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55 commits
1.17 ... master

Author SHA1 Message Date
Eric S. Raymond
7d848c89e1 Add spell-checking to the regression tests. 2025-05-25 11:06:46 -04:00
Eric S. Raymond
7bbf994fce Spellcheck the manual page a well. No errors. 2025-05-25 11:03:34 -04:00
Eric S. Raymond
3e989aec53 Spellcheck the YAML - yielded one trivial fix. 2025-05-25 10:57:34 -04:00
Eric S. Raymond
9df69fe034 Ready to ship 1.20. 2024-09-23 18:48:11 -04:00
Eric S. Raymond
a2bb39dc7e Eliminate a confusing dummy argument in a macro. 2024-09-23 14:22:25 -04:00
Eric S. Raymond
5c90880f0a Comment and macro cleanup. 2024-09-23 06:06:32 -04:00
Eric S. Raymond
92451f1fff Eliminate thew last property inequality outside a macro. 2024-09-23 05:08:11 -04:00
Eric S. Raymond
96ad6c6245 Reflow. 2024-09-23 04:38:24 -04:00
Eric S. Raymond
40742e112b Expand a macro to simplify code. 2024-09-23 04:26:59 -04:00
Eric S. Raymond
a4fd14caf7 Back away from trying for the found member until we make stashed work. 2024-09-23 04:26:59 -04:00
Eric S. Raymond
9a6e4406f5 Confine uses of PROP_STASHIFY() to advent.h
Now it shouyld be possible to manipulate a stashed flag by only
changing macros.
2024-09-23 04:26:59 -04:00
Eric S. Raymond
08f0351817 Introduce OBJECT_STASHIFY. 2024-09-23 04:26:59 -04:00
Eric S. Raymond
0157e58668 Remove an unneeded layer of macro indirection. 2024-09-23 03:35:52 -04:00
Eric S. Raymond
354e56a69b Clean up some comments. 2024-09-23 03:35:52 -04:00
Eric S. Raymond
9c3f4b0c90 Reflow. 2024-09-22 13:08:31 -04:00
Eric S. Raymond
20fd7c589f Typo fix. 2024-09-20 22:19:14 -04:00
Eric S. Raymond
8c553af53e Avoid a GNUism, POSIX strncasecmp() is declarted in strings.h. 2024-09-20 22:05:25 -04:00
Eric S. Raymond
f1cb740c41 Define TRUNCLEN and explain its issues. 2024-09-20 22:04:16 -04:00
Eric S. Raymond
cf4adf8d02 Repair truncation in oldstyle mode.
Sure would be nice to remember while this code had TOKEN + TOKEN
where one would think it should just say TOKEN.
2024-09-20 10:49:44 -04:00
Eric S. Raymond
acdfa96315 Fix a busted comment. 2024-09-20 10:40:22 -04:00
Eric S. Raymond
3d6c689ffa Make oldstyle correctly suppress line editing. 2024-09-20 10:29:37 -04:00
Eric S. Raymond
8dcc6e6641 Correct missing negative. 2024-09-20 10:03:15 -04:00
Eric S. Raymond
e17ff128da Remove obsolete comment part. 2024-06-30 17:20:46 -04:00
Eric S. Raymond
cb293f4aa4 Rename some macos for clarity. 2024-06-30 14:48:44 -04:00
Eric S. Raymond
124e7768b4 Cease relying on C storage starting zeroed. 2024-06-27 19:50:56 -04:00
Eric S. Raymond
63e8579f74 Ready to shp 1.19. 2024-06-27 13:39:27 -04:00
Eric S. Raymond
1080b45d39 Comment typo fix. 2024-06-27 13:29:28 -04:00
Eric S. Raymond
86fe4bd121 Verify that tesrts still match advent430 where expected. 2024-06-27 13:04:33 -04:00
Eric S. Raymond
bd499dc532 Fix GitLab issue #69: repeated knive caveat message 2024-06-25 16:42:14 -04:00
Eric S. Raymond
ae6eced72d Incorporate Ryan Sarson's test for correct knife message. 2024-06-25 13:08:50 -04:00
Eric S. Raymond
7903ac1bb8 More validation, with -Wall and -Wextra. 2024-06-03 21:12:41 -04:00
Eric S. Raymond
b51612131d Typo fix. 2024-04-29 11:43:41 -04:00
Eric S. Raymond
62cd0c78da Reissue 1.18 - same code, corrected metadata. 2024-02-15 12:56:01 -05:00
Eric S. Raymond
bad34acf1e Improve the project summary. 2024-02-05 08:07:31 -05:00
Eric S. Raymond
0fafbe379f Ubuntu-discuss doesn't want to see release notifications. 2024-02-05 07:51:00 -05:00
Eric S. Raymond
fcf6935689 Ready to ship 1.18. 2024-02-05 07:49:07 -05:00
Eric S. Raymond
b610a62685 Documentation polishing. 2024-02-05 07:43:23 -05:00
Eric S. Raymond
6174129116 Add a detail to the installation instructiions. 2024-02-04 16:56:20 -05:00
Eric S. Raymond
a2fa136988 Remove unused production. 2024-02-04 16:16:05 -05:00
Eric S. Raymond
43a08621e4 asciidoc -> asciidoctor. 2024-02-04 15:52:03 -05:00
Eric S. Raymond
f24fcd2971 Perform full code validation on every make check. 2024-02-04 12:48:33 -05:00
Eric S. Raymond
580f409ee6 At this revision, make cppcheck runs clean. 2024-02-04 11:44:04 -05:00
Eric S. Raymond
5b917084b0 Minor repair of savefile validation code. 2024-02-04 11:43:36 -05:00
Eric S. Raymond
1ef39055f3 Make reflow run black. 2024-02-04 10:07:58 -05:00
Eric S. Raymond
0175344caa 1TBS reflow, the bracening. 2024-01-29 12:14:56 -05:00
Eric S. Raymond
be429016af 1TBS reflow with clang-format. 2024-01-28 08:09:39 -05:00
Eric S. Raymond
c11938aed5 Place1TBS mandatory braces. 2024-01-28 07:14:46 -05:00
Eric S. Raymond
258b7703f2 Simplify SPDX copyright lines to the shortest canonical form...
...because if we leave them longer than 80 chars, reflow is going to
mess them up.
2024-01-28 07:14:46 -05:00
Eric S. Raymond
83c6a66887 Typo fix. 2024-01-15 05:10:46 -05:00
Eric S. Raymond
3c09c25cc3 Update tapview and tapdiffer. 2024-01-15 05:03:53 -05:00
Eric S. Raymond
f26514b5dd Fix SPDX headers. 2024-01-15 04:58:21 -05:00
Eric S. Raymond
cf7ea0cd89 Remove debugging debris. 2024-01-15 04:57:47 -05:00
Eric S. Raymond
2db3bed3f1 Fix up copyright notices. SPDX wants only one per file. 2024-01-03 06:30:40 -05:00
Eric S. Raymond
a6ec8a9595 Simplify some dependencies. 2024-01-03 06:15:04 -05:00
Eric S. Raymond
75bc031b46 Reduce include complexity. 2024-01-03 05:55:57 -05:00
32 changed files with 4835 additions and 4037 deletions

2
.gitignore vendored
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@ -1,4 +1,4 @@
# SPDX-FileCopyrightText: Eric S. Raymond
# SPDX-FileCopyrightText: (C) Eric S. Raymond
# SPDX-License-Identifier: BSD-2-Clause
advent
*.gcda

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@ -1,4 +1,4 @@
# SPDX-FileCopyrightText: Eric S. Raymond
# SPDX-FileCopyrightText: (C) Eric S. Raymond
# SPDX-License-Identifier: BSD-2-Clause
stages:
- ci-build

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@ -1,4 +1,4 @@
#SPDX-FileCopyrightText: Eric S. Raymond
#SPDX-FileCopyrightText: (C) Eric S. Raymond
#SPDX-License-Identifier: BSD-2-Clause
extralines="""
<p>There is a <a href="http://esr.gitlab.io/open-adventure/coverage/">code coverage analysis</a> and a <a href="http://esr.gitlab.io/open-adventure/coverage/adventure.yaml.html">symbol coverage analysis</p>

