2 * Dungeon types and macros.
4 * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
5 * SPDX-FileCopyrightText: 2017 by Eric S. Raymond
6 * SPDX-License-Identifier: BSD-2-Clause
16 /* LCG PRNG parameters tested against
17 * Knuth vol. 2. by the original authors */
20 #define LCG_M 1048576L
23 #define TOKLEN 5 // # outputting characters in a token */
24 #define NDWARVES 6 // number of dwarves
25 #define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin
26 #define DALTLC LOC_NUGGET // alternate dwarf location
27 #define INVLIMIT 7 // inventory limit (# of objects)
28 #define INTRANSITIVE -1 // illegal object number
29 #define GAMELIMIT 330 // base limit of turns
30 #define NOVICELIMIT 1000 // limit of turns for novice
31 #define WARNTIME 30 // late game starts at game.limit-this
32 #define FLASHTIME 50 // turns from first warning till blinding flash
33 #define PANICTIME 15 // time left after closing
34 #define BATTERYLIFE 2500 // turn limit increment from batteries
35 #define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
36 #define WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions
37 #define PIT_KILL_PROB 35 // Percentage probability of dying from fall in pit.
38 #define CARRIED -1 // Player is toting it
39 #define READ_MODE "rb" // b is not needed for POSIX but harmless
40 #define WRITE_MODE "wb" // b is not needed for POSIX but harmless
42 /* Special object-state values - integers > 0 are object-specific */
43 #define STATE_NOTFOUND -1 // 'Not found" state of treasures
44 #define STATE_FOUND 0 // After discovered, before messed with
45 #define STATE_IN_CAVITY 1 // State value common to all gemstones
47 /* Special fixed object-state values - integers > 0 are location */
51 /* STASH map a state property value to a negative range, where the object cannot be
52 * picked up but the value can be recovered later. Avoid colliding with -1,
53 * which has its own meaning as STATE_NOTFOUND. */
54 #define PROP_STASHED(obj) (STATE_NOTFOUND - game.objects[obj].prop)
55 #define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
56 #define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
57 /* Don't use this on an object wi nore thab 2 (unstashed) states */
58 #define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
59 /* Magic number -2 allows a PROP_STASHED version of state 1 */
60 #define PROP_IS_INVALID(val) (val < -2 || val > 1)
61 #define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
62 #define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
63 #define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
64 #define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
69 * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
70 * MOD(N,M) = Arithmetic modulus
71 * TOTING(OBJ) = true if the OBJ is being carried
72 * AT(OBJ) = true if on either side of two-placed object
73 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
74 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
75 * LIQUID() = object number of liquid in bottle
76 * LIQLOC(LOC) = object number of liquid (if any) at LOC
77 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
78 * DARK(LOC) = true if location "LOC" is dark
79 * PCT(N) = true N% of the time (N integer from 0 to 100)
80 * GSTONE(OBJ) = true if OBJ is a gemstone
81 * FOREST(LOC) = true if LOC is part of the forest
82 * OUTSID(LOC) = true if location not in the cave
83 * INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game
84 * INDEEP(LOC) = true if location is in the Hall of Mists or deeper
85 * BUG(X) = report bug and exit
87 #define DESTROY(N) move(N, LOC_NOWHERE)
88 #define MOD(N,M) ((N) % (M))
89 #define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
90 #define AT(OBJ) (game.objects[OBJ].place == game.loc || game.objects[OBJ].fixed == game.loc)
91 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
92 #define CNDBIT(L,N) (tstbit(conditions[L],N))
93 #define LIQUID() (game.objects[BOTTLE].prop == WATER_BOTTLE? WATER : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL : NO_OBJECT )
94 #define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
95 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
96 #define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
97 #define PCT(N) (randrange(100) < (N))
98 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
99 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
100 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
101 #define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
102 #define INDEEP(LOC) CNDBIT((LOC),COND_DEEP)
103 #define BUG(x) bug(x, #x)
106 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
107 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
108 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
109 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
110 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
111 LOCATION_HAS_NO_TRAVEL_ENTRIES,
112 HINT_NUMBER_EXCEEDS_GOTO_LIST,
113 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
114 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
117 enum speaktype {touch, look, hear, study, change};
119 enum termination {endgame, quitgame, scoregame};
121 enum speechpart {unknown, intransitive, transitive};
123 typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
125 typedef enum scorebonus {none, splatter, defeat, victory} score_t;
127 /* Phase codes for action returns.
128 * These were at one time FORTRAN line numbers.
141 typedef int vocab_t; // index into a vocabulary array */
142 typedef int verb_t; // index into an actions array */
143 typedef int obj_t; // index into the object array */
144 typedef int loc_t; // index into the locations array */
145 typedef int turn_t; // turn counter or threshold */
149 int abbnum; // How often to print int descriptions
150 score_t bonus; // What kind of finishing bonus we are getting
151 loc_t chloc; // pirate chest location
152 loc_t chloc2; // pirate chest alternate location
153 turn_t clock1; // # turns from finding last treasure to close
154 turn_t clock2; // # turns from warning till blinding flash
155 bool clshnt; // has player read the clue in the endgame?
