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Amiga Plus Special 21
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AMIGAplus Sonderheft 21 (1999)(ICP)(DE)[!].iso
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SCOTT_A.C
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C/C++ Source or Header
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1999-04-13
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12KB
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645 lines
/*
* ScottFree Revision 1.14b
*
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version
* 2 of the License, or (at your option) any later version.
*
*
* You must have an ANSI C compiler to build this program.
*
* ===================================================================
*
* Version History AMIGA:
* Ver , Date, Author, Comment
* -------------------------------------------------------------------
* 1.0 , 28/07/96, Andreas Aumayr, First public release
* 1.1 , 30/08/96, Andreas Aumayr, Minor changes for new amiga.c
* ___________________________________________________________________
*/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <ctype.h>
#include <stdarg.h>
#include <time.h>
//#include <math.h>
#include "Scott.h"
#include "ansi.c"
#include "protos.h"
#include "amiga6.c"
int OutputPos=0;
void Fatal(char *x)
{
sprintf(str_buf,"\n\n%s!\n",x);
WriteCON(str_buf);
Delay(200);
close_all();
exit(1);
}
void put_choice(void)
{
if (RESTART) {
OutBuf("\nDo you want to (R)estore, re(S)tart or (E)xit the game? ");
Speak("Do you want to R 4 restore, S 4 restart or E 4 exit the game?");
}
else {
OutBuf("\nDo you want to (R)estore or (E)xit the game? ");
Speak("Do you want to R 4 restore or E 4 exit the game?");
}
cursor(TRUE);
}
int RandomPercent(int n)
{
unsigned int rv=rand()<<6;
rv=rv%100;
if(rv<n)
return(1);
return(0);
}
int CountCarried()
{
int ct=0;
int n=0;
while(ct<=GameHeader.NumItems)
{
if(Items[ct].Location==CARRIED)
n++;
ct++;
}
return(n);
}
char *MapSynonym(char *word)
{
int n=1;
char *tp;
static char lastword[16]; /* Last non synonym */
while(n<=GameHeader.NumWords)
{
tp=Nouns[n];
if(*tp=='*')
tp++;
else
strcpy(lastword,tp);
if(Strnicmp(word,tp,GameHeader.WordLength)==0)
return(lastword);
n++;
}
return(NULL);
}
int MatchUpItem(char *text, int loc)
{
char *word=MapSynonym(text);
int ct=0;
if(word==NULL)
word=text;
while(ct<=GameHeader.NumItems)
{
if(Items[ct].AutoGet && Items[ct].Location==loc &&
Strnicmp(Items[ct].AutoGet,word,GameHeader.WordLength)==0)
return(ct);
ct++;
}
return(-1);
}
char *ReadString(FILE *f)
{
char tmp[1024];
char *t;
int c,nc;
int ct=0;
oops: do
{
c=fgetc(f);
}
while(c!=EOF && isspace(c));
if(c!='"')
{
Fatal("Initial quote expected");
}
do
{
c=fgetc(f);
if(c==EOF)
Fatal("EOF in string");
if(c=='"')
{
nc=fgetc(f);
if(nc!='"')
{
ungetc(nc,f);
