X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=advent.h;h=a1fc4542da778986a9f4e83315ab96144d61f69a;hp=1162106f3a3b6a18399634ba93de11ec9fcf4076;hb=HEAD;hpb=4369284c75828ca78e7ab7ad3dfe732d3538c132 diff --git a/advent.h b/advent.h index 1162106..2a23eb9 100644 --- a/advent.h +++ b/advent.h @@ -1,15 +1,14 @@ /* * Dungeon types and macros. * - * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods - * SPDX-FileCopyrightText: 2017 by Eric S. Raymond + * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods * SPDX-License-Identifier: BSD-2-Clause */ +#include +#include +#include #include #include -#include -#include -#include #include "dungeon.h" @@ -19,41 +18,95 @@ #define LCG_C 221587L #define LCG_M 1048576L -#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) -#define INTRANSITIVE -1 // illegal object number -#define GAMELIMIT 330 // base limit of turns -#define NOVICELIMIT 1000 // limit of turns for novice -#define WARNTIME 30 // late game starts at game.limit-this -#define FLASHTIME 50 // turns from first warning till blinding flash -#define PANICTIME 15 // time left after closing -#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 +#define LINESIZE 1024 +#define TOKLEN 5 // # outputting characters in a token */ +#define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin +#define DALTLC LOC_NUGGET // alternate dwarf location +#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 +#define WARNTIME 30 // late game starts at game.limit-this +#define FLASHTIME 50 // turns from first warning till blinding flash +#define PANICTIME 15 // time left after closing +#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_FOUND 0 // After discovered, before messed with -#define STATE_IN_CAVITY 1 // State value common to all gemstones +#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 /* Special fixed object-state values - integers > 0 are location */ #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 "> " +#define PROMPT "> " /* * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE @@ -70,129 +123,152 @@ * 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 + * 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 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 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 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) CNDBIT((LOC),COND_DEEP) -#define BUG(x) bug(x, #x) +#define DESTROY(N) move(N, LOC_NOWHERE) +#define MOD(N, M) ((N) % (M)) +#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.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.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) CNDBIT((LOC), COND_DEEP) +#define BUG(x) bug(x, #x) enum bugtype { - SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST, - VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3, - INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, - TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, - CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, - LOCATION_HAS_NO_TRAVEL_ENTRIES, - HINT_NUMBER_EXCEEDS_GOTO_LIST, - SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN, - ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH, + SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST, + VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3, + INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, + TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, + CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, + LOCATION_HAS_NO_TRAVEL_ENTRIES, + HINT_NUMBER_EXCEEDS_GOTO_LIST, + SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN, + ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH, }; -enum speaktype {touch, look, hear, study, change}; +enum speaktype { touch, look, hear, study, change }; -enum termination {endgame, quitgame, scoregame}; +enum termination { endgame, quitgame, scoregame }; -enum speechpart {unknown, intransitive, transitive}; +enum speechpart { unknown, intransitive, transitive }; -typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t; +typedef enum { NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC } word_type_t; -typedef enum scorebonus {none, splatter, defeat, victory} score_t; +typedef enum scorebonus { none, splatter, defeat, victory } score_t; /* Phase codes for action returns. * These were at one time FORTRAN line numbers. */ typedef enum { - GO_TERMINATE, - GO_MOVE, - GO_TOP, - GO_CLEAROBJ, - GO_CHECKHINT, - GO_WORD2, - GO_UNKNOWN, - GO_DWARFWAKE, + GO_TERMINATE, + GO_MOVE, + GO_TOP, + GO_CLEAROBJ, + GO_CHECKHINT, + GO_WORD2, + GO_UNKNOWN, + 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 - 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 + int32_t lcg_x; + 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 + 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) - * 1 Reached Hall Of Mists, but hasn't met first dwarf - * 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; + /* dflag controls the level of activation of dwarves: + * 0 No dwarf stuff yet (wait until reaches Hall Of Mists) + * 1 Reached Hall Of Mists, but hasn't met first dwarf + * 2 Met 1t 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) */ + 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 - turn_t limit; // lifetime of lamp - loc_t loc; // where player is now - loc_t newloc; // where player is going - turn_t numdie; // number of times killed so far - 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? - 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) - obj_t link[NOBJECTS * 2 + 1];// object-list links - loc_t place[NOBJECTS + 1]; // location of object - bool hinted[NHINTS]; // hinted[i] = true iff hint i has been used. - int hintlc[NHINTS]; // hintlc[i] = show int at LOC with cond bit i - int prop[NOBJECTS + 1]; // object state array */ + 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 + turn_t numdie; // number of times killed so far + loc_t oldloc; // where player was + loc_t oldlc2; // where player was two moves ago + obj_t oldobj; // last object player handled + 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 + 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 }; /* @@ -200,56 +276,64 @@ struct game_t { * This data is not saved in a saved game. */ struct settings_t { - FILE *logfp; - bool oldstyle; - bool prompt; - char **argv; - int argc; - int optind; - FILE *scriptfp; - int debug; + FILE *logfp; + bool oldstyle; + bool prompt; + char **argv; + int argc; + int optind; + FILE *scriptfp; + int debug; }; typedef struct { - char raw[LINESIZE]; - vocab_t id; - word_type_t type; + char raw[LINESIZE]; + vocab_t id; + word_type_t type; } command_word_t; -typedef enum {EMPTY, RAW, TOKENIZED, GIVEN, PREPROCESSED, PROCESSING, EXECUTED} command_state_t; +typedef enum { + EMPTY, + RAW, + TOKENIZED, + GIVEN, + PREPROCESSED, + PROCESSING, + EXECUTED +} command_state_t; typedef struct { - enum speechpart part; - command_word_t word[2]; - verb_t verb; - obj_t obj; - command_state_t state; + enum speechpart part; + command_word_t word[2]; + verb_t verb; + obj_t obj; + 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. + * 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 +#define SAVE_VERSION 31 /* * Goes at start of file so saves can be identified by file(1) and the like. */ -#define ADVENT_MAGIC "open-adventure\n" +#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. + * 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; + char magic[sizeof(ADVENT_MAGIC)]; + int32_t version; + int32_t canary; + struct game_t game; }; extern struct game_t game; @@ -259,16 +343,16 @@ 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 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 void echo_input(FILE *, const char *, const char *); extern bool silent_yes_or_no(void); -extern bool yes_or_no(const char*, const char*, const char*); +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);