362 lines
15 KiB
C
362 lines
15 KiB
C
/*
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* Dungeon types and macros.
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*
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* SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
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* SPDX-FileCopyrightText: 2017 by Eric S. Raymond
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <stdarg.h>
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#include <inttypes.h>
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#include "dungeon.h"
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/* LCG PRNG parameters tested against
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* Knuth vol. 2. by the original authors */
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#define LCG_A 1093L
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#define LCG_C 221587L
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#define LCG_M 1048576L
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#define LINESIZE 1024
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#define TOKLEN 5 // # outputting characters in a token */
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#define NDWARVES 6 // number of dwarves
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#define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin
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#define DALTLC LOC_NUGGET // alternate dwarf location
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#define INVLIMIT 7 // inventory limit (# of objects)
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#define INTRANSITIVE -1 // illegal object number
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#define GAMELIMIT 330 // base limit of turns
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#define NOVICELIMIT 1000 // limit of turns for novice
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#define WARNTIME 30 // late game starts at game.limit-this
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#define FLASHTIME 50 // turns from first warning till blinding flash
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#define PANICTIME 15 // time left after closing
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#define BATTERYLIFE 2500 // turn limit increment from batteries
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#define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
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#define WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions
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#define PIT_KILL_PROB 35 // Percentage probability of dying from fall in pit.
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#define CARRIED -1 // Player is toting it
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#define READ_MODE "rb" // b is not needed for POSIX but harmless
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#define WRITE_MODE "wb" // b is not needed for POSIX but harmless
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/* Special object-state values - integers > 0 are object-specific */
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#define STATE_NOTFOUND -1 // 'Not found" state of treasures
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#define STATE_FOUND 0 // After discovered, before messed with
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#define STATE_IN_CAVITY 1 // State value common to all gemstones
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/* Special fixed object-state values - integers > 0 are location */
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#define IS_FIXED -1
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#define IS_FREE 0
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#ifndef FOUNDBOOL
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/* (ESR) It is fitting that translation of the original ADVENT should
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* have left us a maze of twisty little conditionals that resists all
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* understanding. Setting and use of what is now the per-object state
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* member (which used to be an array of its own) is our mystery. This
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* state tangles together information about whether the object is a
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* treasure, whether the player has seen it yet, and its activation
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* state.
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*
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* Things we think we know:
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*
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* STATE_NOTFOUND is only set on treasures. Non-treasures start the
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* game in STATE_FOUND.
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*
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* PROP_STASHED is supposed to map a state property value to a
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* negative range, where the object cannot be picked up but the value
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* can be recovered later. Various objects get this property when
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* the cave starts to close. Only seems to be significant for the bird
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* and readable objects, notably the clam/oyster - but the code around
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* those test is difficult to read.
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*/
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#define PROP_STASHIFY(n) (-1 - (n))
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#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
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#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
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#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
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#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
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#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
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#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
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#define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
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#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
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#else
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/* (ESR) Only the boldest of adventurers will explore here. This
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* alternate set of definitions for the macros above was an attempt to
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* break from out of the state encoding a per-object "found" member
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* telling whether or not the player has seen the object.
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*
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* What's broken when you try to use thus is
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* PROP_IS_STASHED_OR_UNSEEN. The symptom is game.tally getting
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* decremented on non-treasures.
