10 #define NDWARVES 6 /* number of dwarves */
11 #define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
12 #define DALTLC LOC_NUGGET /* alternate dwarf location */
13 #define MAXPARMS 25 /* Max parameters for speak() */
14 #define INVLIMIT 7 /* inverntory limit (# of objects) */
15 #define INTRANSITIVE -1 /* illegal object number */
16 #define SPECIALBASE 300 /* base number of special rooms */
17 #define GAMELIMIT 330 /* base limit of turns */
18 #define NOVICELIMIT 1000 /* limit of turns for novice */
19 #define WARNTIME 30 /* late game starts at game.limit-this */
20 #define FLASHTIME 50 /*turns from first warning till blinding flash */
21 #define PANICTIME 15 /* time left after closing */
22 #define BATTERYLIFE 2500 /* turn limit increment from batteries */
24 typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
25 typedef long vocab_t; /* index into a vocabulary array */
28 unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
29 long abbnum; /* How often to print non-abbreviated descriptions */
34 long clock1; /* # turns from finding last treasure till closing */
35 long clock2; /* # turns from first warning till blinding flash */
36 bool clshnt; /* has player read the clue in the endgame? */
37 bool closed; /* whether we're all the way closed */
38 bool closng; /* whether it's closing time yet */
39 long conds; /* min value for cond(loc) if loc has any hints */
44 long foobar; /* current progress in saying "FEE FIE FOE FOO". */
45 long holdng; /* number of objects being carried */
46 long iwest; /* How many times he's said "west" instead of "w" */
47 long knfloc; /* 0 if no knife here, loc if knife , -1 after caveat */
48 long limit; /* lifetime of lamp (not set here) */
49 bool lmwarn; /* has player been warned about lamp going dim? */
52 bool novice; /* asked for instructions at start-up? */
53 long numdie; /* number of times killed so far */
57 bool panic; /* has player found out he's trapped in the cave? */
58 long saved; /* point penalty for saves */
62 long trnluz; /* # points lost so far due to number of turns used */
63 long turns; /* how many commands he's given (ignores yes/no) */
64 bool wzdark; /* whether the loc he's leaving was dark */
66 bool blooded; /* has player drunk of dragon's blood? */
67 long abbrev[NLOCATIONS + 1];
68 long atloc[NLOCATIONS + 1];
69 long dseen[NDWARVES + 1];
70 long dloc[NDWARVES + 1];
71 long odloc[NDWARVES + 1];
72 long fixed[NOBJECTS + 1];
73 long link[NOBJECTS * 2 + 1];
74 long place[NOBJECTS + 1];
77 long prop[NOBJECTS + 1];
80 extern struct game_t game;
82 extern long LNLENG, LNPOSN;
83 extern char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
84 extern const char ascii_to_advent[];
85 extern const char advent_to_ascii[];
87 extern bool oldstyle, editline, prompt;
89 enum speaktype {touch, look, hear, study};
91 /* b is not needed for POSIX but harmless */
92 #define READ_MODE "rb"
93 #define WRITE_MODE "wb"
94 extern void* xmalloc(size_t size);
95 extern void packed_to_token(long, char token[]);
96 extern void token_to_packed(char token[], long*);
97 extern void vspeak(const char*, va_list);
98 extern bool wordeq(token_t, token_t);
99 extern bool wordempty(token_t);
100 extern void wordclear(token_t *);
101 extern void speak(const char*, ...);
102 extern void pspeak(vocab_t, enum speaktype, int, ...);
103 extern void rspeak(vocab_t, ...);
104 extern bool GETIN(FILE *, token_t*, token_t*, token_t*, token_t*);
105 extern void echo_input(FILE*, char*, char*);
106 extern char* get_input(void);
107 extern bool yes(const char*, const char*, const char*);
108 extern long GETTXT(bool, bool, bool);
109 extern token_t MAKEWD(long);
110 extern long vocab(long, long);
111 extern void juggle(long);
112 extern void move(long, long);
113 extern long put(long, long, long);
114 extern void carry(long, long);
115 extern void drop(long, long);
