8 #define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
9 #define DALTLC 18 /* alternate dwarf location; low room */
15 typedef struct lcg_state
17 unsigned long a, c, m, x;
20 typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
21 typedef long vocab_t; /* index into a vocabulary array */
62 long abbrev[LOCSIZ+1];
64 long dseen[NDWARVES+1];
65 long dloc[NDWARVES+1];
66 long odloc[NDWARVES+1];
67 long fixed[NOBJECTS+1];
68 long link[NOBJECTS*2 + 1];
69 long place[NOBJECTS+1];
70 long hinted[HNTSIZ+1];
71 long hintlc[HNTSIZ+1];
72 long prop[NOBJECTS+1];
75 extern struct game_t game;
77 extern long LNLENG, LNPOSN, PARMS[];
78 extern char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[], MAP2[];
81 extern lcg_state lcgstate;
83 /* b is not needed for POSIX but harmless */
84 #define READ_MODE "rb"
85 #define WRITE_MODE "wb"
87 extern void SPEAK(vocab_t);
88 extern void PSPEAK(vocab_t,int);
89 extern void RSPEAK(vocab_t);
90 extern void SETPRM(long,long,long);
92 extern bool fGETIN(FILE *,token_t*,token_t*,token_t*,token_t*);
93 #define GETIN(input,WORD1,WORD1X,WORD2,WORD2X) fGETIN(input,&WORD1,&WORD1X,&WORD2,&WORD2X)
95 extern long YES(FILE *,vocab_t,vocab_t,vocab_t);
96 extern long GETTXT(bool,bool,bool);
97 extern token_t MAKEWD(long);
99 extern void fPUTTXT(token_t,long*,long);
100 #define PUTTXT(WORD,STATE,CASE) fPUTTXT(WORD,&STATE,CASE)
102 extern void SHFTXT(long,long);
103 extern void TYPE0(void);
105 extern void fSAVWDS(long*,long*,long*,long*,long*,long*,long*);
106 #define SAVWDS(W1,W2,W3,W4,W5,W6,W7) fSAVWDS(&W1,&W2,&W3,&W4,&W5,&W6,&W7)
107 extern void fSAVARR(long*,long);
108 #define SAVARR(ARR,N) fSAVARR(ARR,N)
109 extern void fSAVWRD(long,long*);
110 #define SAVWRD(OP,WORD) fSAVWRD(OP,&WORD)
112 extern long VOCAB(long,long);
113 extern void DSTROY(long);
114 extern void JUGGLE(long);
115 extern void MOVE(long,long);
116 extern long PUT(long,long,long);
117 extern void CARRY(long,long);
118 extern void DROP(long,long);
119 extern long ATDWRF(long);
120 extern long SETBIT(long);
121 extern bool TSTBIT(long,int);
122 extern long RNDVOC(long,long);
123 extern void BUG(long);
124 extern void MAPLIN(FILE *);
125 extern void TYPE(void);
126 extern void MPINIT(void);
128 extern void fSAVEIO(long,long,long*);
129 #define SAVEIO(OP,IN,ARR) fSAVEIO(OP,IN,ARR)
130 extern void DATIME(long*, long*);
132 extern long MOD(long,long);
134 extern void set_seed(long);
135 extern unsigned long get_next_lcg_value(void);
136 extern long randrange(long);
137 extern void score(long);
138 extern int carry(long);
139 extern int discard(long, bool);
140 extern int attack(FILE *, long, long);
141 extern int throw(FILE *, long, long);
142 extern int feed(long);
143 extern int fill(long);
145 /* Statement functions
147 * AT(OBJ) = true if on either side of two-placed object
148 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
149 * DARK(DUMMY) = true if location "LOC" is dark
150 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
151 * FOREST(LOC) = true if LOC is part of the forest
152 * GSTONE(OBJ) = true if OBJ is a gemstone
153 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
154 * LIQ(DUMMY) = object number of liquid in bottle
155 * LIQLOC(LOC) = object number of liquid (if any) at LOC
156 * PCT(N) = true N% of the time (N integer from 0 to 100)
157 * TOTING(OBJ) = true if the OBJ is being carried */
159 #define TOTING(OBJ) (game.place[OBJ] == -1)
160 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
161 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
162 #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
163 #define LIQ(DUMMY) (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
164 #define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
165 #define CNDBIT(L,N) (TSTBIT(COND[L],N))
166 #define FORCED(LOC) (COND[LOC] == 2)
167 #define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
168 #define PCT(N) (randrange(100) < (N))
169 #define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
170 #define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
171 #define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
173 /* The following two functions were added to fix a bug (game.clock1 decremented
174 * while in forest). They should probably be replaced by using another
175 * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
176 * LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
177 * of mists or deeper). Note special kludges for "Foof!" locs. */
179 #define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
180 #define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
182 /* vocabulary items */
183 extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
184 BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
185 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
186 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, INVENT,
187 JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL,
188 OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
189 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE,
190 STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
191 URN, VASE, VEND, VOLCAN, WATER;
192 /* everything else */
193 extern long I, J, K, L, SPK, VRSION, WD1, WD1X, WD2, WD2X;