* and for the offensive globals. Applying the Structured Program
* Theorem can be hard.
*/
+#define DEFINE_GLOBALS_FROM_INCLUDES
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
/* Start-up, dwarf stuff */
game.zzword=RNDVOC(3,0);
- game.novice=YES(stdin, 65,1,0);
+ game.novice=YES(stdin, ARB_65,ARB_1,ARB_0);
game.newloc=1;
game.loc=1;
game.limit=330;
/* Fall through to hint display */
game.hintlc[hint]=0;
- if (!YES(cmdin,HINTS[hint][3],0,54))
+ if (!YES(cmdin,HINTS[hint][3],ARB_0,ARB_54))
return;
SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
- RSPEAK(261);
- game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
+ RSPEAK(ARB_261);
+ game.hinted[hint]=YES(cmdin,ARB_175,HINTS[hint][4],ARB_54);
if (game.hinted[hint] && game.limit > 30)
game.limit=game.limit+30*HINTS[hint][2];
}
}
/* Force chest placement before player finds last treasure */
if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
- RSPEAK(186);
+ RSPEAK(ARB_186);
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(127);
+ RSPEAK(ARB_127);
}
if (robplayer) {
- RSPEAK(128);
+ RSPEAK(ARB_128);
for (int j=MINTRS; j<=MAXTRS; j++) {
if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
if (AT(j) && game.fixed[j] == 0)
game.dloc[i]=DALTLC;
game.odloc[i]=game.dloc[i];
}
- RSPEAK(3);
+ RSPEAK(ARB_3);
DROP(AXE,game.loc);
return true;
}
if (game.dtotal == 0)
return true;
SETPRM(1,game.dtotal,0);
- RSPEAK(4+1/game.dtotal);
+ RSPEAK(ARB_4+1/game.dtotal); /* FIXME: Arithmetic on message number */
if (attack == 0)
return true;
if (game.dflag == 2)game.dflag=3;
SETPRM(1,attack,0);
int k=6;
- if (attack > 1)k=250;
+ if (attack > 1)k=ARB_250;
RSPEAK(k);
SETPRM(1,stick,0);
- RSPEAK(k+1+2/(1+stick));
+ RSPEAK(k+1+2/(1+stick)); /* FIXME: Arithmetic on message number */
if (stick == 0)
return true;
game.oldlc2=game.loc;
if (game.closng) {
/* He died during closing time. No resurrection. Tally up a
* death and exit. */
- RSPEAK(131);
+ RSPEAK(ARB_131);
score(0);
} else {
- if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
+ /* FIXME: Arithmetic on message numbers */
+ if (!YES(cmdin,ARB_79+game.numdie*2,ARB_80+game.numdie*2,ARB_54))
score(0);
if (game.numdie == MAXDIE)
score(0);
game.oldlc2=game.oldloc;
game.oldloc=game.loc;
k2=0;
- if (motion == game.loc)k2=91;
- if (CNDBIT(game.loc,NOBACK))k2=274;
+ if (motion == game.loc)k2=ARB_91;
+ if (CNDBIT(game.loc,NOBACK))k2=ARB_274;
if (k2 == 0) {
for (;;) {
scratchloc=MOD((labs(TRAVEL[kk])/1000),1000);
}
kk=k2;
if (kk == 0) {
- RSPEAK(140);
+ RSPEAK(ARB_140);
return true;
}
}
/* Look. Can't give more detail. Pretend it wasn't dark
* (though it may "now" be dark) so he won't fall into a
* pit while staring into the gloom. */
- if (game.detail < 3)RSPEAK(15);
+ if (game.detail < 3)RSPEAK(ARB_15);
++game.detail;
game.wzdark=false;
game.abbrev[game.loc]=0;
}
else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
- RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
+ RSPEAK((OUTSID(game.loc) && game.loc != 8) ? ARB_57 : ARB_58);
return true;
}
else {
if (TRAVEL[kk] < 0) {
/* Non-applicable motion. Various messages depending on
* word given. */
- int spk=12;
- if (motion >= 43 && motion <= 50)spk=52;
- if (motion == 29 || motion == 30)spk=52;
- if (motion == 7 || motion == 36 || motion == 37)spk=10;
- if (motion == 11 || motion == 19)spk=11;
- if (verb == FIND || verb == INVENT)spk=59;
- if (motion == 62 || motion == 65)spk=42;
- if (motion == 17)spk=80;
+ int spk=ARB_12;
+ if (motion >= 43 && motion <= 50)spk=ARB_52;
