2 * Dungeon types and macros.
4 * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
5 * SPDX-License-Identifier: BSD-2-Clause
15 /* LCG PRNG parameters tested against
16 * Knuth vol. 2. by the original authors */
19 #define LCG_M 1048576L
22 #define TOKLEN 5 // # outputting characters in a token */
23 #define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin
24 #define DALTLC LOC_NUGGET // alternate dwarf location
25 #define INVLIMIT 7 // inventory limit (# of objects)
26 #define INTRANSITIVE -1 // illegal object number
27 #define GAMELIMIT 330 // base limit of turns
28 #define NOVICELIMIT 1000 // limit of turns for novice
29 #define WARNTIME 30 // late game starts at game.limit-this
30 #define FLASHTIME 50 // turns from first warning till blinding flash
31 #define PANICTIME 15 // time left after closing
32 #define BATTERYLIFE 2500 // turn limit increment from batteries
33 #define WORD_NOT_FOUND \
34 -1 // "Word not found" flag value for the vocab hash functions.
35 #define WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions
36 #define PIT_KILL_PROB 35 // Percentage probability of dying from fall in pit.
37 #define CARRIED -1 // Player is toting it
38 #define READ_MODE "rb" // b is not needed for POSIX but harmless
39 #define WRITE_MODE "wb" // b is not needed for POSIX but harmless
41 /* Special object-state values - integers > 0 are object-specific */
42 #define STATE_NOTFOUND -1 // 'Not found" state of treasures
43 #define STATE_FOUND 0 // After discovered, before messed with
44 #define STATE_IN_CAVITY 1 // State value common to all gemstones
46 /* Special fixed object-state values - integers > 0 are location */
51 /* (ESR) It is fitting that translation of the original ADVENT should
52 * have left us a maze of twisty little conditionals that resists all
53 * understanding. Setting and use of what is now the per-object state
54 * member (which used to be an array of its own) is our mystery. This
55 * state tangles together information about whether the object is a
56 * treasure, whether the player has seen it yet, and its activation
59 * Things we think we know:
61 * STATE_NOTFOUND is only set on treasures. Non-treasures start the
62 * game in STATE_FOUND.
64 * PROP_STASHED is supposed to map a state property value to a
65 * negative range, where the object cannot be picked up but the value
66 * can be recovered later. Various objects get this property when
67 * the cave starts to close. Only seems to be significant for the bird
68 * and readable objects, notably the clam/oyster - but the code around
69 * those test is difficult to read.
71 #define PROP_STASHIFY(n) (-1 - (n))
72 #define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
73 #define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
74 #define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
75 #define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
76 #define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
77 #define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
78 #define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
79 #define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
81 /* (ESR) Only the boldest of adventurers will explore here. This
82 * alternate set of definitions for the macros above was an attempt to
83 * break from out of the state encoding a per-object "found" member
84 * telling whether or not the player has seen the object.
86 * What's broken when you try to use thus is
87 * PROP_IS_STASHED_OR_UNSEEN. The symptom is game.tally getting
88 * decremented on non-treasures.