break;
}
}
if(c==0x60)
c='"'; /* pdd */
tmp[ct++]=c;
}
while(1);
tmp[ct]=0;
t=MemAlloc(ct+1);
memcpy(t,tmp,ct+1);
return(t);
}
void NextLine()
{
WriteCON("\n");
OutputPos = 0;
//OutReset();
}
void Look()
{
static char *ExitNames[6]=
{
"North","South","East","West","Up","Down"
};
Room *r;
int ct,f;
int pos;
CON_handle = env_hdl;
clrscr();
if ((BitFlags&(1L<<DARKBIT)) && Items[LIGHT_SOURCE].Location!= CARRIED
&& Items[LIGHT_SOURCE].Location!= MyLoc) {
if (Options&YOUARE) {
WriteCON("You can't see. It is too dark!\n");
Speak("You can't see. It is too dark!");
}
else {
WriteCON("I can't see. It is too dark!\n");
Speak("I can't see. It is too dark!");
}
if (Options & TRS80_STYLE) WriteCON(TRS80_LINE);
if (GFX && last_pic) Open_Pic(0,PIC);
CON_handle = act_hdl;
return;
}
r=&Rooms[MyLoc];
if(*r->Text=='*') {
sprintf(str_buf,"%s\n",r->Text+1);
OutBuf(str_buf);
Speak(str_buf);
}
else
{
if(Options&YOUARE) {
sprintf(str_buf,"You are %s\n",r->Text);
OutBuf(str_buf);
Speak(str_buf);
}
else {
sprintf(str_buf,"I'm in a %s\n",r->Text);
OutBuf(str_buf);
Speak(str_buf);
}
}
ct=0;
f=0;
WriteCON("\nObvious exits: ");
Speak("Obvious exits are:");
while(ct<6)
{
if(r->Exits[ct]!=0)
{
if(f==0)
f=1;
else
WriteCON(", ");
WriteCON(ExitNames[ct]);
Speak(ExitNames[ct]);
}
ct++;
}
if(f==0) {
WriteCON("none");
Speak("none");
}
WriteCON(".\n");
ct=0;
f=0;
pos=0;
while(ct<=GameHeader.NumItems)
{
if(Items[ct].Location==MyLoc)
{
//printf("Item %d is in Room\n",ct);
if(f==0)
{
if(Options&YOUARE) {
WriteCON("\nYou can also see: ");
Speak("You can also see:");
}
else {
WriteCON("\nI can also see: ");
Speak("I can also see:");
}
pos=16;
f++;
}
else if (!(Options & TRS80_STYLE))
{
WriteCON(" - ");
pos+=3;
}
if(pos+strlen(Items[ct].Text)>(Width-10))
{
pos=0;
WriteCON("\n");
}
WriteCON(Items[ct].Text);
Speak(Items[ct].Text);
pos += strlen(Items[ct].Text);
if (Options & TRS80_STYLE)
{
WriteCON(". ");
pos+=2;
}
}
ct++;
}
if (Options & TRS80_STYLE) WriteCON(TRS80_LINE);
if (GFX) Handle_Pic(MyLoc);
CON_handle = act_hdl;
}
void LoadDatabase(FILE *f, int loud)
{
char buf[32];
int ni,na,nw,nr,mc,pr,tr,wl,lt,mn,trm;
int ct;
short lo;
Action *ap;
Room *rp;
Item *ip;
/* Load the header */
if(fscanf(f,"%*d %d %d %d %d %d %d %d %d %d %d %d",
&ni,&na,&nw,&nr,&mc,&pr,&tr,&wl,<,&mn,&trm,&ct)<10)
Fatal("Invalid database(bad header)");
GameHeader.NumItems=ni;
Items=(Item *)MemAlloc(sizeof(Item)*(ni+1));
GameHeader.NumActions=na;
Actions=(Action *)MemAlloc(sizeof(Action)*(na+1));
GameHeader.NumWords=nw;
GameHeader.WordLength=wl;
Verbs=(char **)MemAlloc(sizeof(char *)*(nw+1));
Nouns=(char **)MemAlloc(sizeof(char *)*(nw+1));
GameHeader.NumRooms=nr;
Rooms=(Room *)MemAlloc(sizeof(Room)*(nr+1));
GameHeader.MaxCarry=mc;
GameHeader.PlayerRoom=pr;
GameHeader.Treasures=tr;
GameHeader.LightTime=lt;
LightRefill=lt;
GameHeader.NumMessages=mn;
