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Amiga Plus Special 21
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AMIGAplus Sonderheft 21 (1999)(ICP)(DE)[!].iso
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PublicDomain
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Spiele
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scott
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source
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Source.lha
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SCOTT.c
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C/C++ Source or Header
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1999-04-04
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18KB
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895 lines
#include "SCOTT_A.c"
void choice(void)
{
BYTE key;
put_choice();
while (1) {
key = KeyInput();
//printf("Key: %c\n",key);
if (tolower(key) == 'e') {
close_all();
exit(0);
}
if (tolower(key) == 'r') {
cursor(FALSE);
WriteCON("Restore\n");
Speak("Restore");
OutReset();
if (RestoreGame() == FALSE) {
Look();
break;
}
else put_choice();
}
if ((tolower(key) == 's') && RESTART) {
cursor(FALSE);
WriteCON("Restart\n");
Speak("Restart");
OutReset();
if ((LoadRestart() == FALSE) && RESTART) {
Restart();
break;
}
else put_choice();
}
}
}
void SaveBody(FILE *f)
{
int ct;
for(ct=0;ct<16;ct++)
{
fprintf(f,"%d %d\n",Counters[ct],RoomSaved[ct]);
}
fprintf(f,"%ld %d %hd %d %d %hd\n",BitFlags, (BitFlags&(1L<<DARKBIT))?1:0,
MyLoc,CurrentCounter,SavedRoom,GameHeader.LightTime);
for(ct=0;ct<=GameHeader.NumItems;ct++)
fprintf(f,"%hd\n",(short)Items[ct].Location);
fclose(f);
}
void LoadBody(FILE *f)
{
int ct;
short lo;
short DarkFlag;
for(ct=0;ct<16;ct++)
{
fscanf(f,"%d %d\n",&Counters[ct],&RoomSaved[ct]);
}
fscanf(f,"%ld %d %hd %d %d %hd\n",
&BitFlags,&DarkFlag,&MyLoc,&CurrentCounter,&SavedRoom,
&GameHeader.LightTime);
/* Backward compatibility */
if(DarkFlag)
BitFlags|=(1L<<15);
for(ct=0;ct<=GameHeader.NumItems;ct++)
{
fscanf(f,"%hd\n",&lo);
Items[ct].Location=(unsigned char)lo;
}
fclose(f);
}
BOOL SaveRestart()
{
FILE *f;
f = fopen(restart_file,"w");
if (f==NULL) return(TRUE);
SaveBody(f);
//SetProtection(restart_file,128);
restart_lock = Lock(restart_file,SHARED_LOCK);
return(FALSE);
}
BOOL LoadRestart()
{
FILE *f=
f = fopen(restart_file,"r");
if (f==NULL) return(TRUE);
LoadBody(f);
return(FALSE);
}
int PerformLine(int ct)
{
int continuation=0;
int param[5],pptr=0;
int act[4];
int cc=0;
while(cc<5)
{
int cv,dv;
cv=Actions[ct].Condition[cc];
dv=cv/20;
cv=cv%20;
//cv%=20;
switch(cv)
{
case 0:
param[pptr++]=dv;
break;
case 1:
if(Items[dv].Location!=CARRIED)
return(0);
break;
case 2:
if(Items[dv].Location!=MyLoc)
return(0);
break;
case 3:
if(Items[dv].Location!=CARRIED&&
Items[dv].Location!=MyLoc)
return(0);
break;
case 4:
if(MyLoc!=dv)
return(0);
break;
case 5:
if(Items[dv].Location==MyLoc)
return(0);
break;
case 6:
if(Items[dv].Location==CARRIED)
return(0);
break;
case 7:
if(MyLoc==dv)
return(0);
break;
case 8:
if((BitFlags&(1L<<dv))==0)
return(0);
break;
case 9:
if(BitFlags&(1L<<dv))
return(0);
break;
case 10:
if(CountCarried()==0)