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@ -1,6 +1,6 @@
# This image is built by the Gitlab CI pipeline to be used in subsequent
# pipeline steps.
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
# SPDX-License-Identifier: BSD-2-Clause
FROM ubuntu
@ -9,4 +9,4 @@ FROM ubuntu
ENV DEBIAN_FRONTEND=noninteractive
RUN apt-get update
RUN apt-get install --yes --no-install-recommends make gcc-10 libedit-dev libasan6 libubsan1 python3 python3-yaml lcov asciidoc libxslt1.1 pkg-config docbook-xml xsltproc
RUN apt-get install --yes --no-install-recommends make gcc libedit-dev libasan6 libubsan1 python3 python3-yaml lcov asciidoctor libxslt1.1 pkg-config docbook-xml xsltproc

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@ -1,5 +1,5 @@
= Installing Open Adventure =
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
// SPDX-License-Identifier: CC-BY-4.0
Installation now requires Python3 due to a security issue
@ -21,3 +21,7 @@ You can also use pip to install PyYAML: `pip3 install PyYAML`.
4. Optionally run a regression test on the code with `make check`.
5. Run `./advent` to play.
6. If you want to buld the documentation you will need asciidoctor.
7. Running the regression tests requires batchspell

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@ -1,6 +1,6 @@
# Makefile for the open-source release of adventure 2.5
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
# SPDX-License-Identifier: BSD-2-Clause
# To build with save/resume disabled, pass CFLAGS="-DADVENT_NOSAVE"
@ -12,7 +12,7 @@ VERS=$(shell sed -n <NEWS.adoc '/^[0-9]/s/:.*//p' | head -1)
.PHONY: check coverage
CC?=gcc
CCFLAGS+=-std=c99 -D_DEFAULT_SOURCE -DVERSION=\"$(VERS)\" -O2 -D_FORTIFY_SOURCE=2 -fstack-protector-all $(CFLAGS) -g $(EXTRA)
CCFLAGS+=-std=c99 -Wall -Wextra -D_DEFAULT_SOURCE -DVERSION=\"$(VERS)\" -O2 -D_FORTIFY_SOURCE=2 -fstack-protector-all $(CFLAGS) -g $(EXTRA)
LIBS=$(shell pkg-config --libs libedit)
INC+=$(shell pkg-config --cflags libedit)
@ -65,9 +65,23 @@ clean:
cheat: $(CHEAT_OBJS) dungeon.o
$(CC) $(CCFLAGS) $(DBX) -o cheat $(CHEAT_OBJS) dungeon.o $(LDFLAGS) $(LIBS)
check: advent cheat
CSUPPRESSIONS = --suppress=missingIncludeSystem --suppress=invalidscanf
cppcheck:
@-cppcheck -I. --quiet --template gcc -UOBJECT_SET_SEEN --enable=all $(CSUPPRESSIONS) *.[ch]
pylint:
@-pylint --score=n *.py */*.py
check: advent cheat pylint cppcheck spellcheck
cd tests; $(MAKE) --quiet
spellcheck:
@batchspell adventure.yaml advent.adoc
reflow:
@clang-format --style="{IndentWidth: 8, UseTab: ForIndentation}" -i $$(find . -name "*.[ch]")
@black --quiet *.py
# Requires gcov, lcov, libasan6, and libubsan1
# The last two are Ubuntu names, might vary on other distributions.
# After this, run your browser on coverage/open-adventure/index.html
@ -76,15 +90,16 @@ check: advent cheat
coverage: clean debug
cd tests; $(MAKE) coverage --quiet
.SUFFIXES: .adoc .html .6
# Note: to suppress the footers with timestamps being generated in HTML,
# we use "-a nofooter".
# To debug asciidoc problems, you may need to run "xmllint --nonet --noout --valid"
# on the intermediate XML that throws an error.
.SUFFIXES: .html .adoc .6
# Requires asciidoc and xsltproc/docbook stylesheets.
.adoc.6:
a2x --doctype manpage --format manpage $<
asciidoctor -D. -a nofooter -b manpage $<
.adoc.html:
asciidoc $<
.adoc:
asciidoc $<
asciidoctor -D. -a nofooter -a webfonts! $<
html: advent.html history.html hints.html
@ -100,9 +115,6 @@ advent-$(VERS).tar.gz: $(SOURCES) $(DOCS)
(tar -T MANIFEST -czvf advent-$(VERS).tar.gz)
@(rm advent-$(VERS))
indent:
astyle -n -A3 --pad-header --min-conditional-indent=1 --pad-oper *.c
release: advent-$(VERS).tar.gz advent.html history.html hints.html notes.html
shipper version=$(VERS) | sh -e -x
@ -147,9 +159,3 @@ debug: CCFLAGS += -fsanitize=address
debug: CCFLAGS += -fsanitize=undefined
debug: linty
CSUPPRESSIONS = --suppress=missingIncludeSystem --suppress=invalidscanf
cppcheck:
cppcheck -I. --template gcc --enable=all $(CSUPPRESSIONS) *.[ch]
pylint:
@pylint --score=n *.py */*.py

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@ -1,7 +1,16 @@
= Open Adventure project news =
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
// SPDX-License-Identifier: CC-BY-4.0
1.20: 2024-09-23::
Make oldstyle correctly suppress line editing.
1.19: 2024-06-27::
Ensore that the KNIVES_VANISH message can't issue twice.
1.18: 2024-02-15::
Bring the manual page fully up to date.
1.17: 2024-01-02::
Saying Z'ZZZ at reservoir no longer causes the waters to part and crash.

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@ -1,5 +1,5 @@
= README for Open Adventure =
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
// SPDX-License-Identifier: CC-BY-4.0
If you are reading this anywhere but at http://www.catb.org/~esr/open-adventure

3039
actions.c

File diff suppressed because it is too large Load diff

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@ -1,8 +1,11 @@
= advent(6) =
:doctype: manpage
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
// SPDX-License-Identifier: CC-BY-4.0
// batchspell: add advent logfile savefile roleplaying Gillogly PDP Ctrl-D
// batchspell: add EOF autosave endianness wumpus zork nethack
== NAME ==
advent - Colossal Cave Adventure
@ -20,9 +23,9 @@ adventure". To learn more about the changes since the 350-point
original, type 'news' at the command prompt.
There is an 'adventure' in the BSD games package that is a C port by
Jim Gillogly of the Don Woods's 1977 version of this game. To avoid a name
collision, this game builds as 'advent', reflecting the fact that the
PDP-10 on which the game originally ran limited filenames to 6 characters.
Jim Gillogly of the 1977 version. To avoid a name collision, this game
builds as 'advent', reflecting the fact that the PDP-10 on which the
game originally ran limited filenames to 6 characters.
This version is released as open source with the permission and
encouragement of the original authors.
@ -34,7 +37,8 @@ command history.
Some minor bugs and message typos have been fixed. Otherwise, the
"version" command is almost the only way to tell you're not running
Don's 1977 version.
Don's 1977 version until you get to the new cave sections added for
2.5.
To exit the game, type Ctrl-D (EOF).
@ -44,9 +48,9 @@ There have been no gameplay changes.
-l:: Log commands to specified file.
-r:: Restore game from specified file
-r:: Restore game from specified save file
-a:: Load from specified file and autosave to it on exit or signal.
-a:: Load from specified save file and autosave to it on exit or signal.
-o:: Old-style. Reverts some minor cosmetic fixes in game
messages. Restores original interface, no prompt or line editing.
@ -59,9 +63,9 @@ argument of '-' is taken as a directive to read from standard input.
== BUGS ==
The binary save file format is fragile, dependent on your machine word
size and endianness, and unlikely to survive through version bumps. There
is a version check.
The binary save file format is fragile, dependent on your machine's
endianness, and unlikely to survive through version bumps. There are
version and endianness checks when attempting to restore from a save.
The input parser was the first attempt *ever* at natural-language
parsing in a game and has some known deficiencies. While later text

