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