#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 character sin a token */
+#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 // 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
/* 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
+#define STATE_FOUND 0 // After discovered, before messed with
#define STATE_IN_CAVITY 1 // State value common to all gemstones
+/* Special fixed object-state values - integers > 0 are location */
+#define IS_FIXED -1
+#define IS_FREE 0
+
/* 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 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)
-#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,
enum speechpart {unknown, intransitive, transitive};
+typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
+
+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.
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 */
+typedef long verb_t; // index into an actions array */
+typedef long obj_t; // index into the object array */
+typedef long loc_t; // index into the locations array */
+typedef long turn_t; // turn counter or threshold */
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
+ 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
+ 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
- long conds; // min value for cond(loc) if loc has any hints
- long detail;
+ 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
/* dflag controls the level of activation of dwarves:
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
* 3+ Dwarves are mad (increases their accuracy) */
long dflag;
- long dkill;
- long dtotal;
- long foobar; // current progress in saying "FEE FIE FOE FOO".
+ long dkill; // dwarves killed
+ 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 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 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
+ 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
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 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)
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 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
- 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];
+ 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
+ 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
+ long prop[NOBJECTS + 1]; // object state array */
};
/*
bool prompt;
};
-struct command_t {
+typedef struct {
+ char raw[LINESIZE];
+ vocab_t id;
+ word_type_t type;
+} command_word_t;
+
+typedef struct {
enum speechpart part;
- vocab_t verb;
- vocab_t obj;
- token_t wd1;
- token_t wd2;
- long id1;
- long id2;
- char raw1[LINESIZE], raw2[LINESIZE];
-};
+ command_word_t word[2];
+ verb_t verb;
+ obj_t obj;
+} command_t;
extern struct game_t game;
extern struct settings_t settings;
-extern void packed_to_token(long, char token[]);
-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 bool get_command_input(command_t *);
extern void speak(const char*, ...);
-extern void sspeak(long msg, ...);
+extern void sspeak(int msg, ...);
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 void juggle(obj_t);
+extern void move(obj_t, loc_t);
+extern loc_t put(obj_t, long, long);
+extern void carry(obj_t, loc_t);
+extern void drop(obj_t, loc_t);
+extern int atdwrf(loc_t);
+extern long setbit(int);
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 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);
+
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 */