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@ -1,4 +1,4 @@
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
# SPDX-License-Identifier: BSD-2-Clause
[Desktop Entry]
Type=Application

427
advent.h
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@ -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 <inttypes.h>
#include <stdarg.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <stdarg.h>
#include <inttypes.h>
#include "dungeon.h"
@ -19,36 +18,35 @@
#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
#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
@ -62,118 +60,112 @@
* 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
* PROP_STASHIFY 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.
* those tests is difficult to read.
*
* 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.
* All tests of the prop member are done with either these macros or ==.
*/
#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 OBJECT_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
#define OBJECT_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
#define OBJECT_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
#define OBJECT_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
#define OBJECT_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
#define PROP_STASHIFY(n) (-1 - (n))
#define OBJECT_STASHIFY(obj, pval) game.objects[obj].prop = PROP_STASHIFY(pval)
#define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
#define OBJECT_STATE_EQUALS(obj, pval) \
((game.objects[obj].prop == pval) || \
(game.objects[obj].prop == PROP_STASHIFY(pval)))
#define PROMPT "> "
#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
* 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)
* 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
* 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
* 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)
* IS_DARK_HERE() = true if location "LOC" is dark
* PCT(N) = true N% of the time (N integer from 0 to 100)
* GSTONE(OBJ) = true if OBJ is a gemstone
* FOREST(LOC) = true if LOC is part of the forest
* OUTSIDE(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.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)
#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 IS_DARK_HERE() \
(!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 OUTSIDE(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
#define INSIDE(LOC) (!OUTSIDE(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;
/* Use fixed-lwength types to make the save format moore portable */
@ -185,75 +177,72 @@ 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;
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
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) */
int32_t 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;
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
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 {
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
};
/*
@ -261,56 +250,64 @@ 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 31
#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;
@ -320,13 +317,13 @@ 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 void put(obj_t, loc_t, int);

View file

@ -1,6 +1,10 @@
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
# SPDX-License-Identifier: BSD-2-Clause
#
# batchspell: add XYZZY Twopit Bedquilt ne se sw nw dwarves dwarvish gouts
# batchspell: add Crowther add axe pinin Har har meself Hmmm Adventuredom
# batchspell: add Tsk gameplay bugfixes
#
# This YAML file gets processed into a collection of data structures and
# variable initializers describing Colossal Cave. It replaces an ad-hoc
# text database shipped with Adventure versions up to 2.5. The format
@ -10,7 +14,7 @@
# We define a bunch of YAML structures:
#
# motions: Motion words, grouped into synonyms. The 'oldstyle'
# attribute, if false, means that single-letter synonyms should be
# attribute, if false, means that single-letter synonyms should not be
# accepted in oldstyle mode; it defaults to true.
#
# actions: Action words, grouped into synonyms, and their corresponding
@ -3432,7 +3436,7 @@ objects: !!omap
- 'There are a few recent issues of "Spelunker Today" magazine here.'
texts:
- |-
I'm afraid the magazine is written in dwarvish. But pencilled on one
I'm afraid the magazine is written in dwarvish. But penciled on one
cover you see, "Please leave the magazines at the construction site."
- DWARF:
words: ['dwarf', 'dwarv']
@ -3940,11 +3944,13 @@ obituaries:
Oh dear, you seem to have gotten yourself killed. I might be able to
help you out, but I've never really done this before. Do you want me
to try to reincarnate you?
# batchspell: add wr
yes_response: |-
All right. But don't blame me if something goes wr......
--- POOF!! ---
You are engulfed in a cloud of orange smoke. Coughing and gasping,
you emerge from the smoke and find....
# batchspell: remove wr
- query: |-
You clumsy oaf, you've done it again! I don't know how long I can
keep this up. Do you want me to try reincarnating you again?
@ -4226,7 +4232,7 @@ actions: !!omap
message: |-
There is a puff of orange smoke; within it, fiery runes spell out:
\tOpen Adventure %V - http://www.catb.org/esr/open-adventure/
Open Adventure %V - http://www.catb.org/esr/open-adventure/
words: ['versi']
noaction: true

157
cheat.c
View file

@ -4,97 +4,93 @@
* savefile(), so we know we're always outputting save files that advent
* can import.
*
* 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 <getopt.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include <editline/readline.h>
#include "advent.h"
#include <editline/readline.h>
#include <getopt.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
int main(int argc, char *argv[])
{
int ch;
char *savefilename = NULL;
FILE *fp = NULL;
int main(int argc, char *argv[]) {
int ch;
char *savefilename = NULL;
FILE *fp = NULL;
// Initialize game variables
initialise();
// Initialize game variables
initialise();
/* we're generating a saved game, so saved once by default,
* unless overridden with command-line options below.
*/
game.saved = 1;
/* we're generating a saved game, so saved once by default,
* unless overridden with command-line options below.
*/
game.saved = 1;
/* Options. */
const char* opts = "d:l:s:t:v:o:";
const char* usage = "Usage: %s [-d numdie] [-s numsaves] [-v version] -o savefilename \n"
" -d number of deaths. Signed integer.\n"
" -l lifetime of lamp in turns. Signed integer.\n"
" -s number of saves. Signed integer.\n"
" -t number of turns. Signed integer.\n"
" -v version number of save format.\n"
" -o required. File name of save game to write.\n";
/* Options. */
const char *opts = "d:l:s:t:v:o:";
const char *usage =
"Usage: %s [-d numdie] [-s numsaves] [-v version] -o savefilename "
"\n"
" -d number of deaths. Signed integer.\n"
" -l lifetime of lamp in turns. Signed integer.\n"
" -s number of saves. Signed integer.\n"
" -t number of turns. Signed integer.\n"
" -v version number of save format.\n"
" -o required. File name of save game to write.\n";
while ((ch = getopt(argc, argv, opts)) != EOF) {
switch (ch) {
case 'd':
game.numdie = (turn_t)atoi(optarg);
printf("cheat: game.numdie = %d\n", game.numdie);
break;
case 'l':
game.limit = (turn_t)atoi(optarg);
printf("cheat: game.limit = %d\n", game.limit);
break;
case 's':
game.saved = (int)atoi(optarg);
printf("cheat: game.saved = %d\n", game.saved);
break;
case 't':
game.turns = (turn_t)atoi(optarg);
printf("cheat: game.turns = %d\n", game.turns);
break;
case 'v':
save.version = atoi(optarg);
printf("cheat: version = %d\n", save.version);
break;
case 'o':
savefilename = optarg;
break;
default:
fprintf(stderr,
usage, argv[0]);
exit(EXIT_FAILURE);
break;
}
}
while ((ch = getopt(argc, argv, opts)) != EOF) {
switch (ch) {
case 'd':
game.numdie = (turn_t)atoi(optarg);
printf("cheat: game.numdie = %d\n", game.numdie);
break;
case 'l':
game.limit = (turn_t)atoi(optarg);
printf("cheat: game.limit = %d\n", game.limit);
break;
case 's':
game.saved = (int)atoi(optarg);
printf("cheat: game.saved = %d\n", game.saved);
break;
case 't':
game.turns = (turn_t)atoi(optarg);
printf("cheat: game.turns = %d\n", game.turns);
break;
case 'v':
save.version = atoi(optarg);
printf("cheat: version = %d\n", save.version);
break;
case 'o':
savefilename = optarg;
break;
default:
fprintf(stderr, usage, argv[0]);
exit(EXIT_FAILURE);
break;
}
}
// Save filename required; the point of cheat is to generate save file
if (savefilename == NULL) {
fprintf(stderr,
usage, argv[0]);
fprintf(stderr,
"ERROR: filename required\n");
exit(EXIT_FAILURE);
}
// Save filename required; the point of cheat is to generate save file
if (savefilename == NULL) {
fprintf(stderr, usage, argv[0]);
fprintf(stderr, "ERROR: filename required\n");
exit(EXIT_FAILURE);
}
fp = fopen(savefilename, WRITE_MODE);
if (fp == NULL) {
fprintf(stderr,
"Can't open file %s. Exiting.\n", savefilename);
exit(EXIT_FAILURE);
}
fp = fopen(savefilename, WRITE_MODE);
if (fp == NULL) {
fprintf(stderr, "Can't open file %s. Exiting.\n", savefilename);
exit(EXIT_FAILURE);
}
savefile(fp);
savefile(fp);
fclose(fp);
fclose(fp);
printf("cheat: %s created.\n", savefilename);
printf("cheat: %s created.\n", savefilename);
return EXIT_SUCCESS;
return EXIT_SUCCESS;
}
// LCOV_EXCL_START
@ -103,12 +99,7 @@ int main(int argc, char *argv[])
* See the actually useful version of this in main.c
*/
char *myreadline(const char *prompt)
{
return readline(prompt);
}
char *myreadline(const char *prompt) { return readline(prompt); }
// LCOV_EXCL_STOP
/* end */

