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)
68 * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
69 * MOD(N,M) = Arithmetic modulus
70 * TOTING(OBJ) = true if the OBJ is being carried
71 * AT(OBJ) = true if on either side of two-placed object
72 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
73 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
74 * LIQUID() = object number of liquid in bottle
75 * LIQLOC(LOC) = object number of liquid (if any) at LOC
76 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
77 * DARK(LOC) = true if location "LOC" is dark
78 * PCT(N) = true N% of the time (N integer from 0 to 100)
79 * GSTONE(OBJ) = true if OBJ is a gemstone
80 * FOREST(LOC) = true if LOC is part of the forest
81 * OUTSID(LOC) = true if location not in the cave
82 * INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game
83 * INDEEP(LOC) = true if location is in the Hall of Mists or deeper
84 * BUG(X) = report bug and exit
86 #define DESTROY(N) move(N, LOC_NOWHERE)
87 #define MOD(N,M) ((N) % (M))
88 #define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
89 #define AT(OBJ) (game.objects[OBJ].place == game.loc || game.objects[OBJ].fixed == game.loc)
90 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
91 #define CNDBIT(L,N) (tstbit(conditions[L],N))
92 #define LIQUID() (game.objects[BOTTLE].prop == WATER_BOTTLE? WATER : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL : NO_OBJECT )
93 #define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
94 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
95 #define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
96 #define PCT(N) (randrange(100) < (N))
97 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
98 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
99 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
100 #define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
101 #define INDEEP(LOC) CNDBIT((LOC),COND_DEEP)
102 #define BUG(x) bug(x, #x)
105 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
106 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
107 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
108 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
109 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
110 LOCATION_HAS_NO_TRAVEL_ENTRIES,
111 HINT_NUMBER_EXCEEDS_GOTO_LIST,
112 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
113 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
116 enum speaktype {touch, look, hear, study, change};
118 enum termination {endgame, quitgame, scoregame};
120 enum speechpart {unknown, intransitive, transitive};
122 typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
124 typedef enum scorebonus {none, splatter, defeat, victory} score_t;
126 /* Phase codes for action returns.
127 * These were at one time FORTRAN line numbers.
140 typedef int vocab_t; // index into a vocabulary array */
141 typedef int verb_t; // index into an actions array */
142 typedef int obj_t; // index into the object array */
143 typedef int loc_t; // index into the locations array */
144 typedef int turn_t; // turn counter or threshold */
148 int abbnum; // How often to print int descriptions
149 score_t bonus; // What kind of finishing bonus we are getting
150 loc_t chloc; // pirate chest location
151 loc_t chloc2; // pirate chest alternate location
152 turn_t clock1; // # turns from finding last treasure to close
153 turn_t clock2; // # turns from warning till blinding flash
154 bool clshnt; // has player read the clue in the endgame?
155 bool closed; // whether we're all the way closed
156 bool closng; // whether it's closing time yet
157 bool lmwarn; // has player been warned about lamp going dim?
158 bool novice; // asked for instructions at start-up?
159 bool panic; // has player found out he's trapped?
160 bool wzdark; // whether the loc he's leaving was dark
161 bool blooded; // has player drunk of dragon's blood?
162 int conds; // min value for cond[loc] if loc has any hints
163 int detail; // level of detail in descriptions
165 /* dflag controls the level of activation of dwarves:
166 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
167 * 1 Reached Hall Of Mists, but hasn't met first dwarf
168 * 2 Met first dwarf, others start moving, no knives thrown yet
169 * 3 A knife has been thrown (first set always misses)
170 * 3+ Dwarves are mad (increases their accuracy) */
173 int dkill; // dwarves killed
174 int dtotal; // total dwarves (including pirate) in loc
175 int foobar; // progress in saying "FEE FIE FOE FOO".
