9 #define TOKLEN 5 // № sigificant characters in 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 GAMELIMIT 330 // base limit of turns
16 #define NOVICELIMIT 1000 // limit of turns for novice
17 #define WARNTIME 30 // late game starts at game.limit-this
18 #define FLASHTIME 50 // turns from first warning till blinding flash
19 #define PANICTIME 15 // time left after closing
20 #define BATTERYLIFE 2500 // turn limit increment from batteries
21 #define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
22 #define WORD_EMPTY 0 // "Word empty" 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_FOUND 0 // After discovered, before messed with
30 #define STATE_IN_CAVITY 1 // State value common to all gemstones
32 /* Special fixed object-state values - integers > 0 are location */
36 /* Map a state property value to a negative range, where the object cannot be
37 * picked up but the value can be recovered later. Avoid colliding with -1,
38 * which has its own meaning. */
39 #define STASHED(obj) (-1 - game.prop[obj])
42 * MOD(N,M) = Arithmetic modulus
43 * AT(OBJ) = true if on either side of two-placed object
44 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
45 * DARK(LOC) = true if location "LOC" is dark
46 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
47 * FOREST(LOC) = true if LOC is part of the forest
48 * GSTONE(OBJ) = true if OBJ is a gemstone
49 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
50 * LIQUID() = object number of liquid in bottle
51 * LIQLOC(LOC) = object number of liquid (if any) at LOC
52 * PCT(N) = true N% of the time (N integer from 0 to 100)
53 * TOTING(OBJ) = true if the OBJ is being carried */
54 #define DESTROY(N) move(N, LOC_NOWHERE)
55 #define MOD(N,M) ((N) % (M))
56 #define TOTING(OBJ) (game.place[OBJ] == CARRIED)
57 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
58 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
59 #define CNDBIT(L,N) (tstbit(conditions[L],N))
60 #define LIQUID() (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT )
61 #define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
62 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
63 #define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
64 #define PCT(N) (randrange(100) < (N))
65 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
66 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
67 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
68 #define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
69 #define BUG(x) bug(x, #x)
70 #define MOTION_WORD(n) ((n) + 0)
71 #define OBJECT_WORD(n) ((n) + 1000)
72 #define ACTION_WORD(n) ((n) + 2000)
73 #define SPECIAL_WORD(n) ((n) + 3000)
74 #define PROMOTE_WORD(n) ((n) + 1000)
75 #define DEMOTE_WORD(n) ((n) - 1000)
78 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
79 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
80 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
81 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
82 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
83 LOCATION_HAS_NO_TRAVEL_ENTRIES,
84 HINT_NUMBER_EXCEEDS_GOTO_LIST,
85 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
86 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
89 enum speaktype {touch, look, hear, study, change};
91 enum termination {endgame, quitgame, scoregame};
93 enum speechpart {unknown, intransitive, transitive};
95 /* Phase codes for action returns.
96 * These were at one time FORTRAN line numbers.
97 * The values don't matter, but perturb their order at your peril.
115 typedef long token_t; // word token - someday this will be char[TOKLEN+1] */
116 typedef long vocab_t; // index into a vocabulary array */
117 typedef long verb_t; // index into an actions array */
118 typedef long obj_t; // index into the object array */
119 typedef long loc_t; // index into the locations array */
122 unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
123 long abbnum; // How often to print non-abbreviated descriptions
127 long clock1; // # turns from finding last treasure till closing
128 long clock2; // # turns from first warning till blinding flash
129 bool clshnt; // has player read the clue in the endgame?
130 bool closed; // whether we're all the way closed
131 bool closng; // whether it's closing time yet
132 long conds; // min value for cond(loc) if loc has any hints
135 /* dflag controls the level of activation of dwarves:
136 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
137 * 1 Reached Hall Of Mists, but hasn't met first dwarf
138 * 2 Met first dwarf, others start moving, no knives thrown yet
139 * 3 A knife has been thrown (first set always misses)
140 * 3+ Dwarves are mad (increases their accuracy) */
145 long foobar; // current progress in saying "FEE FIE FOE FOO".
146 long holdng; // number of objects being carried
147 long iwest; // How many times he's said "west" instead of "w"
148 long knfloc; // 0 if no knife here, loc if knife , -1 after caveat
149 long limit; // lifetime of lamp (not set here)
150 bool lmwarn; // has player been warned about lamp going dim?
153 bool novice; // asked for instructions at start-up?
154 long numdie; // number of times killed so far
158 bool panic; // has player found out he's trapped in the cave?
159 long saved; // point penalty for saves
163 long trnluz; // № points lost so far due to number of turns used
164 long turns; // how many commands he's given (ignores yes/no)
165 bool wzdark; // whether the loc he's leaving was dark
166 char zzword[TOKLEN + 1]; // randomly generated magic word from bird
167 bool blooded; // has player drunk of dragon's blood?
168 long abbrev[NLOCATIONS + 1];
169 long atloc[NLOCATIONS + 1];
170 long dseen[NDWARVES + 1]; // true if dwarf has seen him
171 loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
172 loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
173 loc_t fixed[NOBJECTS + 1];
174 long link[NOBJECTS * 2 + 1];
175 loc_t place[NOBJECTS + 1];
176 long hinted[NHINTS]; // hintlc[i] is how long he's been at LOC with cond bit i
177 long hintlc[NHINTS]; // hinted[i] is true iff hint i has been used.
178 long prop[NOBJECTS + 1];
182 * Game application settings - settings, but not state of the game, per se.
183 * This data is not saved in a saved game.
192 enum speechpart part;
199 char raw1[LINESIZE], raw2[LINESIZE];
202 extern struct game_t game;
203 extern struct settings_t settings;
205 extern void packed_to_token(long, char token[]);
206 extern long token_to_packed(const char token[]);
207 extern void tokenize(char*, struct command_t *);
208 extern void vspeak(const char*, bool, va_list);
209 extern bool wordeq(token_t, token_t);
210 extern bool wordempty(token_t);
211 extern void wordclear(token_t *);
212 extern void speak(const char*, ...);
213 extern void sspeak(long msg, ...);
214 extern void pspeak(vocab_t, enum speaktype, int, bool, ...);
215 extern void rspeak(vocab_t, ...);
216 extern void echo_input(FILE*, const char*, const char*);
217 extern int word_count(char*);
218 extern char* get_input(void);
219 extern bool silent_yes(void);
220 extern bool yes(const char*, const char*, const char*);
221 extern int get_motion_vocab_id(const char*);
222 extern int get_object_vocab_id(const char*);
223 extern int get_action_vocab_id(const char*);
224 extern int get_special_vocab_id(const char*);
225 extern long get_vocab_id(const char*);
226 extern void juggle(obj_t);
227 extern void move(obj_t, loc_t);
228 extern long put(obj_t, long, long);
229 extern void carry(obj_t, loc_t);
230 extern void drop(obj_t, loc_t);
231 extern long atdwrf(loc_t);
232 extern long setbit(long);
233 extern bool tstbit(long, int);
234 extern void make_zzword(char*);
235 extern void set_seed(long);
236 extern unsigned long get_next_lcg_value(void);
237 extern long randrange(long);
238 extern long score(enum termination);
239 extern void terminate(enum termination) __attribute__((noreturn));
240 extern int savefile(FILE *, long);
241 extern int suspend(void);
242 extern int resume(void);
243 extern int restore(FILE *);
244 extern long initialise(void);
245 extern int action(struct command_t *command);
246 extern void state_change(obj_t, long);
249 void bug(enum bugtype, const char *) __attribute__((__noreturn__));