X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=advent.h;h=946fcae266de938cdbddbe10ebbe25f4a377c3e1;hb=869c53d1b1ae2d1da6cbb37070e76054e65cd559;hp=c740c534a4397a3ccd912aa188bf44a2d73ca2e4;hpb=4069bf210b68d0aaa44ca30eff264d7eb93d8d70;p=open-adventure.git diff --git a/advent.h b/advent.h index c740c53..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 @@ -13,7 +20,7 @@ #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 @@ -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 @@ -40,10 +48,58 @@ #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. */ -#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 "> " @@ -68,20 +124,20 @@ */ #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 { @@ -108,7 +164,6 @@ 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. */ typedef enum { GO_TERMINATE, @@ -160,7 +215,7 @@ struct game_t { 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 + 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 @@ -171,21 +226,36 @@ struct game_t { int saved; // point penalty for saves int tally; // count of treasures gained int thresh; // current threshold for endgame scoring tier - turn_t trndex; // FIXME: not used, remove on next format bump + 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 - 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 { + 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 - 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 */ }; /* @@ -200,6 +270,7 @@ struct settings_t { int argc; int optind; FILE *scriptfp; + int debug; }; typedef struct { @@ -218,7 +289,34 @@ 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 *); @@ -233,7 +331,7 @@ 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, int, 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); @@ -243,7 +341,10 @@ extern void set_seed(int32_t); extern int32_t randrange(int32_t); 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 *); @@ -251,8 +352,7 @@ 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 = {