/* * Dungeon types and macros. * * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include #include "dungeon.h" /* LCG PRNG parameters tested against * Knuth vol. 2. by the original authors */ #define LCG_A 1093L #define LCG_C 221587L #define LCG_M 1048576L #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 /* 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 * 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_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 tests is difficult to read. */ #define PROP_STASHIFY(n) (-1 - (n)) #define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE) #define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND) #define OBJECT_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND) #define OBJECT_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND) #define OBJECT_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0) #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) #else /* (ESR) Only the boldest of adventurers will explore here. This * alternate set of definitions for the macros above was an attempt to * break out of the state encoding a per-object "found" member * telling whether or not the player has seen the object. */ #define PROP_STASHIFY(n) (-(n)) #define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE) #define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < 0) #define OBJECT_IS_NOTFOUND(obj) (!game.objects[obj].found) #define OBJECT_IS_FOUND(obj) \ (game.objects[obj].found && game.objects[obj].prop == 0) #define OBJECT_IS_STASHED_OR_UNSEEN(obj) \ (!game.objects[obj].found || game.objects[obj].prop < 0) #define OBJECT_SET_FOUND(obj) \ do { \ game.objects[obj].found = true; \ game.objects[obj].prop = STATE_FOUND; \ } while (0) #define OBJECT_SET_NOT_FOUND(obj) game.objects[obj].found = false #define OBJECT_IS_NOTFOUND2(g, o) (!g.objects[o].found) #define OBJECT_SET_SEEN(obj) game.objects[object].found = true #endif #define OBJECT_STASHIFY(obj, pval) game.objects[obj].prop = PROP_STASHIFY(pval) #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 */ #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, }; enum speaktype { touch, look, hear, study, change }; enum termination { endgame, quitgame, scoregame }; enum speechpart { unknown, intransitive, transitive }; typedef enum { NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC } word_type_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, } phase_codes_t; /* 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; 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 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 }; /* * Game application settings - settings, but not state of the game, per se. * 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; }; typedef struct { 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 struct { 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. */ #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" /* * If you change the first three members, the resume function may not properly * reject saves from older versions. Later members can change, but bump the * version when you do that. */ struct save_t { char magic[sizeof(ADVENT_MAGIC)]; int32_t version; int32_t canary; struct game_t game; }; extern struct game_t game; extern struct save_t save; extern struct settings_t settings; extern char *myreadline(const char *); extern bool get_command_input(command_t *); extern void clear_command(command_t *); extern void speak(const char *, ...); extern void sspeak(int msg, ...); extern void pspeak(vocab_t, enum speaktype, bool, int, ...); extern void rspeak(vocab_t, ...); extern void echo_input(FILE *, const char *, const char *); extern bool silent_yes_or_no(void); extern bool yes_or_no(const char *, const char *, const char *); extern void juggle(obj_t); extern void move(obj_t, loc_t); extern void put(obj_t, loc_t, int); extern void carry(obj_t, loc_t); extern void drop(obj_t, loc_t); extern int atdwrf(loc_t); extern int setbit(int); extern bool tstbit(int, int); extern void set_seed(int32_t); extern int32_t randrange(int32_t); extern int score(enum termination); extern void terminate(enum termination) __attribute__((noreturn)); extern int savefile(FILE *); #if defined ADVENT_AUTOSAVE extern void autosave(void); #endif extern int suspend(void); extern int resume(void); extern int restore(FILE *); extern int initialise(void); extern phase_codes_t action(command_t); extern void state_change(obj_t, int); extern bool is_valid(struct game_t); extern void bug(enum bugtype, const char *) __attribute__((__noreturn__)); /* represent an empty command word */ static const command_word_t empty_command_word = { .raw = "", .id = WORD_EMPTY, .type = NO_WORD_TYPE, }; /* end */