View file

@ -5,11 +5,10 @@ Package: open-adventure
Description: Colossal Cave Adventure, the 1995 430-point version.
This is the last descendant of the original 1976 Colossal Cave Adventure
worked on by the original authors - Crowther & Woods. It has sometimes
been known as Adventure 2.5. The original PDP-10 name 'advent' is used
for the built program to avoid collision with the BSD Games version.
XBS-Destinations: mailto:ubuntu-devel-discuss@lists.ubuntu.com
worked on by the original authors - Crowther & Woods; it is shipped with
their permission and encouragement. It has sometimes been known as
Adventure 2.5. The original PDP-10 name 'advent' is used for the
built program to avoid collision with the BSD Games version.
Homepage: http://www.catb.org/~esr/open-adventure

View file

@ -1,5 +1,5 @@
= Non-spoiler hints =
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
// SPDX-License-Identifier: CC-BY-4.0
Say the words you see. They can have interesting effects.

View file

@ -1,6 +1,6 @@
= A brief history of Colossal Cave Adventure =
by Eric S. Raymond
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
// SPDX-License-Identifier: CC-BY-4.0
Adventure is the fons et origo of all later dungeon-crawling computer

142
init.c
View file

@ -1,100 +1,96 @@
/*
* Initialisation
*
* 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 <unistd.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include <time.h>
#include <assert.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <unistd.h>
#include "advent.h"
struct settings_t settings = {
.logfp = NULL,
.oldstyle = false,
.prompt = true
};
struct settings_t settings = {.logfp = NULL, .oldstyle = false, .prompt = true};
struct game_t game = {
/* Last dwarf is special (the pirate). He always starts at his
* chest's eventual location inside the maze. This loc is saved
* in chloc for ref. The dead end in the other maze has its
* loc stored in chloc2. */
.chloc = LOC_MAZEEND12,
.chloc2 = LOC_DEADEND13,
.abbnum = 5,
.clock1 = WARNTIME,
.clock2 = FLASHTIME,
.newloc = LOC_START,
.loc = LOC_START,
.limit = GAMELIMIT,
.foobar = WORD_EMPTY,
.chloc = LOC_MAZEEND12, .chloc2 = LOC_DEADEND13, .abbnum = 5,
.clock1 = WARNTIME, .clock2 = FLASHTIME, .newloc = LOC_START,
.loc = LOC_START, .limit = GAMELIMIT, .foobar = WORD_EMPTY,
};
int initialise(void)
{
if (settings.oldstyle)
printf("Initialising...\n");
int initialise(void) {
if (settings.oldstyle) {
printf("Initialising...\n");
}
srand(time(NULL));
int seedval = (int)rand();
set_seed(seedval);
srand(time(NULL));
int seedval = (int)rand();
set_seed(seedval);
assert(NDWARVES == NDWARFLOCS);
for (int i = 1; i <= NDWARFLOCS; i++) {
game.dwarves[i].loc = dwarflocs[i-1];
}
for (int i = 1; i <= NDWARVES; i++) {
game.dwarves[i].loc = dwarflocs[i - 1];
}
for (int i = 1; i <= NOBJECTS; i++) {
game.objects[i].place = LOC_NOWHERE;
}
for (int i = 1; i <= NOBJECTS; i++) {
game.objects[i].place = LOC_NOWHERE;
}
for (int i = 1; i <= NLOCATIONS; i++) {
if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
int k = tkey[i];
if (travel[k].motion == HERE)
conditions[i] |= (1 << COND_FORCED);
}
}
for (int i = 1; i <= NLOCATIONS; i++) {
if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
int k = tkey[i];
if (travel[k].motion == HERE) {
conditions[i] |= (1 << COND_FORCED);
}
}
}
/* Set up the game.locs atloc and game.link arrays.
* We'll use the DROP subroutine, which prefaces new objects on the
* lists. Since we want things in the other order, we'll run the
* loop backwards. If the object is in two locs, we drop it twice.
* Also, since two-placed objects are typically best described
* last, we'll drop them first. */
for (int i = NOBJECTS; i >= 1; i--) {
if (objects[i].fixd > 0) {
drop(i + NOBJECTS, objects[i].fixd);
drop(i, objects[i].plac);
}
}
/* Set up the game.locs atloc and game.link arrays.
* We'll use the DROP subroutine, which prefaces new objects on the
* lists. Since we want things in the other order, we'll run the
* loop backwards. If the object is in two locs, we drop it twice.
* Also, since two-placed objects are typically best described
* last, we'll drop them first. */
for (int i = NOBJECTS; i >= 1; i--) {
if (objects[i].fixd > 0) {
drop(i + NOBJECTS, objects[i].fixd);
drop(i, objects[i].plac);
}
}
for (int i = 1; i <= NOBJECTS; i++) {
int k = NOBJECTS + 1 - i;
game.objects[k].fixed = objects[k].fixd;
if (objects[k].plac != 0 && objects[k].fixd <= 0)
drop(k, objects[k].plac);
}
for (int i = 1; i <= NOBJECTS; i++) {
int k = NOBJECTS + 1 - i;
game.objects[k].fixed = objects[k].fixd;
if (objects[k].plac != 0 && objects[k].fixd <= 0) {
drop(k, objects[k].plac);
}
}
/* Treasure props are initially STATE_NOTFOUND, and are set to
* STATE_FOUND the first time they are described. game.tally
* keeps track of how many are not yet found, so we know when to
* close the cave. */
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
++game.tally;
if (objects[treasure].inventory != 0)
PROP_SET_NOT_FOUND(treasure);
}
}
game.conds = setbit(COND_HBASE);
/* Treasure props are initially STATE_NOTFOUND, and are set to
* STATE_FOUND the first time they are described. game.tally
* keeps track of how many are not yet found, so we know when to
* close the cave.
* (ESR) Non-treasures are set to STATE_FOUND explicitly so we
* don't rely on the value of uninitialized storage. This is to
* make translation to future languages easier. */
for (int object = 1; object <= NOBJECTS; object++) {
if (objects[object].is_treasure) {
++game.tally;
if (objects[object].inventory != NULL) {
OBJECT_SET_NOT_FOUND(object);
}
} else {
OBJECT_SET_FOUND(object);
}
}
game.conds = setbit(COND_HBASE);
return seedval;
return seedval;
}

2548
main.c

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@ -1,5 +1,5 @@
#!/usr/bin/env python3
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
# SPDX-License-Identifier: BSD-2-Clause
"""
This is the open-adventure dungeon generator. It consumes a YAML description of

View file

@ -1,5 +1,5 @@
#!/usr/bin/env python3
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
# SPDX-License-Identifier: BSD-2-Clause
"""\
usage: make_graph.py [-a] [-d] [-m] [-s] [-v]

