X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=advent.h;h=946fcae266de938cdbddbe10ebbe25f4a377c3e1;hb=869c53d1b1ae2d1da6cbb37070e76054e65cd559;hp=48cb54e16fccf86980025e3313359172236eeb4c;hpb=5f4df123b40b8d9c01b88bc506ee5bb8b3c82d70;p=open-adventure.git diff --git a/advent.h b/advent.h index 48cb54e..946fcae 100644 --- a/advent.h +++ b/advent.h @@ -1,3 +1,10 @@ +/* + * Dungeon types and macros. + * + * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods + * SPDX-FileCopyrightText: 2017 by Eric S. Raymond + * SPDX-License-Identifier: BSD-2-Clause + */ #include #include #include @@ -13,11 +20,11 @@ #define LCG_M 1048576L #define LINESIZE 1024 -#define TOKLEN 5 // № sigificant characters in a token */ +#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 // inverntory limit (№ of objects) +#define INVLIMIT 7 // inventory limit (# of objects) #define INTRANSITIVE -1 // illegal object number #define GAMELIMIT 330 // base limit of turns #define NOVICELIMIT 1000 // limit of turns for novice @@ -27,12 +34,13 @@ #define BATTERYLIFE 2500 // turn limit increment from batteries #define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions. #define WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions +#define PIT_KILL_PROB 35 // Percentage probability of dying from fall in pit. #define CARRIED -1 // Player is toting it #define READ_MODE "rb" // b is not needed for POSIX but harmless #define WRITE_MODE "wb" // b is not needed for POSIX but harmless /* Special object-state values - integers > 0 are object-specific */ -#define STATE_NOTFOUND -1 // 'Not found" state of treasures */ +#define STATE_NOTFOUND -1 // 'Not found" state of treasures #define STATE_FOUND 0 // After discovered, before messed with #define STATE_IN_CAVITY 1 // State value common to all gemstones @@ -40,40 +48,96 @@ #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. */ -#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. On;y seems to be signifucant 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 "> " /* + * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE * MOD(N,M) = Arithmetic modulus + * TOTING(OBJ) = true if the OBJ is being carried * AT(OBJ) = true if on either side of two-placed object - * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit) - * DARK(LOC) = true if location "LOC" is dark - * FORCED(LOC) = true if LOC moves without asking for input (COND=2) - * FOREST(LOC) = true if LOC is part of the forest - * GSTONE(OBJ) = true if OBJ is a gemstone * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried) + * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit) * LIQUID() = object number of liquid in bottle * LIQLOC(LOC) = object number of liquid (if any) at LOC + * FORCED(LOC) = true if LOC moves without asking for input (COND=2) + * DARK(LOC) = true if location "LOC" is dark * PCT(N) = true N% of the time (N integer from 0 to 100) - * TOTING(OBJ) = true if the OBJ is being carried */ + * GSTONE(OBJ) = true if OBJ is a gemstone + * FOREST(LOC) = true if LOC is part of the forest + * OUTSID(LOC) = true if location not in the cave + * INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game + * INDEEP(LOC) = true if location is in the Hall of Mists or deeper + * BUG(X) = report bug and exit + */ #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) #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC)) #define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING) -#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC)) +#define INDEEP(LOC) CNDBIT((LOC),COND_DEEP) #define BUG(x) bug(x, #x) enum bugtype { @@ -100,9 +164,8 @@ typedef enum scorebonus {none, splatter, defeat, victory} score_t; /* Phase codes for action returns. * These were at one time FORTRAN line numbers. - * The values don't matter, but perturb their order at your peril. */ -enum phase_codes { +typedef enum { GO_TERMINATE, GO_MOVE, GO_TOP, @@ -111,17 +174,17 @@ enum phase_codes { GO_WORD2, GO_UNKNOWN, GO_DWARFWAKE, -}; +} phase_codes_t; -typedef long vocab_t; // index into a vocabulary array */ -typedef long verb_t; // index into an actions array */ -typedef long obj_t; // index into the object array */ -typedef long loc_t; // index into the locations array */ -typedef long turn_t; // turn counter or threshold */ +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 */ struct game_t { int32_t lcg_x; - long abbnum; // How often to print long descriptions + int 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 @@ -135,8 +198,8 @@ struct game_t { 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? - long conds; // min value for cond[loc] if loc has any hints - long detail; // level of detail in descriptions + int conds; // min value for cond[loc] if loc has any hints + int 