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_FOUND 0 // After discovered, before messed with
31 #define STATE_IN_CAVITY 1 // State value common to all gemstones
33 /* Map a state property value to a negative range, where the object cannot be
34 * picked up but the value can be recovered later. Avoid colliding with -1,
35 * which has its own meaning. */
36 #define STASHED(obj) (-1 - game.prop[obj])
39 * MOD(N,M) = Arithmetic modulus
40 * AT(OBJ) = true if on either side of two-placed object
41 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
42 * DARK(LOC) = true if location "LOC" is dark
43 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
44 * FOREST(LOC) = true if LOC is part of the forest
45 * GSTONE(OBJ) = true if OBJ is a gemstone
46 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
47 * LIQUID() = object number of liquid in bottle
48 * LIQLOC(LOC) = object number of liquid (if any) at LOC
49 * PCT(N) = true N% of the time (N integer from 0 to 100)
50 * TOTING(OBJ) = true if the OBJ is being carried */
51 #define DESTROY(N) move(N, LOC_NOWHERE)
52 #define MOD(N,M) ((N) % (M))
53 #define TOTING(OBJ) (game.place[OBJ] == CARRIED)
54 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
55 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
56 #define CNDBIT(L,N) (tstbit(conditions[L],N))
57 #define LIQUID() (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT )
58 #define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
59 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
60 #define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
61 #define PCT(N) (randrange(100) < (N))
62 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
63 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
64 #define SPECIAL(LOC) ((LOC) > SPECIALBASE)
65 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
66 #define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
67 #define BUG(x) bug(x, #x)
68 #define MOTION_WORD(n) ((n) + 0)
69 #define OBJECT_WORD(n) ((n) + 1000)
70 #define ACTION_WORD(n) ((n) + 2000)
71 #define SPECIAL_WORD(n) ((n) + 3000)
72 #define PROMOTE_WORD(n) ((n) + 1000)
73 #define DEMOTE_WORD(n) ((n) - 1000)
76 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
77 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
78 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
79 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
80 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
81 LOCATION_HAS_NO_TRAVEL_ENTRIES,
82 HINT_NUMBER_EXCEEDS_GOTO_LIST,
83 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
84 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
87 enum speaktype {touch, look, hear, study, change};
89 enum termination {endgame, quitgame, scoregame};
91 enum speechpart {unknown, intransitive, transitive};
93 /* Phase codes for action returns.
94 * These were at one time FORTRAN line numbers.
95 * The values don't matter, but perturb their order at your peril.
113 typedef long token_t; // word token - someday this will be char[TOKLEN+1]
114 typedef long vocab_t; // index into a vocabulary array */
117 unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
118 long abbnum; // How often to print non-abbreviated descriptions
122 long clock1; // # turns from finding last treasure till closing
123 long clock2; // # turns from first warning till blinding flash
124 bool clshnt; // has player read the clue in the endgame?
125 bool closed; // whether we're all the way closed
126 bool closng; // whether it's closing time yet
127 long conds; // min value for cond(loc) if loc has any hints
130 /* dflag controls the level of activation of dwarves:
131 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
132 * 1 Reached Hall Of Mists, but hasn't met first dwarf
133 * 2 Met first dwarf, others start moving, no knives thrown yet
134 * 3 A knife has been thrown (first set always misses)
135 * 3+ Dwarves are mad (increases their accuracy) */
140 long foobar; // current progress in saying "FEE FIE FOE FOO".
141 long holdng; // number of objects being carried
142 long iwest; // How many times he's said "west" instead of "w"
143 long knfloc; // 0 if no knife here, loc if knife , -1 after caveat
144 long limit; // lifetime of lamp (not set here)
145 bool lmwarn; // has player been warned about lamp going dim?
148 bool novice; // asked for instructions at start-up?
149 long numdie; // number of times killed so far
153 bool panic; // has player found out he's trapped in the cave?
154 long saved; // point penalty for saves
158 long trnluz; // # points lost so far due to number of turns used
159 long turns; // how many commands he's given (ignores yes/no)
160 bool wzdark; // whether the loc he's leaving was dark
161 char zzword[TOKLEN + 1]; // randomly generated magic word from bird
162 bool blooded; // has player drunk of dragon's blood?
163 long abbrev[NLOCATIONS + 1];
164 long atloc[NLOCATIONS + 1];
165 long dseen[NDWARVES + 1]; // true if dwarf has seen him
166 long dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
167 long odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
168 long fixed[NOBJECTS + 1];
169 long link[NOBJECTS * 2 + 1];
170 long place[NOBJECTS + 1];
171 long hinted[NHINTS]; // hintlc[i] is how long he's been at LOC with cond bit i
172 long hintlc[NHINTS]; // hinted[i] is true iff hint i has been used.
173 long prop[NOBJECTS + 1];
177 * Game application settings - settings, but not state of the game, per se.
178 * This data is not saved in a saved game.
187 enum speechpart part;
194 char raw1[LINESIZE], raw2[LINESIZE];
197 extern struct game_t game;
198 extern struct settings_t settings;
200 extern void packed_to_token(long, char token[]);
201 extern long token_to_packed(const char token[]);
202 extern void tokenize(char*, struct command_t *);
203 extern void vspeak(const char*, bool, va_list);
204 extern bool wordeq(token_t, token_t);
205 extern bool wordempty(token_t);
206 extern void wordclear(token_t *);
207 extern void speak(const char*, ...);
208 extern void sspeak(long msg, ...);
209 extern void pspeak(vocab_t, enum speaktype, int, bool, ...);
210 extern void rspeak(vocab_t, ...);
211 extern void echo_input(FILE*, const char*, const char*);
212 extern int word_count(char*);
213 extern char* get_input(void);
214 extern bool silent_yes(void);
215 extern bool yes(const char*, const char*, const char*);
216 extern int get_motion_vocab_id(const char*);
217 extern int get_object_vocab_id(const char*);
218 extern int get_action_vocab_id(const char*);
219 extern int get_special_vocab_id(const char*);
220 extern long get_vocab_id(const char*);
221 extern void juggle(long);
222 extern void move(long, long);
223 extern long put(long, long, long);
224 extern void carry(long, long);
225 extern void drop(long, long);
226 extern long atdwrf(long);
227 extern long setbit(long);
228 extern bool tstbit(long, int);
229 extern void make_zzword(char*);
230 extern void set_seed(long);
231 extern unsigned long get_next_lcg_value(void);
232 extern long randrange(long);
233 extern long score(enum termination);
234 extern void terminate(enum termination) __attribute__((noreturn));
235 extern int savefile(FILE *, long);
236 extern int suspend(void);
237 extern int resume(void);
238 extern int restore(FILE *);
239 extern long initialise(void);
240 extern int action(struct command_t *command);
242 void bug(enum bugtype, const char *) __attribute__((__noreturn__));