116 extern long atdwrf(long);
117 extern long setbit(long);
118 extern bool tstbit(long, int);
119 extern long rndvoc(long, long);
120 extern bool MAPLIN(FILE *);
121 extern void datime(long*, long*);
123 enum termination {endgame, quitgame, scoregame};
125 extern void set_seed(long);
126 extern unsigned long get_next_lcg_value(void);
127 extern long randrange(long);
128 extern long score(enum termination);
129 extern void terminate(enum termination) __attribute__((noreturn));
130 extern int savefile(FILE *, long);
131 extern int suspend(void);
132 extern int resume(void);
133 extern int restore(FILE *);
136 * MOD(N,M) = Arithmetic modulus
137 * AT(OBJ) = true if on either side of two-placed object
138 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
139 * DARK(LOC) = true if location "LOC" is dark
140 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
141 * FOREST(LOC) = true if LOC is part of the forest
142 * GSTONE(OBJ) = true if OBJ is a gemstone
143 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
144 * LIQUID() = object number of liquid in bottle
145 * LIQLOC(LOC) = object number of liquid (if any) at LOC
146 * PCT(N) = true N% of the time (N integer from 0 to 100)
147 * TOTING(OBJ) = true if the OBJ is being carried */
149 #define DESTROY(N) move(N, LOC_NOWHERE)
150 #define MOD(N,M) ((N) % (M))
151 #define TOTING(OBJ) (game.place[OBJ] == CARRIED)
152 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
153 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
154 #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
155 #define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
156 #define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
157 #define CNDBIT(L,N) (tstbit(conditions[L],N))
158 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
159 #define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
160 #define PCT(N) (randrange(100) < (N))
161 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
162 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
163 #define SPECIAL(LOC) ((LOC) > SPECIALBASE)
164 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
166 #define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
168 enum speechpart {unknown, intransitive, transitive};
171 enum speechpart part;
178 void initialise(void);
179 int action(FILE *input, struct command_t *command);
181 /* Phase codes for action returns.
182 * These were at one time FORTRAN line numbers.
183 * The values don't matter, but perturb their order at your peril.
185 #define GO_TERMINATE 2
188 #define GO_CLEAROBJ 2012
189 #define GO_CHECKHINT 2600
190 #define GO_CHECKFOO 2607
191 #define GO_DIRECTION 2620
192 #define GO_LOOKUP 2630
193 #define GO_WORD2 2800
194 #define GO_SPECIALS 1900
195 #define GO_UNKNOWN 8000
196 #define GO_ACTION 40000
197 #define GO_DWARFWAKE 19000
199 /* Special object statuses in game.place - can also be a location number (> 0) */
200 #define CARRIED -1 /* Player is toting it */
202 /* hack to ignore GCC Unused Result */
203 #define IGNORE(r) do{if (r){}}while(0)
206 * FIXME: These constants should be replaced by strings, at their usage sites.
207 * They are sixbit-packed representations of vocabulary words. This, and code
208 * left in misc.c, is the only place left in the runtime that knows about
211 #define WORD_CATCH 301200308
213 #define WORD_POUR 16152118
214 #define WORD_BACK 2010311
215 #define WORD_CAVE 3012205
216 #define WORD_DPRSSN 405161805
217 #define WORD_ENTER 514200518
218 #define WORD_ENTRNC 514201801
219 #define WORD_LOOK 12151511
220 #define WORD_NUL 14211212
221 #define WORD_STREAM 1920180501
222 #define WORD_FIND 6091404
223 #define WORD_INVENT 914220514
224 #define WORD_LOCK 12150311
225 #define WORD_SAY 190125
226 #define WORD_THROW 2008181523
227 #define WORD_WEST 23051920
228 #define WORD_YES 250519
229 #define WORD_YINIT 25