9 #define NDWARVES 6 /* number of dwarves */
10 #define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
11 #define DALTLC LOC_NUGGET /* alternate dwarf location */
12 #define MAXPARMS 25 /* Max parameters for speak() */
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 */
23 typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
24 typedef long vocab_t; /* index into a vocabulary array */
27 unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
28 long abbnum; /* How often to print non-abbreviated descriptions */
33 long clock1; /* # turns from finding last treasure till closing */
34 long clock2; /* # turns from first warning till blinding flash */
35 bool clshnt; /* has player read the clue in the endgame? */
36 bool closed; /* whether we're all the way closed */
37 bool closng; /* whether it's closing time yet */
38 long conds; /* min value for cond(loc) if loc has any hints */
43 long foobar; /* current progress in saying "FEE FIE FOE FOO". */
44 long holdng; /* number of objects being carried */
45 long iwest; /* How many times he's said "west" instead of "w" */
46 long knfloc; /* 0 if no knife here, loc if knife , -1 after caveat */
47 long limit; /* lifetime of lamp (not set here) */
48 bool lmwarn; /* has player been warned about lamp going dim? */
51 bool novice; /* asked for instructions at start-up? */
52 long numdie; /* number of times killed so far */
56 bool panic; /* has player found out he's trapped in the cave? */
57 long saved; /* point penalty for saves */
61 long trnluz; /* # points lost so far due to number of turns used */
62 long turns; /* how many commands he's given (ignores yes/no) */
63 bool wzdark; /* whether the loc he's leaving was dark */
65 bool blooded; /* has player drunk of dragon's blood? */
66 long abbrev[NLOCATIONS + 1];
67 long atloc[NLOCATIONS + 1];
68 long dseen[NDWARVES + 1];
69 long dloc[NDWARVES + 1];
70 long odloc[NDWARVES + 1];
71 long fixed[NOBJECTS + 1];
72 long link[NOBJECTS * 2 + 1];
73 long place[NOBJECTS + 1];
76 long prop[NOBJECTS + 1];
79 extern struct game_t game;
81 extern long LNLENG, LNPOSN;
82 extern char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
83 extern const char ascii_to_advent[];
84 extern const char advent_to_ascii[];
86 extern bool oldstyle, editline, prompt;
88 enum speaktype {touch, look, hear, study};
90 /* b is not needed for POSIX but harmless */
91 #define READ_MODE "rb"
92 #define WRITE_MODE "wb"
93 extern void* xmalloc(size_t size);
94 extern void packed_to_token(long, char token[]);
95 extern void token_to_packed(char token[], long*);
96 extern void vspeak(const char*, va_list);
97 extern bool wordeq(token_t, token_t);
98 extern bool wordempty(token_t);
99 extern void wordclear(token_t *);
100 extern void speak(const char*, ...);
101 extern void pspeak(vocab_t, enum speaktype, int, ...);
102 extern void rspeak(vocab_t, ...);
103 extern bool GETIN(FILE *, token_t*, token_t*, token_t*, token_t*);
104 extern void echo_input(FILE*, char*, char*);
105 extern char* get_input(void);
106 extern bool YES(const char*, const char*, const char*);
107 extern long GETTXT(bool, bool, bool);
108 extern token_t MAKEWD(long);
109 extern long VOCAB(long, long);
110 extern void JUGGLE(long);
111 extern void MOVE(long, long);
112 extern long PUT(long, long, long);
113 extern void CARRY(long, long);
114 extern void DROP(long, long);
115 extern long ATDWRF(long);
116 extern long SETBIT(long);
117 extern bool TSTBIT(long, int);
118 extern long RNDVOC(long, long);
119 extern bool MAPLIN(FILE *);
120 extern void DATIME(long*, long*);
122 enum termination {endgame, quitgame, scoregame};
124 extern void set_seed(long);
125 extern unsigned long get_next_lcg_value(void);
126 extern long randrange(long);
127 extern long score(enum termination);
128 extern void terminate(enum termination) __attribute__((noreturn));
129 extern int suspend(void);
130 extern int resume(void);
131 extern int restore(FILE *);
134 * MOD(N,M) = Arithmetic modulus
135 * AT(OBJ) = true if on either side of two-placed object
136 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
137 * DARK(LOC) = true if location "LOC" is dark
138 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
139 * FOREST(LOC) = true if LOC is part of the forest
140 * GSTONE(OBJ) = true if OBJ is a gemstone
141 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
142 * LIQUID() = object number of liquid in bottle
143 * LIQLOC(LOC) = object number of liquid (if any) at LOC
144 * PCT(N) = true N% of the time (N integer from 0 to 100)
145 * TOTING(OBJ) = true if the OBJ is being carried */
147 #define DESTROY(N) MOVE(N, LOC_NOWHERE)
148 #define MOD(N,M) ((N) % (M))
149 #define TOTING(OBJ) (game.place[OBJ] == CARRIED)
150 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
151 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
152 #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
153 #define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
154 #define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
155 #define CNDBIT(L,N) (TSTBIT(conditions[L],N))
156 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
157 #define DARK(DUMMY) ((!TSTBIT(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
158 #define PCT(N) (randrange(100) < (N))
159 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
160 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
161 #define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
162 #define SPECIAL(LOC) ((LOC) > SPECIALBASE)
163 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
165 #define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
167 /* vocabulary items */
168 extern long AMBER, ATTACK, AXE, BACK, BATTERY, BEAR,
169 BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
170 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
171 EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD, GRATE, HINT, INVENT,
172 JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGAZINE, MESSAG, MIRROR, NUGGET, NUL,
173 OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAMID,
174 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
175 STEPS, STICK, STREAM, THROW, TRIDENT, TROLL, TROLL2,
176 URN, VASE, VEND, VOLCANO, WATER;
178 enum speechpart {unknown, intransitive, transitive};
181 enum speechpart part;
188 void initialise(void);
189 int action(FILE *input, struct command_t *command);
191 /* Phase codes for action returns.
