9 #define NDWARVES 6 /* number of dwarves */
10 #define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
11 #define DALTLC LOC_NUGGET /* alternate dwarf location */
12 #define MAXPARMS 25 /* Max parameters for speak() */
13 #define INVLIMIT 7 /* inverntory limit (# of objects) */
14 #define INTRANSITIVE -1 /* illegal object number */
15 #define SPECIALBASE 300 /* base number of special rooms */
16 #define GAMELIMIT 330 /* base limit of turns */
17 #define NOVICELIMIT 1000 /* limit of turns for novice */
18 #define WARNTIME 30 /* late game starts at game.limit-this */
19 #define FLASHTIME 50 /*turns from first warning till blinding flash */
20 #define PANICTIME 15 /* time left after closing */
21 #define BATTERYLIFE 2500 /* turn limit increment from batteries */
22 #define WORD_NOT_FOUND -1 /* "Word not found" flag value for the vocab hash functions. */
24 typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
25 typedef long vocab_t; /* index into a vocabulary array */
27 extern const char advent_to_ascii[128];
28 extern const char ascii_to_advent[128];
29 extern const char new_advent_to_ascii[64];
30 extern const char new_ascii_to_advent[128];
33 TOO_MANY_VOCABULARY_WORDS, // 4
34 REQUIRED_VOCABULARY_WORD_NOT_FOUND, // 5
35 INVALID_SECTION_NUMBER_IN_DATABASE, // 9
36 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST = 20, // 20
37 RAN_OFF_END_OF_VOCABULARY_TABLE, // 21
38 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3, // 22
39 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 23
40 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 24
41 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, // 25
42 LOCATION_HAS_NO_TRAVEL_ENTRIES, // 26
43 HINT_NUMBER_EXCEEDS_GOTO_LIST, // 27
44 TOO_MANY_PARAMETERS_GIVEN_TO_SETPRM, // 28
45 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN=99, // 99
46 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH, // 100
49 /* Alas, declaring this static confuses the coverage analyzer */
50 void bug(enum bugtype, const char *) __attribute__((__noreturn__));
51 #define BUG(x) bug(x, #x)
54 unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
55 long abbnum; /* How often to print non-abbreviated descriptions */
60 long clock1; /* # turns from finding last treasure till closing */
61 long clock2; /* # turns from first warning till blinding flash */
62 bool clshnt; /* has player read the clue in the endgame? */
63 bool closed; /* whether we're all the way closed */
64 bool closng; /* whether it's closing time yet */
65 long conds; /* min value for cond(loc) if loc has any hints */
70 long foobar; /* current progress in saying "FEE FIE FOE FOO". */
71 long holdng; /* number of objects being carried */
72 long iwest; /* How many times he's said "west" instead of "w" */
73 long knfloc; /* 0 if no knife here, loc if knife , -1 after caveat */
74 long limit; /* lifetime of lamp (not set here) */
75 bool lmwarn; /* has player been warned about lamp going dim? */
78 bool novice; /* asked for instructions at start-up? */
79 long numdie; /* number of times killed so far */
83 bool panic; /* has player found out he's trapped in the cave? */
84 long saved; /* point penalty for saves */
88 long trnluz; /* # points lost so far due to number of turns used */
89 long turns; /* how many commands he's given (ignores yes/no) */
90 bool wzdark; /* whether the loc he's leaving was dark */
92 bool blooded; /* has player drunk of dragon's blood? */
93 long abbrev[NLOCATIONS + 1];
94 long atloc[NLOCATIONS + 1];
95 long dseen[NDWARVES + 1];
96 long dloc[NDWARVES + 1];
97 long odloc[NDWARVES + 1];
98 long fixed[NOBJECTS + 1];
99 long link[NOBJECTS * 2 + 1];
100 long place[NOBJECTS + 1];
103 long prop[NOBJECTS + 1];
106 extern struct game_t game;
108 extern long LNLENG, LNPOSN;
109 extern char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
110 extern const char ascii_to_advent[];
111 extern const char advent_to_ascii[];
113 extern bool oldstyle, editline, prompt;
115 enum speaktype {touch, look, hear, study, change};
117 /* b is not needed for POSIX but harmless */
118 #define READ_MODE "rb"
119 #define WRITE_MODE "wb"
120 extern char* xstrdup(const char* s);
121 extern void* xmalloc(size_t size);
122 extern void packed_to_token(long, char token[]);
123 extern long token_to_packed(const char token[6]);
124 extern void tokenize(char*, long tokens[4]);
125 extern void vspeak(const char*, va_list);
126 extern bool wordeq(token_t, token_t);
127 extern bool wordempty(token_t);
128 extern void wordclear(token_t *);
129 extern void speak(const char*, ...);
130 extern void pspeak(vocab_t, enum speaktype, int, ...);
131 extern void rspeak(vocab_t, ...);
