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 * OBJECT_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 tests is difficult to read.
71 #define PROP_STASHIFY(n) (-1 - (n))
72 #define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
73 #define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
74 #define OBJECT_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
75 #define OBJECT_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
76 #define OBJECT_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
77 #define OBJECT_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
78 #define OBJECT_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
79 #define OBJECT_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
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 out of the state encoding a per-object "found" member
84 * telling whether or not the player has seen the object.
86 #define PROP_STASHIFY(n) (-(n))
87 #define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
88 #define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < 0)
89 #define OBJECT_IS_NOTFOUND(obj) (!game.objects[obj].found)
90 #define OBJECT_IS_FOUND(obj) \
91 (game.objects[obj].found && game.objects[obj].prop == 0)
92 #define OBJECT_IS_STASHED_OR_UNSEEN(obj) \
93 (!game.objects[obj].found || game.objects[obj].prop < 0)
94 #define OBJECT_SET_FOUND(obj) \
96 game.objects[obj].found = true; \
97 game.objects[obj].prop = STATE_FOUND; \
99 #define OBJECT_SET_NOT_FOUND(obj) game.objects[obj].found = false
100 #define OBJECT_IS_NOTFOUND2(g, o) (!g.objects[o].found)
101 #define OBJECT_SET_SEEN(obj) game.objects[object].found = true
103 #define OBJECT_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
108 * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
109 * MOD(N,M) = Arithmetic modulus
110 * TOTING(OBJ) = true if the OBJ is being carried
111 * AT(OBJ) = true if on either side of two-placed object
112 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
113 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
114 * LIQUID() = object number of liquid in bottle
115 * LIQLOC(LOC) = object number of liquid (if any) at LOC
116 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
117 * DARK(LOC) = true if location "LOC" is dark
118 * PCT(N) = true N% of the time (N integer from 0 to 100)
119 * GSTONE(OBJ) = true if OBJ is a gemstone
120 * FOREST(LOC) = true if LOC is part of the forest
121 * OUTSID(LOC) = true if location not in the cave
122 * INSIDE(LOC) = true if location is in the cave or the building at the
123 * beginning of the game INDEEP(LOC) = true if location is in the Hall of Mists
124 * or deeper BUG(X) = report bug and exit
126 #define DESTROY(N) move(N, LOC_NOWHERE)
127 #define MOD(N, M) ((N) % (M))
128 #define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
130 (game.objects[OBJ].place == game.loc || \
131 game.objects[OBJ].fixed == game.loc)
132 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
133 #define CNDBIT(L, N) (tstbit(conditions[L], N))
135 (game.objects[BOTTLE].prop == WATER_BOTTLE ? WATER \
136 : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL \
138 #define LIQLOC(LOC) \
139 (CNDBIT((LOC), COND_FLUID) ? CNDBIT((LOC), COND_OILY) ? OIL : WATER \
141 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
142 #define DARK(DUMMY) \
143 (!CNDBIT(game.loc, COND_LIT) && \
144 (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
145 #define PCT(N) (randrange(100) < (N))
146 #define GSTONE(OBJ) \
147 ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
148 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
149 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
150 #define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
151 #define INDEEP(LOC) CNDBIT((LOC), COND_DEEP)
152 #define BUG(x) bug(x, #x)
155 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
156 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
157 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
158 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
159 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
160 LOCATION_HAS_NO_TRAVEL_ENTRIES,
161 HINT_NUMBER_EXCEEDS_GOTO_LIST,
162 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
163 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
166 enum speaktype { touch, look, hear, study, change };
168 enum termination { endgame, quitgame, scoregame };
170 enum speechpart { unknown, intransitive, transitive };
172 typedef enum { NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC } word_type_t;
174 typedef enum scorebonus { none, splatter, defeat, victory } score_t;
176 /* Phase codes for action returns.
177 * These were at one time FORTRAN line numbers.
190 /* Use fixed-lwength types to make the save format moore portable */
191 typedef int32_t vocab_t; // index into a vocabulary array */
192 typedef int32_t verb_t; // index into an actions array */
193 typedef int32_t obj_t; // index into the object array */
194 typedef int32_t loc_t; // index into the locations array */
195 typedef int32_t turn_t; // turn counter or threshold */
196 typedef int32_t bool32_t; // turn counter or threshold */
200 int32_t abbnum; // How often to print int descriptions
201 score_t bonus; // What kind of finishing bonus we are getting
202 loc_t chloc; // pirate chest location
203 loc_t chloc2; // pirate chest alternate location
204 turn_t clock1; // # turns from finding last treasure to close
205 turn_t clock2; // # turns from warning till blinding flash
206 bool32_t clshnt; // has player read the clue in the endgame?
207 bool32_t closed; // whether we're all the way closed
208 bool32_t closng; // whether it's closing time yet
209 bool32_t lmwarn; // has player been warned about lamp going dim?
210 bool32_t novice; // asked for instructions at start-up?
211 bool32_t panic; // has player found out he's trapped?
