1 #include <stdio.h>
2 #include <stdlib.h>
3 #include <stdbool.h>
4 #include <stdarg.h>
5 #include <inttypes.h>
6 
7 #include "dungeon.h"
8 
9 /* LCG PRNG parameters tested against
10  * Knuth vol. 2. by the original authors */
11 #define LCG_A 1093L
12 #define LCG_C 221587L
13 #define LCG_M 1048576L
14 
15 #define LINESIZE       1024
16 #define TOKLEN         5          // # sigificant characters in a token */
17 #define NDWARVES       6          // number of dwarves
18 #define PIRATE         NDWARVES   // must be NDWARVES-1 when zero-origin
19 #define DALTLC         LOC_NUGGET // alternate dwarf location
20 #define INVLIMIT       7          // inventory limit (# of objects)
21 #define INTRANSITIVE   -1         // illegal object number
22 #define GAMELIMIT      330        // base limit of turns
23 #define NOVICELIMIT    1000       // limit of turns for novice
24 #define WARNTIME       30         // late game starts at game.limit-this
25 #define FLASHTIME      50         // turns from first warning till blinding flash
26 #define PANICTIME      15         // time left after closing
27 #define BATTERYLIFE    2500       // turn limit increment from batteries
28 #define WORD_NOT_FOUND -1         // "Word not found" flag value for the vocab hash functions.
29 #define WORD_EMPTY     0          // "Word empty" flag value for the vocab hash functions
30 #define CARRIED        -1         // Player is toting it
31 #define READ_MODE      "rb"       // b is not needed for POSIX but harmless
32 #define WRITE_MODE     "wb"       // b is not needed for POSIX but harmless
33 
34 /* Special object-state values - integers > 0 are object-specific */
35 #define STATE_NOTFOUND  -1	  // 'Not found" state of treasures */
36 #define STATE_FOUND	0	  // After discovered, before messed with
37 #define STATE_IN_CAVITY	1	  // State value common to all gemstones
38 
39 /* Special fixed object-state values - integers > 0 are location */
40 #define IS_FIXED -1
41 #define IS_FREE 0
42 
43 /* Map a state property value to a negative range, where the object cannot be
44  * picked up but the value can be recovered later.  Avoid colliding with -1,
45  * which has its own meaning. */
46 #define STASHED(obj)	(-1 - game.prop[obj])
47 
48 /*
49  *  DESTROY(N)  = Get rid of an item by putting it in LOC_NOWHERE
50  *  MOD(N,M)    = Arithmetic modulus
51  *  TOTING(OBJ) = true if the OBJ is being carried
52  *  AT(OBJ)     = true if on either side of two-placed object
53  *  HERE(OBJ)   = true if the OBJ is at "LOC" (or is being carried)
54  *  CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
55  *  LIQUID()    = object number of liquid in bottle
56  *  LIQLOC(LOC) = object number of liquid (if any) at LOC
57  *  FORCED(LOC) = true if LOC moves without asking for input (COND=2)
58  *  DARK(LOC)   = true if location "LOC" is dark
59  *  PCT(N)      = true N% of the time (N integer from 0 to 100)
60  *  GSTONE(OBJ) = true if OBJ is a gemstone
61  *  FOREST(LOC) = true if LOC is part of the forest
62  *  OUTSID(LOC) = true if location not in the cave
63  *  INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game
64  *  INDEEP(LOC) = true if location is in the Hall of Mists or deeper
65  *  BUG(X)      = report bug and exit
66  */
67 #define DESTROY(N)   move(N, LOC_NOWHERE)
68 #define MOD(N,M)     ((N) % (M))
69 #define TOTING(OBJ)  (game.place[OBJ] == CARRIED)
70 #define AT(OBJ)      (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
71 #define HERE(OBJ)    (AT(OBJ) || TOTING(OBJ))
72 #define CNDBIT(L,N)  (tstbit(conditions[L],N))
73 #define LIQUID()     (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT )
74 #define LIQLOC(LOC)  (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
75 #define FORCED(LOC)  CNDBIT(LOC, COND_FORCED)
76 #define DARK(DUMMY)  (!CNDBIT(game.loc,COND_LIT) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
