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[];
83 extern bool oldstyle, editline, prompt;
84 extern lcg_state lcgstate;
86 /* b is not needed for POSIX but harmless */
87 #define READ_MODE "rb"
88 #define WRITE_MODE "wb"
89 extern void* xmalloc(size_t);
90 extern char* xstrdup(const char*);
91 extern void packed_to_token(long, char token[6]);
92 extern void newspeak(char*);
93 extern void PSPEAK(vocab_t,int);
94 extern void RSPEAK(vocab_t);
95 extern void SETPRM(long,long,long);
96 extern bool GETIN(FILE *,token_t*,token_t*,token_t*,token_t*);
97 extern long YES(FILE *,vocab_t,vocab_t,vocab_t);
98 extern long GETTXT(bool,bool,bool);
99 extern token_t MAKEWD(long);
100 extern void PUTTXT(token_t,long*,long);
101 extern void SHFTXT(long,long);
102 extern void TYPE0(void);
103 extern long VOCAB(long,long);
104 extern void DSTROY(long);
105 extern void JUGGLE(long);
106 extern void MOVE(long,long);
107 extern long PUT(long,long,long);
108 extern void CARRY(long,long);
109 extern void DROP(long,long);
110 extern long ATDWRF(long);
111 extern long SETBIT(long);
112 extern bool TSTBIT(long,int);
113 extern long RNDVOC(long,long);
114 extern void BUG(long) __attribute__((noreturn));
115 extern bool MAPLIN(FILE *);
116 extern void TYPE(void);
117 extern void DATIME(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);
126 * MOD(N,M) = Arithmetic modulus
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 MOD(N,M) ((N) % (M))
140 #define TOTING(OBJ) (game.place[OBJ] == -1)
141 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
142 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
143 #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
144 #define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
145 #define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
146 #define CNDBIT(L,N) (TSTBIT(COND[L],N))
147 #define FORCED(LOC) (COND[LOC] == 2)
148 #define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
149 #define PCT(N) (randrange(100) < (N))
150 #define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
151 #define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
152 #define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
154 /* The following two functions were added to fix a bug (game.clock1 decremented
155 * while in forest). They should probably be replaced by using another
156 * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
157 * LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
158 * of mists or deeper). Note special kludges for "Foof!" locs. */
160 #define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
161 #define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
163 /* vocabulary items */
164 extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
165 BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
166 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
167 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, INVENT,
168 JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL,
169 OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
170 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
171 STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
172 URN, VASE, VEND, VOLCAN, WATER;
174 enum speechpart {unknown, intransitive, transitive};
176 /* Phase codes for action returns.
177 * These were at one time FORTRAN line numbers.
178 * The values don't matter, but perturb their order at your peril.
180 #define GO_TERMINATE 2
183 #define GO_CLEAROBJ 2012
184 #define GO_CHECKHINT 2600
185 #define GO_CHECKFOO 2607
186 #define GO_CLOSEJUMP 2610
187 #define GO_DIRECTION 2620
188 #define GO_LOOKUP 2630
189 #define GO_WORD2 2800
190 #define GO_SPECIALS 1900
191 #define GO_UNKNOWN 8000
192 #define GO_ACTION 40000
193 #define GO_DWARFWAKE 19000
195 /* hack to ignore GCC Unused Result */
196 #define IGNORE(r) do{if (r){}}while(0)