long LNLENG, LNPOSN;
char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
-long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
- BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
- CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
- EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
- GRATE, HINT, INVENT, JADE, KEYS,
- KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
- MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
- PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
- RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
- STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
- URN, VASE, VEND, VOLCANO, WATER;
-
FILE *logfp = NULL, *rfp = NULL;
bool oldstyle = false;
bool editline = true;
initialise();
/* Start-up, dwarf stuff */
- game.zzword = RNDVOC(3, 0);
+ game.zzword = rndvoc(3, 0);
game.newloc = LOC_START;
game.loc = LOC_START;
game.limit = GAMELIMIT;
if (!rfp) {
- game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+ game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
if (game.novice)
game.limit = NOVICELIMIT;
} else {
// autogenerated, so don't charge user time for it.
--game.turns;
// here we reconfigure any global game state that uses random numbers
- game.zzword = RNDVOC(3, 0);
+ game.zzword = rndvoc(3, 0);
return true;
}
return false;
break;
return;
case 8: /* ogre */
- i = ATDWRF(game.loc);
+ i = atdwrf(game.loc);
if (i < 0) {
game.hintlc[hint] = 0;
return;
/* Fall through to hint display */
game.hintlc[hint] = 0;
- if (!YES(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+ if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
return;
rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
- game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
+ 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].penalty;
}
int snarfed = 0;
bool movechest = false, robplayer = false;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (!object_descriptions[treasure].is_treasure)
+ if (!objects[treasure].is_treasure)
continue;
/* Pirate won't take pyramid from plover room or dark
* room (too easy!). */
- if (treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac)) {
+ if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
continue;
}
if (TOTING(treasure) || HERE(treasure))
/* Do things in this order (chest move before robbery) so chest is listed
* last at the maze location. */
if (movechest) {
- MOVE(CHEST, game.chloc);
- MOVE(MESSAG, game.chloc2);
+ move(CHEST, game.chloc);
+ move(MESSAG, game.chloc2);
game.dloc[PIRATE] = game.chloc;
game.odloc[PIRATE] = game.chloc;
game.dseen[PIRATE] = false;
if (robplayer) {
rspeak(PIRATE_POUNCES);
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (!object_descriptions[treasure].is_treasure)
+ if (!objects[treasure].is_treasure)
continue;
- if (!(treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac))) {
+ if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
if (AT(treasure) && game.fixed[treasure] == 0)
- CARRY(treasure, game.loc);
+ carry(treasure, game.loc);
if (TOTING(treasure))
- DROP(treasure, game.chloc);
+ drop(treasure, game.chloc);
}
}
}
game.odloc[i] = game.dloc[i];
}
rspeak(DWARF_RAN);
- DROP(AXE, game.loc);
+ drop(AXE, game.loc);
return true;
}
if (game.dloc[i] == 0)
continue;
/* Fill tk array with all the places this dwarf might go. */
- int j = 1;
- kk = KEY[game.dloc[i]];
+ unsigned int j = 1;
+ kk = TKEY[game.dloc[i]];
if (kk != 0)
do {
game.newloc = T_DESTINATION(TRAVEL[kk]);
* death and exit. */
rspeak(DEATH_CLOSING);
terminate(endgame);
- } else if (game.numdie == NDEATHS || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
+ } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
terminate(endgame);
else {
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
int i = NOBJECTS + 1 - j;
if (TOTING(i)) {
/* Always leave lamp where it's accessible aboveground */
- DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
+ drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
}
}
game.loc = LOC_BUILDING;
static bool playermove(token_t verb, int motion)
{
- int scratchloc, k2, kk = KEY[game.loc];
