#include <stdio.h>
#include <stdbool.h>
+#include "common.h"
+
#define LINESIZE 100
+#define NDWARVES 6
+#define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
+#define DALTLC 18 /* alternate dwarf location; low room */
+#define MINTRS 50
+#define MAXTRS 79
+#define MAXPARMS 25
+#define INVLIMIT 7
+#define INTRANSITIVE -1 /* illegal object number */
typedef struct lcg_state
{
unsigned long a, c, m, x;
} lcg_state;
-extern long ABB[], ATLOC[], BLKLIN, DFLAG, DLOC[], FIXED[], HOLDNG,
- LINK[], LNLENG, LNPOSN,
- PARMS[], PLACE[];
-extern char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[], MAP2[];
+typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
+typedef long vocab_t; /* index into a vocabulary array */
+
+struct game_t {
+ long abbnum;
+ long blklin;
+ long bonus;
+ long chloc;
+ long chloc2;
+ long clock1;
+ long clock2;
+ long clshnt;
+ long closed;
+ long closng;
+ long conds;
+ long detail;
+ long dflag;
+ long dkill;
+ long dtotal;
+ long foobar;
+ long holdng;
+ long iwest;
+ long knfloc;
+ long limit;
+ long lmwarn;
+ long loc;
+ long newloc;
+ long novice;
+ long numdie;
+ long oldloc;
+ long oldlc2;
+ long oldobj;
+ long panic;
+ long saved;
+ long setup;
+ long tally;
+ long thresh;
+ long trndex;
+ long trnluz;
+ long turns;
+ long wzdark;
+ long zzword;
+ long abbrev[LOCSIZ+1];
+ long atloc[LOCSIZ+1];
+ long dseen[NDWARVES+1];
+ long dloc[NDWARVES+1];
+ long odloc[NDWARVES+1];
+ long fixed[NOBJECTS+1];
+ long link[NOBJECTS*2 + 1];
+ long place[NOBJECTS+1];
+ long hinted[HNTSIZ+1];
+ long hintlc[HNTSIZ+1];
+ long prop[NOBJECTS+1];
+};
+
+extern struct game_t game;
+
+extern long LNLENG, LNPOSN, PARMS[];
+extern char rawbuf[LINESIZE], INLINE[LINESIZE+1];
+extern const char ascii_to_advent[];
+extern const char advent_to_ascii[];
extern FILE *logfp;
extern bool oldstyle;
extern lcg_state lcgstate;
/* b is not needed for POSIX but harmless */
#define READ_MODE "rb"
#define WRITE_MODE "wb"
-
-extern void SPEAK(long);
-extern void PSPEAK(long,long);
-extern void RSPEAK(long);
+extern void* xmalloc(size_t);
+extern void packed_to_token(long, char token[6]);
+extern void newspeak(char*);
+extern void PSPEAK(vocab_t,int);
+extern void RSPEAK(vocab_t);
extern void SETPRM(long,long,long);
-
-extern bool fGETIN(FILE *,long*,long*,long*,long*);
-#define GETIN(input,WORD1,WORD1X,WORD2,WORD2X) fGETIN(input,&WORD1,&WORD1X,&WORD2,&WORD2X)
-
-extern long YES(FILE *,long,long,long);
-extern long GETNUM(FILE *);
-extern long GETTXT(long,long,long);
-extern long MAKEWD(long);
-
-extern void fPUTTXT(long,long*,long);
-#define PUTTXT(WORD,STATE,CASE) fPUTTXT(WORD,&STATE,CASE)
-
+extern bool GETIN(FILE *,token_t*,token_t*,token_t*,token_t*);
+extern long YES(FILE *,vocab_t,vocab_t,vocab_t);
+extern long GETTXT(bool,bool,bool);
+extern token_t MAKEWD(long);
+extern void PUTTXT(token_t,long*,long);
extern void SHFTXT(long,long);
-extern void TYPE0();
-
-extern void fSAVWDS(long*,long*,long*,long*,long*,long*,long*);
-#define SAVWDS(W1,W2,W3,W4,W5,W6,W7) fSAVWDS(&W1,&W2,&W3,&W4,&W5,&W6,&W7)
-extern void fSAVARR(long*,long);
-#define SAVARR(ARR,N) fSAVARR(ARR,N)
-extern void fSAVWRD(long,long*);
-#define SAVWRD(OP,WORD) fSAVWRD(OP,&WORD)
-
+extern void TYPE0(void);
extern long VOCAB(long,long);
extern void DSTROY(long);
extern void JUGGLE(long);
extern void DROP(long,long);
extern long ATDWRF(long);
extern long SETBIT(long);
-extern long TSTBIT(long,long);
+extern bool TSTBIT(long,int);
extern long RNDVOC(long,long);
-extern void BUG(long);
-extern void MAPLIN(FILE *);
-extern void TYPE();
-extern void MPINIT();
-
-extern void fSAVEIO(long,long,long*);
-#define SAVEIO(OP,IN,ARR) fSAVEIO(OP,IN,ARR)
+extern void BUG(long) __attribute__((noreturn));
+extern bool MAPLIN(FILE *);
+extern void TYPE(void);
