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 */
52 /* (ESR) It is fitting that translation of the original ADVENT should
53 * have left us a maze of twisty little conditionals that resists all
54 * understanding. Setting and use of what is now the per-object state
55 * member (which used to be an array of its own) is our mystery. This
56 * state tangles together information about whether the object is a
57 * treasure, whether the player has seen it yet, and its activation
60 * Things we think we know:
62 * STATE_NOTFOUND is only set on treasures. Non-treasures start the
63 * game in STATE_FOUND.
65 * PROP_STASHED is supposed to map a state property value to a
66 * negative range, where the object cannot be picked up but the value
67 * can be recovered later. Various objects get this peoperty when
68 * the cave starts to close. On;y seems to be signifucant for the bird
69 * and readable objects, notably the clam/oyster - but the code around
70 * those test is difficult to read. */
71 #define PROP_STASHED(obj) (-1 - game.objects[obj].prop)
72 #define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
73 #define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
74 #define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
75 #define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
76 #define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
77 #define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
78 #define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
79 #define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
81 /* (ESR) Only the boldest of adventurers will explore here. This
82 * alternate set of definitions for the macros above was an attempt to
83 * break from out of the state encoding a per-object "found" member
84 * telling whether or not the player has seen the object. These is one
85 * accompanying change in misc.c. What's broken when you try to use
86 * thus is PROP_IS_STASHED_OR_UNSEEN.
88 #define PROP_STASHED(obj) (-game.objects[obj].prop)
89 #define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
90 #define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)
91 #define PROP_IS_FOUND(obj) (game.objects[obj].found && game.objects[obj].prop == 0)
92 #define PROP_IS_STASHED_OR_UNSEEN(obj) (!game.objects[obj].found || game.objects[obj].prop < 0)
93 #define PROP_SET_FOUND(obj) do {game.objects[obj].found = true; game.objects[obj].prop = STATE_FOUND;} while(0)
94 #define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false
95 #define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found)
96 #define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
102 * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
103 * MOD(N,M) = Arithmetic modulus
104 * TOTING(OBJ) = true if the OBJ is being carried
105 * AT(OBJ) = true if on either side of two-placed object
106 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
107 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
108 * LIQUID() = object number of liquid in bottle
109 * LIQLOC(LOC) = object number of liquid (if any) at LOC
110 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
111 * DARK(LOC) = true if location "LOC" is dark
112 * PCT(N) = true N% of the time (N integer from 0 to 100)
113 * GSTONE(OBJ) = true if OBJ is a gemstone
114 * FOREST(LOC) = true if LOC is part of the forest
115 * OUTSID(LOC) = true if location not in the cave
116 * INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game
117 * INDEEP(LOC) = true if location is in the Hall of Mists or deeper
118 * BUG(X) = report bug and exit
120 #define DESTROY(N) move(N, LOC_NOWHERE)
121 #define MOD(N,M) ((N) % (M))
122 #define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
123 #define AT(OBJ) (game.objects[OBJ].place == game.loc || game.objects[OBJ].fixed == game.loc)
124 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
125 #define CNDBIT(L,N) (tstbit(conditions[L],N))
126 #define LIQUID() (game.objects[BOTTLE].prop == WATER_BOTTLE? WATER : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL : NO_OBJECT )
127 #define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
128 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
129 #define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
130 #define PCT(N) (randrange(100) < (N))
131 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
132 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
133 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
134 #define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
135 #define INDEEP(LOC) CNDBIT((LOC),COND_DEEP)
136 #define BUG(x) bug(x, #x)
139 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
140 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
141 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
142 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
143 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
144 LOCATION_HAS_NO_TRAVEL_ENTRIES,
145 HINT_NUMBER_EXCEEDS_GOTO_LIST,
146 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
147 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
150 enum speaktype {touch, look, hear, study, change};
152 enum termination {endgame, quitgame, scoregame};
154 enum speechpart {unknown, intransitive, transitive};
156 typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
158 typedef enum scorebonus {none, splatter, defeat, victory} score_t;
160 /* Phase codes for action returns.
161 * These were at one time FORTRAN line numbers.
174 typedef int vocab_t; // index into a vocabulary array */
175 typedef int verb_t; // index into an actions array */
176 typedef int obj_t; // index into the object array */
177 typedef int loc_t; // index into the locations array */
178 typedef int turn_t; // turn counter or threshold */
182 int abbnum; // How often to print int descriptions
183 score_t bonus; // What kind of finishing bonus we are getting
184 loc_t chloc; // pirate chest location
185 loc_t chloc2; // pirate chest alternate location
186 turn_t clock1; // # turns from finding last treasure to close
187 turn_t clock2; // # turns from warning till blinding flash
188 bool clshnt; // has player read the clue in the endgame?
189 bool closed; // whether we're all the way closed
190 bool closng; // whether it's closing time yet
191 bool lmwarn; // has player been warned about lamp going dim?
192 bool novice; // asked for instructions at start-up?
193 bool panic; // has player found out he's trapped?
