textadv/src/game.c

379 lines
8.5 KiB
C

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