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) (!CNDBIT(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 INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
69 #define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
70 #define BUG(x) bug(x, #x)
73 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
74 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
75 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
76 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
77 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
78 LOCATION_HAS_NO_TRAVEL_ENTRIES,
79 HINT_NUMBER_EXCEEDS_GOTO_LIST,
80 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
81 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
84 enum speaktype {touch, look, hear, study, change};
86 enum termination {endgame, quitgame, scoregame};
88 enum speechpart {unknown, intransitive, transitive};
90 enum wordtype {NO_WORD_TYPE, MOTION, OBJECT, ACTION, SPECIAL};
92 typedef enum scorebonus {none, splatter, defeat, victory} score_t;
94 /* Phase codes for action returns.
95 * These were at one time FORTRAN line numbers.
96 * 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 */
115 typedef long verb_t; // index into an actions array */
116 typedef long obj_t; // index into the object array */
117 typedef long loc_t; // index into the locations array */
120 unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
121 long abbnum; // How often to print non-abbreviated descriptions
122 score_t bonus; // What kind of bonus we are getting for finishing the game
125 long clock1; // # turns from finding last treasure till closing
126 long clock2; // # turns from first warning till blinding flash
127 bool clshnt; // has player read the clue in the endgame?
128 bool closed; // whether we're all the way closed
129 bool closng; // whether it's closing time yet
130 long conds; // min value for cond(loc) if loc has any hints
133 /* dflag controls the level of activation of dwarves:
134 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
135 * 1 Reached Hall Of Mists, but hasn't met first dwarf
136 * 2 Met first dwarf, others start moving, no knives thrown yet
137 * 3 A knife has been thrown (first set always misses)
138 * 3+ Dwarves are mad (increases their accuracy) */
143 long foobar; // current progress in saying "FEE FIE FOE FOO".
144 long holdng; // number of objects being carried
145 long igo; // How many times he's said "go" instead of the direction
146 long iwest; // How many times he's said "west" instead of "w"
147 long knfloc; // 0 if no knife here, loc if knife , -1 after caveat
148 long limit; // lifetime of lamp (not set here)
149 bool lmwarn; // has player been warned about lamp going dim?
152 bool novice; // asked for instructions at start-up?
153 long numdie; // number of times killed so far
157 bool panic; // has player found out he's trapped in the cave?
158 long saved; // point penalty for saves
162 long trnluz; // № points lost so far due to number of turns used
163 long turns; // how many commands he's given (ignores yes/no)
164 bool wzdark; // whether the loc he's leaving was dark
165 char zzword[TOKLEN + 1]; // randomly generated magic word from bird
166 bool blooded; // has player drunk of dragon's blood?
167 long abbrev[NLOCATIONS + 1];
168 long atloc[NLOCATIONS + 1];
169 long dseen[NDWARVES + 1]; // true if dwarf has seen him
170 loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
171 loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
172 loc_t fixed[NOBJECTS + 1];
173 long link[NOBJECTS * 2 + 1];
174 loc_t place[NOBJECTS + 1];
175 long hinted[NHINTS]; // hintlc[i] is how long he's been at LOC with cond bit i
176 long hintlc[NHINTS]; // hinted[i] is true iff hint i has been used.
177 long prop[NOBJECTS + 1];
181 * Game application settings - settings, but not state of the game, per se.
182 * This data is not saved in a saved game.
191 enum speechpart part;
196 char raw1[LINESIZE], raw2[LINESIZE];
201 extern struct game_t game;
202 extern struct settings_t settings;
204 extern void tokenize(char*, struct command_t *);
205 extern void wordclear(token_t *);
206 extern void speak(const char*, ...);
207 extern void sspeak(long msg, ...);
208 extern void pspeak(vocab_t, enum speaktype, int, bool, ...);
209 extern void rspeak(vocab_t, ...);
210 extern void echo_input(FILE*, const char*, const char*);
211 extern int word_count(char*);
212 extern char* get_input(void);
213 extern bool silent_yes(void);
214 extern bool yes(const char*, const char*, const char*);
215 extern void get_vocab_metadata(const char*, long*, enum wordtype*);
216 extern void juggle(obj_t);
217 extern void move(obj_t, loc_t);
218 extern long put(obj_t, long, long);
219 extern void carry(obj_t, loc_t);
220 extern void drop(obj_t, loc_t);
221 extern long atdwrf(loc_t);
222 extern long setbit(long);
223 extern bool tstbit(long, int);
224 extern void make_zzword(char*);
225 extern void set_seed(long);
226 extern unsigned long get_next_lcg_value(void);
227 extern long randrange(long);
228 extern long score(enum termination);
229 extern void terminate(enum termination) __attribute__((noreturn));
230 extern int savefile(FILE *, long);
231 extern int suspend(void);
232 extern int resume(void);
233 extern int restore(FILE *);
234 extern long initialise(void);
235 extern int action(struct command_t *command);
236 extern void state_change(obj_t, long);
239 void bug(enum bugtype, const char *) __attribute__((__noreturn__));