1240
misc.c

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@ -1,6 +1,6 @@
= Open Adventure Maintainer's Notes =
by Eric S. Raymond
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
// SPDX-License-Identifier: CC-BY-4.0
In which we explain what has been done to this code since Don Woods
@ -16,8 +16,8 @@ of Peje Nilsson in restructuring some particularly grotty gotos is
gratefully acknowledged. Petr Voropaev contributed fuzz testing and
code cleanups. Aaron Traas did a lot of painstaking work to improve
test coverage, and factored out the last handful of gotos. Ryan
Sarson nudged us into fixing a longstannding minor bug in the
handling of incorrect magic-word sequebcesm,
Sarson nudged us into fixing a longstanding minor bug in the
handling of incorrect magic-word sequences,
== Nomenclature ==
@ -75,10 +75,15 @@ Bug fixes:
* A few minor typos have been corrected: absence of capitalization on
"Swiss" and "Persian", inconsistent spelling of "imbedded" vs. "embedded",
"eying" for "eyeing", "thresholds" for "threshholds".
"eying" for "eyeing", "thresholds" for "threshholds", "pencilled"
for "penciled".
* Under odd circumstances (dropping rug or vase outdoors) the game could
formerly say "floor" when it should say "ground" (or "dirt", or something).
formerly say "floor" when it should say "ground" (or "dirt", or
something).
* The "knives vanish" message could formerly be emitted when "I see no
knife here." would be appropriate.
Enhancements:
@ -139,7 +144,7 @@ whitespace before processing.
A -r command-line option has been added. When it is given (with a file
path argument) it is functionally equivalent to a RESTORE command.
An -a command-line option has been added (comditionally on
An -a command-line option has been added (conditionally on
ADVENT_AUTOSAVE) for use in BBS door systems. When this option is
given, the game roads from the specified filename argument on startup
and saves to it on quit or a received signal. There is a new nmessage

