8 #define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
9 #define DALTLC 18 /* alternate dwarf location; low room */
14 #define INTRANSITIVE -1 /* illegal object number */
16 typedef struct lcg_state
18 unsigned long a, c, m, x;
21 typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
22 typedef long vocab_t; /* index into a vocabulary array */
63 long abbrev[LOCSIZ+1];
65 long dseen[NDWARVES+1];
66 long dloc[NDWARVES+1];
67 long odloc[NDWARVES+1];
68 long fixed[NOBJECTS+1];
69 long link[NOBJECTS*2 + 1];
70 long place[NOBJECTS+1];
71 long hinted[HNTSIZ+1];
72 long hintlc[HNTSIZ+1];
73 long prop[NOBJECTS+1];
76 extern struct game_t game;
78 extern long LNLENG, LNPOSN, PARMS[];
79 extern char rawbuf[LINESIZE], INLINE[LINESIZE+1];
80 extern const char ascii_to_advent[];
81 extern const char advent_to_ascii[];
84 extern lcg_state lcgstate;
86 /* b is not needed for POSIX but harmless */
87 #define READ_MODE "rb"
88 #define WRITE_MODE "wb"
90 extern void newspeak(char*);
91 extern void SPEAK(vocab_t);
92 extern void PSPEAK(vocab_t,int);
93 extern void RSPEAK(vocab_t);
94 extern void SETPRM(long,long,long);
95 extern bool GETIN(FILE *,token_t*,token_t*,token_t*,token_t*);
96 extern long YES(FILE *,vocab_t,vocab_t,vocab_t);
97 extern long GETTXT(bool,bool,bool);
98 extern token_t MAKEWD(long);
99 extern void PUTTXT(token_t,long*,long);
100 extern void SHFTXT(long,long);
101 extern void TYPE0(void);
102 extern long VOCAB(long,long);
103 extern void DSTROY(long);
104 extern void JUGGLE(long);
105 extern void MOVE(long,long);
106 extern long PUT(long,long,long);
107 extern void CARRY(long,long);
108 extern void DROP(long,long);
109 extern long ATDWRF(long);
110 extern long SETBIT(long);
111 extern bool TSTBIT(long,int);
112 extern long RNDVOC(long,long);
113 extern void BUG(long) __attribute__((noreturn));
114 extern bool MAPLIN(FILE *);
115 extern void TYPE(void);
116 extern void DATIME(long*, long*);
117 extern long MOD(long,long);
119 extern void set_seed(long);
120 extern unsigned long get_next_lcg_value(void);
121 extern long randrange(long);
122 extern void score(long);
123 extern int saveresume(FILE *, bool);
125 /* Statement functions
127 * AT(OBJ) = true if on either side of two-placed object
128 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
129 * DARK(LOC) = true if location "LOC" is dark
130 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
131 * FOREST(LOC) = true if LOC is part of the forest
132 * GSTONE(OBJ) = true if OBJ is a gemstone
133 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
134 * LIQUID() = object number of liquid in bottle
135 * LIQLOC(LOC) = object number of liquid (if any) at LOC
136 * PCT(N) = true N% of the time (N integer from 0 to 100)
137 * TOTING(OBJ) = true if the OBJ is being carried */
139 #define TOTING(OBJ) (game.place[OBJ] == -1)
140 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
141 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
142 #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
143 #define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
144 #define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
145 #define CNDBIT(L,N) (TSTBIT(COND[L],N))
146 #define FORCED(LOC) (COND[LOC] == 2)
147 #define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
148 #define PCT(N) (randrange(100) < (N))
149 #define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
150 #define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
151 #define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
153 /* The following two functions were added to fix a bug (game.clock1 decremented
154 * while in forest). They should probably be replaced by using another
155 * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
156 * LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
157 * of mists or deeper). Note special kludges for "Foof!" locs. */
159 #define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
160 #define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
162 /* vocabulary items */
163 extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
164 BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
165 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
166 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, INVENT,
167 JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL,
168 OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
169 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
170 STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
171 URN, VASE, VEND, VOLCAN, WATER;
172 /* everything else */
173 extern long K, SPK, WD1, WD1X, WD2, WD2X;
175 enum speechpart {unknown, intransitive, transitive};
177 /* hack to ignore GCC Unused Result */
178 #define IGNORE(r) do{if (r){}}while(0)