return(0);
break;
case 11:
if(CountCarried())
return(0);
break;
case 12:
if(Items[dv].Location==CARRIED||Items[dv].Location==MyLoc)
return(0);
break;
case 13:
if(Items[dv].Location==0)
return(0);
break;
case 14:
if(Items[dv].Location)
return(0);
break;
case 15:
if(CurrentCounter>dv)
return(0);
break;
case 16:
if(CurrentCounter<=dv)
return(0);
break;
case 17:
if(Items[dv].Location!=Items[dv].InitialLoc)
return(0);
break;
case 18:
if(Items[dv].Location==Items[dv].InitialLoc)
return(0);
break;
case 19: /* Only seen in Brian Howarth games so far */
if(CurrentCounter!=dv)
return(0);
break;
}
cc++;
}
/* Actions */
act[0]=Actions[ct].Action[0];
act[2]=Actions[ct].Action[1];
act[1]=act[0]%150;
act[3]=act[2]%150;
act[0]/=150;
act[2]/=150;
cc=0;
pptr=0;
while(cc<4)
{
//printf("Action: %d\n",act[cc]);
if(act[cc]>=1 && act[cc]<52)
{
Output(Messages[act[cc]]);
Speak(Messages[act[cc]]);
Output("\n");
}
else if(act[cc]>101)
{
Output(Messages[act[cc]-50]);
Speak(Messages[act[cc]-50]);
Output("\n");
}
else switch(act[cc])
{
case 0: /* NOP */
break;
case 52:
if(CountCarried()==GameHeader.MaxCarry)
{
if(Options&YOUARE) {
Output("You are carrying too much.\n");
Speak("You are carrying too much.");
}
else {
Output("I've too much to carry!\n");
Speak("I've too much to carry!");
}
break;
}
if(Items[param[pptr]].Location==MyLoc)
Redraw=1;
Items[param[pptr++]].Location= CARRIED;
break;
case 53:
Redraw=1;
Items[param[pptr++]].Location=MyLoc;
break;
case 54:
Redraw=1;
MyLoc=param[pptr++];
break;
case 55:
if(Items[param[pptr]].Location==MyLoc)
Redraw=1;
Items[param[pptr++]].Location=0;
break;
case 56:
BitFlags|=1L<<DARKBIT;
break;
case 57:
BitFlags&=~(1L<<DARKBIT);
break;
case 58:
BitFlags|=(1L<<param[pptr++]);
break;
case 59:
if(Items[param[pptr]].Location==MyLoc)
Redraw=1;
Items[param[pptr++]].Location=0;
break;
case 60:
BitFlags&=~(1L<<param[pptr++]);
break;
case 61:
if(Options&YOUARE) {
Output("You are dead.\n");
Speak("You are dead.");
}
else {
Output("I am dead.\n");
Speak("I am dead.");
}
BitFlags&=~(1L<<DARKBIT);
MyLoc=GameHeader.NumRooms; /* It seems to be what the code says! */
Look();
break;
case 62:
{
/* Bug fix for some systems - before it could get parameters wrong */
int i=param[pptr++];
Items[i].Location=param[pptr++];
Redraw=1;
break;
}
case 63:
doneit: OutBuf("The game is now over!\n");
Speak("The game is now over!");
choice();
break;
case 64:
Look();
break;
case 65:
{
int ct=0;
int n=0;
while(ct<=GameHeader.NumItems)
{
if(Items[ct].Location==GameHeader.TreasureRoom &&
*Items[ct].Text=='*')
n++;
ct++;
}
if(Options&YOUARE) {
Output("You have stored ");
Speak("You have stored ");
}
else {
Output("I've stored ");
Speak("I've stored ");
}
OutputNumber(n);
SpeakNum(n);
Output("treasures.\nOn a scale of 0 to 100, that scores ");
Speak("treasures. On a scale of 0 to hundred that scores ");
OutputNumber((n*100)/GameHeader.Treasures);
SpeakNum((n*100)/GameHeader.Treasures);
Output("points.\n");
Speak("points.");
if(n==GameHeader.Treasures)
{
Output("Well done.\n");
Speak("Well done.");
goto doneit;
}
break;
}
case 66:
{
int ct=0;
int f=0;
if(Options&YOUARE) {
Output("You are carrying:\n");
Speak("You are carrying:");