View file

@ -4,249 +4,264 @@
* (ESR) This replaces a bunch of particularly nasty FORTRAN-derived code;
* see the history.adoc file in the source distribution for discussion.
*
* 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 <ctype.h>
#include <inttypes.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <time.h>
#include <inttypes.h>
#include "advent.h"
#include "dungeon.h"
/*
* Use this to detect endianness mismatch. Can't be unchanged by byte-swapping.
*/
#define ENDIAN_MAGIC 2317
#define ENDIAN_MAGIC 2317
struct save_t save;
#define IGNORE(r) do{if (r){}}while(0)
#define IGNORE(r) \
do { \
if (r) { \
} \
} while (0)
int savefile(FILE *fp)
/* Save game to file. No input or output from user. */
{
memcpy(&save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC));
if (save.version == 0)
save.version = SAVE_VERSION;
if (save.canary == 0)
save.canary = ENDIAN_MAGIC;
save.game = game;
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
return (0);
int savefile(FILE *fp) {
/* Save game to file. No input or output from user. */
memcpy(&save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC));
if (save.version == 0) {
save.version = SAVE_VERSION;
}
if (save.canary == 0) {
save.canary = ENDIAN_MAGIC;
}
save.game = game;
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
return (0);
}
/* Suspend and resume */
static char *strip(char *name)
{
// Trim leading whitespace
while(isspace((unsigned char)*name))
name++; // LCOV_EXCL_LINE
if(*name != '\0') {
// Trim trailing whitespace;
// might be left there by autocomplete
char *end = name + strlen(name) - 1;
while(end > name && isspace((unsigned char)*end))
end--;
// Write new null terminator character
end[1] = '\0';
}
static char *strip(char *name) {
// Trim leading whitespace
while (isspace((unsigned char)*name)) {
name++; // LCOV_EXCL_LINE
}
if (*name != '\0') {
// Trim trailing whitespace;
// might be left there by autocomplete
char *end = name + strlen(name) - 1;
while (end > name && isspace((unsigned char)*end)) {
end--;
}
// Write new null terminator character
end[1] = '\0';
}
return name;
return name;
}
int suspend(void)
{
/* Suspend. Offer to save things in a file, but charging
* some points (so can't win by using saved games to retry
* battles or to start over after learning zzword).
* If ADVENT_NOSAVE is defined, gripe instead. */
int suspend(void) {
/* Suspend. Offer to save things in a file, but charging
* some points (so can't win by using saved games to retry
* battles or to start over after learning zzword).
* If ADVENT_NOSAVE is defined, gripe instead. */
#if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
rspeak(SAVERESUME_DISABLED);
return GO_TOP;
rspeak(SAVERESUME_DISABLED);
return GO_TOP;
#endif
FILE *fp = NULL;
FILE *fp = NULL;
rspeak(SUSPEND_WARNING);
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
return GO_CLEAROBJ;
game.saved = game.saved + 5;
rspeak(SUSPEND_WARNING);
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE],
arbitrary_messages[OK_MAN],
arbitrary_messages[OK_MAN])) {
return GO_CLEAROBJ;
}
game.saved = game.saved + 5;
while (fp == NULL) {
char* name = myreadline("\nFile name: ");
if (name == NULL)
return GO_TOP;
name = strip(name);
if (strlen(name) == 0)
return GO_TOP; // LCOV_EXCL_LINE
fp = fopen(strip(name), WRITE_MODE);
if (fp == NULL)
printf("Can't open file %s, try again.\n", name);
free(name);
}
while (fp == NULL) {
char *name = myreadline("\nFile name: ");
if (name == NULL) {
return GO_TOP;
}
name = strip(name);
if (strlen(name) == 0) {
return GO_TOP; // LCOV_EXCL_LINE
}
fp = fopen(strip(name), WRITE_MODE);
if (fp == NULL) {
printf("Can't open file %s, try again.\n", name);
}
free(name);
}
savefile(fp);
fclose(fp);
rspeak(RESUME_HELP);
exit(EXIT_SUCCESS);
}
int resume(void)
{
/* Resume. Read a suspended game back from a file.
* If ADVENT_NOSAVE is defined, gripe instead. */
#if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
rspeak(SAVERESUME_DISABLED);
return GO_TOP;
#endif
FILE *fp = NULL;
if (game.loc != LOC_START || game.locs[LOC_START].abbrev != 1) {
rspeak(RESUME_ABANDON);
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
return GO_CLEAROBJ;
}
while (fp == NULL) {
char* name = myreadline("\nFile name: ");
if (name == NULL)
return GO_TOP;
name = strip(name);
if (strlen(name) == 0)
return GO_TOP; // LCOV_EXCL_LINE
fp = fopen(name, READ_MODE);
if (fp == NULL)
printf("Can't open file %s, try again.\n", name);
free(name);
}
return restore(fp);
}
int restore(FILE* fp)
{
/* Read and restore game state from file, assuming
* sane initial state.
* If ADVENT_NOSAVE is defined, gripe instead. */
#ifdef ADVENT_NOSAVE
rspeak(SAVERESUME_DISABLED);
return GO_TOP;
#endif
IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
fclose(fp);
if (memcmp(save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC)) != 0 || save.canary != ENDIAN_MAGIC)
rspeak(BAD_SAVE);
else if (save.version != SAVE_VERSION) {
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), SAVE_VERSION / 10, MOD(SAVE_VERSION, 10));
} else if (!is_valid(save.game)) {
rspeak(SAVE_TAMPERING);
savefile(fp);
fclose(fp);
rspeak(RESUME_HELP);
exit(EXIT_SUCCESS);
} else {
game = save.game;
}
return GO_TOP;
}
bool is_valid(struct game_t valgame)
{
/* Save files can be roughly grouped into three groups:
* With valid, reachable state, with valid, but unreachable
* state and with invalid state. We check that state is
* valid: no states are outside minimal or maximal value
*/
int resume(void) {
/* Resume. Read a suspended game back from a file.
* If ADVENT_NOSAVE is defined, gripe instead. */
/* Prevent division by zero */
if (valgame.abbnum == 0) {
return false; // LCOV_EXCL_LINE
}
#if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
rspeak(SAVERESUME_DISABLED);
return GO_TOP;
#endif
FILE *fp = NULL;
/* Check for RNG overflow. Truncate */
if (valgame.lcg_x >= LCG_M) {
valgame.lcg_x %= LCG_M; // LCOV_EXCL_LINE
}
if (game.loc != LOC_START || game.locs[LOC_START].abbrev != 1) {
rspeak(RESUME_ABANDON);
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE],
arbitrary_messages[OK_MAN],
arbitrary_messages[OK_MAN])) {
return GO_CLEAROBJ;
}
}
/* Check for RNG underflow. Transpose */
if (valgame.lcg_x < LCG_M) {
valgame.lcg_x = LCG_M + (valgame.lcg_x % LCG_M);
}
while (fp == NULL) {
char *name = myreadline("\nFile name: ");
if (name == NULL) {
return GO_TOP;
}
name = strip(name);
if (strlen(name) == 0) {
return GO_TOP; // LCOV_EXCL_LINE
}
fp = fopen(name, READ_MODE);
if (fp == NULL) {
printf("Can't open file %s, try again.\n", name);
}
free(name);
}
/* Bounds check for locations */
if ( valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
valgame.chloc2 < -1 || valgame.chloc2 > NLOCATIONS ||
valgame.loc < 0 || valgame.loc > NLOCATIONS ||
valgame.newloc < 0 || valgame.newloc > NLOCATIONS ||
valgame.oldloc < 0 || valgame.oldloc > NLOCATIONS ||
valgame.oldlc2 < 0 || valgame.oldlc2 > NLOCATIONS) {
return false; // LCOV_EXCL_LINE
}
/* Bounds check for location arrays */
for (int i = 0; i <= NDWARVES; i++) {
if (valgame.dwarves[i].loc < -1 || valgame.dwarves[i].loc > NLOCATIONS ||
valgame.dwarves[i].oldloc < -1 || valgame.dwarves[i].oldloc > NLOCATIONS) {
return false; // LCOV_EXCL_LINE
}
}
return restore(fp);
}
for (int i = 0; i <= NOBJECTS; i++) {
if (valgame.objects[i].place < -1 || valgame.objects[i].place > NLOCATIONS ||
valgame.objects[i].fixed < -1 || valgame.objects[i].fixed > NLOCATIONS) {
return false; // LCOV_EXCL_LINE
}
}
int restore(FILE *fp) {
/* Read and restore game state from file, assuming
* sane initial state.
* If ADVENT_NOSAVE is defined, gripe instead. */
#ifdef ADVENT_NOSAVE
rspeak(SAVERESUME_DISABLED);
return GO_TOP;
#endif
/* Bounds check for dwarves */
if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
valgame.dkill < 0 || valgame.dkill > NDWARVES) {
return false; // LCOV_EXCL_LINE
}
IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
fclose(fp);
if (memcmp(save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC)) != 0 ||
save.canary != ENDIAN_MAGIC) {
rspeak(BAD_SAVE);
} else if (save.version != SAVE_VERSION) {
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10),
SAVE_VERSION / 10, MOD(SAVE_VERSION, 10));
} else if (!is_valid(save.game)) {
rspeak(SAVE_TAMPERING);
exit(EXIT_SUCCESS);
} else {
game = save.game;
}
return GO_TOP;
}
/* Validate that we didn't die too many times in save */
if (valgame.numdie >= NDEATHS) {
return false; // LCOV_EXCL_LINE
}
bool is_valid(struct game_t valgame) {
/* Save files can be roughly grouped into three groups:
* With valid, reachable state, with valid, but unreachable
* state and with invalid state. We check that state is
* valid: no states are outside minimal or maximal value
*/
/* Recalculate tally, throw the towel if in disagreement */
int temp_tally = 0;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
if (PROP_IS_NOTFOUND2(valgame, treasure)) {
++temp_tally;
}
}
}
if (temp_tally != valgame.tally) {
return false; // LCOV_EXCL_LINE
}
/* Prevent division by zero */
if (valgame.abbnum == 0) {
return false; // LCOV_EXCL_LINE
}
/* Check that properties of objects aren't beyond expected */
for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
if (PROP_IS_INVALID(valgame.objects[obj].prop)) {
return false; // LCOV_EXCL_LINE
}
}
/* Check for RNG overflow. Truncate */
if (valgame.lcg_x >= LCG_M) {
return false;
}
/* Check that values in linked lists for objects in locations are inside bounds */
for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
if (valgame.locs[loc].atloc < NO_OBJECT || valgame.locs[loc].atloc > NOBJECTS * 2) {
return false; // LCOV_EXCL_LINE
}
}
for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) {
if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) {
return false; // LCOV_EXCL_LINE
}
}
/* Bounds check for locations */
if (valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
valgame.chloc2 < -1 || valgame.chloc2 > NLOCATIONS ||
valgame.loc < 0 || valgame.loc > NLOCATIONS || valgame.newloc < 0 ||
valgame.newloc > NLOCATIONS || valgame.oldloc < 0 ||
valgame.oldloc > NLOCATIONS || valgame.oldlc2 < 0 ||
valgame.oldlc2 > NLOCATIONS) {
return false; // LCOV_EXCL_LINE
}
/* Bounds check for location arrays */
for (int i = 0; i <= NDWARVES; i++) {
if (valgame.dwarves[i].loc < -1 ||
valgame.dwarves[i].loc > NLOCATIONS ||
valgame.dwarves[i].oldloc < -1 ||
valgame.dwarves[i].oldloc > NLOCATIONS) {
return false; // LCOV_EXCL_LINE
}
}
return true;
for (int i = 0; i <= NOBJECTS; i++) {
if (valgame.objects[i].place < -1 ||
valgame.objects[i].place > NLOCATIONS ||
valgame.objects[i].fixed < -1 ||
valgame.objects[i].fixed > NLOCATIONS) {
return false; // LCOV_EXCL_LINE
}
}
/* Bounds check for dwarves */
if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
valgame.dkill < 0 || valgame.dkill > NDWARVES) {
return false; // LCOV_EXCL_LINE
}
/* Validate that we didn't die too many times in save */
if (valgame.numdie >= NDEATHS) {
return false; // LCOV_EXCL_LINE
}
/* Recalculate tally, throw the towel if in disagreement */
int temp_tally = 0;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
if (OBJECT_IS_NOTFOUND2(valgame, treasure)) {
++temp_tally;
}
}
}
if (temp_tally != valgame.tally) {
return false; // LCOV_EXCL_LINE
}
/* Check that properties of objects aren't beyond expected */
for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
if (PROP_IS_INVALID(valgame.objects[obj].prop)) {
return false; // LCOV_EXCL_LINE
}
}
/* Check that values in linked lists for objects in locations are inside
* bounds */
for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
if (valgame.locs[loc].atloc < NO_OBJECT ||
valgame.locs[loc].atloc > NOBJECTS * 2) {
return false; // LCOV_EXCL_LINE
}
}
for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++) {
if (valgame.link[obj] < NO_OBJECT ||
valgame.link[obj] > NOBJECTS * 2) {
return false; // LCOV_EXCL_LINE
}
}
return true;
}
/* end */