132 extern bool GETIN(FILE *, token_t*, token_t*, token_t*, token_t*);
133 extern void echo_input(FILE*, char*, char*);
134 extern int word_count(char*);
135 extern char* get_input(void);
136 extern bool silent_yes(void);
137 extern bool yes(const char*, const char*, const char*);
138 extern long GETTXT(bool, bool, bool);
139 extern token_t MAKEWD(long);
140 extern long vocab(long, long);
141 extern int get_motion_vocab_id(const char*);
142 extern int get_object_vocab_id(const char*);
143 extern int get_action_vocab_id(const char*);
144 extern int get_special_vocab_id(const char*);
145 extern long get_vocab_id(const char*);
146 extern void juggle(long);
147 extern void move(long, long);
148 extern long put(long, long, long);
149 extern void carry(long, long);
150 extern void drop(long, long);
151 extern long atdwrf(long);
152 extern long setbit(long);
153 extern bool tstbit(long, int);
154 extern long rndvoc(long, long);
155 extern void make_zzword(char*);
156 extern bool MAPLIN(FILE *);
157 extern void datime(long*, long*);
159 enum termination {endgame, quitgame, scoregame};
161 extern void set_seed(long);
162 extern unsigned long get_next_lcg_value(void);
163 extern long randrange(long);
164 extern long score(enum termination);
165 extern void terminate(enum termination) __attribute__((noreturn));
166 extern int savefile(FILE *, long);
167 extern int suspend(void);
168 extern int resume(void);
169 extern int restore(FILE *);
172 * MOD(N,M) = Arithmetic modulus
173 * AT(OBJ) = true if on either side of two-placed object
174 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
175 * DARK(LOC) = true if location "LOC" is dark
176 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
177 * FOREST(LOC) = true if LOC is part of the forest
178 * GSTONE(OBJ) = true if OBJ is a gemstone
179 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
180 * LIQUID() = object number of liquid in bottle
181 * LIQLOC(LOC) = object number of liquid (if any) at LOC
182 * PCT(N) = true N% of the time (N integer from 0 to 100)
183 * TOTING(OBJ) = true if the OBJ is being carried */
185 #define DESTROY(N) move(N, LOC_NOWHERE)
186 #define MOD(N,M) ((N) % (M))
187 #define TOTING(OBJ) (game.place[OBJ] == CARRIED)
188 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
189 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
190 #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
191 #define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
192 #define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
193 #define CNDBIT(L,N) (tstbit(conditions[L],N))
194 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
195 #define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
196 #define PCT(N) (randrange(100) < (N))
197 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
198 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
199 #define SPECIAL(LOC) ((LOC) > SPECIALBASE)
200 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
202 #define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
204 enum speechpart {unknown, intransitive, transitive};
207 enum speechpart part;
214 void initialise(void);
215 int action(struct command_t *command);
217 /* Phase codes for action returns.
218 * These were at one time FORTRAN line numbers.
219 * The values don't matter, but perturb their order at your peril.
221 #define GO_TERMINATE 2
224 #define GO_CLEAROBJ 2012
225 #define GO_CHECKHINT 2600
226 #define GO_CHECKFOO 2607
227 #define GO_DIRECTION 2620
228 #define GO_LOOKUP 2630
229 #define GO_WORD2 2800
230 #define GO_SPECIALS 1900
231 #define GO_UNKNOWN 8000
232 #define GO_ACTION 40000
233 #define GO_DWARFWAKE 19000
235 /* Special object statuses in game.place - can also be a location number (> 0) */
236 #define CARRIED -1 /* Player is toting it */
238 /* hack to ignore GCC Unused Result */
239 #define IGNORE(r) do{if (r){}}while(0)
242 * FIXME: These constants should be replaced by strings, at their usage sites.
243 * They are sixbit-packed representations of vocabulary words. This, and code
244 * left in misc.c, is the only place left in the runtime that knows about
247 #define WORD_CATCH 301200308
249 #define WORD_POUR 16152118
250 #define WORD_BACK 2010311
251 #define WORD_CAVE 3012205
252 #define WORD_DPRSSN 405161805
253 #define WORD_ENTER 514200518
254 #define WORD_ENTRNC 514201801
255 #define WORD_LOOK 12151511
256 #define WORD_NUL 14211212
257 #define WORD_STREAM 1920180501
258 #define WORD_FIND 6091404
259 #define WORD_INVENT 914220514
260 #define WORD_LOCK 12150311
261 #define WORD_SAY 190125
262 #define WORD_THROW 2008181523
263 #define WORD_WEST 23051920
264 #define WORD_YES 250519
265 #define WORD_YINIT 25