378 lines
8.5 KiB
C
378 lines
8.5 KiB
C
/* Copyright © 2020 tyrolyean
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "game.h"
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#include "structures.h"
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#include "16550.h"
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#include <string.h>
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#include <stdio.h>
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#include <ctype.h>
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char command_buffer[100];
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uint8_t command_buffer_pointer = 0x00;
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uint8_t current_room = ROOM_LONELYROAD;
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uint8_t computer_state = 0;
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bool bear_shot = false;
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void routine_game(){
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if(command_buffer_pointer >= sizeof(command_buffer)){
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command_buffer_pointer = 0x00;
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memset(command_buffer, 0, sizeof(command_buffer));
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println("\nToo much input!");
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return;
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}
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if(command_buffer[command_buffer_pointer-1] == '\n' ||
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command_buffer[command_buffer_pointer-1] == '\r'){
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/* A command from the user has been received, we are ready to
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* do something!*/
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int8_t action_id = -1;
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for(size_t i = 0; i < sizeof(action_table)/sizeof(const char*);
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i++){
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if(strncasecmp(action_table[i], command_buffer,
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strlen(action_table[i])) == 0){
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action_id = i;
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break;
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}
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}
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if(action_id < 0){
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println(info_table[1]);
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}else{
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perform_action(action_id);
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}
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command_buffer_pointer = 0x00;
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memset(command_buffer, 0, sizeof(command_buffer));
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}
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return;
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}
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void ingest_user_char(char in){
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if(in == 0x7F /* DELETE CHAR */){
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command_buffer[command_buffer_pointer--] = 0x00;
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}else{
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command_buffer[command_buffer_pointer++] = in;
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}
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return;
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}
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void perform_action(uint8_t action_id){
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putchar_16550('\n', NULL);
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switch(action_id){
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default:
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case ACTION_HELP:
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println("You can:");
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for(size_t i = 0; i < NUM_ACTIONS; i++){
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println(" %s",action_table[i]);
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}
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break;
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case ACTION_DESCRIBE:
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describe_room(current_room, false);
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break;
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case ACTION_NORTH:
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case ACTION_SOUTH:
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case ACTION_WEST:
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case ACTION_EAST:
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move_direction(action_id -1);
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break;
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case ACTION_INVENTORY:
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print_inventory();
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break;
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case ACTION_SEARCH:
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print_room_item();
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break;
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case ACTION_TAKE:
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consume_room_item(command_buffer+
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strlen(action_table[ACTION_TAKE])+1);
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break;
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case ACTION_USE:
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use_item(command_buffer+
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strlen(action_table[ACTION_USE])+1);
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break;
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};
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println(info_table[3]);
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return;
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}
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void move_direction(uint8_t direction){
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if(!room_map_table[current_room][direction]){
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println(info_table[4]);
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return;
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}
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println("Moving towards %s",action_table[direction+1]);
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current_room = room_map_table[current_room][direction];
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describe_room(current_room,true);
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current_track = room_track_map[current_room];
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return;
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}
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void describe_room(uint8_t room, bool auto_desc){
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println(room_table[room]);
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if(room_visited_table[room] && auto_desc){
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room_visited_table[room] = true;
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return;
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}
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room_visited_table[room] = true;
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putchar_16550('\n', NULL);
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println(room_description_table[room]);
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return;
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}
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void print_inventory(){
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bool found_item = false;
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for(size_t i = 0; i < NUM_ITEMS; i++){
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if(inventory[i]){
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found_item = true;
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break;
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}
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}
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if(found_item){
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println("You have:");
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for(size_t i = 0; i < NUM_ITEMS; i++){
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if(inventory[i]){
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println(" %s",item_table[i]);
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}
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}
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}else{
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println("Your inventory is empty");
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}
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return;
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}
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void print_room_item(){
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if(item_room_map[current_room] < 0){
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println(info_table[6]);
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}else{
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println("You found a %s",
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item_table[item_room_map[current_room]]);
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}
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return;
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}
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void consume_room_item(const char* item_name){
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if(item_room_map[current_room] < 0){
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println(info_table[6]);
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}else{
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for(int8_t i = 0; i < NUM_ITEMS; i++){
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if(strncasecmp(item_table[i], item_name,
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strlen(item_table[i])) == 0){
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if(item_room_map[current_room] != i){
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break;
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}
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println("You took the %s",
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item_table[item_room_map[
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current_room]]);
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inventory[item_room_map[current_room]] = true;
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item_room_map[current_room] = -1;
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return;
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}
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}
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println("That's not here...");
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}
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return;
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}
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void use_item(const char* item_name){
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for(size_t i = 0; i < NUM_ITEMS; i++){
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if(strncasecmp(item_table[i], item_name,
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strlen(item_table[i])) == 0){
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use_item_id(i);
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return;
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}
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}
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println(info_table[2]);
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return;
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}
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void use_item_id(uint8_t item_id){
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if(!inventory[item_id]){
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println(info_table[2]);
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return;
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}
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switch(item_id){
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case ITEM_SAUSAGE:
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if(current_room == ROOM_SNDIRTROAD){
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inventory[ITEM_SAUSAGE] = false;
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room_map_table[current_room][DIRECTION_NORTH] =
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ROOM_FIREPLACE;
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println(info_table[10]);
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return;
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}
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break;
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case ITEM_PISTOL:
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if(current_room == ROOM_SNDIRTROAD){
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room_map_table[current_room][DIRECTION_NORTH] =
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ROOM_FIREPLACE;
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println(info_table[7]);
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bear_shot = true;
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return;
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} else if(current_room == ROOM_NOTHING){
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/* The real end i guess. I won't put this in the
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* info table as it *SHOULD* only be displayed
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* once.