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*/
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#define PROP_STASHIFY(n) (-(n))
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#define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
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#define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)
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#define PROP_IS_FOUND(obj) (game.objects[obj].found && game.objects[obj].prop == 0)
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#define PROP_IS_STASHED_OR_UNSEEN(obj) (!game.objects[obj].found || game.objects[obj].prop < 0)
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#define PROP_SET_FOUND(obj) do {game.objects[obj].found = true; game.objects[obj].prop = STATE_FOUND;} while(0)
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#define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false
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#define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found)
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#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
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#define PROP_SET_SEEN(obj) game.objects[object].found = true
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#endif
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#define PROP_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
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#define PROMPT "> "
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/*
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* DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
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* MOD(N,M) = Arithmetic modulus
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* TOTING(OBJ) = true if the OBJ is being carried
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* AT(OBJ) = true if on either side of two-placed object
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* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
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* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
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* LIQUID() = object number of liquid in bottle
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* LIQLOC(LOC) = object number of liquid (if any) at LOC
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* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
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* DARK(LOC) = true if location "LOC" is dark
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* PCT(N) = true N% of the time (N integer from 0 to 100)
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* GSTONE(OBJ) = true if OBJ is a gemstone
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* FOREST(LOC) = true if LOC is part of the forest
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* OUTSID(LOC) = true if location not in the cave
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* INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game
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* INDEEP(LOC) = true if location is in the Hall of Mists or deeper
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* BUG(X) = report bug and exit
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*/
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#define DESTROY(N) move(N, LOC_NOWHERE)
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#define MOD(N,M) ((N) % (M))
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#define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
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#define AT(OBJ) (game.objects[OBJ].place == game.loc || game.objects[OBJ].fixed == game.loc)
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
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#define CNDBIT(L,N) (tstbit(conditions[L],N))
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#define LIQUID() (game.objects[BOTTLE].prop == WATER_BOTTLE? WATER : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL : NO_OBJECT )
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#define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
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#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
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#define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
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#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
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#define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
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#define INDEEP(LOC) CNDBIT((LOC),COND_DEEP)
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#define BUG(x) bug(x, #x)
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enum bugtype {
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SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
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VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
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INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
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TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
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CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
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LOCATION_HAS_NO_TRAVEL_ENTRIES,
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HINT_NUMBER_EXCEEDS_GOTO_LIST,
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SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
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ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
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};
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enum speaktype {touch, look, hear, study, change};
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enum termination {endgame, quitgame, scoregame};
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enum speechpart {unknown, intransitive, transitive};
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typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
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typedef enum scorebonus {none, splatter, defeat, victory} score_t;
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/* Phase codes for action returns.
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* These were at one time FORTRAN line numbers.
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*/
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typedef enum {
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GO_TERMINATE,
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GO_MOVE,
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GO_TOP,
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GO_CLEAROBJ,
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GO_CHECKHINT,
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GO_WORD2,
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GO_UNKNOWN,
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GO_DWARFWAKE,
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} phase_codes_t;
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/* Use fixed-lwength types to make the save format moore portable */
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typedef int32_t vocab_t; // index into a vocabulary array */
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typedef int32_t verb_t; // index into an actions array */
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typedef int32_t obj_t; // index into the object array */
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typedef int32_t loc_t; // index into the locations array */
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typedef int32_t turn_t; // turn counter or threshold */
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typedef int32_t bool32_t; // turn counter or threshold */
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struct game_t {
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int32_t lcg_x;
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int32_t abbnum; // How often to print int descriptions
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score_t bonus; // What kind of finishing bonus we are getting
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loc_t chloc; // pirate chest location
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loc_t chloc2; // pirate chest alternate location
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turn_t clock1; // # turns from finding last treasure to close
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turn_t clock2; // # turns from warning till blinding flash
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bool32_t clshnt; // has player read the clue in the endgame?
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bool32_t closed; // whether we're all the way closed
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bool32_t closng; // whether it's closing time yet
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bool32_t lmwarn; // has player been warned about lamp going dim?
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bool32_t novice; // asked for instructions at start-up?
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bool32_t panic; // has player found out he's trapped?
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bool32_t wzdark; // whether the loc he's leaving was dark
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bool32_t blooded; // has player drunk of dragon's blood?
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int32_t conds; // min value for cond[loc] if loc has any hints
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int32_t detail; // level of detail in descriptions
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/* dflag controls the level of activation of dwarves:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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* 1 Reached Hall Of Mists, but hasn't met first dwarf
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* 2 Met first dwarf, others start moving, no knives thrown yet
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* 3 A knife has been thrown (first set always misses)
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* 3+ Dwarves are mad (increases their accuracy) */
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int32_t dflag;
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int32_t dkill; // dwarves killed
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int32_t dtotal; // total dwarves (including pirate) in loc
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int32_t foobar; // progress in saying "FEE FIE FOE FOO".
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int32_t holdng; // number of objects being carried
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int32_t igo; // # uses of "go" instead of a direction
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int32_t iwest; // # times he's said "west" instead of "w"
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loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
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turn_t limit; // lifetime of lamp
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loc_t loc; // where player is now
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loc_t newloc; // where player is going
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turn_t numdie; // number of times killed so far
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loc_t oldloc; // where player was
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loc_t oldlc2; // where player was two moves ago
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obj_t oldobj; // last object player handled
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int32_t saved; // point penalty for saves
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int32_t tally; // count of treasures gained
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int32_t thresh; // current threshold for endgame scoring tier
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bool32_t seenbigwords; // have we red the graffiti in the Giant's Room?
