X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=advent.h;h=394a389541b3ca750e87cdc33cf384791b39253b;hb=a6ec8a9595e988db977f0075402ab5279e653af9;hp=70c0c6865252679015c51a68194fbe30e0e292cc;hpb=7e21108e95aa0f745249720270247f7f69472d79;p=open-adventure.git diff --git a/advent.h b/advent.h index 70c0c68..394a389 100644 --- a/advent.h +++ b/advent.h @@ -21,7 +21,6 @@ #define LINESIZE 1024 #define TOKLEN 5 // # outputting characters in a token */ -#define NDWARVES 6 // number of dwarves #define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin #define DALTLC LOC_NUGGET // alternate dwarf location #define INVLIMIT 7 // inventory limit (# of objects) @@ -48,10 +47,58 @@ #define IS_FIXED -1 #define IS_FREE 0 -/* Map a state property value to a negative range, where the object cannot be - * picked up but the value can be recovered later. Avoid colliding with -1, - * which has its own meaning as STATE_NOTFOUND. */ -#define STASHED(obj) (-1 - game.prop[obj]) +#ifndef FOUNDBOOL +/* (ESR) It is fitting that translation of the original ADVENT should + * have left us a maze of twisty little conditionals that resists all + * understanding. Setting and use of what is now the per-object state + * member (which used to be an array of its own) is our mystery. This + * state tangles together information about whether the object is a + * treasure, whether the player has seen it yet, and its activation + * state. + * + * Things we think we know: + * + * STATE_NOTFOUND is only set on treasures. Non-treasures start the + * game in STATE_FOUND. + * + * PROP_STASHED is supposed to map a state property value to a + * negative range, where the object cannot be picked up but the value + * can be recovered later. Various objects get this property when + * the cave starts to close. Only seems to be significant for the bird + * and readable objects, notably the clam/oyster - but the code around + * those test is difficult to read. + */ +#define PROP_STASHIFY(n) (-1 - (n)) +#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND) +#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND) +#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND) +#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0) +#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND) +#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND) +#define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND) +#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE) +#else +/* (ESR) Only the boldest of adventurers will explore here. This + * alternate set of definitions for the macros above was an attempt to + * break from out of the state encoding a per-object "found" member + * telling whether or not the player has seen the object. + * + * What's broken when you try to use thus is + * PROP_IS_STASHED_OR_UNSEEN. The symptom is game.tally getting + * decremented on non-treasures. + */ +#define PROP_STASHIFY(n) (-(n)) +#define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0) +#define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found) +#define PROP_IS_FOUND(obj) (game.objects[obj].found && game.objects[obj].prop == 0) +#define PROP_IS_STASHED_OR_UNSEEN(obj) (!game.objects[obj].found || game.objects[obj].prop < 0) +#define PROP_SET_FOUND(obj) do {game.objects[obj].found = true; game.objects[obj].prop = STATE_FOUND;} while(0) +#define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false +#define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found) +#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE) +#define PROP_SET_SEEN(obj) game.objects[object].found = true +#endif +#define PROP_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop) #define PROMPT "> " @@ -76,14 +123,14 @@ */ #define DESTROY(N) move(N, LOC_NOWHERE) #define MOD(N,M) ((N) % (M)) -#define TOTING(OBJ) (game.place[OBJ] == CARRIED) -#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc) +#define TOTING(OBJ) (game.objects[OBJ].place == CARRIED) +#define AT(OBJ) (game.objects[OBJ].place == game.loc || game.objects[OBJ].fixed == game.loc) #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ)) #define CNDBIT(L,N) (tstbit(conditions[L],N)) -#define LIQUID() (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT ) +#define LIQUID() (game.objects[BOTTLE].prop == WATER_BOTTLE? WATER : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL : NO_OBJECT ) #define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT) #define FORCED(LOC) CNDBIT(LOC, COND_FORCED) -#define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP))) +#define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP))) #define PCT(N) (randrange(100) < (N)) #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH) #define FOREST(LOC) CNDBIT(LOC, COND_FOREST) @@ -128,30 +175,32 @@ typedef enum { GO_DWARFWAKE, } phase_codes_t; -typedef int vocab_t; // index into a vocabulary array */ -typedef int verb_t; // index into an actions array */ -typedef int obj_t; // index into the object array */ -typedef int loc_t; // index into the locations array */ -typedef int turn_t; // turn counter or threshold */ +/* Use fixed-lwength types to make the save format moore portable */ +typedef int32_t vocab_t; // index into a vocabulary array */ +typedef int32_t verb_t; // index into an actions array */ +typedef int32_t obj_t; // index into the object array */ +typedef int32_t loc_t; // index into the locations array */ +typedef int32_t turn_t; // turn counter or threshold */ +typedef int32_t bool32_t; // turn counter or threshold */ struct game_t { int32_t lcg_x; - int abbnum; // How