77 #define PCT(N)       (randrange(100) < (N))
78 #define GSTONE(OBJ)  ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
79 #define FOREST(LOC)  CNDBIT(LOC, COND_FOREST)
80 #define OUTSID(LOC)  (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
81 #define INSIDE(LOC)  (!OUTSID(LOC) || LOC == LOC_BUILDING)
82 #define INDEEP(LOC)  ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
83 #define BUG(x)       bug(x, #x)
84 
85 enum bugtype {
86     SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
87     VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
88     INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
89     TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
90     CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
91     LOCATION_HAS_NO_TRAVEL_ENTRIES,
92     HINT_NUMBER_EXCEEDS_GOTO_LIST,
93     SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
94     ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
95 };
96 
97 enum speaktype {touch, look, hear, study, change};
98 
99 enum termination {endgame, quitgame, scoregame};
100 
101 enum speechpart {unknown, intransitive, transitive};
102 
103 typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
104 
105 typedef enum scorebonus {none, splatter, defeat, victory} score_t;
106 
107 /* Phase codes for action returns.
108  * These were at one time FORTRAN line numbers.
109  * The values don't matter, but perturb their order at your peril.
110  */
111 typedef enum {
112     GO_TERMINATE,
113     GO_MOVE,
114     GO_TOP,
115     GO_CLEAROBJ,
116     GO_CHECKHINT,
117     GO_WORD2,
118     GO_UNKNOWN,
119     GO_DWARFWAKE,
120 } phase_codes_t;
121 
122 typedef int vocab_t;  // index into a vocabulary array */
123 typedef int verb_t;   // index into an actions array */
124 typedef int obj_t;    // index into the object array */
125 typedef int loc_t;    // index into the locations array */
126 typedef int turn_t;   // turn counter or threshold */
127 
128 struct game_t {
129     int32_t lcg_x;
130     int abbnum;                  // How often to print int descriptions
131     score_t bonus;               // What kind of finishing bonus we are getting
132     loc_t chloc;                 // pirate chest location
133     loc_t chloc2;                // pirate chest alternate location
134     turn_t clock1;               // # turns from finding last treasure to close
135     turn_t clock2;               // # turns from warning till blinding flash
136     bool clshnt;                 // has player read the clue in the endgame?
137     bool closed;                 // whether we're all the way closed
138     bool closng;                 // whether it's closing time yet
139     bool lmwarn;                 // has player been warned about lamp going dim?
140     bool novice;                 // asked for instructions at start-up?
141     bool panic;                  // has player found out he's trapped?
142     bool wzdark;                 // whether the loc he's leaving was dark
143     bool blooded;                // has player drunk of dragon's blood?
144     int conds;                   // min value for cond[loc] if loc has any hints
145     int detail;                  // level of detail in descriptions
146 
147     /*  dflag controls the level of activation of dwarves:
148      *	0	No dwarf stuff yet (wait until reaches Hall Of Mists)
149      *	1	Reached Hall Of Mists, but hasn't met first dwarf
150      *	2	Met first dwarf, others start moving, no knives thrown yet
151      *	3	A knife has been thrown (first set always misses)
152      *	3+	Dwarves are mad (increases their accuracy) */
153     int dflag;
154 
155     int dkill;                   // dwarves killed
156     int dtotal;                  // total dwarves (including pirate) in loc
157     int foobar;                  // progress in saying "FEE FIE FOE FOO".