extern void DATIME(long*, long*);
-
-extern long IABS(long);
extern long MOD(long,long);
extern void set_seed(long);
extern unsigned long get_next_lcg_value(void);
extern long randrange(long);
-
extern void score(long);
-extern long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
- BIRD, BLOOD, BONUS,
- BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
- CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT,
- COINS, CONDS, DALTLC, DETAIL,
- DKILL, DOOR, DPRSSN, DRAGON, DSEEN[], DTOTAL, DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD,
- GRATE, HINT, HINTED[], HINTLC[],
- I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK,
- KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LL,
- LMWARN, LOC, LOCK, LOOK,
- MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
- NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
- ODLOC[], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
- PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[], PYRAM,
- RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
- SCORE, SECT, SETUP, SIGN, SNAKE, SPK, STEPS, STICK,
- STREAM, TALLY, THRESH, THROW, TK[], TRIDNT,
- TRNDEX, TRNLUZ, TROLL, TROLL2,
- TURNS, URN, V1, V2, VASE, VEND, VERB,
- VOLCAN, VRSION, WATER, WD1, WD1X, WD2, WD2X,
- WZDARK, ZZWORD;
+extern int saveresume(FILE *, bool);
+
+/* Statement functions
+ *
+ * AT(OBJ) = true if on either side of two-placed object
+ * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
+ * DARK(LOC) = true if location "LOC" is dark
+ * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
+ * FOREST(LOC) = true if LOC is part of the forest
+ * GSTONE(OBJ) = true if OBJ is a gemstone
+ * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
+ * LIQUID() = object number of liquid in bottle
+ * LIQLOC(LOC) = object number of liquid (if any) at LOC
+ * PCT(N) = true N% of the time (N integer from 0 to 100)
+ * TOTING(OBJ) = true if the OBJ is being carried */
+
+#define TOTING(OBJ) (game.place[OBJ] == -1)
+#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
+#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
+#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
+#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
+#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
+#define CNDBIT(L,N) (TSTBIT(COND[L],N))
+#define FORCED(LOC) (COND[LOC] == 2)
+#define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
+#define PCT(N) (randrange(100) < (N))
+#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
+#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
+#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
+
+/* The following two functions were added to fix a bug (game.clock1 decremented
+ * while in forest). They should probably be replaced by using another
+ * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
+ * LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
+ * of mists or deeper). Note special kludges for "Foof!" locs. */
+
+#define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
+#define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
+
+/* vocabulary items */
+extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
+ BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
+ CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
+ EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, INVENT,
+ JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL,
+ OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
+ RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
+ STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
+ URN, VASE, VEND, VOLCAN, WATER;
+
+enum speechpart {unknown, intransitive, transitive};
+
+/* hack to ignore GCC Unused Result */
+#define IGNORE(r) do{if (r){}}while(0)
+
+/* end */