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 /* PROP_STASHED maps a state property value to a negative range, where the object
52 * cannot be picked up but the value can be recovered later. */
54 /* PROP_STASHED needs ro avoid colliding with -1,
55 * which has its own meaning as STATE_NOTFOUND. */
56 #define PROP_STASHED(obj) (STATE_NOTFOUND - game.objects[obj].prop)
57 #define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
58 #define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
59 #define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
60 #define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
61 #define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
62 #define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
63 #define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
64 #define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
66 #define PROP_STASHED(obj) (-game.objects[obj].prop)
67 #define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
68 #define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)
69 #define PROP_IS_FOUND(obj) (game.objects[obj].found && game.objects[obj].prop == 0)
70 #define PROP_IS_STASHED_OR_UNSEEN(obj) (!game.objects[obj].found || game.objects[obj].prop < 0)
71 #define PROP_SET_FOUND(obj) do {game.objects[obj].found = true; game.objects[obj].prop = STATE_FOUND;} while(0)
72 #define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false
73 #define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found)
74 #define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
80 * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
81 * MOD(N,M) = Arithmetic modulus
82 * TOTING(OBJ) = true if the OBJ is being carried
83 * AT(OBJ) = true if on either side of two-placed object
84 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
85 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
86 * LIQUID() = object number of liquid in bottle
87 * LIQLOC(LOC) = object number of liquid (if any) at LOC
88 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
89 * DARK(LOC) = true if location "LOC" is dark
90 * PCT(N) = true N% of the time (N integer from 0 to 100)
91 * GSTONE(OBJ) = true if OBJ is a gemstone
92 * FOREST(LOC) = true if LOC is part of the forest
93 * OUTSID(LOC) = true if location not in the cave
94 * INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game
95 * INDEEP(LOC) = true if location is in the Hall of Mists or deeper
96 * BUG(X) = report bug and exit
98 #define DESTROY(N) move(N, LOC_NOWHERE)
99 #define MOD(N,M) ((N) % (M))
100 #define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
101 #define AT(OBJ) (game.objects[OBJ].place == game.loc || game.objects[OBJ].fixed == game.loc)
102 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
103 #define CNDBIT(L,N) (tstbit(conditions[L],N))
104 #define LIQUID() (game.objects[BOTTLE].prop == WATER_BOTTLE? WATER : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL : NO_OBJECT )
105 #define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
106 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
107 #define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
108 #define PCT(N) (randrange(100) < (N))
109 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
110 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
111 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
112 #define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
113 #define INDEEP(LOC) CNDBIT((LOC),COND_DEEP)
114 #define BUG(x) bug(x, #x)
117 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
118 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
119 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
120 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
121 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
122 LOCATION_HAS_NO_TRAVEL_ENTRIES,
123 HINT_NUMBER_EXCEEDS_GOTO_LIST,
124 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
125 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
128 enum speaktype {touch, look, hear, study, change};
130 enum termination {endgame, quitgame, scoregame};
132 enum speechpart {unknown, intransitive, transitive};
134 typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
136 typedef enum scorebonus {none, splatter, defeat, victory} score_t;
138 /* Phase codes for action returns.
139 * These were at one time FORTRAN line numbers.
152 typedef int vocab_t; // index into a vocabulary array */
153 typedef int verb_t; // index into an actions array */
154 typedef int obj_t; // index into the object array */
155 typedef int loc_t; // index into the locations array */
156 typedef int turn_t; // turn counter or threshold */
160 int abbnum; // How often to print int descriptions
161 score_t bonus; // What kind of finishing bonus we are getting
162 loc_t chloc; // pirate chest location
163 loc_t chloc2; // pirate chest alternate location
164 turn_t clock1; // # turns from finding last treasure to close
165 turn_t clock2; // # turns from warning till blinding flash
166 bool clshnt; // has player read the clue in the endgame?
167 bool closed; // whether we're all the way closed
168 bool closng; // whether it's closing time yet
169 bool lmwarn; // has player been warned about lamp going dim?
170 bool novice; // asked for instructions at start-up?
171 bool panic; // has player found out he's trapped?
172 bool wzdark; // whether the loc he's leaving was dark
173 bool blooded; // has player drunk of dragon's blood?
174 int conds; // min value for cond[loc] if loc has any hints
175 int detail; // level of detail in descriptions
177 /* dflag controls the level of activation of dwarves:
178 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
179 * 1 Reached Hall Of Mists, but hasn't met first dwarf
180 * 2 Met first dwarf, others start moving, no knives thrown yet
181 * 3 A knife has been thrown (first set always misses)
182 * 3+ Dwarves are mad (increases their accuracy) */
185 int dkill; // dwarves killed
186 int dtotal; // total dwarves (including pirate) in loc
187 int foobar; // progress in saying "FEE FIE FOE FOO".
