X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=advent.h;h=98d30925862a5d05a32966bccd1ebab0b80974be;hp=49e0a8cb545d2ea50165d9b19e14035bd9d0ee62;hb=a3c159660bb03f220b7de52ba0ac4977098f389e;hpb=4fe9b94db409f9aa52d26bf127275351adf51b34 diff --git a/advent.h b/advent.h index 49e0a8c..98d3092 100644 --- a/advent.h +++ b/advent.h @@ -5,12 +5,13 @@ #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 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 @@ -18,133 +19,205 @@ #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 + +/* 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 = 20, // 20 - VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3 = 22, // 22 - INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 23 - TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 24 - CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, // 25 - LOCATION_HAS_NO_TRAVEL_ENTRIES, // 26 - HINT_NUMBER_EXCEEDS_GOTO_LIST, // 27 - TOO_MANY_PARAMETERS_GIVEN_TO_SETPRM, // 28 - SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN=99, // 99 - ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH, // 100 + 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, }; -/* Alas, declaring this static confuses the coverage analyzer */ -void bug(enum bugtype, const char *) __attribute__((__noreturn__)); -#define BUG(x) bug(x, #x) +enum speaktype {touch, look, hear, study, change}; + +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. + */ +enum phase_codes { + GO_TERMINATE, + GO_MOVE, + GO_TOP, + GO_CLEAROBJ, + GO_CHECKHINT, + GO_DIRECTION, + GO_WORD2, + GO_SPECIALS, + GO_UNKNOWN, + GO_ACTION, + GO_DWARFWAKE, +}; + +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 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 + 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) + * 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; // 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[6]; // randomly generated magic word from bird + 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 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]; + 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) + 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 */ }; -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; +}; -extern FILE *logfp; -extern bool oldstyle, editline, prompt; +struct command_t { + enum speechpart part; + verb_t verb; + obj_t obj; + token_t id1; + token_t id2; + char raw1[LINESIZE], raw2[LINESIZE]; + enum wordtype type1; + enum wordtype type2; +}; -enum speaktype {touch, look, hear, study, change}; +extern struct game_t game; +extern struct settings_t settings; -/* 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 bool get_command_input(struct command_t *); extern void speak(const char*, ...); -extern void pspeak(vocab_t, enum speaktype, int, ...); +extern void sspeak(int msg, ...); +extern void pspeak(vocab_t, enum speaktype, int, bool, ...); extern void rspeak(vocab_t, ...); -extern bool GETIN(FILE *, token_t*, token_t*, token_t*, token_t*); -extern void echo_input(FILE*, char*, char*); -extern int word_count(char*); -extern char* get_input(void); +extern void echo_input(FILE*, const char*, const char*); extern bool silent_yes(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 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 long rndvoc(long, long); -extern void make_zzword(char*); -extern bool MAPLIN(FILE *); -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)); @@ -152,75 +225,11 @@ 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); +extern void state_change(obj_t, int); -/* - * 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)) - -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; -}; - -void initialise(void); -int action(struct command_t *command); -/* 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) +void bug(enum bugtype, const char *) __attribute__((__noreturn__)); /* end */