158     int holdng;                  // number of objects being carried
159     int igo;                     // # uses of "go" instead of a direction
160     int iwest;                   // # times he's said "west" instead of "w"
161     int knfloc;                  // knife location; 0 if none, -1 after caveat
162     turn_t limit;                // lifetime of lamp
163     loc_t loc;                   // where player is now
164     loc_t newloc;                // where player is going
165     turn_t numdie;               // number of times killed so far
166     loc_t oldloc;                // where player was
167     loc_t oldlc2;                // where player was two moves ago
168     obj_t oldobj;                // last object player handled
169     int saved;                   // point penalty for saves
170     int tally;                   // count of treasures gained
171     int thresh;                  // current threshold for endgame scoring tier
172     turn_t trndex;               // FIXME: not used, remove on next format bump
173     turn_t trnluz;               // # points lost so far due to turns used
174     turn_t turns;                // counts commands given (ignores yes/no)
175     char zzword[TOKLEN + 1];     // randomly generated magic word from bird
176     int abbrev[NLOCATIONS + 1];  // has location been seen?
177     int atloc[NLOCATIONS + 1];   // head of object linked list per location
178     int dseen[NDWARVES + 1];     // true if dwarf has seen him
179     loc_t dloc[NDWARVES + 1];    // location of dwarves, initially hard-wired in
180     loc_t odloc[NDWARVES + 1];   // prior loc of each dwarf, initially garbage
181     loc_t fixed[NOBJECTS + 1];   // fixed location of object (if  not IS_FREE)
182     obj_t link[NOBJECTS * 2 + 1];// object-list links
183     loc_t place[NOBJECTS + 1];   // location of object
184     int hinted[NHINTS];          // hinted[i] = true iff hint i has been used.
185     int hintlc[NHINTS];          // hintlc[i] = how int at LOC with cond bit i
186     int prop[NOBJECTS + 1];      // object state array */
187 };
188 
189 /*
190  * Game application settings - settings, but not state of the game, per se.
191  * This data is not saved in a saved game.
192  */
193 struct settings_t {
194     FILE *logfp;
195     bool oldstyle;
196     bool prompt;
197 };
198 
199 typedef struct {
200     char raw[LINESIZE];
201     vocab_t id;
202     word_type_t type;
203 } command_word_t;
204 
205 typedef enum {EMPTY, RAW, TOKENIZED, GIVEN, PREPROCESSED, PROCESSING, EXECUTED} command_state_t;
206 
207 typedef struct {
208     enum speechpart part;
209     command_word_t word[2];
210     verb_t verb;
211     obj_t obj;
212     command_state_t state;
213 } command_t;
214 
215 extern struct game_t game;
216 extern struct settings_t settings;
217 
218 extern bool get_command_input(command_t *);
219 extern void clear_command(command_t *);
220 extern void speak(const char*, ...);
221 extern void sspeak(int msg, ...);
222 extern void pspeak(vocab_t, enum speaktype, bool, int, ...);
223 extern void rspeak(vocab_t, ...);
224 extern void echo_input(FILE*, const char*, const char*);
225 extern bool silent_yes(void);
226 extern bool yes(const char*, const char*, const char*);
227 extern void juggle(obj_t);
228 extern void move(obj_t, loc_t);
229 extern loc_t put(obj_t, int, int);
230 extern void carry(obj_t, loc_t);
231 extern void drop(obj_t, loc_t);
232 extern int atdwrf(loc_t);
233 extern int setbit(int);
234 extern bool tstbit(int, int);
235 extern void set_seed(int32_t);
236 extern int32_t randrange(int32_t);
237 extern int score(enum termination);
238 extern void terminate(enum termination) __attribute__((noreturn));
239 extern int savefile(FILE *, int32_t);
240 extern int suspend(void);
241 extern int resume(void);
242 extern int restore(FILE *);
243 extern int initialise(void);
244 extern phase_codes_t action(command_t);
245 extern void state_change(obj_t, int);
246 extern bool is_valid(struct game_t);
247 
248 void bug(enum bugtype, const char *) __attribute__((__noreturn__));
249 
250 /* represent an empty command word */
251 static const command_word_t empty_command_word = {
252     .raw = "",
253     .id = WORD_EMPTY,
254     .type = NO_WORD_TYPE,
255 };
256 
257 /* end */
258