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*/
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println("You cry for help. It's no use. You "
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"attempt to shoot yourself. It's no "
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"use... You run out of bullets");
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inventory[ITEM_PISTOL] = false;
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return;
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}
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break;
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case ITEM_KEY:
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if(current_room == ROOM_EWSTREET){
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inventory[ITEM_KEY] = false;
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room_map_table[current_room][DIRECTION_NORTH] =
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ROOM_OLDHOUSE;
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println(info_table[13]);
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return;
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}
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break;
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case ITEM_FLOPPY:
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case ITEM_FLESH:
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case ITEM_SCREWDRIVER:
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case ITEM_KEYBOARD:
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if(current_room == ROOM_COMPUTER){
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if(perform_computer_action(item_id)){
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return;
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}
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}
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break;
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};
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println(info_table[2]);
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return;
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}
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bool perform_computer_action(uint8_t item_id){
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static bool fleshed = false;
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if(item_id == ITEM_KEYBOARD &&
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computer_state == COMPUTER_STATE_NOTHING){
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computer_state = COMPUTER_STATE_KEYBOARD;
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inventory[item_id] = false;
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println("You connected the keyboard");
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return true;
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}
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if(item_id == ITEM_FLOPPY &&
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computer_state == COMPUTER_STATE_KEYBOARD){
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computer_state = COMPUTER_STATE_FLOPPY;
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inventory[item_id] = false;
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println("You inseted the floppy disk");
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return true;
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}
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if(item_id == ITEM_FLESH &&
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computer_state == COMPUTER_STATE_KEYBOARD){
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computer_state = COMPUTER_STATE_FLOPPY;
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inventory[item_id] = false;
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println("You inserted the flesh into the floppy drive");
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fleshed = true;
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return true;
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}
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if(item_id == ITEM_SCREWDRIVER &&
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computer_state == COMPUTER_STATE_FLOPPY){
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computer_state = COMPUTER_STATE_FLOPPY;
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inventory[item_id] = false;
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/* Perform a reset of the game */
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println("You start the computer with the screwdriver, sit down"
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" and watch it boot into a textadventure:");
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reset_game(fleshed);
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return true;
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}
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return false;
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}
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/* Resets the game into "original" state or the bear dead state or the FLESH
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* game state. FLESH is basically the end. You need to reset your computer
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* afterwards.
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*/
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void reset_game(bool fleshed){
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/* clear inventory */
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memset(inventory, 0, sizeof(inventory));
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/* Reset rooms visited */
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memset(room_visited_table, 0, sizeof(inventory));
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/* Reset items in rooms */
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for(size_t i = 0; i < NUM_ROOMS; i++){
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item_room_map[i] = -1;
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}
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if(fleshed){
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current_room = ROOM_NOTHING;
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inventory[ITEM_PISTOL] = true;
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}else if(bear_shot){
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current_room = ROOM_LONELYROAD;
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room_description_table[ROOM_SNDIRTROAD] = sndirtroad_msg[1];
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item_room_map[ROOM_SNDIRTROAD] = ITEM_FLESH;
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}else{
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current_room = ROOM_LONELYROAD;
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room_map_table[ROOM_SNDIRTROAD][DIRECTION_NORTH] = 0x00;
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item_room_map[ROOM_SNDIRTROAD] = ITEM_SAUSAGE;
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item_room_map[ROOM_LONELYROAD] = ITEM_PISTOL;
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item_room_map[ROOM_BASEMENT] = ITEM_FLOPPY;
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}
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item_room_map[ROOM_EWSTREET] = ITEM_KEY;
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item_room_map[ROOM_OLDHOUSE] = ITEM_SCREWDRIVER;
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item_room_map[ROOM_ATTIC] = ITEM_KEYBOARD;
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computer_state = COMPUTER_STATE_NOTHING;
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room_map_table[ROOM_EWSTREET][DIRECTION_NORTH] = 0x00;
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current_track = room_track_map[current_room];
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describe_room(current_room, false);
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return;
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}
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void init_game(){
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room_description_table[ROOM_SNDIRTROAD] = sndirtroad_msg[0];
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info_table[3] = user_action_req_msgs[0];
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return;
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}
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