}
else {
Output("I'm carrying:\n");
Speak("I'm carrying:");
}
while(ct<=GameHeader.NumItems)
{
if(Items[ct].Location==CARRIED)
{
if(f==1)
{
if (Options & TRS80_STYLE)
Output(". ");
else
Output(" - ");
}
f=1;
Output(Items[ct].Text);
Speak(Items[ct].Text);
}
ct++;
}
if(f==0) {
Output("Nothing");
Speak("Nothing");
}
Output(".\n");
break;
}
case 67:
BitFlags|=(1L<<0);
break;
case 68:
BitFlags&=~(1L<<0);
break;
case 69:
GameHeader.LightTime=LightRefill;
if(Items[LIGHT_SOURCE].Location==MyLoc)
Redraw=1;
Items[LIGHT_SOURCE].Location=CARRIED;
BitFlags&=~(1L<<LIGHTOUTBIT);
break;
case 70:
clrscr(); /* pdd. */
OutReset();
break;
case 71:
SaveGame();
break;
case 72:
{
int i1=param[pptr++];
int i2=param[pptr++];
int t=Items[i1].Location;
if(t==MyLoc || Items[i2].Location==MyLoc)
Redraw=1;
Items[i1].Location=Items[i2].Location;
Items[i2].Location=t;
break;
}
case 73:
continuation=1;
break;
case 74:
if(Items[param[pptr]].Location==MyLoc)
Redraw=1;
Items[param[pptr++]].Location= CARRIED;
break;
case 75:
{
int i1,i2;
i1=param[pptr++];
i2=param[pptr++];
if(Items[i1].Location==MyLoc)
Redraw=1;
Items[i1].Location=Items[i2].Location;
if(Items[i2].Location==MyLoc)
Redraw=1;
break;
}
case 76: /* Looking at adventure .. */
Look();
break;
case 77:
if(CurrentCounter>=0)
CurrentCounter--;
break;
case 78:
OutputNumber(CurrentCounter);
SpeakNum(CurrentCounter);
break;
case 79:
CurrentCounter=param[pptr++];
break;
case 80:
{
int t=MyLoc;
MyLoc=SavedRoom;
SavedRoom=t;
Redraw=1;
break;
}
case 81:
{
/* This is somewhat guessed. Claymorgue always
seems to do select counter n, thing, select counter n,
but uses one value that always seems to exist. Trying
a few options I found this gave sane results on ageing */
int t=param[pptr++];
int c1=CurrentCounter;
CurrentCounter=Counters[t];
Counters[t]=c1;
break;
}
case 82:
CurrentCounter+=param[pptr++];
break;
case 83:
CurrentCounter-=param[pptr++];
if(CurrentCounter< -1)
CurrentCounter= -1;
/* Note: This seems to be needed. I don't yet
know if there is a maximum value to limit too */
break;
case 84:
Output(NounText);
break;
case 85:
Output(NounText);
Output("\n");
break;
case 86:
Output("\n");
break;
case 87:
{
/* Changed this to swap location<->roomflag[x]
not roomflag 0 and x */
int p=param[pptr++];
int sr=MyLoc;
MyLoc=RoomSaved[p];
RoomSaved[p]=sr;
Redraw=1;
break;
}
case 88:
Delay(100); /* DOC's say 2 seconds. Spectrum times at 1.5 */
break;
case 89:
//printf("A89->Param: %d\n",param[pptr]);
if (GFX) {
if (Handle_Pic(nroom + param[pptr++])) {
WriteCON("\n <Hit Return>\n");
while (KeyInput() != 13) ;
Handle_Pic(MyLoc);
}
}
else pptr++;
/* SAGA draw picture n */
/* Spectrum Seas of Blood - start combat ? */
/* Poking this into older spectrum games causes a crash */
break;
default:
fprintf(stderr,"Unknown action %d [Param begins %d %d]\n",
act[cc],param[pptr],param[pptr+1]);
break;
}
cc++;
}
return(1+continuation);
}
int PerformActions(int vb,int no)
{
static int disable_sysfunc=0; /* Recursion lock */
int d=BitFlags&(1L<<DARKBIT);
int ct=0;
int fl;
int doagain=0;
if(vb==1 && no == -1 )
{
Output("Give me a direction too.\n");
Speak("Give me a direction too.");
return(0);
}