90 #define PROP_STASHIFY(n) (-(n))
91 #define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
92 #define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)
93 #define PROP_IS_FOUND(obj) \
94 (game.objects[obj].found && game.objects[obj].prop == 0)
95 #define PROP_IS_STASHED_OR_UNSEEN(obj) \
96 (!game.objects[obj].found || game.objects[obj].prop < 0)
97 #define PROP_SET_FOUND(obj) \
99 game.objects[obj].found = true; \
100 game.objects[obj].prop = STATE_FOUND; \
102 #define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false
103 #define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found)
104 #define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
105 #define PROP_SET_SEEN(obj) game.objects[object].found = true
107 #define PROP_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
112 * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
113 * MOD(N,M) = Arithmetic modulus
114 * TOTING(OBJ) = true if the OBJ is being carried
115 * AT(OBJ) = true if on either side of two-placed object
116 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
117 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
118 * LIQUID() = object number of liquid in bottle
119 * LIQLOC(LOC) = object number of liquid (if any) at LOC
120 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
121 * DARK(LOC) = true if location "LOC" is dark
122 * PCT(N) = true N% of the time (N integer from 0 to 100)
123 * GSTONE(OBJ) = true if OBJ is a gemstone
124 * FOREST(LOC) = true if LOC is part of the forest
125 * OUTSID(LOC) = true if location not in the cave
126 * INSIDE(LOC) = true if location is in the cave or the building at the
127 * beginning of the game INDEEP(LOC) = true if location is in the Hall of Mists
128 * or deeper BUG(X) = report bug and exit
130 #define DESTROY(N) move(N, LOC_NOWHERE)
131 #define MOD(N, M) ((N) % (M))
132 #define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
134 (game.objects[OBJ].place == game.loc || \
135 game.objects[OBJ].fixed == game.loc)
136 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
137 #define CNDBIT(L, N) (tstbit(conditions[L], N))
139 (game.objects[BOTTLE].prop == WATER_BOTTLE ? WATER \
140 : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL \
142 #define LIQLOC(LOC) \
143 (CNDBIT((LOC), COND_FLUID) ? CNDBIT((LOC), COND_OILY) ? OIL : WATER \
145 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
146 #define DARK(DUMMY) \
147 (!CNDBIT(game.loc, COND_LIT) && \
148 (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
149 #define PCT(N) (randrange(100) < (N))
150 #define GSTONE(OBJ) \
151 ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
152 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
153 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
154 #define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
155 #define INDEEP(LOC) CNDBIT((LOC), COND_DEEP)
156 #define BUG(x) bug(x, #x)
159 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
160 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
161 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
162 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
163 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
164 LOCATION_HAS_NO_TRAVEL_ENTRIES,
165 HINT_NUMBER_EXCEEDS_GOTO_LIST,
166 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
167 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
170 enum speaktype { touch, look, hear, study, change };
172 enum termination { endgame, quitgame, scoregame };
174 enum speechpart { unknown, intransitive, transitive };
176 typedef enum { NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC } word_type_t;
178 typedef enum scorebonus { none, splatter, defeat, victory } score_t;
180 /* Phase codes for action returns.
181 * These were at one time FORTRAN line numbers.
194 /* Use fixed-lwength types to make the save format moore portable */
195 typedef int32_t vocab_t; // index into a vocabulary array */
196 typedef int32_t verb_t; // index into an actions array */
197 typedef int32_t obj_t; // index into the object array */
198 typedef int32_t loc_t; // index into the locations array */
199 typedef int32_t turn_t; // turn counter or threshold */
200 typedef int32_t bool32_t; // turn counter or threshold */
204 int32_t abbnum; // How often to print int descriptions
205 score_t bonus; // What kind of finishing bonus we are getting
206 loc_t chloc; // pirate chest location
207 loc_t chloc2; // pirate chest alternate location
208 turn_t clock1; // # turns from finding last treasure to close
209 turn_t clock2; // # turns from warning till blinding flash
210 bool32_t clshnt; // has player read the clue in the endgame?
211 bool32_t closed; // whether we're all the way closed
212 bool32_t closng; // whether it's closing time yet
213 bool32_t lmwarn; // has player been warned about lamp going dim?
214 bool32_t novice; // asked for instructions at start-up?
215 bool32_t panic; // has player found out he's trapped?
216 bool32_t wzdark; // whether the loc he's leaving was dark
217 bool32_t blooded; // has player drunk of dragon's blood?
218 int32_t conds; // min value for cond[loc] if loc has any hints
219 int32_t detail; // level of detail in descriptions
221 /* dflag controls the level of activation of dwarves:
222 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
223 * 1 Reached Hall Of Mists, but hasn't met first dwarf
224 * 2 Met 1t dwarf, others start moving, no knives thrown yet
225 * 3 A knife has been thrown (first set always misses) 3+
226 * Dwarves are mad (increases their accuracy) */
229 int32_t dkill; // dwarves killed
230 int32_t dtotal; // total dwarves (including pirate) in loc
231 int32_t foobar; // progress in saying "FEE FIE FOE FOO".
