag;
long dkill; // dwarves killed
- long dtotal; // total dwarves (including pirate)
+ long dtotal; // total dwarves (including pirate) in loc
long foobar; // progress in saying "FEE FIE FOE FOO".
long holdng; // number of objects being carried
long igo; // # uses of "go" instead of a direction
long iwest; // # times he's said "west" instead of "w"
long knfloc; // knife location; 0 if none, -1 after caveat
turn_t limit; // lifetime of lamp
- bool lmwarn; // has player been warned about lamp going dim?
loc_t loc; // where player is now
loc_t newloc; // where player is going
- bool novice; // asked for instructions at start-up?
turn_t numdie; // number of times killed so far
loc_t oldloc; // where player was
- loc_t oldlc2; // where player was two moves ago
+ loc_t oldlc2; // where player was two moves ago
obj_t oldobj; // last object player handled
- bool panic; // has player found out he's trapped?
long saved; // point penalty for saves
long tally; // count of treasures gained
long thresh; // current threshold for endgame scoring tier
turn_t trndex; // FIXME: not used, remove on next format bump
turn_t trnluz; // # points lost so far due to turns used
turn_t turns; // counts commands given (ignores yes/no)
- bool wzdark; // whether the loc he's leaving was dark
char zzword[TOKLEN + 1]; // randomly generated magic word from bird
- bool blooded; // has player drunk of dragon's blood?
long abbrev[NLOCATIONS + 1]; // has location been seen?
long atloc[NLOCATIONS + 1]; // head of object linked list per location
long dseen[NDWARVES + 1]; // true if dwarf has seen him
loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
loc_t fixed[NOBJECTS + 1]; // fixed location of object (if not IS_FREE)
- long link[NOBJECTS * 2 + 1]; // object-list links
+ obj_t link[NOBJECTS * 2 + 1]; // object-list links
loc_t place[NOBJECTS + 1]; // location of object
long hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
long hintlc[NHINTS]; // hintlc[i] = how long at LOC with cond bit i
bool prompt;
};
-struct command_t {
- char raw1[LINESIZE], raw2[LINESIZE];
+typedef struct {
+ char raw[LINESIZE];
+ vocab_t id;
+ word_type_t type;
+} command_word_t;
+
+typedef struct {
enum speechpart part;
- vocab_t id1;
- vocab_t id2;
- enum wordtype type1;
- enum wordtype type2;
+ command_word_t word[2];
verb_t verb;
obj_t obj;
-};
+} command_t;
extern struct game_t game;
extern struct settings_t settings;
-extern bool get_command_input(struct command_t *);
+extern bool get_command_input(command_t *);
extern void speak(const char*, ...);
extern void sspeak(int msg, ...);
extern void pspeak(vocab_t, enum speaktype, int, bool, ...);
extern int atdwrf(loc_t);
extern long setbit(int);
extern bool tstbit(long, int);
-extern void set_seed(long);
-extern long randrange(long);
+extern void set_seed(int32_t);
+extern int32_t randrange(int32_t);
extern long score(enum termination);
extern void terminate(enum termination) __attribute__((noreturn));
-extern int savefile(FILE *, long);
+extern int savefile(FILE *, int32_t);
extern int suspend(void);
extern int resume(void);
extern int restore(FILE *);
extern long initialise(void);
-extern int action(struct command_t *command);
+extern int action(command_t command);
extern void state_change(obj_t, int);
-
+extern bool is_valid(struct game_t);
void bug(enum bugtype, const char *) __attribute__((__noreturn__));
+/* represent an empty command word */
+static const command_word_t empty_command_word = {
+ .raw = "",
+ .id = WORD_EMPTY,
+ .type = NO_WORD_TYPE,
+};
+
/* end */