if(vb==1 && no>=1 && no<=6)
{
int nl;
if(Items[LIGHT_SOURCE].Location==MyLoc ||
Items[LIGHT_SOURCE].Location==CARRIED)
d=0;
if(d) {
Output("Dangerous to move in the dark!\n");
Speak("Dangerous to move in the dark!");
}
nl=Rooms[MyLoc].Exits[no-1];
if(nl!=0)
{
MyLoc=nl;
Output("O.K.\n");
Speak("O.K.");
Look();
return(0);
}
if(d)
{
if (Options&YOUARE) {
Output("You fell down and broke your neck.\n");
Speak("You fell down and broke your neck.");
}
else {
Output("I fell down and broke my neck.\n");
Speak("I fell down and broke my neck.");
}
choice();
}
if(Options&YOUARE) {
Output("You can't go in that direction.\n");
Speak("You can't go in that direction.");
}
else {
Output("I can't go in that direction.\n");
Speak("I can't go in that direction.");
}
return(0);
}
fl= -1;
while(ct<=GameHeader.NumActions)
{
int vv,nv;
vv=Actions[ct].Vocab;
/* Think this is now right. If a line we run has an action73
run all following lines with vocab of 0,0 */
if(vb!=0 && (doagain&&vv!=0))
break;
/* Oops.. added this minor cockup fix 1.11 */
if(vb!=0 && !doagain && fl== 0)
break;
nv=vv%150;
vv/=150;
if((vv==vb)||(doagain&&Actions[ct].Vocab==0))
{
if((vv==0 && RandomPercent(nv))||doagain||
(vv!=0 && (nv==no||nv==0)))
{
int f2;
if(fl== -1)
fl= -2;
if((f2=PerformLine(ct))>0)
{
/* ahah finally figured it out ! */
fl=0;
if(f2==2)
doagain=1;
if(vb!=0 && doagain==0)
return(0);
}
}
}
ct++;
if(Actions[ct].Vocab!=0)
doagain=0;
}
if(fl!=0 && disable_sysfunc==0)
{
int i;
if(Items[LIGHT_SOURCE].Location==MyLoc ||
Items[LIGHT_SOURCE].Location==CARRIED)
d=0;
if(vb==10 || vb==18)
{
/* Yes they really _are_ hardcoded values */
if(vb==10)
{
if(stricmp(NounText,"ALL")==0)
{
int ct=0;
int f=0;
if(d) {
Output("It is dark.\n");
Speak("It is dark.");
return 0;
}
while(ct<=GameHeader.NumItems)
{
if(Items[ct].Location==MyLoc && Items[ct].AutoGet!=NULL && Items[ct].AutoGet[0]!='*')
{
no=WhichWord(Items[ct].AutoGet,Nouns);
disable_sysfunc=1; /* Don't recurse into auto get ! */
PerformActions(vb,no); /* Recursively check each items table code */
disable_sysfunc=0;
if(CountCarried()==GameHeader.MaxCarry)
{
if(Options&YOUARE) {
Output("You are carrying too much.\n");
Speak("You are carrying too much.");
}
else {
Output("I've too much to carry.\n");
Speak("I've too much to carry.");
}
return(0);
}
Items[ct].Location= CARRIED;
Redraw=1;
OutBuf(Items[ct].Text);
Speak(Items[ct].Text);
Output(": O.K.\n");
Speak(" O.K.");
f=1;
}
ct++;
}
if(f==0) {
Output("Nothing taken.\n");
Speak("Nothing taken.");
}
return(0);
}
if(no==-1)
{
Output("What ?\n");
Speak("What?");
return(0);
}
if(CountCarried()==GameHeader.MaxCarry)
{
if(Options&YOUARE) {
Output("You are carrying too much.\n");
Speak("You are carrying too much.");
}
else {
Output("I've too much to carry.\n");
Speak("I've too much to carry.");
}
return(0);
}
i=MatchUpItem(NounText,MyLoc);
if(i==-1)
{
if(Options&YOUARE) {
Output("It is beyond your power to do that.\n");
Speak("It is beyond your power to do that.");
}
else {
Output("It's beyond my power to do that.\n");
Speak("It's beyond my power to do that.");
}
return(0);
}
Items[i].Location= CARRIED;
Output("O.K.\n");
Speak("O.K.");
Redraw=1;
return(0);
}
if(vb==18)
{
