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 // inventory 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 * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
50 * MOD(N,M) = Arithmetic modulus
51 * TOTING(OBJ) = true if the OBJ is being carried
52 * AT(OBJ) = true if on either side of two-placed object
53 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
54 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
55 * LIQUID() = object number of liquid in bottle
56 * LIQLOC(LOC) = object number of liquid (if any) at LOC
57 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
58 * DARK(LOC) = true if location "LOC" is dark
59 * PCT(N) = true N% of the time (N integer from 0 to 100)
60 * GSTONE(OBJ) = true if OBJ is a gemstone
61 * FOREST(LOC) = true if LOC is part of the forest
62 * OUTSID(LOC) = true if location not in the cave
63 * INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game
64 * INDEEP(LOC) = true if location is in the Hall of Mists or deeper
65 * BUG(X) = report bug and exit
67 #define DESTROY(N) move(N, LOC_NOWHERE)
68 #define MOD(N,M) ((N) % (M))
69 #define TOTING(OBJ) (game.place[OBJ] == CARRIED)
70 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
71 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
72 #define CNDBIT(L,N) (tstbit(conditions[L],N))
73 #define LIQUID() (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT )
74 #define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
75 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
76 #define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
77 #define PCT(N) (randrange(100) < (N))
78 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
79 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
80 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
81 #define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
82 #define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
83 #define BUG(x) bug(x, #x)
86 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
87 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
88 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
89 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
90 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
91 LOCATION_HAS_NO_TRAVEL_ENTRIES,
92 HINT_NUMBER_EXCEEDS_GOTO_LIST,
93 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
94 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
97 enum speaktype {touch, look, hear, study, change};
99 enum termination {endgame, quitgame, scoregame};
101 enum speechpart {unknown, intransitive, transitive};
103 typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
105 typedef enum scorebonus {none, splatter, defeat, victory} score_t;
107 /* Phase codes for action returns.
108 * These were at one time FORTRAN line numbers.
109 * The values don't matter, but perturb their order at your peril.
122 typedef int vocab_t; // index into a vocabulary array */
123 typedef int verb_t; // index into an actions array */
124 typedef int obj_t; // index into the object array */
125 typedef int loc_t; // index into the locations array */
126 typedef int turn_t; // turn counter or threshold */
130 int abbnum; // How often to print int descriptions
131 score_t bonus; // What kind of finishing bonus we are getting
132 loc_t chloc; // pirate chest location
133 loc_t chloc2; // pirate chest alternate location
134 turn_t clock1; // # turns from finding last treasure to close
135 turn_t clock2; // # turns from warning till blinding flash
136 bool clshnt; // has player read the clue in the endgame?
137 bool closed; // whether we're all the way closed
138 bool closng; // whether it's closing time yet
139 bool lmwarn; // has player been warned about lamp going dim?
140 bool novice; // asked for instructions at start-up?
141 bool panic; // has player found out he's trapped?
142 bool wzdark; // whether the loc he's leaving was dark
143 bool blooded; // has player drunk of dragon's blood?
144 int conds; // min value for cond[loc] if loc has any hints
145 int detail; // level of detail in descriptions
147 /* dflag controls the level of activation of dwarves:
148 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
149 * 1 Reached Hall Of Mists, but hasn't met first dwarf
150 * 2 Met first dwarf, others start moving, no knives thrown yet
151 * 3 A knife has been thrown (first set always misses)
152 * 3+ Dwarves are mad (increases their accuracy) */
155 int dkill; // dwarves killed
156 int dtotal; // total dwarves (including pirate) in loc
157 int foobar; // progress in saying "FEE FIE FOE FOO".
158 int holdng; // number of objects being carried
159 int igo; // # uses of "go" instead of a direction
160 int iwest; // # times he's said "west" instead of "w"
161 int knfloc; // knife location; 0 if none, -1 after caveat
162 turn_t limit; // lifetime of lamp
163 loc_t loc; // where player is now
164 loc_t newloc; // where player is going
165 turn_t numdie; // number of times killed so far
166 loc_t oldloc; // where player was
167 loc_t oldlc2; // where player was two moves ago
168 obj_t oldobj; // last object player handled
169 int saved; // point penalty for saves
170 int tally; // count of treasures gained
171 int thresh; // current threshold for endgame scoring tier
172 turn_t trndex; // FIXME: not used, remove on next format bump
173 turn_t trnluz; // # points lost so far due to turns used
174 turn_t turns; // counts commands given (ignores yes/no)
175 char zzword[TOKLEN + 1]; // randomly generated magic word from bird
176 int abbrev[NLOCATIONS + 1]; // has location been seen?
177 int atloc[NLOCATIONS + 1]; // head of object linked list per location
178 int dseen[NDWARVES + 1]; // true if dwarf has seen him
179 loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
180 loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
181 loc_t fixed[NOBJECTS + 1]; // fixed location of object (if not IS_FREE)
182 obj_t link[NOBJECTS * 2 + 1];// object-list links
183 loc_t place[NOBJECTS + 1]; // location of object
184 int hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
185 int hintlc[NHINTS]; // hintlc[i] = how int at LOC with cond bit i
186 int prop[NOBJECTS + 1]; // object state array */
190 * Game application settings - settings, but not state of the game, per se.
191 * This data is not saved in a saved game.
205 typedef enum {EMPTY, RAW, TOKENIZED, GIVEN, PREPROCESSED, PROCESSING, EXECUTED} command_state_t;
208 enum speechpart part;
209 command_word_t word[2];
212 command_state_t state;
215 extern struct game_t game;
216 extern struct settings_t settings;
218 extern bool get_command_input(command_t *);
219 extern void clear_command(command_t *);
220 extern void speak(const char*, ...);
221 extern void sspeak(int msg, ...);
222 extern void pspeak(vocab_t, enum speaktype, bool, int, ...);
223 extern void rspeak(vocab_t, ...);
224 extern void echo_input(FILE*, const char*, const char*);
225 extern bool silent_yes(void);
226 extern bool yes(const char*, const char*, const char*);
227 extern void juggle(obj_t);
228 extern void move(obj_t, loc_t);
229 extern loc_t put(obj_t, int, int);
230 extern void carry(obj_t, loc_t);
231 extern void drop(obj_t, loc_t);
232 extern int atdwrf(loc_t);
233 extern int setbit(int);
234 extern bool tstbit(int, int);
235 extern void set_seed(int32_t);
236 extern int32_t randrange(int32_t);
237 extern int score(enum termination);
238 extern void terminate(enum termination) __attribute__((noreturn));
239 extern int savefile(FILE *, int32_t);
240 extern int suspend(void);
241 extern int resume(void);
242 extern int restore(FILE *);
243 extern int initialise(void);
244 extern phase_codes_t action(command_t);
245 extern void state_change(obj_t, int);
246 extern bool is_valid(struct game_t);
248 void bug(enum bugtype, const char *) __attribute__((__noreturn__));
250 /* represent an empty command word */
251 static const command_word_t empty_command_word = {
254 .type = NO_WORD_TYPE,