156 bool closed; // whether we're all the way closed
157 bool closng; // whether it's closing time yet
158 bool lmwarn; // has player been warned about lamp going dim?
159 bool novice; // asked for instructions at start-up?
160 bool panic; // has player found out he's trapped?
161 bool wzdark; // whether the loc he's leaving was dark
162 bool blooded; // has player drunk of dragon's blood?
163 int conds; // min value for cond[loc] if loc has any hints
164 int detail; // level of detail in descriptions
166 /* dflag controls the level of activation of dwarves:
167 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
168 * 1 Reached Hall Of Mists, but hasn't met first dwarf
169 * 2 Met first dwarf, others start moving, no knives thrown yet
170 * 3 A knife has been thrown (first set always misses)
171 * 3+ Dwarves are mad (increases their accuracy) */
174 int dkill; // dwarves killed
175 int dtotal; // total dwarves (including pirate) in loc
176 int foobar; // progress in saying "FEE FIE FOE FOO".
177 int holdng; // number of objects being carried
178 int igo; // # uses of "go" instead of a direction
179 int iwest; // # times he's said "west" instead of "w"
180 loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
181 turn_t limit; // lifetime of lamp
182 loc_t loc; // where player is now
183 loc_t newloc; // where player is going
184 turn_t numdie; // number of times killed so far
185 loc_t oldloc; // where player was
186 loc_t oldlc2; // where player was two moves ago
187 obj_t oldobj; // last object player handled
188 int saved; // point penalty for saves
189 int tally; // count of treasures gained
190 int thresh; // current threshold for endgame scoring tier
191 bool seenbigwords; // have we red the graffiti in the Giant's Room?
192 turn_t trnluz; // # points lost so far due to turns used
193 turn_t turns; // counts commands given (ignores yes/no)
194 char zzword[TOKLEN + 1]; // randomly generated magic word from bird
196 int abbrev; // has location been seen?
197 int atloc; // head of object linked list per location
198 } locs[NLOCATIONS + 1];
200 int seen; // true if dwarf has seen him
201 loc_t loc; // location of dwarves, initially hard-wired in
202 loc_t oldloc; // prior loc of each dwarf, initially garbage
203 } dwarves[NDWARVES + 1];
205 loc_t fixed; // fixed location of object (if not IS_FREE)
206 int prop; // object state */
207 loc_t place; // location of object
208 } objects[NOBJECTS + 1];
210 bool used; // hints[i].used = true iff hint i has been used.
211 int lc; // hints[i].lc = show int at LOC with cond bit i
213 obj_t link[NOBJECTS * 2 + 1];// object-list links
217 * Game application settings - settings, but not state of the game, per se.
218 * This data is not saved in a saved game.
237 typedef enum {EMPTY, RAW, TOKENIZED, GIVEN, PREPROCESSED, PROCESSING, EXECUTED} command_state_t;
240 enum speechpart part;
241 command_word_t word[2];
244 command_state_t state;
248 * Bump on save format change.
250 * Note: Verify that the tests run clean before bumping this, then rebuild the check
251 * files afterwards. Otherwise you will get a spurious failure due to the old version
252 * having been generated into a check file.
254 #define SAVE_VERSION 30
257 * Goes at start of file so saves can be identified by file(1) and the like.
259 #define ADVENT_MAGIC "open-adventure\n"
262 * If you change the first three members, the resume function may not properly
263 * reject saves from older versions. Later members can change, but bump the version
267 char magic[sizeof(ADVENT_MAGIC)];
273 extern struct game_t game;
274 extern struct save_t save;
275 extern struct settings_t settings;
277 extern char *myreadline(const char *);
278 extern bool get_command_input(command_t *);
279 extern void clear_command(command_t *);
280 extern void speak(const char*, ...);
281 extern void sspeak(int msg, ...);
282 extern void pspeak(vocab_t, enum speaktype, bool, int, ...);
283 extern void rspeak(vocab_t, ...);
284 extern void echo_input(FILE*, const char*, const char*);
285 extern bool silent_yes_or_no(void);
286 extern bool yes_or_no(const char*, const char*, const char*);
287 extern void juggle(obj_t);
288 extern void move(obj_t, loc_t);
289 extern void put(obj_t, loc_t, int);
290 extern void carry(obj_t, loc_t);
291 extern void drop(obj_t, loc_t);
292 extern int atdwrf(loc_t);
293 extern int setbit(int);
294 extern bool tstbit(int, int);
295 extern void set_seed(int32_t);
296 extern int32_t randrange(int32_t);
297 extern int score(enum termination);
298 extern void terminate(enum termination) __attribute__((noreturn));
299 extern int savefile(FILE *);
300 #if defined ADVENT_AUTOSAVE
301 extern void autosave(void);
303 extern int suspend(void);
304 extern int resume(void);
305 extern int restore(FILE *);
306 extern int initialise(void);
307 extern phase_codes_t action(command_t);
308 extern void state_change(obj_t, int);
309 extern bool is_valid(struct game_t);
310 extern void bug(enum bugtype, const char *) __attribute__((__noreturn__));
312 /* represent an empty command word */
313 static const command_word_t empty_command_word = {
316 .type = NO_WORD_TYPE,