X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=advent.h;h=80f9eaaea590670ff8066331f0503aa844023475;hp=289b8f6a12b7afa70ef36228b744db3396bddc62;hb=609159ad6d62af90cdbf97cbb09fffabde87a026;hpb=de2b1894f22d885a43768a569118c47e1a39fb80 diff --git a/advent.h b/advent.h index 289b8f6..80f9eaa 100644 --- a/advent.h +++ b/advent.h @@ -6,13 +6,12 @@ #include "dungeon.h" #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 @@ -61,20 +60,14 @@ #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, @@ -94,6 +87,10 @@ enum termination {endgame, quitgame, scoregame}; enum speechpart {unknown, intransitive, transitive}; +enum wordtype {NO_WORD_TYPE, MOTION, OBJECT, ACTION, SPECIAL}; + +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. @@ -104,9 +101,7 @@ enum phase_codes { GO_TOP, GO_CLEAROBJ, GO_CHECKHINT, - GO_CHECKFOO, GO_DIRECTION, - GO_LOOKUP, GO_WORD2, GO_SPECIALS, GO_UNKNOWN, @@ -114,24 +109,26 @@ enum phase_codes { GO_DWARFWAKE, }; -typedef long token_t; // word token - someday this will be char[TOKLEN+1] +typedef long token_t; // token index */ 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 + long abbnum; // How often to print long descriptions + score_t bonus; // What kind of finishing bonus we are getting + long chloc; // pirate chest location + long chloc2; // pirate chest alternate location + long clock1; // # turns from finding last treasure to close + long 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; + 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) @@ -141,42 +138,43 @@ struct game_t { * 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) + 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 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 long limit; // lifetime of lamp (not set here) bool lmwarn; // has player been warned about lamp going dim? - long loc; - long newloc; + loc_t loc; // where player is now + loc_t newloc; // where player is going 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? + 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; - 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) + 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]; - 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 - 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]; - long link[NOBJECTS * 2 + 1]; - loc_t 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) + long 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 */ }; /* @@ -191,42 +189,30 @@ struct settings_t { struct command_t { enum speechpart part; - vocab_t verb; + verb_t verb; obj_t obj; - token_t wd1; - token_t wd2; - long id1; - long id2; + token_t id1; + token_t id2; char raw1[LINESIZE], raw2[LINESIZE]; + enum wordtype type1; + enum wordtype type2; }; 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 bool get_command_input(struct command_t *); extern void wordclear(token_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(obj_t); extern void move(obj_t, loc_t); -extern long put(obj_t, long, long); +extern loc_t put(obj_t, long, long); extern void carry(obj_t, loc_t); extern void drop(obj_t, loc_t); extern long atdwrf(loc_t);