#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
#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 INVLIMIT 7 // inventory 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 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
-typedef long token_t; // word token - someday this will be char[TOKLEN+1]
-typedef long vocab_t; // index into a vocabulary array */
+/* Special object-state values - integers > 0 are object-specific */
+#define STATE_NOTFOUND -1 // 'Not found" state of treasures */
+#define STATE_FOUND 0 // After discovered, before messed with
+#define STATE_IN_CAVITY 1 // State value common to all gemstones
-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,
-};
+/* Special fixed object-state values - integers > 0 are location */
+#define IS_FIXED -1
+#define IS_FREE 0
-/* Alas, declaring this static confuses the coverage analyzer */
-void bug(enum bugtype, const char *) __attribute__((__noreturn__));
-#define BUG(x) bug(x, #x)
-
-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
- 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];
- 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 FILE *logfp;
-extern bool oldstyle, editline, prompt;
-
-enum speaktype {touch, look, hear, study, change};
-
-/* b is not needed for POSIX but harmless */
-#define READ_MODE "rb"
-#define WRITE_MODE "wb"
-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*, 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 void echo_input(FILE*, char*, 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 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 *);
+/* Map a state property value to a negative range, where the object cannot be
+ * picked up but the value can be recovered later. Avoid colliding with -1,
+ * which has its own meaning. */
+#define STASHED(obj) (-1 - game.prop[obj])
/*
+ * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
* MOD(N,M) = Arithmetic modulus
+ * TOTING(OBJ) = true if the OBJ is being carried
* 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)
+ * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
* LIQUID() = object number of liquid in bottle
* LIQLOC(LOC) = object number of liquid (if any) at LOC
+ * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
+ * DARK(LOC) = true if location "LOC" is dark
* PCT(N) = true N% of the time (N integer from 0 to 100)
- * TOTING(OBJ) = true if the OBJ is being carried */
-
+ * GSTONE(OBJ) = true if OBJ is a gemstone
+ * FOREST(LOC) = true if LOC is part of the forest
+ * OUTSID(LOC) = true if location not in the cave
+ * INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game
+ * INDEEP(LOC) = true if location is in the Hall of Mists or deeper
+ * BUG(X) = report bug and exit
+ */
#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 LIQUID() (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT )
+#define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
-#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
+#define DARK(DUMMY) (!CNDBIT(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 INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
+#define BUG(x) bug(x, #x)
+
+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};
-struct command_t {
- enum speechpart part;
- vocab_t verb;
- vocab_t obj;
- token_t wd1, wd1x;
- token_t wd2, wd2x;
-};
+typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
-void initialise(void);
-int action(struct command_t *command);
+typedef enum scorebonus {none, splatter, defeat, victory} score_t;
/* 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)
+typedef enum {
+ GO_TERMINATE,
+ GO_MOVE,
+ GO_TOP,
+ GO_CLEAROBJ,
+ GO_CHECKHINT,
+ GO_WORD2,
+ GO_UNKNOWN,
+ GO_DWARFWAKE,
+} phase_codes_t;
+
+typedef int vocab_t; // index into a vocabulary array */
+typedef int verb_t; // index into an actions array */
+typedef int obj_t; // index into the object array */
+typedef int loc_t; // index into the locations array */
+typedef int turn_t; // turn counter or threshold */
+
+struct game_t {
+ int32_t lcg_x;
+ int abbnum; // How often to print int descriptions
+ score_t bonus; // What kind of finishing bonus we are getting
+ loc_t chloc; // pirate chest location
+ loc_t chloc2; // pirate chest alternate location
+ turn_t clock1; // # turns from finding last treasure to close
+ turn_t clock2; // # turns from 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
+ 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?
+ int conds; // min value for cond[loc] if loc has any hints
+ int detail; // level of detail in descriptions
+
+ /* 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) */
+ int dflag;
+
+ int dkill; // dwarves killed
+ int dtotal; // total dwarves (including pirate) in loc
+ int foobar; // progress in saying "FEE FIE FOE FOO".
+ int holdng; // number of objects being carried
+ int igo; // # uses of "go" instead of a direction
+ int iwest; // # times he's said "west" instead of "w"
+ int knfloc; // knife location; 0 if none, -1 after caveat
+ turn_t limit; // lifetime of lamp
+ loc_t loc; // where player is now
+ loc_t newloc; // where player is going
+ turn_t numdie; // number of times killed so far
+ loc_t oldloc; // where player was
+ loc_t oldlc2; // where player was two moves ago
+ obj_t oldobj; // last object player handled
+ int saved; // point penalty for saves
+ int tally; // count of treasures gained
+ int 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)
+ char zzword[TOKLEN + 1]; // randomly generated magic word from bird
+ int abbrev[NLOCATIONS + 1]; // has location been seen?
+ int atloc[NLOCATIONS + 1]; // head of object linked list per location
+ int 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)
+ obj_t link[NOBJECTS * 2 + 1];// object-list links
+ loc_t place[NOBJECTS + 1]; // location of object
+ int hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
+ int hintlc[NHINTS]; // hintlc[i] = how int at LOC with cond bit i
+ int prop[NOBJECTS + 1]; // object state array */
+};
+
+/*
+ * 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;
+};
+
+typedef struct {
+ char raw[LINESIZE];
+ vocab_t id;
+ word_type_t type;
+} command_word_t;
+
+typedef enum {EMPTY, RAW, TOKENIZED, GIVEN, PREPROCESSED, PROCESSING, EXECUTED} command_state_t;
+
+typedef struct {
+ enum speechpart part;
+ command_word_t word[2];
+ verb_t verb;
+ obj_t obj;
+ command_state_t state;
+} command_t;
+
+extern struct game_t game;
+extern struct settings_t settings;
+
+extern bool get_command_input(command_t *);
+extern void clear_command(command_t *);
+extern void speak(const char*, ...);
+extern void sspeak(int msg, ...);
+extern void pspeak(vocab_t, enum speaktype, bool, int, ...);
+extern void rspeak(vocab_t, ...);
+extern void echo_input(FILE*, const char*, const char*);
+extern bool silent_yes(void);
+extern bool yes(const char*, const char*, const char*);
+extern void juggle(obj_t);
+extern void move(obj_t, loc_t);
+extern loc_t put(obj_t, int, int);
+extern void carry(obj_t, loc_t);
+extern void drop(obj_t, loc_t);
+extern int atdwrf(loc_t);
+extern int setbit(int);
+extern bool tstbit(int, int);
+extern void set_seed(int32_t);
+extern int32_t randrange(int32_t);
+extern int score(enum termination);
+extern void terminate(enum termination) __attribute__((noreturn));
+extern int savefile(FILE *, int32_t);
+extern int suspend(void);
+extern int resume(void);
+extern int restore(FILE *);
+extern int initialise(void);
+extern phase_codes_t action(command_t);
+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 */