#include "common.h"
#define LINESIZE 100
-#define NDWARVES 6
+#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
-#define MAXTRS 79
-#define MAXPARMS 25
-#define INVLIMIT 7
+#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 */
#define SPECIALBASE 300 /* base number of special rooms */
#define WARNTIME 30 /* late game starts at game.limit-this */
#define PANICTIME 15 /* time left after closing */
+#define BATTERYLIFE 2500 /* turn limit increment from batteries */
typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
typedef long vocab_t; /* index into a vocabulary array */
extern bool GETIN(FILE *,token_t*,token_t*,token_t*,token_t*);
extern void echo_input(FILE*, char*, char*);
extern char* get_input(void);
-extern bool YES(vocab_t, vocab_t, vocab_t);
+extern bool YES(const char*, const char*, const char*);
extern long GETTXT(bool,bool,bool);
extern token_t MAKEWD(long);
extern long VOCAB(long,long);
#define FORCED(LOC) (COND[LOC] == 2)
#define DARK(DUMMY) ((!CNDBIT(game.loc,LIGHT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
-#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
+#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC) && (LOC) != LOC_FOOF1)
/* vocabulary items */
-extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
+extern long AMBER, ATTACK, AXE, BACK, BATTERY, 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,
+ EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD, GRATE, HINT, INVENT,
+ JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGAZINE, MESSAG, MIRROR, NUGGET, NUL,
+ OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAMID,
RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
- STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
- URN, VASE, VEND, VOLCAN, WATER;
+ STEPS, STICK, STREAM, THROW, TRIDENT, TROLL, TROLL2,
+ URN, VASE, VEND, VOLCANO, WATER;
enum speechpart {unknown, intransitive, transitive};
#define GO_CLEAROBJ 2012
#define GO_CHECKHINT 2600
#define GO_CHECKFOO 2607
-#define GO_CLOSEJUMP 2610
#define GO_DIRECTION 2620
#define GO_LOOKUP 2630
#define GO_WORD2 2800