struct game_t game;
-long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
+long LNLENG, LNPOSN;
char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
* notes). */
static void checkhints(void)
{
- if (COND[game.loc] >= game.conds) {
- for (int hint = 1; hint <= HNTMAX; hint++) {
+ if (conditions[game.loc] >= game.conds) {
+ for (int hint = 0; hint < HINT_COUNT; hint++) {
if (game.hinted[hint])
continue;
- if (!CNDBIT(game.loc, hint + HBASE))
+ if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
game.hintlc[hint] = -1;
++game.hintlc[hint];
/* Come here if he's been long enough at required loc(s) for some
* unused hint. */
- if (game.hintlc[hint] >= hints[hint-1].turns) {
+ if (game.hintlc[hint] >= hints[hint].turns) {
int i;
- switch (hint - 1) {
+ switch (hint) {
case 0:
/* cave */
- if (game.prop[GRATE] == 0 && !HERE(KEYS))
+ if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
break;
game.hintlc[hint] = 0;
return;
/* Fall through to hint display */
game.hintlc[hint] = 0;
- if (!YES(hints[hint-1].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+ if (!YES(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
return;
- SETPRM(1, hints[hint-1].penalty, hints[hint-1].penalty);
- RSPEAK(HINT_COST);
- game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint-1].hint, arbitrary_messages[OK_MAN]);
+ rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
+ game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
if (game.hinted[hint] && game.limit > WARNTIME)
- game.limit += WARNTIME * hints[hint-1].penalty;
+ game.limit += WARNTIME * hints[hint].penalty;
}
}
}
}
}
/* Force chest placement before player finds last treasure */
- if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
- RSPEAK(PIRATE_SPOTTED);
+ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
+ rspeak(PIRATE_SPOTTED);
movechest = true;
}
/* Do things in this order (chest move before robbery) so chest is listed
/* You might get a hint of the pirate's presence even if the
* chest doesn't move... */
if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
- RSPEAK(PIRATE_RUSTLES);
+ rspeak(PIRATE_RUSTLES);
}
if (robplayer) {
- RSPEAK(PIRATE_POUNCES);
+ rspeak(PIRATE_POUNCES);
for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
if (AT(treasure) && game.fixed[treasure] == 0)
* means dwarves won't follow him into dead end in maze, but
* c'est la vie. They'll wait for him outside the dead
* end. */
- if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
+ if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
return true;
/* Dwarf activity level ratchets up */
* the 5 dwarves. If any of the survivors is at loc,
* replace him with the alternate. */
if (game.dflag == 1) {
- if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
+ if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
return true;
game.dflag = 2;
for (int i = 1; i <= 2; i++) {
game.dloc[i] = DALTLC;
game.odloc[i] = game.dloc[i];
}
- RSPEAK(DWARF_RAN);
+ rspeak(DWARF_RAN);
DROP(AXE, game.loc);
return true;
}
j >= 20 ||
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
- (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
+ (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
labs(TRAVEL[kk]) / 1000000 == 100);
if (!avoided) {
tk[j++] = game.newloc;
/* Now we know what's happening. Let's tell the poor sucker about it.
* Note that various of the "knife" messages must have specific relative
- * positions in the RSPEAK database. */
+ * positions in the rspeak database. */
if (game.dtotal == 0)
return true;
- SETPRM(1, game.dtotal, 0);
- RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK);
+ rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
if (attack == 0)
return true;
if (game.dflag == 2)game.dflag = 3;
- if (attack > 1){
- SETPRM(1, attack, 0);
- RSPEAK(THROWN_KNIVES);
- SETPRM(1, stick, 0);
- RSPEAK(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT));
+ if (attack > 1) {
+ rspeak(THROWN_KNIVES, attack);
+ rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
} else {
- RSPEAK(KNIFE_THROWN);
- RSPEAK(MISSES_YOU);
+ rspeak(KNIFE_THROWN);
+ rspeak(MISSES_YOU);
}
if (stick == 0)
return true;
if (game.closng) {
/* He died during closing time. No resurrection. Tally up a
* death and exit. */
- RSPEAK(DEATH_CLOSING);
+ rspeak(DEATH_CLOSING);
terminate(endgame);
} else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
terminate(endgame);
else {
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
if (TOTING(LAMP))
- game.prop[LAMP] = 0;
+ game.prop[LAMP] = LAMP_DARK;
for (int j = 1; j <= NOBJECTS; j++) {
int i = NOBJECTS + 1 - j;
if (TOTING(i)) {
game.oldloc = game.loc;
k2 = 0;
if (motion == game.loc)k2 = FORGOT_PATH;
- if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
+ if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
if (k2 == 0) {
for (;;) {
scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
}
kk = k2;
if (kk == 0) {
- RSPEAK(NOT_CONNECTED);
+ rspeak(NOT_CONNECTED);
return true;
}
}
break; /* fall through to ordinary travel */
}
} else {
- RSPEAK(k2);
+ rspeak(k2);
return true;
}
} else if (motion == LOOK) {
* (though it may now be dark) so he won't fall into a
* pit while staring into the gloom. */
if (game.detail < 3)
- RSPEAK(NO_MORE_DETAIL);
+ rspeak(NO_MORE_DETAIL);
++game.detail;
game.wzdark = false;
game.abbrev[game.loc] = 0;
return true;
} else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
- RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
+ rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
return true;
} else {
/* none of the specials */
if (verb == FIND || verb == INVENT)spk = NEARBY;
if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
if (motion == 17)spk = WHICH_WAY;
- RSPEAK(spk);
+ rspeak(spk);
return true;
}
++kk;
game.newloc = 99 + 100 - game.loc;
if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
game.newloc = game.loc;
- RSPEAK(MUST_DROP);
+ rspeak(MUST_DROP);
}
return true;
case 2:
* and block him. (standard travel entries check for
* game.prop(TROLL)=0.) Special stuff for bear. */
if (game.prop[TROLL] == 1) {
- PSPEAK(TROLL, 1);
+ pspeak(TROLL, 1);
game.prop[TROLL] = 0;
MOVE(TROLL2, 0);
MOVE(TROLL2 + NOBJECTS, 0);
game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
if (!TOTING(BEAR)) return true;
- RSPEAK(BRIDGE_COLLAPSE);
+ rspeak(BRIDGE_COLLAPSE);
game.prop[CHASM] = 1;
game.prop[TROLL] = 2;
DROP(BEAR, game.newloc);
} while
(false);
/* FIXME: Arithmetic on location number, becoming a message number */
- RSPEAK(game.newloc - 500);
+ rspeak(game.newloc - 500);
game.newloc = game.loc;
return true;
}
* know the bivalve is an oyster. *And*, the dwarves must
* have been activated, since we've found chest. */
if (game.clock1 == 0) {
- game.prop[GRATE] = 0;
+ game.prop[GRATE] = GRATE_CLOSED;
game.prop[FISSURE] = 0;
for (int i = 1; i <= NDWARVES; i++) {
game.dseen[i] = false;
game.fixed[CHAIN] = 0;
game.prop[AXE] = 0;
game.fixed[AXE] = 0;
- RSPEAK(CAVE_CLOSING);
+ rspeak(CAVE_CLOSING);
game.clock1 = -1;
game.closng = true;
return true;
* objects he might be carrying (lest he have some which
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
- game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
+ game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, EMPTY_BOTTLE);
game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
- OBJTXT[OYSTER] = 3;
game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
game.prop[ROD] = PUT(ROD, LOC_NE, 0);
game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
DESTROY(i);
}
- RSPEAK(CAVE_CLOSED);
+ rspeak(CAVE_CLOSED);
game.closed = true;
return true;
}
static void lampcheck(void)
/* Check game limit and lamp timers */
{
- if (game.prop[LAMP] == 1)
+ if (game.prop[LAMP] == LAMP_BRIGHT)
--game.limit;
/* Another way we can force an end to things is by having the
* here, in which case we replace the batteries and continue.
