9 #define TOKLEN 5 // # sigificant character sin a token */
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 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.
23 #define WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions
24 #define CARRIED -1 // Player is toting it
25 #define READ_MODE "rb" // b is not needed for POSIX but harmless
26 #define WRITE_MODE "wb" // b is not needed for POSIX but harmless
28 /* Special object-state values - integers > 0 are object-specific */
29 #define STATE_NOTFOUND -1 // 'Not found" state of treasures */
30 #define STATE_GROUND 0 // After discovered, before messed with
33 * MOD(N,M) = Arithmetic modulus
34 * AT(OBJ) = true if on either side of two-placed object
35 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
36 * DARK(LOC) = true if location "LOC" is dark
37 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
38 * FOREST(LOC) = true if LOC is part of the forest
39 * GSTONE(OBJ) = true if OBJ is a gemstone
40 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
41 * LIQUID() = object number of liquid in bottle
42 * LIQLOC(LOC) = object number of liquid (if any) at LOC
43 * PCT(N) = true N% of the time (N integer from 0 to 100)
44 * TOTING(OBJ) = true if the OBJ is being carried */
45 #define DESTROY(N) move(N, LOC_NOWHERE)
46 #define MOD(N,M) ((N) % (M))
47 #define TOTING(OBJ) (game.place[OBJ] == CARRIED)
48 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
49 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
50 #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
51 #define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
52 #define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
53 #define CNDBIT(L,N) (tstbit(conditions[L],N))
54 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
55 #define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
56 #define PCT(N) (randrange(100) < (N))
57 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
58 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
59 #define SPECIAL(LOC) ((LOC) > SPECIALBASE)
60 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
61 #define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
62 #define BUG(x) bug(x, #x)
63 #define MOTION_WORD(n) ((n) + 0)
64 #define OBJECT_WORD(n) ((n) + 1000)
65 #define ACTION_WORD(n) ((n) + 2000)
66 #define SPECIAL_WORD(n) ((n) + 3000)
67 #define PROMOTE_WORD(n) ((n) + 1000)
68 #define DEMOTE_WORD(n) ((n) - 1000)
71 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
72 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
73 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
74 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
75 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
76 LOCATION_HAS_NO_TRAVEL_ENTRIES,
77 HINT_NUMBER_EXCEEDS_GOTO_LIST,
78 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
79 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
82 enum speaktype {touch, look, hear, study, change};
84 enum termination {endgame, quitgame, scoregame};
86 enum speechpart {unknown, intransitive, transitive};
88 /* Phase codes for action returns.
89 * These were at one time FORTRAN line numbers.
90 * The values don't matter, but perturb their order at your peril.
108 typedef long token_t; // word token - someday this will be char[TOKLEN+1]
109 typedef long vocab_t; // index into a vocabulary array */
112 unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
113 long abbnum; // How often to print non-abbreviated descriptions
117 long clock1; // # turns from finding last treasure till closing
118 long clock2; // # turns from first warning till blinding flash
119 bool clshnt; // has player read the clue in the endgame?
120 bool closed; // whether we're all the way closed
121 bool closng; // whether it's closing time yet
122 long conds; // min value for cond(loc) if loc has any hints
125 /* dflag controls the level of activation of dwarves:
126 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
127 * 1 Reached Hall Of Mists, but hasn't met first dwarf
128 * 2 Met first dwarf, others start moving, no knives thrown yet
129 * 3 A knife has been thrown (first set always misses)
130 * 3+ Dwarves are mad (increases their accuracy) */
135 long foobar; // current progress in saying "FEE FIE FOE FOO".
136 long holdng; // number of objects being carried
137 long iwest; // How many times he's said "west" instead of "w"
138 long knfloc; // 0 if no knife here, loc if knife , -1 after caveat
139 long limit; // lifetime of lamp (not set here)
140 bool lmwarn; // has player been warned about lamp going dim?
143 bool novice; // asked for instructions at start-up?
144 long numdie; // number of times killed so far
148 bool panic; // has player found out he's trapped in the cave?
149 long saved; // point penalty for saves
153 long trnluz; // # points lost so far due to number of turns used
154 long turns; // how many commands he's given (ignores yes/no)
155 bool wzdark; // whether the loc he's leaving was dark
156 char zzword[TOKLEN+1]; // randomly generated magic word from bird
157 bool blooded; // has player drunk of dragon's blood?
158 long abbrev[NLOCATIONS + 1];
159 long atloc[NLOCATIONS + 1];
160 long dseen[NDWARVES + 1]; // true if dwarf has seen him
161 long dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
162 long odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
163 long fixed[NOBJECTS + 1];
164 long link[NOBJECTS * 2 + 1];
165 long place[NOBJECTS + 1];
166 long hinted[NHINTS]; // hintlc[i] is how long he's been at LOC with cond bit i
167 long hintlc[NHINTS]; // hinted[i] is true iff hint i has been used.
168 long prop[NOBJECTS + 1];
172 * Game application settings - settings, but not state of the game, per se.
173 * This data is not saved in a saved game.
182 enum speechpart part;
189 char raw1[BUFSIZ], raw2[BUFSIZ];
192 extern struct game_t game;
193 extern struct settings_t settings;
195 extern void packed_to_token(long, char token[]);
196 extern long token_to_packed(const char token[]);
197 extern void tokenize(char*, struct command_t *);
198 extern void vspeak(const char*, bool, va_list);
199 extern bool wordeq(token_t, token_t);
200 extern bool wordempty(token_t);
201 extern void wordclear(token_t *);
202 extern void speak(const char*, ...);
203 extern void sspeak(long msg, ...);
204 extern void pspeak(vocab_t, enum speaktype, int, bool, ...);
205 extern void rspeak(vocab_t, ...);
206 extern void echo_input(FILE*, const char*, const char*);
207 extern int word_count(char*);
208 extern char* get_input(void);
209 extern bool silent_yes(void);
210 extern bool yes(const char*, const char*, const char*);
211 extern int get_motion_vocab_id(const char*);
212 extern int get_object_vocab_id(const char*);
213 extern int get_action_vocab_id(const char*);
214 extern int get_special_vocab_id(const char*);
215 extern long get_vocab_id(const char*);
216 extern void juggle(long);
217 extern void move(long, long);
218 extern long put(long, long, long);
219 extern void carry(long, long);
220 extern void drop(long, long);
221 extern long atdwrf(long);
222 extern long setbit(long);
223 extern bool tstbit(long, int);
224 extern void make_zzword(char*);
225 extern void set_seed(long);
226 extern unsigned long get_next_lcg_value(void);
227 extern long randrange(long);
228 extern long score(enum termination);
229 extern void terminate(enum termination) __attribute__((noreturn));
230 extern int savefile(FILE *, long);
231 extern int suspend(void);
232 extern int resume(void);
233 extern int restore(FILE *);
234 extern long initialise(void);
235 extern int action(struct command_t *command);
237 void bug(enum bugtype, const char *) __attribute__((__noreturn__));