+ if (motion == 29 || motion == 30)spk=ARB_52;
+ if (motion == 7 || motion == 36 || motion == 37)spk=ARB_10;
+ if (motion == 11 || motion == 19)spk=ARB_11;
+ if (verb == FIND || verb == INVENT)spk=ARB_59;
+ if (motion == 62 || motion == 65)spk=ARB_42;
+ if (motion == 17)spk=ARB_80;
RSPEAK(spk);
return true;
}
if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
return true;
game.newloc=game.loc;
- RSPEAK(117);
+ RSPEAK(ARB_117);
return true;
case 2:
/* Travel 302. Plover transport. Drop the emerald (only use
game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
if (!TOTING(BEAR)) return true;
- RSPEAK(162);
+ RSPEAK(ARB_162);
game.prop[CHASM]=1;
game.prop[TROLL]=2;
DROP(BEAR,game.newloc);
game.fixed[CHAIN]=0;
game.prop[AXE]=0;
game.fixed[AXE]=0;
- RSPEAK(129);
+ RSPEAK(ARB_129);
game.clock1= -1;
game.closng=true;
return true;
DSTROY(i);
}
- RSPEAK(132);
+ RSPEAK(ARB_132);
game.closed=true;
return true;
}
* if desired. */
if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
{
- RSPEAK(188);
+ RSPEAK(ARB_188);
game.prop[BATTER]=1;
if (TOTING(BATTER))
DROP(BATTER,game.loc);
game.limit= -1;
game.prop[LAMP]=0;
if (HERE(LAMP))
- RSPEAK(184);
+ RSPEAK(ARB_184);
} else if (game.limit <= 30) {
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn=true;
- int spk=187;
- if (game.place[BATTER] == 0)spk=183;
- if (game.prop[BATTER] == 1)spk=189;
+ int spk=ARB_187;
+ if (game.place[BATTER] == 0)spk=ARB_183;
+ if (game.prop[BATTER] == 1)spk=ARB_189;
RSPEAK(spk);
}
}
* get full score. */
{
if (!DARK(game.loc)) {
- long obj;
++game.abbrev[game.loc];
for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
- obj=i;
+ long obj=i;
if (obj > NOBJECTS)obj=obj-NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
- RSPEAK(130);
+ RSPEAK(ARB_130);
game.newloc=game.loc;
if (!game.panic)game.clock2=15;
game.panic=true;
for (i=1; i<=NDWARVES-1; i++) {
if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc=game.loc;
- RSPEAK(2);
+ RSPEAK(ARB_2);
break;
}
}
for (;;) {
if (game.loc == 0)
croak(cmdin);
- char* msg = short_location_descriptions[game.loc];
+ char* msg = locations[game.loc].description.small;
if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
- msg=long_location_descriptions[game.loc];
+ msg=locations[game.loc].description.big;
if (!FORCED(game.loc) && DARK(game.loc)) {
/* The easiest way to get killed is to fall into a pit in
* pitch darkness. */
if (game.wzdark && PCT(35)) {
- RSPEAK(23);
+ RSPEAK(ARB_23);
game.oldlc2 = game.loc;
croak(cmdin);
continue; /* back to top of main interpreter loop */
}
msg=arbitrary_messages[16];
}
- if (TOTING(BEAR))RSPEAK(141);
+ if (TOTING(BEAR))RSPEAK(ARB_141);
newspeak(msg);
if (FORCED(game.loc)) {
if (playermove(cmdin, verb, 1))
else
continue; /* back to top of main interpreter loop */
}
- if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
+ if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(ARB_7);
listobjects();
if (WD1 == MAKEWD(23051920)) {
++game.iwest;
if (game.iwest == 10)
- RSPEAK(17);
+ RSPEAK(ARB_17);
}
if (WD1 == MAKEWD( 715) && WD2 != 0) {
if (++igo == 10)
- RSPEAK(276);
+ RSPEAK(ARB_276);
}
L2630:
i=VOCAB(WD1,-1);
if (fallback_handler(rawbuf))
return true;
SETPRM(1,WD1,WD1X);
- RSPEAK(254);
+ RSPEAK(ARB_254);
goto L2600;
}
KMOD=MOD(i,1000);
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
SETPRM(1,WD1,WD1X);
- RSPEAK(257);
+ RSPEAK(ARB_257);
obj=0;
goto L2600;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
- RSPEAK(136);
+ RSPEAK(ARB_136);
score(0);
return true;
default: