#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 */
+#include "dungeon.h"
+
+#define LINESIZE 1024
+#define TOKLEN 5 // # sigificant character sin a token */
+#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 WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions
+#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
+
+/* Special object-state values - integers > 0 are object-specific */
+#define STATE_NOTFOUND -1 // 'Not found" state of treasures */
+#define STATE_GROUND 0 // After discovered, before messed with
+
+/*
+ * 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 blklin;
+ 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 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 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 */
+ 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 */
+ 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 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[TOKLEN+1]; // 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];
- long dloc[NDWARVES + 1];
- long odloc[NDWARVES + 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];
- long hintlc[NHINTS];
+ 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];
};
-extern struct game_t game;
+/*
+ * 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;
+};
-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;
+struct command_t {
+ enum speechpart part;
+ vocab_t verb;
+ vocab_t obj;
+ token_t wd1;
+ token_t wd2;
+ long id1;
+ long id2;
+ char raw1[BUFSIZ], raw2[BUFSIZ];
+};
-enum speaktype {touch, look, hear, study};
+extern struct game_t game;
+extern struct settings_t settings;
-/* 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 long token_to_packed(const char token[]);
+extern void tokenize(char*, struct command_t *);
+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, ...);
+extern void sspeak(long msg, ...);
+extern void pspeak(vocab_t, enum speaktype, int, bool, ...);
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 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 long GETTXT(bool, bool, bool);
-extern token_t MAKEWD(long);
-extern long vocab(long, long);
+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 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 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 *);
+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);
-/*
- * 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 VOCWRD(LETTRS,SECT) (vocab(MAKEWD(LETTRS),SECT))
-#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
-#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
-
-#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
-
-/* vocabulary items */
-extern long FIND;
-extern long INVENT;
-extern long SAY;
-extern long LOCK;
-extern long THROW;
-
-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
+void bug(enum bugtype, const char *) __attribute__((__noreturn__));
/* end */
-