X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=advent.h;h=d161d04de8ef7e44bf4226e131d95aa1f6af3d09;hp=9e50d9ce45254a4dc729bea06a263b0078b7682f;hb=c4ceca3db9ebbe10460f7442fbeeb961a3816758;hpb=63e971fc4cfc4d7a5638da032326eaf016c62719 diff --git a/advent.h b/advent.h index 9e50d9c..d161d04 100644 --- a/advent.h +++ b/advent.h @@ -1,185 +1,243 @@ #include +#include #include +#include -#include "sizes.h" +#include "common.h" +#include "newdb.h" #define LINESIZE 100 -#define NDWARVES 6 +#define NDWARVES 6 /* number of dwarves */ #define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */ -#define DALTLC 18 /* alternate dwarf location; low room */ -#define MINTRS 50 -#define MAXTRS 79 -#define MAXPARMS 25 -#define INVLIMIT 7 -#define INTRANSITIVE -1 /* illegal object number */ - -typedef struct lcg_state -{ - unsigned long a, c, m, x; -} lcg_state; +#define DALTLC LOC_NUGGET /* alternate dwarf location */ +#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 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. */ 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 { - long abbnum; + 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; - long clock2; - long clshnt; - long closed; - long closng; - 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; long dflag; long dkill; long dtotal; - long foobar; - long holdng; - long iwest; - long knfloc; - long limit; - long lmwarn; + 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; - long novice; - long numdie; + bool novice; /* asked for instructions at start-up? */ + long numdie; /* number of times killed so far */ long oldloc; long oldlc2; long oldobj; - long panic; - long saved; - long setup; + 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; - long wzdark; - long zzword; - long abbrev[LOCSIZ+1]; - long atloc[LOCSIZ+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[HNTSIZ+1]; - long hintlc[HNTSIZ+1]; - long prop[NOBJECTS+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]; + 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]; }; extern struct game_t game; -extern long LNLENG, LNPOSN, PARMS[]; -extern char rawbuf[LINESIZE], INLINE[LINESIZE+1]; +extern long LNLENG, LNPOSN; +extern char rawbuf[LINESIZE], INLINE[LINESIZE + 1]; extern const char ascii_to_advent[]; extern const char advent_to_ascii[]; extern FILE *logfp; -extern bool oldstyle; -extern lcg_state lcgstate; +extern bool oldstyle, editline, prompt; + +enum speaktype {touch, look, hear, study, change}; /* 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 GETIN(FILE *,token_t*,token_t*,token_t*,token_t*); -extern long YES(FILE *,vocab_t,vocab_t,vocab_t); -extern long GETTXT(bool,bool,bool); +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 void speak(const char*, ...); +extern void pspeak(vocab_t, enum speaktype, int, ...); +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 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 void PUTTXT(token_t,long*,long); -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) __attribute__((noreturn)); +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 bool tstbit(long, int); +extern long rndvoc(long, long); +extern void make_zzword(char*); extern bool MAPLIN(FILE *); -extern void TYPE(void); +extern void datime(long*, long*); -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); +enum termination {endgame, quitgame, scoregame}; extern void set_seed(long); extern unsigned long get_next_lcg_value(void); extern long randrange(long); -extern void score(long); - -/* Statement functions - * +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 *); + +/* + * 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(DUMMY) = true if location "LOC" is dark + * 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 + * 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) - * LIQ(DUMMY) = object number of liquid in bottle + * 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) + * PCT(N) = true N% of the time (N integer from 0 to 100) * TOTING(OBJ) = true if the OBJ is being carried */ -#define TOTING(OBJ) (game.place[OBJ] == -1) +#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 LIQ(DUMMY) (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,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP))) -#define PCT(N) (randrange(100) < (N)) -#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH) -#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166) -#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT)) - -/* 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) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182) -#define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179) - -/* vocabulary items */ -extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, - BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, - CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS, - EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, INVENT, - JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL, - OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM, - RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE, - STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2, - URN, VASE, VEND, VOLCAN, WATER; -/* everything else */ -extern long K, SPK, WD1, WD1X, WD2, WD2X; +#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) + +/* + * 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_CATCH 301200308 +#define WORD_GO 715 +#define WORD_POUR 16152118 +#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 + +/* end */ +