Messages=(char **)MemAlloc(sizeof(char *)*(mn+1));
GameHeader.TreasureRoom=trm;
/* Load the actions */
ct=0;
ap=Actions;
if(loud)
printf("Reading %d actions.\n",na);
sprintf(buf,"Actions: %d\n",na);
strcat(GameInfoStr,buf);
while(ct<na+1)
{
if(fscanf(f,"%hd %hd %hd %hd %hd %hd %hd %hd",
&ap->Vocab,
&ap->Condition[0],
&ap->Condition[1],
&ap->Condition[2],
&ap->Condition[3],
&ap->Condition[4],
&ap->Action[0],
&ap->Action[1])!=8)
{
printf("Bad action line (%d)\n",ct);
exit(1);
}
ap++;
ct++;
}
ct=0;
if(loud)
printf("Reading %d word pairs.\n",nw);
sprintf(buf,"Word Pairs: %d\n",nw);
strcat(GameInfoStr,buf);
while(ct<nw+1)
{
Verbs[ct]=ReadString(f);
Nouns[ct]=ReadString(f);
ct++;
}
ct=0;
rp=Rooms;
if(loud)
printf("Reading %d rooms.\n",nr);
sprintf(buf,"Rooms: %d\n",nr);
strcat(GameInfoStr,buf);
while(ct<nr+1)
{
fscanf(f,"%hd %hd %hd %hd %hd %hd",
&rp->Exits[0],&rp->Exits[1],&rp->Exits[2],
&rp->Exits[3],&rp->Exits[4],&rp->Exits[5]);
rp->Text=ReadString(f);
ct++;
rp++;
}
ct=0;
if(loud)
printf("Reading %d messages.\n",mn);
sprintf(buf,"Messages: %d\n",mn);
strcat(GameInfoStr,buf);
while(ct<mn+1)
{
Messages[ct]=ReadString(f);
ct++;
}
ct=0;
if(loud)
printf("Reading %d items.\n",ni);
sprintf(buf,"Items: %d\n",ni);
strcat(GameInfoStr,buf);
ip=Items;
while(ct<ni+1)
{
ip->Text=ReadString(f);
ip->AutoGet=strchr(ip->Text,'/');
/* Some games use // to mean no auto get/drop word! */
if(ip->AutoGet && strcmp(ip->AutoGet,"//") && strcmp(ip->AutoGet,"/*"))
{
char *t;
*ip->AutoGet++=0;
t=strchr(ip->AutoGet,'/');
if(t!=NULL)
*t=0;
}
fscanf(f,"%hd",&lo);
ip->Location=(unsigned char)lo;
ip->InitialLoc=ip->Location;
ip++;
ct++;
}
ct=0;
/* Discard Comment Strings */
while(ct<na+1)
{
free(ReadString(f));
ct++;
}
fscanf(f,"%d",&ct);
if(loud)
printf("Version %d.%02d of Adventure ",ct/100,ct%100);
sprintf(buf,"Version: %d.%02d\n",ct/100,ct%100);
strcat(GameInfoStr,buf);
fscanf(f,"%d",&ct);
if(loud)
printf("%d.\nLoad Complete.\n\n",ct);
sprintf(buf,"Game Nr.: %2d",ct);
strcat(GameInfoStr,buf);
}
void OutReset()
{
OutputPos=0;
gotoxy(1,BottomHeight);
clreol();
}
void OutBuf(char *buffer)
{
char word[80];
int wp,len;
len = strlen(buffer);
while(*buffer)
{
if(OutputPos==0)
{
while(*buffer && isspace(*buffer))
{
if (*buffer=='\n') NextLine();
buffer++;
}
}
if(*buffer==0) {
return;
}
wp=0;
while(*buffer && ((!isspace(*buffer)) || (*(buffer-1) == '*') || (*(buffer+1) == '*')))
{
word[wp++]=*buffer++;
}
word[wp]=0;
//printf("Word '%s' at %d\n",word,OutputPos);
if (LINEWRAP) {
if ((OutputPos + strlen(word) > Width - 2) && (*word != '.')) NextLine();
OutputPos += strlen(word);
}
else {
if (((OutputPos + strlen(word) > Width - 2) && (*word != '.') && (len <= Width)) || (OutputPos == Width)) NextLine();
OutputPos += strlen(word);
if (OutputPos >= Width) OutputPos -= Width;
}
WriteCON(word);
if(*buffer==0) {