257
score.c
View file

@ -1,145 +1,162 @@
/*
* Scoring and wrap-up.
*
* 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 <stdlib.h>
#include "advent.h"
#include "dungeon.h"
#include <stdlib.h>
static int mxscor; /* ugh..the price for having score() not exit. */
static int mxscor; /* ugh..the price for having score() not exit. */
int score(enum termination mode)
/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
* or won */
{
int score = 0;
int score(enum termination mode) {
/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if
* died or won */
int score = 0;
/* The present scoring algorithm is as follows:
* Objective: Points: Present total possible:
* Getting well into cave 25 25
* Each treasure < chest 12 60
* Treasure chest itself 14 14
* Each treasure > chest 16 224
* Surviving (MAX-NUM)*10 30
* Not quitting 4 4
* Reaching "game.closng" 25 25
* "Closed": Quit/Killed 10
* Klutzed 25
* Wrong way 30
* Success 45 45
* Came to Witt's End 1 1
* Round out the total 2 2
* TOTAL: 430
* Points can also be deducted for using hints or too many turns, or for
* saving intermediate positions. */
/* The present scoring algorithm is as follows:
* Objective: Points: Present total possible:
* Getting well into cave 25 25
* Each treasure < chest 12 60
* Treasure chest itself 14 14
* Each treasure > chest 16 224
* Surviving (MAX-NUM)*10 30
* Not quitting 4 4
* Reaching "game.closng" 25 25
* "Closed": Quit/Killed 10
* Klutzed 25
* Wrong way 30
* Success 45 45
* Came to Witt's End 1 1
* Round out the total 2 2
* TOTAL: 430
* Points can also be deducted for using hints or too many turns, or
* for saving intermediate positions. */
/* First tally up the treasures. Must be in building and not broken.
* Give the poor guy 2 points just for finding each treasure. */
mxscor = 0;
for (int i = 1; i <= NOBJECTS; i++) {
if (!objects[i].is_treasure)
continue;
if (objects[i].inventory != 0) {
int k = 12;
if (i == CHEST)
k = 14;
if (i > CHEST)
k = 16;
if (!PROP_IS_STASHED(i) && !PROP_IS_NOTFOUND(i))
score += 2;
if (game.objects[i].place == LOC_BUILDING && PROP_IS_FOUND(i))
score += k - 2;
mxscor += k;
}
}
/* First tally up the treasures. Must be in building and not broken.
* Give the poor guy 2 points just for finding each treasure. */
mxscor = 0;
for (int i = 1; i <= NOBJECTS; i++) {
if (!objects[i].is_treasure) {
continue;
}
if (objects[i].inventory != 0) {
int k = 12;
if (i == CHEST) {
k = 14;
}
if (i > CHEST) {
k = 16;
}
if (!OBJECT_IS_STASHED(i) && !OBJECT_IS_NOTFOUND(i)) {
score += 2;
}
if (game.objects[i].place == LOC_BUILDING &&
OBJECT_IS_FOUND(i)) {
score += k - 2;
}
mxscor += k;
}
}
/* Now look at how he finished and how far he got. NDEATHS and
* game.numdie tell us how well he survived. game.dflag will tell us
* if he ever got suitably deep into the cave. game.closng still
* indicates whether he reached the endgame. And if he got as far as
* "cave closed" (indicated by "game.closed"), then bonus is zero for
* mundane exits or 133, 134, 135 if he blew it (so to speak). */
score += (NDEATHS - game.numdie) * 10;
mxscor += NDEATHS * 10;
if (mode == endgame)
score += 4;
mxscor += 4;
if (game.dflag != 0)
score += 25;
mxscor += 25;
if (game.closng)
score += 25;
mxscor += 25;
if (game.closed) {
if (game.bonus == none)
score += 10;
if (game.bonus == splatter)
score += 25;
if (game.bonus == defeat)
score += 30;
if (game.bonus == victory)
score += 45;
}
mxscor += 45;
/* Now look at how he finished and how far he got. NDEATHS and
* game.numdie tell us how well he survived. game.dflag will tell us
* if he ever got suitably deep into the cave. game.closng still
* indicates whether he reached the endgame. And if he got as far as
* "cave closed" (indicated by "game.closed"), then bonus is zero for
* mundane exits or 133, 134, 135 if he blew it (so to speak). */
score += (NDEATHS - game.numdie) * 10;
mxscor += NDEATHS * 10;
if (mode == endgame) {
score += 4;
}
mxscor += 4;
if (game.dflag != 0) {
score += 25;
}
mxscor += 25;
if (game.closng) {
score += 25;
}
mxscor += 25;
if (game.closed) {
if (game.bonus == none) {
score += 10;
}
if (game.bonus == splatter) {
score += 25;
}
if (game.bonus == defeat) {
score += 30;
}
if (game.bonus == victory) {
score += 45;
}
}
mxscor += 45;
/* Did he come to Witt's End as he should? */
if (game.objects[MAGAZINE].place == LOC_WITTSEND)
score += 1;
mxscor += 1;
/* Did he come to Witt's End as he should? */
if (game.objects[MAGAZINE].place == LOC_WITTSEND) {
score += 1;
}
mxscor += 1;
/* Round it off. */
score += 2;
mxscor += 2;
/* Round it off. */
score += 2;
mxscor += 2;
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
for (int i = 0; i < NHINTS; i++) {
if (game.hints[i].used)
score = score - hints[i].penalty;
}
if (game.novice)
score -= 5;
if (game.clshnt)
score -= 10;
score = score - game.trnluz - game.saved;
/* Deduct for hints/turns/saves. Hints < 4 are special; see database
* desc. */
for (int i = 0; i < NHINTS; i++) {
if (game.hints[i].used) {
score = score - hints[i].penalty;
}
}
if (game.novice) {
score -= 5;
}
if (game.clshnt) {
score -= 10;
}
score = score - game.trnluz - game.saved;
/* Return to score command if that's where we came from. */
if (mode == scoregame) {
rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
}
/* Return to score command if that's where we came from. */
if (mode == scoregame) {
rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
}
return score;
return score;
}
void terminate(enum termination mode)
/* End of game. Let's tell him all about it. */
{
int points = score(mode);
void terminate(enum termination mode) {
/* End of game. Let's tell him all about it. */
int points = score(mode);
#if defined ADVENT_AUTOSAVE
autosave();
autosave();
#endif
if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0)
rspeak(TOOK_LONG);
if (points + game.saved + 1 >= mxscor && game.saved != 0)
rspeak(WITHOUT_SUSPENDS);
rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
for (int i = 1; i <= (int)NCLASSES; i++) {
if (classes[i].threshold >= points) {
speak(classes[i].message);
if (i < (int)NCLASSES) {
int nxt = classes[i].threshold + 1 - points;
rspeak(NEXT_HIGHER, nxt, nxt);
} else {
rspeak(NO_HIGHER);
}
exit(EXIT_SUCCESS);
}
}
rspeak(OFF_SCALE);
exit(EXIT_SUCCESS);
if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0) {
rspeak(TOOK_LONG);
}
if (points + game.saved + 1 >= mxscor && game.saved != 0) {
rspeak(WITHOUT_SUSPENDS);
}
rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
for (int i = 1; i <= (int)NCLASSES; i++) {
if (classes[i].threshold >= points) {
speak(classes[i].message);
if (i < (int)NCLASSES) {
int nxt = classes[i].threshold + 1 - points;
rspeak(NEXT_HIGHER, nxt, nxt);
} else {
rspeak(NO_HIGHER);
}
exit(EXIT_SUCCESS);
}
}
rspeak(OFF_SCALE);
exit(EXIT_SUCCESS);
}
/* end */

View file

@ -54,6 +54,6 @@ const travelop_t travel[] = {{
const char *ignore = "{ignore}";
/* Dwarf starting locations */
const int dwarflocs[NDWARFLOCS] = {{{dwarflocs}}};
const int dwarflocs[NDWARVES] = {{{dwarflocs}}};
/* end */

View file

@ -35,9 +35,8 @@ SPDX-License-Identifier: BSD-2-Clause
#define COND_HOGRE 20 /* Trying to deal with ogre */
#define COND_HJADE 21 /* Found all treasures except jade */
/* Count of dwarf starting locations */
#define NDWARFLOCS {ndwarflocs}
extern const int dwarflocs[NDWARFLOCS];
#define NDWARVES {ndwarflocs} // number of dwarves
extern const int dwarflocs[NDWARVES];
typedef struct {{
const char** strs;

View file

@ -124,10 +124,6 @@ tap: count $(SGAMES) $(TEST_TARGETS)
count:
@echo 1..$(words $(TEST_TARGETS))
foobar:
exit 1
# The following machinery tests the game against a binary made from
# the advent430 branch To use it, switch to that branch, build the
# binary, run it once to generate adventure.data, then switch back to
@ -174,7 +170,7 @@ oldcompare:
echo 1..$(words $(shell ls *.log))) | $(TAPFILTER)
@rm *.ochk *-new advent430 adventure.data
# List all NOMPARE tests.
# List all NOCOMPARE tests.
residuals:
@grep -n NOCOMPARE *.log

