#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
+#include <stdarg.h>
+
+#include "dungeon.h"
+
+#define LINESIZE 1024
+#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 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
-#include "common.h"
+/*
+ * 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};
-#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 MINTRS 50 /* index of lowest reasure */
-#define MAXTRS 79 /* index of highest reasure */
-#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 PANICTIME 15 /* time left after closing */
-#define BATTERYLIFE 2500 /* turn limit increment from batteries */
+/* 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 */
+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;
+ long abbnum; // How often to print non-abbreviated descriptions
long blklin;
long bonus;
long chloc;
long chloc2;
- long clock1;
- long clock2;
- 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;
+ 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;
- long holdng;
- long iwest;
- long knfloc;
- long limit;
- 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;
+ 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;
+ 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;
- long turns;
- bool wzdark; /* whether the loc he's leaving was dark */
- long zzword;
- long abbrev[LOCSIZ + 1];
- long atloc[LOCSIZ + 1];
- long dseen[NDWARVES + 1];
- long dloc[NDWARVES + 1];
- long odloc[NDWARVES + 1];
+ 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]; // 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[HNTSIZ + 1];
- long hintlc[HNTSIZ + 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];
};
-extern struct game_t game;
+struct command_t {
+ enum speechpart part;
+ vocab_t verb;
+ vocab_t obj;
+ token_t wd1, wd1x;
+ token_t wd2, wd2x;
+};
-extern long LNLENG, LNPOSN, PARMS[];
-extern char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
-extern const char ascii_to_advent[];
-extern const char advent_to_ascii[];
+extern struct game_t game;
extern FILE *logfp;
extern bool oldstyle, editline, prompt;
-/* 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 char* xstrdup(const char*);
extern void packed_to_token(long, char token[]);
-extern void speak(const char*);
+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 PSPEAK(vocab_t, int);
-extern void RSPEAK(vocab_t);
-extern void SETPRM(long, long, long);
-extern bool GETIN(FILE *, token_t*, token_t*, token_t*, 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 YES(const char*, const char*, const char*);
-extern long GETTXT(bool, bool, bool);
-extern token_t MAKEWD(long);
-extern long VOCAB(long, 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 bool MAPLIN(FILE *);
-extern void DATIME(long*, long*);
-
-enum termination {endgame, quitgame, scoregame};
-
+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*);
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(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(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
-#define CNDBIT(L,N) (TSTBIT(COND[L],N))
-#define FORCED(LOC) (COND[LOC] == 2)
-#define DARK(DUMMY) ((!CNDBIT(game.loc,LIGHT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
-#define PCT(N) (randrange(100) < (N))
-#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
-#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
-#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
-#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
-
-/* The following two functions were added to fix a bug (game.clock1 decremented
- * while in forest). They should probably be replaced by using another
- * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
- * LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
- * of mists or deeper). Note special kludges for "Foof!" locs. */
-
-#define OUTSID(LOC) ((LOC) <= LOC_GRATE || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == LOC_FOOF2 || (LOC) == LOC_FOOF4)
-#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC) && (LOC) != LOC_FOOF1)
-
-/* vocabulary items */
-extern long AMBER, ATTACK, AXE, BACK, BATTERY, BEAR,
- BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
- CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
- EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD, GRATE, HINT, INVENT,
- JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGAZINE, MESSAG, MIRROR, NUGGET, NUL,
- OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAMID,
- RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
- STEPS, STICK, STREAM, THROW, TRIDENT, TROLL, TROLL2,
- URN, VASE, VEND, VOLCANO, WATER;
-
-enum speechpart {unknown, intransitive, transitive};
-
-void initialise(void);
-int action(FILE *input, enum speechpart part, token_t verb, token_t obj);
-
-/* 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
-
-/* Symbols for cond bits */
-#define LIGHT 0 /* Light */
-#define OILY 1 /* If bit 2 is on: on for oil, off for water */
-#define FLUID 2 /* Liquid asset, see bit 1 */
-#define NOARRR 3 /* Pirate doesn't go here unless following player */
-#define NOBACK 4 /* Cannot use "back" to move away */
-/* Bits past 10 indicate areas of interest to "hint" routines */
-#define HBASE 10 /* Base for location hint bits */
-#define HCAVE 11 /* Trying to get into cave */
-#define HBIRD 12 /* Trying to catch bird */
-#define HSNAKE 13 /* Trying to deal with snake */
-#define HMAZE 14 /* Lost in maze */
-#define HDARK 15 /* Pondering dark room */
-#define HWITT 16 /* At Witt's End */
-#define HCLIFF 17 /* Cliff with urn */
-#define HWOODS 18 /* Lost in forest */
-#define HOGRE 19 /* Trying to deal with ogre */
-#define HJADE 20 /* Found all treasures except jade */
-
-/* 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_AXE 12405
-#define WORD_BATTERY 201202005
-#define WORD_BEAR 2050118
-#define WORD_BIRD 2091804
-#define WORD_BLOOD 212151504
-#define WORD_BOTTLE 215202012
-#define WORD_CAGE 3010705
-#define WORD_CATCH 301200308
-#define WORD_CAVITY 301220920
-#define WORD_CHASM 308011913
-#define WORD_CLAM 3120113
-#define WORD_DOOR 4151518
-#define WORD_DRAGON 418010715
-#define WORD_DWARF 423011806
-#define WORD_FISSURE 609191921
-#define WORD_FOOD 6151504
-#define WORD_GO 715
-#define WORD_GRATE 718012005
-#define WORD_KEYS 11052519
-#define WORD_KNIFE 1114090605
-#define WORD_LAMP 12011316
-#define WORD_MAGAZINE 1301070126
-#define WORD_MESSAG 1305191901
-#define WORD_MIRROR 1309181815
-#define WORD_OGRE 15071805
-#define WORD_OIL 150912
-#define WORD_OYSTER 1525192005
-#define WORD_PILLOW 1609121215
-#define WORD_PLANT 1612011420
-#define WORD_POUR 16152118
-#define WORD_RESER 1805190518
-#define WORD_ROD 181504
-#define WORD_SIGN 19090714
-#define WORD_SNAKE 1914011105
-#define WORD_STEPS 1920051619
-#define WORD_TROLL 2018151212
-#define WORD_URN 211814
-#define WORD_VEND 1755140409
-#define WORD_VOLCANO 1765120301
-#define WORD_WATER 1851200518
-#define WORD_AMBER 113020518
-#define WORD_CHAIN 308010914
-#define WORD_CHEST 308051920
-#define WORD_COINS 315091419
-#define WORD_EGGS 5070719
-#define WORD_EMERALD 513051801
-#define WORD_JADE 10010405
-#define WORD_NUGGET 7151204
-#define WORD_PEARL 1605011812
-#define WORD_PYRAMID 1625180113
-#define WORD_RUBY 18210225
-#define WORD_RUG 182107
-#define WORD_SAPPH 1901161608
-#define WORD_TRIDENT 2018090405
-#define WORD_VASE 22011905
-#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
+/* Alas, declaring this static confuses the coverage analyzer */
+void bug(enum bugtype, const char *) __attribute__((__noreturn__));
/* end */
-