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