176 int holdng; // number of objects being carried
177 int igo; // # uses of "go" instead of a direction
178 int iwest; // # times he's said "west" instead of "w"
179 loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
180 turn_t limit; // lifetime of lamp
181 loc_t loc; // where player is now
182 loc_t newloc; // where player is going
183 turn_t numdie; // number of times killed so far
184 loc_t oldloc; // where player was
185 loc_t oldlc2; // where player was two moves ago
186 obj_t oldobj; // last object player handled
187 int saved; // point penalty for saves
188 int tally; // count of treasures gained
189 int thresh; // current threshold for endgame scoring tier
190 bool seenbigwords; // have we red the graffiti in the Giant's Room?
191 turn_t trnluz; // # points lost so far due to turns used
192 turn_t turns; // counts commands given (ignores yes/no)
193 char zzword[TOKLEN + 1]; // randomly generated magic word from bird
195 int abbrev; // has location been seen?
196 int atloc; // head of object linked list per location
197 } locs[NLOCATIONS + 1];
199 int seen; // true if dwarf has seen him
200 loc_t loc; // location of dwarves, initially hard-wired in
201 loc_t oldloc; // prior loc of each dwarf, initially garbage
202 } dwarves[NDWARVES + 1];
204 loc_t fixed; // fixed location of object (if not IS_FREE)
205 int prop; // object state */
206 loc_t place; // location of object
207 } objects[NOBJECTS + 1];
209 bool used; // hints[i].used = true iff hint i has been used.
210 int lc; // hints[i].lc = show int at LOC with cond bit i
212 obj_t link[NOBJECTS * 2 + 1];// object-list links
216 * Game application settings - settings, but not state of the game, per se.
217 * This data is not saved in a saved game.
236 typedef enum {EMPTY, RAW, TOKENIZED, GIVEN, PREPROCESSED, PROCESSING, EXECUTED} command_state_t;
239 enum speechpart part;
240 command_word_t word[2];
243 command_state_t state;
247 * Bump on save format change.
249 * Note: Verify that the tests run clean before bumping this, then rebuild the check
250 * files afterwards. Otherwise you will get a spurious failure due to the old version
251 * having been generated into a check file.
253 #define SAVE_VERSION 30
256 * Goes at start of file so saves can be identified by file(1) and the like.
258 #define ADVENT_MAGIC "open-adventure\n"
261 * If you change the first three members, the resume function may not properly
262 * reject saves from older versions. Later members can change, but bump the version
266 char magic[sizeof(ADVENT_MAGIC)];
272 extern struct game_t game;
273 extern struct save_t save;
274 extern struct settings_t settings;
276 extern char *myreadline(const char *);
277 extern bool get_command_input(command_t *);
278 extern void clear_command(command_t *);
279 extern void speak(const char*, ...);
280 extern void sspeak(int msg, ...);
281 extern void pspeak(vocab_t, enum speaktype, bool, int, ...);
282 extern void rspeak(vocab_t, ...);
283 extern void echo_input(FILE*, const char*, const char*);
284 extern bool silent_yes_or_no(void);
285 extern bool yes_or_no(const char*, const char*, const char*);
286 extern void juggle(obj_t);
287 extern void move(obj_t, loc_t);
288 extern void put(obj_t, loc_t, int);
289 extern void carry(obj_t, loc_t);
290 extern void drop(obj_t, loc_t);
291 extern int atdwrf(loc_t);
292 extern int setbit(int);
293 extern bool tstbit(int, int);
294 extern void set_seed(int32_t);
295 extern int32_t randrange(int32_t);
296 extern int score(enum termination);
297 extern void terminate(enum termination) __attribute__((noreturn));
298 extern int savefile(FILE *);
299 #if defined ADVENT_AUTOSAVE
300 extern void autosave(void);
302 extern int suspend(void);
303 extern int resume(void);
304 extern int restore(FILE *);
305 extern int initialise(void);
306 extern phase_codes_t action(command_t);
307 extern void state_change(obj_t, int);
308 extern bool is_valid(struct game_t);
309 extern void bug(enum bugtype, const char *) __attribute__((__noreturn__));
311 /* represent an empty command word */
312 static const command_word_t empty_command_word = {
315 .type = NO_WORD_TYPE,