often to print int descriptions + int32_t abbnum; // How often to print int descriptions score_t bonus; // What kind of finishing bonus we are getting loc_t chloc; // pirate chest location loc_t chloc2; // pirate chest alternate location turn_t clock1; // # turns from finding last treasure to close turn_t clock2; // # turns from warning till blinding flash - bool clshnt; // has player read the clue in the endgame? - bool closed; // whether we're all the way closed - bool closng; // whether it's closing time yet - bool lmwarn; // has player been warned about lamp going dim? - bool novice; // asked for instructions at start-up? - bool panic; // has player found out he's trapped? - bool wzdark; // whether the loc he's leaving was dark - bool blooded; // has player drunk of dragon's blood? - int conds; // min value for cond[loc] if loc has any hints - int detail; // level of detail in descriptions + bool32_t clshnt; // has player read the clue in the endgame? + bool32_t closed; // whether we're all the way closed + bool32_t closng; // whether it's closing time yet + bool32_t lmwarn; // has player been warned about lamp going dim? + bool32_t novice; // asked for instructions at start-up? + bool32_t panic; // has player found out he's trapped? + bool32_t wzdark; // whether the loc he's leaving was dark + bool32_t blooded; // has player drunk of dragon's blood? + int32_t conds; // min value for cond[loc] if loc has any hints + int32_t detail; // level of detail in descriptions /* dflag controls the level of activation of dwarves: * 0 No dwarf stuff yet (wait until reaches Hall Of Mists) @@ -159,15 +208,15 @@ struct game_t { * 2 Met first dwarf, others start moving, no knives thrown yet * 3 A knife has been thrown (first set always misses) * 3+ Dwarves are mad (increases their accuracy) */ - int dflag; + int32_t dflag; - int dkill; // dwarves killed - int dtotal; // total dwarves (including pirate) in loc - int foobar; // progress in saying "FEE FIE FOE FOO". - int holdng; // number of objects being carried - int igo; // # uses of "go" instead of a direction - int iwest; // # times he's said "west" instead of "w" - int knfloc; // knife location; 0 if none, -1 after caveat + int32_t dkill; // dwarves killed + int32_t dtotal; // total dwarves (including pirate) in loc + int32_t foobar; // progress in saying "FEE FIE FOE FOO". + int32_t holdng; // number of objects being carried + int32_t igo; // # uses of "go" instead of a direction + int32_t iwest; // # times he's said "west" instead of "w" + loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat turn_t limit; // lifetime of lamp loc_t loc; // where player is now loc_t newloc; // where player is going @@ -175,24 +224,35 @@ struct game_t { loc_t oldloc; // where player was loc_t oldlc2; // where player was two moves ago obj_t oldobj; // last object player handled - int saved; // point penalty for saves - int tally; // count of treasures gained - int thresh; // current threshold for endgame scoring tier - bool seenbigwords; // have we red the graffiti in the Giant's Room? + int32_t saved; // point penalty for saves + int32_t tally; // count of treasures gained + int32_t thresh; // current threshold for endgame scoring tier + bool32_t seenbigwords; // have we red the graffiti in the Giant's Room? turn_t trnluz; // # points lost so far due to turns used turn_t turns; // counts commands given (ignores yes/no) char zzword[TOKLEN + 1]; // randomly generated magic word from bird - int abbrev[NLOCATIONS + 1]; // has location been seen? - int atloc[NLOCATIONS + 1]; // head of object linked list per location - int dseen[NDWARVES + 1]; // true if dwarf has seen him - loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in - loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage - loc_t fixed[NOBJECTS + 1]; // fixed location of object (if not IS_FREE) + struct { + int32_t abbrev; // has location been seen? + int32_t atloc; // head of object linked list per location + } locs[NLOCATIONS + 1]; + struct { + int32_t seen; // true if dwarf has seen him + loc_t loc; // location of dwarves, initially hard-wired in + loc_t oldloc; // prior loc of each dwarf, initially garbage + } dwarves[NDWARVES + 1]; + struct { +#ifdef FOUNDBOOL + bool32_t found; // has the location of this object been found? +#endif + loc_t fixed; // fixed location of object (if not IS_FREE) + int32_t prop; // object state */ + loc_t place; // location of object + } objects[NOBJECTS + 1]; + struct { + bool32_t used; // hints[i].used = true iff hint i has been used. + int32_t lc; // hints[i].lc = show int at LOC with cond bit i + } hints[NHINTS]; obj_t link[NOBJECTS * 2 + 1];// object-list links - loc_t place[NOBJECTS + 1]; // location of object - int hinted[NHINTS]; // hinted[i] = true iff hint i has been used. - int hintlc[NHINTS]; // hintlc[i] = how int at LOC with cond bit i - int prop[NOBJECTS + 1]; // object state array */ }; /* @@ -233,7 +293,7 @@ typedef struct { * files afterwards. Otherwise you will get a spurious failure due to the old version * having been generated into a check file. */ -#define SAVE_VERSION 30 +#define SAVE_VERSION 31 /* * Goes at start of file so saves can be identified by file(1) and the like. @@ -268,7 +328,7 @@ extern bool silent_yes_or_no(void); extern bool yes_or_no(const char*, const char*, const char*); extern void juggle(obj_t); extern void move(obj_t, loc_t); -extern loc_t put(obj_t, loc_t, int); +extern void put(obj_t, loc_t, int); extern void carry(obj_t, loc_t); extern void drop(obj_t, loc_t); extern int atdwrf(loc_t);