9 /* LCG PRNG parameters tested against
10 * Knuth vol. 2. by the original authors */
13 #define LCG_M 1048576L
16 #define TOKLEN 5 // № sigificant characters in a token */
17 #define NDWARVES 6 // number of dwarves
18 #define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin
19 #define DALTLC LOC_NUGGET // alternate dwarf location
20 #define INVLIMIT 7 // inverntory limit (№ of objects)
21 #define INTRANSITIVE -1 // illegal object number
22 #define GAMELIMIT 330 // base limit of turns
23 #define NOVICELIMIT 1000 // limit of turns for novice
24 #define WARNTIME 30 // late game starts at game.limit-this
25 #define FLASHTIME 50 // turns from first warning till blinding flash
26 #define PANICTIME 15 // time left after closing
27 #define BATTERYLIFE 2500 // turn limit increment from batteries
28 #define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
29 #define WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions
30 #define CARRIED -1 // Player is toting it
31 #define READ_MODE "rb" // b is not needed for POSIX but harmless
32 #define WRITE_MODE "wb" // b is not needed for POSIX but harmless
34 /* Special object-state values - integers > 0 are object-specific */
35 #define STATE_NOTFOUND -1 // 'Not found" state of treasures */
36 #define STATE_FOUND 0 // After discovered, before messed with
37 #define STATE_IN_CAVITY 1 // State value common to all gemstones
39 /* Special fixed object-state values - integers > 0 are location */
43 /* Map a state property value to a negative range, where the object cannot be
44 * picked up but the value can be recovered later. Avoid colliding with -1,
45 * which has its own meaning. */
46 #define STASHED(obj) (-1 - game.prop[obj])
49 * MOD(N,M) = Arithmetic modulus
50 * AT(OBJ) = true if on either side of two-placed object
51 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
52 * DARK(LOC) = true if location "LOC" is dark
53 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
54 * FOREST(LOC) = true if LOC is part of the forest
55 * GSTONE(OBJ) = true if OBJ is a gemstone
56 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
57 * LIQUID() = object number of liquid in bottle
58 * LIQLOC(LOC) = object number of liquid (if any) at LOC
59 * PCT(N) = true N% of the time (N integer from 0 to 100)
60 * TOTING(OBJ) = true if the OBJ is being carried */
61 #define DESTROY(N) move(N, LOC_NOWHERE)
62 #define MOD(N,M) ((N) % (M))
63 #define TOTING(OBJ) (game.place[OBJ] == CARRIED)
64 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
65 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
66 #define CNDBIT(L,N) (tstbit(conditions[L],N))
67 #define LIQUID() (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT )
68 #define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
69 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
70 #define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
71 #define PCT(N) (randrange(100) < (N))
72 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
73 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
74 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
75 #define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
76 #define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
77 #define BUG(x) bug(x, #x)
80 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
81 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
82 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
83 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
84 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
85 LOCATION_HAS_NO_TRAVEL_ENTRIES,
86 HINT_NUMBER_EXCEEDS_GOTO_LIST,
87 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
88 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
91 enum speaktype {touch, look, hear, study, change};
93 enum termination {endgame, quitgame, scoregame};
95 enum speechpart {unknown, intransitive, transitive};
97 typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
99 typedef enum scorebonus {none, splatter, defeat, victory} score_t;
101 /* Phase codes for action returns.
102 * These were at one time FORTRAN line numbers.
103 * The values don't matter, but perturb their order at your peril.
116 typedef long vocab_t; // index into a vocabulary array */
117 typedef long verb_t; // index into an actions array */
118 typedef long obj_t; // index into the object array */
119 typedef long loc_t; // index into the locations array */
120 typedef long turn_t; // turn counter or threshold */
124 long abbnum; // How often to print long descriptions
125 score_t bonus; // What kind of finishing bonus we are getting
126 loc_t chloc; // pirate chest location
127 loc_t chloc2; // pirate chest alternate location
128 turn_t clock1; // # turns from finding last treasure to close
129 turn_t clock2; // # turns from warning till blinding flash
130 bool clshnt; // has player read the clue in the endgame?
