#define NDWARVES 6 /* number of dwarves */
#define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
#define DALTLC LOC_NUGGET /* alternate dwarf location */
-#define MINTRS 50 /* index of lowest reasure */
-#define MAXTRS 79 /* index of highest reasure */
#define MAXPARMS 25 /* Max parameters for speak() */
#define INVLIMIT 7 /* inverntory limit (# of objects) */
#define INTRANSITIVE -1 /* illegal object number */
long turns;
bool wzdark; /* whether the loc he's leaving was dark */
long zzword;
- long abbrev[LOCSIZ + 1];
- long atloc[LOCSIZ + 1];
+ bool blooded; /* has player drunk of dragon's blood? */
+ long abbrev[NLOCATIONS + 1];
+ long atloc[NLOCATIONS + 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[HINT_COUNT];
- long hintlc[HINT_COUNT];
+ long hinted[NHINTS];
+ long hintlc[NHINTS];
long prop[NOBJECTS + 1];
};
extern FILE *logfp;
extern bool oldstyle, editline, prompt;
+enum speaktype {touch, look, hear, study};
+
/* b is not needed for POSIX but harmless */
#define READ_MODE "rb"
#define WRITE_MODE "wb"
extern bool wordempty(token_t);
extern void wordclear(token_t *);
extern void speak(const char*, ...);
-extern void pspeak(vocab_t, int, ...);
+extern void pspeak(vocab_t, enum speaktype, int, ...);
extern void rspeak(vocab_t, ...);
extern bool GETIN(FILE *, token_t*, token_t*, token_t*, token_t*);
extern void echo_input(FILE*, char*, char*);
#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,COND_LIT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
+#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
+#define CNDBIT(L,N) (TSTBIT(conditions[L],N))
+#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
+#define DARK(DUMMY) ((!TSTBIT(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
-#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
+#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
+#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
-/* 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) <= LOC_GRATE || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == LOC_FOOF2 || (LOC) == LOC_FOOF4)
-#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC) && (LOC) != LOC_FOOF1)
+#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
/* vocabulary items */
extern long AMBER, ATTACK, AXE, BACK, BATTERY, BEAR,