386
tests/knife.chk Normal file
View file

@ -0,0 +1,386 @@
Welcome to Adventure!! Would you like instructions?
> no
You are standing at the end of a road before a small brick building.
Around you is a forest. A small stream flows out of the building and
down a gully.
> seed 1640849217
Seed set to 1640849217
You're in front of building.
> e
You are inside a building, a well house for a large spring.
There are some keys on the ground here.
There is a shiny brass lamp nearby.
There is food here.
There is a bottle of water here.
> get lamp
OK
> xyzzy
>>Foof!<<
It is now pitch dark. If you proceed you will likely fall into a pit.
> get rod
OK
> on
Your lamp is now on.
You are in a debris room filled with stuff washed in from the surface.
A low wide passage with cobbles becomes plugged with mud and debris
here, but an awkward canyon leads upward and west. In the mud someone
has scrawled, "MAGIC WORD XYZZY".
> w
You are in an awkward sloping east/west canyon.
> w
You are in a splendid chamber thirty feet high. The walls are frozen
rivers of orange stone. An awkward canyon and a good passage exit
from east and west sides of the chamber.
A cheerful little bird is sitting here singing.
> w
At your feet is a small pit breathing traces of white mist. An east
passage ends here except for a small crack leading on.
Rough stone steps lead down the pit.
> d
You are at one end of a vast hall stretching forward out of sight to
the west. There are openings to either side. Nearby, a wide stone
staircase leads downward. The hall is filled with wisps of white mist
swaying to and fro almost as if alive. A cold wind blows up the
staircase. There is a passage at the top of a dome behind you.
Rough stone steps lead up the dome.
> w
You are on the east bank of a fissure slicing clear across the hall.
The mist is quite thick here, and the fissure is too wide to jump.
> wave rod
A crystal bridge now spans the fissure.
> w
You are on the west side of the fissure in the Hall of Mists.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You're on east bank of fissure.
A crystal bridge spans the fissure.
> w
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You're on east bank of fissure.
A crystal bridge spans the fissure.
> w
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You're on east bank of fissure.
A crystal bridge spans the fissure.
> w
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You're on east bank of fissure.
A crystal bridge spans the fissure.
> w
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You are on the east bank of a fissure slicing clear across the hall.
The mist is quite thick here, and the fissure is too wide to jump.
A crystal bridge spans the fissure.
> w
You are on the west side of the fissure in the Hall of Mists.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You're on east bank of fissure.
A crystal bridge spans the fissure.
> w
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You're on east bank of fissure.
A crystal bridge spans the fissure.
> w
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You're on east bank of fissure.
A crystal bridge spans the fissure.
> w
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You're on east bank of fissure.
A crystal bridge spans the fissure.
> w
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You are on the east bank of a fissure slicing clear across the hall.
The mist is quite thick here, and the fissure is too wide to jump.
A crystal bridge spans the fissure.
> w
You are on the west side of the fissure in the Hall of Mists.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You're on east bank of fissure.
A crystal bridge spans the fissure.
> w
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You're on east bank of fissure.
A crystal bridge spans the fissure.
> w
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You're on east bank of fissure.
A crystal bridge spans the fissure.
> w
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You're on east bank of fissure.
A crystal bridge spans the fissure.
> w
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You are on the east bank of a fissure slicing clear across the hall.
The mist is quite thick here, and the fissure is too wide to jump.
A crystal bridge spans the fissure.
> w
You are on the west side of the fissure in the Hall of Mists.
There are diamonds here!
A crystal bridge spans the fissure.
> e
You're on east bank of fissure.
A crystal bridge spans the fissure.
> w
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> e
A little dwarf just walked around a corner, saw you, threw a little
axe at you which missed, cursed, and ran away.
You're on east bank of fissure.
There is a little axe here.
A crystal bridge spans the fissure.
> w
There is a threatening little dwarf in the room with you!
One sharp nasty knife is thrown at you!
It misses!
You're on west bank of fissure.
There are diamonds here!
A crystal bridge spans the fissure.
> get knife
The dwarves' knives vanish as they strike the walls of the cave.
> look
Sorry, but I am not allowed to give more detail. I will repeat the
long description of your location.
There is a threatening little dwarf in the room with you!
One sharp nasty knife is thrown at you!
It misses!
You are on the west side of the fissure in the Hall of Mists.
There are diamonds here!
A crystal bridge spans the fissure.
> get knife
I see no knife here.
> quit
Do you really want to quit now?
> yes
OK
You scored 59 out of a possible 430, using 50 turns.
Your score qualifies you as a novice class adventurer.
To achieve the next higher rating, you need 62 more points.

57
tests/knife.log Normal file
View file

@ -0,0 +1,57 @@
## Test whether KNIVES_VANISH can be issued twice
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
# SPDX-License-Identifier: BSD-2-Clause
#NOCOMPARE avoide spuriuous failure on second "get knife"
no
seed 1640849217
e
get lamp
xyzzy
get rod
on
w
w
w
d
w
wave rod
w
e
w
e
w
e
w
e
w
e
w
e
w
e
w
e
w
e
w
e
w
e
w
e
w
e
w
e
w
e
w
e
w
e
w
get knife
look
get knife
quit
yes

View file

@ -1,6 +1,4 @@
#! /bin/sh
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
# SPDX-License-Identifier: MIT-0
#
# tapdiffer - Render diff between input and checkfile as a TAP report
#
@ -16,17 +14,23 @@
# OSD-compliant; otherwise the following SPDX tag incorporates the
# MIT No Attribution license by reference.
#
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
# SPDX-License-Identifier: MIT-0
#
# A newer version may be available at https://gitlab.com/esr/tapview
# Check your last commit dqte for this file against the commit list
# there to see if it might be a good idea to update.
#
if [ "$1" = "-b" ]
then
diffopts=-ub
shift
else
diffopts=-u
fi
diffopts=-u
while getopts bn opt
do
case $opt in
b) diffopts=-ub;;
*) echo "tapdiffer: unknown option ${opt}."; exit 1;;
esac
done
# shellcheck disable=SC2004
shift $(($OPTIND - 1))
legend=$1
checkfile=$2
@ -37,7 +41,7 @@ if diff --text "${diffopts}" "${checkfile}" - >/tmp/tapdiff$$
then
echo "ok - ${legend}"
else
echo "not ok - ${checkfile}: ${legend}"
echo "not ok - ${legend}"
if [ ! "${QUIET}" = 1 ]
then
echo " --- |"

View file

@ -4,14 +4,15 @@
# This code is intended to be embedded in your project. The author
# grants permission for it to be distributed under the prevailing
# license of your project if you choose, provided that license is
# OSD-compliant; otherwise the following SPDX tag incorporates a
# license by reference.
# OSD-compliant; otherwise the following SPDX tag incorporates the
# MIT No Attribution license by reference.
#
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
# SPDX-License-Identifier: BSD-2-Clause
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
# SPDX-License-Identifier: MIT-0
#
# This is version 1.6
# A newer version may be available at https://gitlab.com/esr/tapview
# Check your last commit date for this file against the commit list
# there to see if it might be a good idea to update.
#
OK="."
FAIL="F"
@ -19,13 +20,16 @@ SKIP="s"
TODO_NOT_OK="x"
TODO_OK="u"
LF='
'
ship_char() {
# shellcheck disable=SC2039
printf '%s' "$1" # https://www.etalabs.net/sh_tricks.html
}
ship_line() {
report="${report}${1}\n"
report="${report}${1}$LF"
}
ship_error() {
@ -34,7 +38,7 @@ ship_error() {
then
echo ""
fi
report="${report}${1}\n"
report="${report}${1}$LF"
echo "${report}"
exit 1
}
@ -76,6 +80,10 @@ context_pop () {
then
ship_line "Expected $(context_get expect) tests but only ${testcount} ran."
status=1
elif [ "$(context_get plan)" != "" ] && [ "$(context_get expect)" -lt "$(context_get count)" ]
then
ship_line "${testcount} ran but $(context_get expect) expected."
status=1
fi
}