131 bool closed; // whether we're all the way closed
132 bool closng; // whether it's closing time yet
133 bool lmwarn; // has player been warned about lamp going dim?
134 bool novice; // asked for instructions at start-up?
135 bool panic; // has player found out he's trapped?
136 bool wzdark; // whether the loc he's leaving was dark
137 bool blooded; // has player drunk of dragon's blood?
138 long conds; // min value for cond[loc] if loc has any hints
139 long detail; // level of detail in descriptions
141 /* dflag controls the level of activation of dwarves:
142 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
143 * 1 Reached Hall Of Mists, but hasn't met first dwarf
144 * 2 Met first dwarf, others start moving, no knives thrown yet
145 * 3 A knife has been thrown (first set always misses)
146 * 3+ Dwarves are mad (increases their accuracy) */
149 long dkill; // dwarves killed
150 long dtotal; // total dwarves (including pirate) in loc
151 long foobar; // progress in saying "FEE FIE FOE FOO".
152 long holdng; // number of objects being carried
153 long igo; // # uses of "go" instead of a direction
154 long iwest; // # times he's said "west" instead of "w"
155 long knfloc; // knife location; 0 if none, -1 after caveat
156 turn_t limit; // lifetime of lamp
157 loc_t loc; // where player is now
158 loc_t newloc; // where player is going
159 turn_t numdie; // number of times killed so far
160 loc_t oldloc; // where player was
161 loc_t oldlc2; // where player was two moves ago
162 obj_t oldobj; // last object player handled
163 long saved; // point penalty for saves
164 long tally; // count of treasures gained
165 long thresh; // current threshold for endgame scoring tier
166 turn_t trndex; // FIXME: not used, remove on next format bump
167 turn_t trnluz; // # points lost so far due to turns used
168 turn_t turns; // counts commands given (ignores yes/no)
169 char zzword[TOKLEN + 1]; // randomly generated magic word from bird
170 long abbrev[NLOCATIONS + 1]; // has location been seen?
171 long atloc[NLOCATIONS + 1]; // head of object linked list per location
172 long dseen[NDWARVES + 1]; // true if dwarf has seen him
173 loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
174 loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
175 loc_t fixed[NOBJECTS + 1]; // fixed location of object (if not IS_FREE)
176 obj_t link[NOBJECTS * 2 + 1]; // object-list links
177 loc_t place[NOBJECTS + 1]; // location of object
178 long hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
179 long hintlc[NHINTS]; // hintlc[i] = how long at LOC with cond bit i
180 long prop[NOBJECTS + 1]; // object state array */
184 * Game application settings - settings, but not state of the game, per se.
185 * This data is not saved in a saved game.
200 enum speechpart part;
201 command_word_t word[2];
206 extern struct game_t game;
207 extern struct settings_t settings;
209 extern bool get_command_input(command_t *);
210 extern void speak(const char*, ...);
211 extern void sspeak(int msg, ...);
212 extern void pspeak(vocab_t, enum speaktype, int, bool, ...);
213 extern void rspeak(vocab_t, ...);
214 extern void echo_input(FILE*, const char*, const char*);
215 extern bool silent_yes(void);
216 extern bool yes(const char*, const char*, const char*);
217 extern void juggle(obj_t);
218 extern void move(obj_t, loc_t);
219 extern loc_t put(obj_t, long, long);
220 extern void carry(obj_t, loc_t);
221 extern void drop(obj_t, loc_t);
222 extern int atdwrf(loc_t);
223 extern long setbit(int);
224 extern bool tstbit(long, int);
225 extern void set_seed(int32_t);
226 extern int32_t randrange(int32_t);
227 extern long score(enum termination);
228 extern void terminate(enum termination) __attribute__((noreturn));
229 extern int savefile(FILE *, int32_t);
230 extern int suspend(void);
231 extern int resume(void);
232 extern int restore(FILE *);
233 extern long initialise(void);
234 extern int action(command_t command);
235 extern void state_change(obj_t, int);
236 extern bool is_valid(struct game_t);
238 void bug(enum bugtype, const char *) __attribute__((__noreturn__));
240 /* represent an empty command word */
241 static const command_word_t empty_command_word = {
244 .type = NO_WORD_TYPE,