if(stricmp(NounText,"ALL")==0)
{
int ct=0;
int f=0;
while(ct<=GameHeader.NumItems)
{
if(Items[ct].Location==CARRIED && Items[ct].AutoGet && Items[ct].AutoGet[0]!='*')
{
no=WhichWord(Items[ct].AutoGet,Nouns);
disable_sysfunc=1;
PerformActions(vb,no);
disable_sysfunc=0;
Items[ct].Location=MyLoc;
OutBuf(Items[ct].Text);
Speak(Items[ct].Text);
Output(": O.K.\n");
Speak(" O.K.");
Redraw=1;
f=1;
}
ct++;
}
if(f==0) {
Output("Nothing dropped.\n");
Speak("Nothing dropped.");
}
return(0);
}
if(no==-1)
{
Output("What ?\n");
Speak("What?");
return(0);
}
i=MatchUpItem(NounText,CARRIED);
if(i==-1)
{
if(Options&YOUARE) {
Output("It's beyond your power to do that.\n");
Speak("It's beyond your power to do that.");
}
else {
Output("It's beyond my power to do that.\n");
Speak("It's beyond my power to do that.");
}
return(0);
}
Items[i].Location=MyLoc;
Output("O.K.\n");
Speak("O.K.");
Redraw=1;
return(0);
}
}
}
return(fl);
}
void main(int argc, char *argv[])
{
//FILE *f;
int vb,no;
char prog_name[32];
strcpy(prog_name,argv[0]);
while(argv[1])
{
if(*argv[1]!='-')
break;
switch(argv[1][1])
{
case 'y':
Options|=YOUARE;
break;
case 'i':
Options&=~YOUARE;
break;
case 'd':
Options|=DEBUGGING;
break;
case 's':
Options|=SCOTTLIGHT;
break;
case 't':
Options|=TRS80_STYLE;
break;
case 'p':
Options|=PREHISTORIC_LAMP;
break;
case 'h':
default:
fprintf(stderr,"%s: [-h] [-y] [-s] [-i] [-t] [-d] [-p] <gamename> [savedgame].\n",
argv[0]);
exit(1);
}
if(argv[1][2]!=0) {
fprintf(stderr,"%s: option -%c does not take a parameter.\n",argv[0],argv[1][1]);
exit(1);
}
argv++;
argc--;
}
//printf("%d, %s, %s, %s\n",argc,argv[0],argv[1],argv[2]);
if (argc == 0) {
WBSTART = TRUE;
WBMessage = (struct WBStartup *) argv;
Init(WBMessage->sm_ArgList->wa_Name,"","");
}
else Init(prog_name,((argc<2)?"":argv[1]),((argc<3)?"":argv[2]));
srand(time(NULL));
Look();
while(1)
{
if(Redraw!=0)
{
Look();
Redraw=0;
}
PerformActions(0,0);
if(Redraw!=0)
{
Look();
Redraw=0;
}
GetInput(&vb,&no);
switch(PerformActions(vb,no))
{
case -1:
Output("I don't understand your command.\n");
Speak("I don't understand your command.");
break;
case -2:
Output("I can't do that yet.\n");
Speak("I can't do that yet.");
break;
}
/* Brian Howarth games seem to use -1 for forever */
if(Items[LIGHT_SOURCE].Location/*==-1*/!=DESTROYED && GameHeader.LightTime!= -1)
{
GameHeader.LightTime--;
if(GameHeader.LightTime<1)
{
BitFlags|=(1L<<LIGHTOUTBIT);
if(Items[LIGHT_SOURCE].Location==CARRIED ||
Items[LIGHT_SOURCE].Location==MyLoc)
{
if(Options&SCOTTLIGHT) {
Output("Light has run out! ");
Speak("Light has run out!");
}
else {
Output("Your light has run out. ");
Speak("Your light has run out.");
}
}
if(Options&PREHISTORIC_LAMP)
Items[LIGHT_SOURCE].Location=DESTROYED;
}
else if(GameHeader.LightTime<25)
{
if(Items[LIGHT_SOURCE].Location==CARRIED ||
Items[LIGHT_SOURCE].Location==MyLoc)
{
if(Options&SCOTTLIGHT)
{
Output("Light runs out in ");
Speak("Light runs out in ");
OutputNumber(GameHeader.LightTime);
SpeakNum(GameHeader.LightTime);
Output(" turns. ");
Speak(" turns.");
}
else
{
if(GameHeader.LightTime%5==0) {
Output("Your light is growing dim. ");
Speak("Your light is growing dim.");
}
}
}
}
}
}
}