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) @@ -144,15 +207,15 @@ 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) */ - long dflag; - - long dkill; // dwarves killed - long dtotal; // total dwarves (including pirate) in loc - long foobar; // progress in saying "FEE FIE FOE FOO". - long holdng; // number of objects being carried - long igo; // # uses of "go" instead of a direction - long iwest; // # times he's said "west" instead of "w" - long knfloc; // knife location; 0 if none, -1 after caveat + int 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" + 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 @@ -160,24 +223,39 @@ 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 - long saved; // point penalty for saves - long tally; // count of treasures gained - long thresh; // current threshold for endgame scoring tier - turn_t trndex; // FIXME: not used, remove on next format bump + 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? 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 - long abbrev[NLOCATIONS + 1]; // has location been seen? - long atloc[NLOCATIONS + 1]; // head of object linked list per location - long 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) - obj_t link[NOBJECTS * 2 + 1]; // object-list links - loc_t place[NOBJECTS + 1]; // location of object - long hinted[NHINTS]; // hinted[i] = true iff hint i has been used. - long hintlc[NHINTS]; // hintlc[i] = how long at LOC with cond bit i - long prop[NOBJECTS + 1]; // object state array */ + struct { + int abbrev; // has location been seen? + int atloc; // head of object linked list per location + } locs[NLOCATIONS + 1]; + struct { + int 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 + bool found; // has the location of this object bween found? +#endif + loc_t fixed; // fixed location of object (if not IS_FREE) + int prop; // object state */ + loc_t place; // location of object + } objects[NOBJECTS + 1]; + struct { + bool used; // hints[i].used = true iff hint i has been used. +#ifndef FOUNDBOOL + int lc; // hints[i].lc = show int at LOC with cond bit i +#else + int lc; // hints[i].lc = show int at LOC with cond bit i +#endif + } hints[NHINTS]; + obj_t link[NOBJECTS * 2 + 1];// object-list links }; /* @@ -188,6 +266,11 @@ struct settings_t { FILE *logfp; bool oldstyle; bool prompt; + char **argv; + int argc; + int optind; + FILE *scriptfp; + int debug; }; typedef struct { @@ -206,39 +289,70 @@ typedef struct { command_state_t state; } command_t; +/* + * Bump on save format change. + * + * Note: Verify that the tests run clean before bumping this, then rebuild the check + * 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 + +/* + * Goes at start of file so saves can be identified by file(1) and the like. + */ +#define ADVENT_MAGIC "open-adventure\n" + +/* + * If you change the first three members, the resume function may not properly + * reject saves from older versions. Later members can change, but bump the version + * when you do that. + */ +struct save_t { + char magic[sizeof(ADVENT_MAGIC)]; + int32_t version; + int32_t canary; + struct game_t game; +}; + extern struct game_t game; +extern struct save_t save; extern struct settings_t settings; +extern char *myreadline(const char *); extern bool get_command_input(command_t *); +extern void clear_command(command_t *); extern void speak(const char*, ...); extern void sspeak(int msg, ...); extern void pspeak(vocab_t, enum speaktype, bool, int, ...); extern void rspeak(vocab_t, ...); extern void echo_input(FILE*, const char*, const char*); -extern bool silent_yes(void); -extern bool yes(const char*, const char*, const char*); +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, long, long); +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); -extern long setbit(int); -extern bool tstbit(long, int); +extern int setbit(int); +extern bool tstbit(int, int); extern void set_seed(int32_t); extern int32_t randrange(int32_t); -extern long score(enum termination); +extern int score(enum termination); extern void terminate(enum termination) __attribute__((noreturn)); -extern int savefile(FILE *, int32_t); +extern int savefile(FILE *); +#if defined ADVENT_AUTOSAVE +extern void autosave(void); +#endif extern int suspend(void); extern int resume(void); extern int restore(FILE *); -extern long initialise(void); -extern int action(command_t); +extern int initialise(void); +extern phase_codes_t action(command_t); extern void state_change(obj_t, int); extern bool is_valid(struct game_t); - -void bug(enum bugtype, const char *) __attribute__((__noreturn__)); +extern void bug(enum bugtype, const char *) __attribute__((__noreturn__)); /* represent an empty command word */ static const command_word_t empty_command_word = {