192 * These were at one time FORTRAN line numbers.
193 * The values don't matter, but perturb their order at your peril.
195 #define GO_TERMINATE 2
198 #define GO_CLEAROBJ 2012
199 #define GO_CHECKHINT 2600
200 #define GO_CHECKFOO 2607
201 #define GO_DIRECTION 2620
202 #define GO_LOOKUP 2630
203 #define GO_WORD2 2800
204 #define GO_SPECIALS 1900
205 #define GO_UNKNOWN 8000
206 #define GO_ACTION 40000
207 #define GO_DWARFWAKE 19000
209 /* Special object statuses in game.place - can also be a location number (> 0) */
210 #define CARRIED -1 /* Player is toting it */
212 /* hack to ignore GCC Unused Result */
213 #define IGNORE(r) do{if (r){}}while(0)
216 * FIXME: These constants should be replaced by strings, at their usage sites.
217 * They are sixbit-packed representations of vocabulary words. This, and code
218 * left in misc.c, is the only place left in the runtime that knows about
221 #define WORD_AXE 12405
222 #define WORD_BATTERY 201202005
223 #define WORD_BEAR 2050118
224 #define WORD_BIRD 2091804
225 #define WORD_BLOOD 212151504
226 #define WORD_BOTTLE 215202012
227 #define WORD_CAGE 3010705
228 #define WORD_CATCH 301200308
229 #define WORD_CAVITY 301220920
230 #define WORD_CHASM 308011913
231 #define WORD_CLAM 3120113
232 #define WORD_DOOR 4151518
233 #define WORD_DRAGON 418010715
234 #define WORD_DWARF 423011806
235 #define WORD_FISSURE 609191921
236 #define WORD_FOOD 6151504
238 #define WORD_GRATE 718012005
239 #define WORD_KEYS 11052519
240 #define WORD_KNIFE 1114090605
241 #define WORD_LAMP 12011316
242 #define WORD_MAGAZINE 1301070126
243 #define WORD_MESSAG 1305191901
244 #define WORD_MIRROR 1309181815
245 #define WORD_OGRE 15071805
246 #define WORD_OIL 150912
247 #define WORD_OYSTER 1525192005
248 #define WORD_PILLOW 1609121215
249 #define WORD_PLANT 1612011420
250 #define WORD_POUR 16152118
251 #define WORD_RESER 1805190518
252 #define WORD_ROD 181504
253 #define WORD_SIGN 19090714
254 #define WORD_SNAKE 1914011105
255 #define WORD_STEPS 1920051619
256 #define WORD_TROLL 2018151212
257 #define WORD_URN 211814
258 #define WORD_VEND 1755140409
259 #define WORD_VOLCANO 1765120301
260 #define WORD_WATER 1851200518
261 #define WORD_AMBER 113020518
262 #define WORD_CHAIN 308010914
263 #define WORD_CHEST 308051920
264 #define WORD_COINS 315091419
265 #define WORD_EGGS 5070719
266 #define WORD_EMERALD 513051801
267 #define WORD_JADE 10010405
268 #define WORD_NUGGET 7151204
269 #define WORD_PEARL 1605011812
270 #define WORD_PYRAMID 1625180113
271 #define WORD_RUBY 18210225
272 #define WORD_RUG 182107
273 #define WORD_SAPPH 1901161608
274 #define WORD_TRIDENT 2018090405
275 #define WORD_VASE 22011905
276 #define WORD_BACK 2010311
277 #define WORD_CAVE 3012205
278 #define WORD_DPRSSN 405161805
279 #define WORD_ENTER 514200518
280 #define WORD_ENTRNC 514201801
281 #define WORD_LOOK 12151511
282 #define WORD_NUL 14211212
283 #define WORD_STREAM 1920180501
284 #define WORD_FIND 6091404
285 #define WORD_INVENT 914220514
286 #define WORD_LOCK 12150311
287 #define WORD_SAY 190125
288 #define WORD_THROW 2008181523
289 #define WORD_WEST 23051920
290 #define WORD_YES 250519
291 #define WORD_YINIT 25