#include <stdio.h>
+#include <stdlib.h>
#include <stdbool.h>
+#include <stdarg.h>
+
+#include "dungeon.h"
+
+#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 INTRANSITIVE -1 // illegal object number
+#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_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 STASHED(obj) (-1 - game.prop[obj])
+
+/*
+ * 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 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) (!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 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};
-#include "sizes.h"
+enum speechpart {unknown, intransitive, transitive};
-#define LINESIZE 100
-#define NDWARVES 6
-#define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
+typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
-typedef struct lcg_state
-{
- unsigned long a, c, m, x;
-} lcg_state;
+typedef enum scorebonus {none, splatter, defeat, victory} score_t;
-typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
-typedef long vocab_t; /* index into a vocabulary array */
+/* 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_WORD2,
+ GO_UNKNOWN,
+ GO_DWARFWAKE,
+};
+
+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 {
- long abbnum;
- long blklin;
- long bonus;
- long chloc;
- long chloc2;
- long clock1;
- long clock2;
- long clshnt;
- long closed;
- long closng;
- long conds;
- long detail;
+ unsigned long lcg_a, lcg_c, lcg_m, 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; // 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) */
long dflag;
- long dkill;
- long dtotal;
- long foobar;
- long holdng;
- long iwest;
- long knfloc;
- long limit;
- long lmwarn;
- long newloc;
- long novice;
- long numdie;
- long oldloc;
- long oldlc2;
- long oldobj;
- long panic;
- long saved;
- long setup;
- long tally;
- long thresh;
- long trndex;
- long trnluz;
- long turns;
- long wzdark;
- long zzword;
- long abbrev[LOCSIZ+1];
- long dseen[NDWARVES+1];
- long dloc[NDWARVES+1];
- long odloc[NDWARVES+1];
+
+ 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 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
+ 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)
+ 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 */
};
-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;
+};
+
+typedef struct {
+ char raw[LINESIZE];
+ vocab_t id;
+ word_type_t type;
+} command_word_t;
-extern long ATLOC[], FIXED[],
- LINK[], LNLENG, LNPOSN,
- PARMS[], PLACE[];
-extern char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[], MAP2[];
-extern FILE *logfp;
-extern bool oldstyle;
-extern lcg_state lcgstate;
-
-/* b is not needed for POSIX but harmless */
-#define READ_MODE "rb"
-#define WRITE_MODE "wb"
-
-extern void SPEAK(vocab_t);
-extern void PSPEAK(vocab_t,int);
-extern void RSPEAK(vocab_t);
-extern void SETPRM(long,long,long);
-
-extern bool fGETIN(FILE *,token_t*,token_t*,token_t*,token_t*);
-#define GETIN(input,WORD1,WORD1X,WORD2,WORD2X) fGETIN(input,&WORD1,&WORD1X,&WORD2,&WORD2X)
-
-extern long YES(FILE *,vocab_t,vocab_t,vocab_t);
-extern long GETTXT(bool,bool,bool);
-extern token_t MAKEWD(long);
-
-extern void fPUTTXT(token_t,long*,long);
-#define PUTTXT(WORD,STATE,CASE) fPUTTXT(WORD,&STATE,CASE)
-
-extern void SHFTXT(long,long);
-extern void TYPE0(void);
-
-extern void fSAVWDS(long*,long*,long*,long*,long*,long*,long*);
-#define SAVWDS(W1,W2,W3,W4,W5,W6,W7) fSAVWDS(&W1,&W2,&W3,&W4,&W5,&W6,&W7)
-extern void fSAVARR(long*,long);
-#define SAVARR(ARR,N) fSAVARR(ARR,N)
-extern void fSAVWRD(long,long*);
-#define SAVWRD(OP,WORD) fSAVWRD(OP,&WORD)
-
-extern long VOCAB(long,long);
-extern void DSTROY(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 void BUG(long);
-extern void MAPLIN(FILE *);
-extern void TYPE(void);
-extern void MPINIT(void);
-
-extern void fSAVEIO(long,long,long*);
-#define SAVEIO(OP,IN,ARR) fSAVEIO(OP,IN,ARR)
-extern void DATIME(long*, long*);
-
-extern long MOD(long,long);
+typedef struct {
+ enum speechpart part;
+ 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(command_t *);
+extern void speak(const char*, ...);
+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 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, 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 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 *);
+extern long initialise(void);
+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,
+};
-extern void score(long);
-extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
- BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
- CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
- GRATE, HINT, HINTED[], HINTLC[],
- I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
- KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
- MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OBJ,
- OGRE, OIL, OLDOBJ, OYSTER,
- PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[], PYRAM,
- RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
- SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
- STREAM, THROW, TK[], TRIDNT, TROLL, TROLL2,
- URN, V1, V2, VASE, VEND, VERB,
- VOLCAN, VRSION, WATER, WD1, WD1X, WD2, WD2X;
-
+/* end */