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turn_t trnluz; // # points lost so far due to turns used
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turn_t turns; // counts commands given (ignores yes/no)
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char zzword[TOKLEN + 1]; // randomly generated magic word from bird
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struct {
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int32_t abbrev; // has location been seen?
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int32_t atloc; // head of object linked list per location
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} locs[NLOCATIONS + 1];
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struct {
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int32_t seen; // true if dwarf has seen him
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loc_t loc; // location of dwarves, initially hard-wired in
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loc_t oldloc; // prior loc of each dwarf, initially garbage
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} dwarves[NDWARVES + 1];
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struct {
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#ifdef FOUNDBOOL
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bool32_t found; // has the location of this object been found?
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#endif
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loc_t fixed; // fixed location of object (if not IS_FREE)
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int32_t prop; // object state */
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loc_t place; // location of object
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} objects[NOBJECTS + 1];
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struct {
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bool32_t used; // hints[i].used = true iff hint i has been used.
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int32_t lc; // hints[i].lc = show int at LOC with cond bit i
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} hints[NHINTS];
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obj_t link[NOBJECTS * 2 + 1];// object-list links
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};
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/*
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* Game application settings - settings, but not state of the game, per se.
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* This data is not saved in a saved game.
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*/
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struct settings_t {
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FILE *logfp;
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bool oldstyle;
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bool prompt;
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char **argv;
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int argc;
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int optind;
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FILE *scriptfp;
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int debug;
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};
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typedef struct {
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char raw[LINESIZE];
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vocab_t id;
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word_type_t type;
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} command_word_t;
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typedef enum {EMPTY, RAW, TOKENIZED, GIVEN, PREPROCESSED, PROCESSING, EXECUTED} command_state_t;
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typedef struct {
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enum speechpart part;
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command_word_t word[2];
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verb_t verb;
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obj_t obj;
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command_state_t state;
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} command_t;
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/*
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* Bump on save format change.
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*
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* Note: Verify that the tests run clean before bumping this, then rebuild the check
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* files afterwards. Otherwise you will get a spurious failure due to the old version
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* having been generated into a check file.
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*/
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#define SAVE_VERSION 31
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/*
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* Goes at start of file so saves can be identified by file(1) and the like.
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*/
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#define ADVENT_MAGIC "open-adventure\n"
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/*
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* If you change the first three members, the resume function may not properly
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* reject saves from older versions. Later members can change, but bump the version
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* when you do that.
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*/
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struct save_t {
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char magic[sizeof(ADVENT_MAGIC)];
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int32_t version;
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int32_t canary;
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struct game_t game;
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};
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extern struct game_t game;
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extern struct save_t save;
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extern struct settings_t settings;
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extern char *myreadline(const char *);
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extern bool get_command_input(command_t *);
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extern void clear_command(command_t *);
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extern void speak(const char*, ...);
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extern void sspeak(int msg, ...);
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extern void pspeak(vocab_t, enum speaktype, bool, int, ...);
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extern void rspeak(vocab_t, ...);
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extern void echo_input(FILE*, const char*, const char*);
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extern bool silent_yes_or_no(void);
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extern bool yes_or_no(const char*, const char*, const char*);
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extern void juggle(obj_t);
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extern void move(obj_t, loc_t);
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extern void put(obj_t, loc_t, int);
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extern void carry(obj_t, loc_t);
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extern void drop(obj_t, loc_t);
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extern int atdwrf(loc_t);
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extern int setbit(int);
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extern bool tstbit(int, int);
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extern void set_seed(int32_t);
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extern int32_t randrange(int32_t);
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extern int score(enum termination);
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extern void terminate(enum termination) __attribute__((noreturn));
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extern int savefile(FILE *);
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#if defined ADVENT_AUTOSAVE
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extern void autosave(void);
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#endif
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extern int suspend(void);
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extern int resume(void);
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extern int restore(FILE *);
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extern int initialise(void);
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extern phase_codes_t action(command_t);
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extern void state_change(obj_t, int);
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extern bool is_valid(struct game_t);
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extern void bug(enum bugtype, const char *) __attribute__((__noreturn__));
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/* represent an empty command word */
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static const command_word_t empty_command_word = {
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.raw = "",
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.id = WORD_EMPTY,
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.type = NO_WORD_TYPE,
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};
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/* end */
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