#include "dungeon.h"
#define LINESIZE 1024
-#define TOKLEN 5 // # sigificant character sin a token */
+#define TOKLEN 5 // № sigificant characters in a token */
#define NDWARVES 6 // number of dwarves
#define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin
#define DALTLC LOC_NUGGET // alternate dwarf location
-#define INVLIMIT 7 // inverntory limit (# of objects)
+#define INVLIMIT 7 // inverntory limit (№ of objects)
#define INTRANSITIVE -1 // illegal object number
-#define SPECIALBASE 300 // base number of special rooms
#define GAMELIMIT 330 // base limit of turns
#define NOVICELIMIT 1000 // limit of turns for novice
#define WARNTIME 30 // late game starts at game.limit-this
#define LIQUID() (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT )
#define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
-#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
+#define DARK(DUMMY) (!CNDBIT(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) CNDBIT(LOC, COND_FOREST)
-#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
+#define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
#define BUG(x) bug(x, #x)
-#define MOTION_WORD(n) ((n) + 0)
-#define OBJECT_WORD(n) ((n) + 1000)
-#define ACTION_WORD(n) ((n) + 2000)
-#define SPECIAL_WORD(n) ((n) + 3000)
-#define PROMOTE_WORD(n) ((n) + 1000)
-#define DEMOTE_WORD(n) ((n) - 1000)
enum bugtype {
SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
enum speechpart {unknown, intransitive, transitive};
+enum wordtype {NO_WORD_TYPE, MOTION, OBJECT, ACTION, SPECIAL};
+
/* Phase codes for action returns.
* These were at one time FORTRAN line numbers.
* The values don't matter, but perturb their order at your peril.
GO_DWARFWAKE,
};
-typedef long token_t; // word token - someday this will be char[TOKLEN+1]
+typedef long token_t; // word token - someday this will be char[TOKLEN+1] */
typedef long vocab_t; // index into a vocabulary array */
+typedef long verb_t; // index into an actions array */
typedef long obj_t; // index into the object array */
typedef long loc_t; // index into the locations array */
long dtotal;
long foobar; // current progress in saying "FEE FIE FOE FOO".
long holdng; // number of objects being carried
+ long igo; // How many times he's said "go" instead of the direction
long iwest; // How many times he's said "west" instead of "w"
long knfloc; // 0 if no knife here, loc if knife , -1 after caveat
long limit; // lifetime of lamp (not set here)
long tally;
long thresh;
long trndex;
- long trnluz; // # points lost so far due to number of turns used
+ long trnluz; // № points lost so far due to number of turns used
long turns; // how many commands he's given (ignores yes/no)
bool wzdark; // whether the loc he's leaving was dark
char zzword[TOKLEN + 1]; // randomly generated magic word from bird
struct command_t {
enum speechpart part;
- vocab_t verb;
+ verb_t verb;
obj_t obj;
token_t wd1;
token_t wd2;
long id1;
long id2;
char raw1[LINESIZE], raw2[LINESIZE];
+ enum wordtype type1;
+ enum wordtype type2;
};
extern struct game_t game;
extern int get_object_vocab_id(const char*);
extern int get_action_vocab_id(const char*);
extern int get_special_vocab_id(const char*);
-extern long get_vocab_id(const char*);
+extern void get_vocab_metadata(const char*, long*, enum wordtype*);
extern void juggle(obj_t);
extern void move(obj_t, loc_t);
extern long put(obj_t, long, long);