232 int32_t holdng; // number of objects being carried
233 int32_t igo; // # uses of "go" instead of a direction
234 int32_t iwest; // # times he's said "west" instead of "w"
235 loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
236 turn_t limit; // lifetime of lamp
237 loc_t loc; // where player is now
238 loc_t newloc; // where player is going
239 turn_t numdie; // number of times killed so far
240 loc_t oldloc; // where player was
241 loc_t oldlc2; // where player was two moves ago
242 obj_t oldobj; // last object player handled
243 int32_t saved; // point penalty for saves
244 int32_t tally; // count of treasures gained
245 int32_t thresh; // current threshold for endgame scoring tier
246 bool32_t seenbigwords; // have we red the graffiti in the Giant's Room?
247 turn_t trnluz; // # points lost so far due to turns used
248 turn_t turns; // counts commands given (ignores yes/no)
249 char zzword[TOKLEN + 1]; // randomly generated magic word from bird
251 int32_t abbrev; // has location been seen?
252 int32_t atloc; // head of object linked list per location
253 } locs[NLOCATIONS + 1];
255 int32_t seen; // true if dwarf has seen him
256 loc_t loc; // location of dwarves, initially hard-wired in
257 loc_t oldloc; // prior loc of each dwarf, initially garbage
258 } dwarves[NDWARVES + 1];
261 bool32_t found; // has the location of this object been found?
263 loc_t fixed; // fixed location of object (if not IS_FREE)
264 int32_t prop; // object state */
265 loc_t place; // location of object
266 } objects[NOBJECTS + 1];
268 bool32_t used; // hints[i].used = true iff hint i has been used.
269 int32_t lc; // hints[i].lc = show int at LOC with cond bit i
271 obj_t link[NOBJECTS * 2 + 1]; // object-list links
275 * Game application settings - settings, but not state of the game, per se.
276 * This data is not saved in a saved game.
306 enum speechpart part;
307 command_word_t word[2];
310 command_state_t state;
314 * Bump on save format change.
316 * Note: Verify that the tests run clean before bumping this, then rebuild the
317 * check files afterwards. Otherwise you will get a spurious failure due to the
318 * old version having been generated into a check file.
320 #define SAVE_VERSION 31
323 * Goes at start of file so saves can be identified by file(1) and the like.
325 #define ADVENT_MAGIC "open-adventure\n"
328 * If you change the first three members, the resume function may not properly
329 * reject saves from older versions. Later members can change, but bump the
330 * version when you do that.
333 char magic[sizeof(ADVENT_MAGIC)];
339 extern struct game_t game;
340 extern struct save_t save;
341 extern struct settings_t settings;
343 extern char *myreadline(const char *);
344 extern bool get_command_input(command_t *);
345 extern void clear_command(command_t *);
346 extern void speak(const char *, ...);
347 extern void sspeak(int msg, ...);
348 extern void pspeak(vocab_t, enum speaktype, bool, int, ...);
349 extern void rspeak(vocab_t, ...);
350 extern void echo_input(FILE *, const char *, const char *);
351 extern bool silent_yes_or_no(void);
352 extern bool yes_or_no(const char *, const char *, const char *);
353 extern void juggle(obj_t);
354 extern void move(obj_t, loc_t);
355 extern void put(obj_t, loc_t, int);
356 extern void carry(obj_t, loc_t);
357 extern void drop(obj_t, loc_t);
358 extern int atdwrf(loc_t);
359 extern int setbit(int);
360 extern bool tstbit(int, int);
361 extern void set_seed(int32_t);
362 extern int32_t randrange(int32_t);
363 extern int score(enum termination);
364 extern void terminate(enum termination) __attribute__((noreturn));
365 extern int savefile(FILE *);
366 #if defined ADVENT_AUTOSAVE
367 extern void autosave(void);
369 extern int suspend(void);
370 extern int resume(void);
371 extern int restore(FILE *);
372 extern int initialise(void);
373 extern phase_codes_t action(command_t);
374 extern void state_change(obj_t, int);
375 extern bool is_valid(struct game_t);
376 extern void bug(enum bugtype, const char *) __attribute__((__noreturn__));
378 /* represent an empty command word */
379 static const command_word_t empty_command_word = {
382 .type = NO_WORD_TYPE,