194 bool wzdark; // whether the loc he's leaving was dark
195 bool blooded; // has player drunk of dragon's blood?
196 int conds; // min value for cond[loc] if loc has any hints
197 int detail; // level of detail in descriptions
199 /* dflag controls the level of activation of dwarves:
200 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
201 * 1 Reached Hall Of Mists, but hasn't met first dwarf
202 * 2 Met first dwarf, others start moving, no knives thrown yet
203 * 3 A knife has been thrown (first set always misses)
204 * 3+ Dwarves are mad (increases their accuracy) */
207 int dkill; // dwarves killed
208 int dtotal; // total dwarves (including pirate) in loc
209 int foobar; // progress in saying "FEE FIE FOE FOO".
210 int holdng; // number of objects being carried
211 int igo; // # uses of "go" instead of a direction
212 int iwest; // # times he's said "west" instead of "w"
213 loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
214 turn_t limit; // lifetime of lamp
215 loc_t loc; // where player is now
216 loc_t newloc; // where player is going
217 turn_t numdie; // number of times killed so far
218 loc_t oldloc; // where player was
219 loc_t oldlc2; // where player was two moves ago
220 obj_t oldobj; // last object player handled
221 int saved; // point penalty for saves
222 int tally; // count of treasures gained
223 int thresh; // current threshold for endgame scoring tier
224 bool seenbigwords; // have we red the graffiti in the Giant's Room?
225 turn_t trnluz; // # points lost so far due to turns used
226 turn_t turns; // counts commands given (ignores yes/no)
227 char zzword[TOKLEN + 1]; // randomly generated magic word from bird
229 int abbrev; // has location been seen?
230 int atloc; // head of object linked list per location
231 } locs[NLOCATIONS + 1];
233 int seen; // true if dwarf has seen him
234 loc_t loc; // location of dwarves, initially hard-wired in
235 loc_t oldloc; // prior loc of each dwarf, initially garbage
236 } dwarves[NDWARVES + 1];
239 bool found; // has the location of this object bween found?
241 loc_t fixed; // fixed location of object (if not IS_FREE)
242 int prop; // object state */
243 loc_t place; // location of object
244 } objects[NOBJECTS + 1];
246 bool used; // hints[i].used = true iff hint i has been used.
248 int lc; // hints[i].lc = show int at LOC with cond bit i
250 int lc; // hints[i].lc = show int at LOC with cond bit i
253 obj_t link[NOBJECTS * 2 + 1];// object-list links
257 * Game application settings - settings, but not state of the game, per se.
258 * This data is not saved in a saved game.
277 typedef enum {EMPTY, RAW, TOKENIZED, GIVEN, PREPROCESSED, PROCESSING, EXECUTED} command_state_t;
280 enum speechpart part;
281 command_word_t word[2];
284 command_state_t state;
288 * Bump on save format change.
290 * Note: Verify that the tests run clean before bumping this, then rebuild the check
291 * files afterwards. Otherwise you will get a spurious failure due to the old version
292 * having been generated into a check file.
294 #define SAVE_VERSION 30
297 * Goes at start of file so saves can be identified by file(1) and the like.
299 #define ADVENT_MAGIC "open-adventure\n"
302 * If you change the first three members, the resume function may not properly
303 * reject saves from older versions. Later members can change, but bump the version
307 char magic[sizeof(ADVENT_MAGIC)];
313 extern struct game_t game;
314 extern struct save_t save;
315 extern struct settings_t settings;
317 extern char *myreadline(const char *);
318 extern bool get_command_input(command_t *);
319 extern void clear_command(command_t *);
320 extern void speak(const char*, ...);
321 extern void sspeak(int msg, ...);
322 extern void pspeak(vocab_t, enum speaktype, bool, int, ...);
323 extern void rspeak(vocab_t, ...);
324 extern void echo_input(FILE*, const char*, const char*);
325 extern bool silent_yes_or_no(void);
326 extern bool yes_or_no(const char*, const char*, const char*);
327 extern void juggle(obj_t);
328 extern void move(obj_t, loc_t);
329 extern void put(obj_t, loc_t, int);
330 extern void carry(obj_t, loc_t);
331 extern void drop(obj_t, loc_t);
332 extern int atdwrf(loc_t);
333 extern int setbit(int);
334 extern bool tstbit(int, int);
335 extern void set_seed(int32_t);
336 extern int32_t randrange(int32_t);
337 extern int score(enum termination);
338 extern void terminate(enum termination) __attribute__((noreturn));
339 extern int savefile(FILE *);
340 #if defined ADVENT_AUTOSAVE
341 extern void autosave(void);
343 extern int suspend(void);
344 extern int resume(void);
345 extern int restore(FILE *);
346 extern int initialise(void);
347 extern phase_codes_t action(command_t);
348 extern void state_change(obj_t, int);
349 extern bool is_valid(struct game_t);
350 extern void bug(enum bugtype, const char *) __attribute__((__noreturn__));
352 /* represent an empty command word */
353 static const command_word_t empty_command_word = {
356 .type = NO_WORD_TYPE,