* Second is for other cases of lamp dying. Eve after it goes
* out, he can explore outside for a while if desired. */
- if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
- RSPEAK(REPLACE_BATTERIES);
- game.prop[BATTERY] = 1;
+ if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
+ rspeak(REPLACE_BATTERIES);
+ game.prop[BATTERY] = DEAD_BATTERIES;
if (TOTING(BATTERY))
DROP(BATTERY, game.loc);
game.limit += BATTERYLIFE;
game.lmwarn = false;
} else if (game.limit == 0) {
game.limit = -1;
- game.prop[LAMP] = 0;
+ game.prop[LAMP] = LAMP_DARK;
if (HERE(LAMP))
- RSPEAK(LAMP_OUT);
+ rspeak(LAMP_OUT);
} else if (game.limit <= WARNTIME) {
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
int spk = GET_BATTERIES;
if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
- if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
- RSPEAK(spk);
+ if (game.prop[BATTERY] == DEAD_BATTERIES)
+ spk = MISSING_BATTERIES;
+ rspeak(spk);
}
}
}
int kk = game.prop[obj];
if (obj == STEPS && game.loc == game.fixed[STEPS])
kk = 1;
- PSPEAK(obj, kk);
+ pspeak(obj, kk);
}
}
}
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
- RSPEAK(EXIT_CLOSED);
+ rspeak(EXIT_CLOSED);
game.newloc = game.loc;
if (!game.panic)game.clock2 = PANICTIME;
game.panic = true;
* wants to go. If so, the dwarf's blocking his way. If
* coming from place forbidden to pirate (dwarves rooted in
* place) let him get out (and attacked). */
- if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
+ if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
for (size_t i = 1; i <= NDWARVES - 1; i++) {
if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc = game.loc;
- RSPEAK(DWARF_BLOCK);
+ rspeak(DWARF_BLOCK);
break;
}
}
/* The easiest way to get killed is to fall into a pit in
* pitch darkness. */
if (game.wzdark && PCT(35)) {
- RSPEAK(PIT_FALL);
+ rspeak(PIT_FALL);
game.oldlc2 = game.loc;
croak();
continue; /* back to top of main interpreter loop */
}
msg = arbitrary_messages[PITCH_DARK];
}
- if (TOTING(BEAR))RSPEAK(TAME_BEAR);
+ if (TOTING(BEAR))rspeak(TAME_BEAR);
speak(msg);
if (FORCED(game.loc)) {
if (playermove(command.verb, 1))
continue; /* back to top of main interpreter loop */
}
if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
- RSPEAK(SAYS_PLUGH);
+ rspeak(SAYS_PLUGH);
listobjects();
* tick game.clock1 unless well into cave (and not at Y2). */
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- PSPEAK(OYSTER, 1);
+ pspeak(OYSTER, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1 - game.prop[i];
V2 = VOCAB(command.wd2, -1);
if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
if (LIQLOC(game.loc) == WATER) {
- RSPEAK(FEET_WET);
+ rspeak(FEET_WET);
} else {
- RSPEAK(WHERE_QUERY);
+ rspeak(WHERE_QUERY);
}
goto L2012;
}
command.wd1x = command.wd2x;
wordclear(&command.wd2);
} else {
- /* FIXME: Magic numbers */
+ /* FIXME: Magic numbers */
if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
(V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
if (AT(V2 - 1000))
if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
++game.iwest;
if (game.iwest == 10)
- RSPEAK(W_IS_WEST);
+ rspeak(W_IS_WEST);
}
if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
if (++igo == 10)
- RSPEAK(GO_UNNEEDED);
+ rspeak(GO_UNNEEDED);
}
Lookup:
defn = VOCAB(command.wd1, -1);
/* Gee, I don't understand. */
if (fallback_handler(rawbuf))
continue;
- SETPRM(1, command.wd1, command.wd1x);
- RSPEAK(DONT_KNOW);
+ rspeak(DONT_KNOW, command.wd1, command.wd1x);
goto L2600;
}
kmod = MOD(defn, 1000);
command.verb = kmod;
break;
case 3:
- RSPEAK(kmod);
+ rspeak(kmod);
goto L2012;
default:
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
- SETPRM(1, command.wd1, command.wd1x);
- RSPEAK(DO_WHAT);
+ rspeak(DO_WHAT, command.wd1, command.wd1x);
command.obj = 0;
goto L2600;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
- RSPEAK(DWARVES_AWAKEN);
+ rspeak(DWARVES_AWAKEN);
terminate(endgame);
default:
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);