212 bool32_t wzdark; // whether the loc he's leaving was dark
213 bool32_t blooded; // has player drunk of dragon's blood?
214 int32_t conds; // min value for cond[loc] if loc has any hints
215 int32_t detail; // level of detail in descriptions
217 /* dflag controls the level of activation of dwarves:
218 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
219 * 1 Reached Hall Of Mists, but hasn't met first dwarf
220 * 2 Met 1t dwarf, others start moving, no knives thrown yet
221 * 3 A knife has been thrown (first set always misses) 3+
222 * Dwarves are mad (increases their accuracy) */
225 int32_t dkill; // dwarves killed
226 int32_t dtotal; // total dwarves (including pirate) in loc
227 int32_t foobar; // progress in saying "FEE FIE FOE FOO".
228 int32_t holdng; // number of objects being carried
229 int32_t igo; // # uses of "go" instead of a direction
230 int32_t iwest; // # times he's said "west" instead of "w"
231 loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
232 turn_t limit; // lifetime of lamp
233 loc_t loc; // where player is now
234 loc_t newloc; // where player is going
235 turn_t numdie; // number of times killed so far
236 loc_t oldloc; // where player was
237 loc_t oldlc2; // where player was two moves ago
238 obj_t oldobj; // last object player handled
239 int32_t saved; // point penalty for saves
240 int32_t tally; // count of treasures gained
241 int32_t thresh; // current threshold for endgame scoring tier
242 bool32_t seenbigwords; // have we red the graffiti in the Giant's Room?
243 turn_t trnluz; // # points lost so far due to turns used
244 turn_t turns; // counts commands given (ignores yes/no)
245 char zzword[TOKLEN + 1]; // randomly generated magic word from bird
247 int32_t abbrev; // has location been seen?
248 int32_t atloc; // head of object linked list per location
249 } locs[NLOCATIONS + 1];
251 int32_t seen; // true if dwarf has seen him
252 loc_t loc; // location of dwarves, initially hard-wired in
253 loc_t oldloc; // prior loc of each dwarf, initially garbage
254 } dwarves[NDWARVES + 1];
257 bool32_t found; // has the location of this object been found?
259 loc_t fixed; // fixed location of object (if not IS_FREE)
260 int32_t prop; // object state */
261 loc_t place; // location of object
262 } objects[NOBJECTS + 1];
264 bool32_t used; // hints[i].used = true iff hint i has been used.
265 int32_t lc; // hints[i].lc = show int at LOC with cond bit i
267 obj_t link[NOBJECTS * 2 + 1]; // object-list links
271 * Game application settings - settings, but not state of the game, per se.
272 * This data is not saved in a saved game.
302 enum speechpart part;
303 command_word_t word[2];
306 command_state_t state;
310 * Bump on save format change.
312 * Note: Verify that the tests run clean before bumping this, then rebuild the
313 * check files afterwards. Otherwise you will get a spurious failure due to the
314 * old version having been generated into a check file.
316 #define SAVE_VERSION 31
319 * Goes at start of file so saves can be identified by file(1) and the like.
321 #define ADVENT_MAGIC "open-adventure\n"
324 * If you change the first three members, the resume function may not properly
325 * reject saves from older versions. Later members can change, but bump the
326 * version when you do that.
329 char magic[sizeof(ADVENT_MAGIC)];
335 extern struct game_t game;
336 extern struct save_t save;
337 extern struct settings_t settings;
339 extern char *myreadline(const char *);
340 extern bool get_command_input(command_t *);
341 extern void clear_command(command_t *);
342 extern void speak(const char *, ...);
343 extern void sspeak(int msg, ...);
344 extern void pspeak(vocab_t, enum speaktype, bool, int, ...);
345 extern void rspeak(vocab_t, ...);
346 extern void echo_input(FILE *, const char *, const char *);
347 extern bool silent_yes_or_no(void);
348 extern bool yes_or_no(const char *, const char *, const char *);
349 extern void juggle(obj_t);
350 extern void move(obj_t, loc_t);
351 extern void put(obj_t, loc_t, int);
352 extern void carry(obj_t, loc_t);
353 extern void drop(obj_t, loc_t);
354 extern int atdwrf(loc_t);
355 extern int setbit(int);
356 extern bool tstbit(int, int);
357 extern void set_seed(int32_t);
358 extern int32_t randrange(int32_t);
359 extern int score(enum termination);
360 extern void terminate(enum termination) __attribute__((noreturn));
361 extern int savefile(FILE *);
362 #if defined ADVENT_AUTOSAVE
363 extern void autosave(void);
365 extern int suspend(void);
366 extern int resume(void);
367 extern int restore(FILE *);
368 extern int initialise(void);
369 extern phase_codes_t action(command_t);
370 extern void state_change(obj_t, int);
371 extern bool is_valid(struct game_t);
372 extern void bug(enum bugtype, const char *) __attribute__((__noreturn__));
374 /* represent an empty command word */
375 static const command_word_t empty_command_word = {
378 .type = NO_WORD_TYPE,