return;
}
if (*buffer=='\n') NextLine();
else
{
OutputPos++;
if(OutputPos < (Width-1))
WriteCON(" ");
}
buffer++;
}
}
void Output(char *a)
{
char block[512];
strcpy(block,a);
OutBuf(block);
}
void OutputNumber(int a)
{
char buf[16];
sprintf(buf,"%d ",a);
OutBuf(buf);
}
void GetInput(int *vb, int *no)
{
char buf[256];
char verb[10],noun[10];
int vc,nc;
int num;
do
{
do
{
Output("\nTell me what to do ? ");
Speak("Tell me what to do?");
cursor(TRUE);
LineInput2(buf);
Speak(buf);
cursor(FALSE);
OutReset();
num=sscanf(buf,"%9s %9s",verb,noun);
}
while(num==0||*buf=='\n'||*buf==0);
//printf("%d, %s, %s\n",num,verb,noun);
if(num==1)
*noun=0;
if(*noun==0 && strlen(verb)==1)
{
switch(isupper(*verb)?tolower(*verb):*verb)
{
case 'n':strcpy(verb,"NORTH");break;
case 'e':strcpy(verb,"EAST");break;
case 's':strcpy(verb,"SOUTH");break;
case 'w':strcpy(verb,"WEST");break;
case 'u':strcpy(verb,"UP");break;
case 'd':strcpy(verb,"DOWN");break;
/* Brian Howarth interpreter also supports this */
case 'i':strcpy(verb,"INVENTORY");break;
/* AMIGA interpreter extension */
case 'l':strcpy(verb,"LOOK");break;
}
}
nc=WhichWord(verb,Nouns);
/* The Scott Adams system has a hack to avoid typing 'go' */
if(nc>=1 && nc <=6)
{
vc=1;
}
else
{
vc=WhichWord(verb,Verbs);
nc=WhichWord(noun,Nouns);
}
*vb=vc;
*no=nc;
if(vc==-1)
{
Output("\"");
Output(verb);
Speak(verb);
Output("\" is a word I don't know...sorry!\n");
Speak("is a word I don't know. Sorry!");
}
}
while(vc==-1);
strcpy(NounText,noun); /* Needed by GET/DROP hack */
}
void SaveGame(void)
{
FILE *f;
if (Open_ASL(save_game,save_dir,1) == FALSE) {
Output("Save game canceled.\n");
Speak("Save game canceled.");
return;
}
Make_FFP(save_game,save_dir);
f=fopen(FFP,"w");
if(f==NULL)
{
sprintf(str_buf,"Unable to create save file '%s'.\n",FFP);
Output(str_buf);
Speak("Unable to create save file.");
return;
}
SaveBody(f);
sprintf(str_buf,"Saved '%s'.\n",FFP);
Output(str_buf);
Speak("Game saved.");
return;
}
BOOL LoadGame(char *name)
{
FILE *f=fopen(name,"r");
if(f==NULL)
{
sprintf(str_buf,"Unable to restore game '%s'.\n\n",name);
Output(str_buf);
Speak("Unable to restore game.");
return(TRUE);
}
LoadBody(f);
sprintf(str_buf,"Restored '%s'.\n",name);
Output(str_buf);
Speak("Game restored.");
return(FALSE);
}
BOOL RestoreGame()
{
if (Open_ASL(save_game,save_dir,0) == FALSE) return(TRUE);
Make_FFP(save_game,save_dir);
return(LoadGame(FFP));
}
int WhichWord(char *word, char **list)
{
int n=1;
int ne=1;
char *tp;
/* quick & dirty workaround for missing feature 'RESTORE'
no more need for quit/restart game. */
if(Strnicmp(word,"!RESTORE",GameHeader.WordLength)==0) {
RestoreGame();
strcpy(word,"LOOK");
Redraw = 1;
}
while(ne<=GameHeader.NumWords)
{
tp=list[ne];
if(*tp=='*')
tp++;
else
n=ne;
if(Strnicmp(word,tp,GameHeader.WordLength)==0)
return(n);
ne++;
}
return(-1);
}