188 int holdng; // number of objects being carried
189 int igo; // # uses of "go" instead of a direction
190 int iwest; // # times he's said "west" instead of "w"
191 loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
192 turn_t limit; // lifetime of lamp
193 loc_t loc; // where player is now
194 loc_t newloc; // where player is going
195 turn_t numdie; // number of times killed so far
196 loc_t oldloc; // where player was
197 loc_t oldlc2; // where player was two moves ago
198 obj_t oldobj; // last object player handled
199 int saved; // point penalty for saves
200 int tally; // count of treasures gained
201 int thresh; // current threshold for endgame scoring tier
202 bool seenbigwords; // have we red the graffiti in the Giant's Room?
203 turn_t trnluz; // # points lost so far due to turns used
204 turn_t turns; // counts commands given (ignores yes/no)
205 char zzword[TOKLEN + 1]; // randomly generated magic word from bird
207 int abbrev; // has location been seen?
208 int atloc; // head of object linked list per location
209 } locs[NLOCATIONS + 1];
211 int seen; // true if dwarf has seen him
212 loc_t loc; // location of dwarves, initially hard-wired in
213 loc_t oldloc; // prior loc of each dwarf, initially garbage
214 } dwarves[NDWARVES + 1];
217 bool found; // has the location of this object bween found?
219 loc_t fixed; // fixed location of object (if not IS_FREE)
220 int prop; // object state */
221 loc_t place; // location of object
222 } objects[NOBJECTS + 1];
224 bool used; // hints[i].used = true iff hint i has been used.
226 int lc; // hints[i].lc = show int at LOC with cond bit i
228 int lc; // hints[i].lc = show int at LOC with cond bit i
231 obj_t link[NOBJECTS * 2 + 1];// object-list links
235 * Game application settings - settings, but not state of the game, per se.
236 * This data is not saved in a saved game.
255 typedef enum {EMPTY, RAW, TOKENIZED, GIVEN, PREPROCESSED, PROCESSING, EXECUTED} command_state_t;
258 enum speechpart part;
259 command_word_t word[2];
262 command_state_t state;
266 * Bump on save format change.
268 * Note: Verify that the tests run clean before bumping this, then rebuild the check
269 * files afterwards. Otherwise you will get a spurious failure due to the old version
270 * having been generated into a check file.
272 #define SAVE_VERSION 30
275 * Goes at start of file so saves can be identified by file(1) and the like.
277 #define ADVENT_MAGIC "open-adventure\n"
280 * If you change the first three members, the resume function may not properly
281 * reject saves from older versions. Later members can change, but bump the version
285 char magic[sizeof(ADVENT_MAGIC)];
291 extern struct game_t game;
292 extern struct save_t save;
293 extern struct settings_t settings;
295 extern char *myreadline(const char *);
296 extern bool get_command_input(command_t *);
297 extern void clear_command(command_t *);
298 extern void speak(const char*, ...);
299 extern void sspeak(int msg, ...);
300 extern void pspeak(vocab_t, enum speaktype, bool, int, ...);
301 extern void rspeak(vocab_t, ...);
302 extern void echo_input(FILE*, const char*, const char*);
303 extern bool silent_yes_or_no(void);
304 extern bool yes_or_no(const char*, const char*, const char*);
305 extern void juggle(obj_t);
306 extern void move(obj_t, loc_t);
307 extern void put(obj_t, loc_t, int);
308 extern void carry(obj_t, loc_t);
309 extern void drop(obj_t, loc_t);
310 extern int atdwrf(loc_t);
311 extern int setbit(int);
312 extern bool tstbit(int, int);
313 extern void set_seed(int32_t);
314 extern int32_t randrange(int32_t);
315 extern int score(enum termination);
316 extern void terminate(enum termination) __attribute__((noreturn));
317 extern int savefile(FILE *);
318 #if defined ADVENT_AUTOSAVE
319 extern void autosave(void);
321 extern int suspend(void);
322 extern int resume(void);
323 extern int restore(FILE *);
324 extern int initialise(void);
325 extern phase_codes_t action(command_t);
326 extern void state_change(obj_t, int);
327 extern bool is_valid(struct game_t);
328 extern void bug(enum bugtype, const char *) __attribute__((__noreturn__));
330 /* represent an empty command word */
331 static const command_word_t empty_command_word = {
334 .type = NO_WORD_TYPE,