+ int scratchloc, k2, kk = TKEY[game.loc];
game.newloc = game.loc;
if (kk == 0)
BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
scratchloc = T_DESTINATION(TRAVEL[kk]);
if (scratchloc != motion) {
if (!SPECIAL(scratchloc)) {
- if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[KEY[scratchloc]]) == motion)
+ if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[TKEY[scratchloc]]) == motion)
k2 = kk;
}
if (TRAVEL[kk] >= 0) {
}
motion = T_MOTION(TRAVEL[kk]);
- kk = KEY[game.loc];
+ kk = TKEY[game.loc];
break; /* fall through to ordinary travel */
}
} else {
* special travel if toting it), so he's forced to use the
* plover-passage to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
- DROP(EMERALD, game.loc);
+ drop(EMERALD, game.loc);
do {
if (TRAVEL[kk] < 0)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
if (game.prop[TROLL] == 1) {
pspeak(TROLL,look, 1);
game.prop[TROLL] = 0;
- MOVE(TROLL2, 0);
- MOVE(TROLL2 + NOBJECTS, 0);
- MOVE(TROLL, object_descriptions[TROLL].plac);
- MOVE(TROLL + NOBJECTS, object_descriptions[TROLL].fixd);
- JUGGLE(CHASM);
+ move(TROLL2, 0);
+ move(TROLL2 + NOBJECTS, 0);
+ move(TROLL, objects[TROLL].plac);
+ move(TROLL + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
game.newloc = game.loc;
return true;
} else {
- game.newloc = object_descriptions[TROLL].plac + object_descriptions[TROLL].fixd - game.loc;
+ game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
if (!TOTING(BEAR)) return true;
rspeak(BRIDGE_COLLAPSE);
game.prop[CHASM] = 1;
game.prop[TROLL] = 2;
- DROP(BEAR, game.newloc);
+ drop(BEAR, game.newloc);
game.fixed[BEAR] = -1;
game.prop[BEAR] = 3;
game.oldlc2 = game.newloc;
game.dseen[i] = false;
game.dloc[i] = 0;
}
- MOVE(TROLL, 0);
- MOVE(TROLL + NOBJECTS, 0);
- MOVE(TROLL2, object_descriptions[TROLL].plac);
- MOVE(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd);
- JUGGLE(CHASM);
+ move(TROLL, 0);
+ move(TROLL + NOBJECTS, 0);
+ move(TROLL2, objects[TROLL].plac);
+ move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
if (game.prop[BEAR] != 3)DESTROY(BEAR);
game.prop[CHAIN] = 0;
game.fixed[CHAIN] = 0;
* 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, EMPTY_BOTTLE);
- game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
- game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
- game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
- game.prop[ROD] = PUT(ROD, LOC_NE, 0);
- game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
+ 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);
+ game.prop[LAMP] = put(LAMP, LOC_NE, 0);
+ game.prop[ROD] = put(ROD, LOC_NE, 0);
+ game.prop[DWARF] = put(DWARF, LOC_NE, 0);
game.loc = LOC_NE;
game.oldloc = LOC_NE;
game.newloc = LOC_NE;
/* Leave the grate with normal (non-negative) property.
* Reuse sign. */
- PUT(GRATE, LOC_SW, 0);
- PUT(SIGN, LOC_SW, 0);
+ put(GRATE, LOC_SW, 0);
+ put(SIGN, LOC_SW, 0);
game.prop[SIGN] = ENDGAME_SIGN;
- game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
- game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
- game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
- game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
- game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
+ game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
+ game.prop[BIRD] = put(BIRD, LOC_SW, 1);
+ game.prop[CAGE] = put(CAGE, LOC_SW, 0);
+ game.prop[ROD2] = put(ROD2, LOC_SW, 0);
+ game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
- game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
+ game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
game.fixed[MIRROR] = LOC_SW;
for (int i = 1; i <= NOBJECTS; i++) {
rspeak(REPLACE_BATTERIES);
game.prop[BATTERY] = DEAD_BATTERIES;
if (TOTING(BATTERY))
- DROP(BATTERY, game.loc);
+ drop(BATTERY, game.loc);
game.limit += BATTERYLIFE;
game.lmwarn = false;
} else if (game.limit == 0) {
} else
lampcheck();
- V1 = VOCAB(command.wd1, -1);
- V2 = VOCAB(command.wd2, -1);
+ V1 = vocab(command.wd1, -1);
+ V2 = vocab(command.wd2, -1);
if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
if (LIQLOC(game.loc) == WATER) {
rspeak(FEET_WET);
rspeak(GO_UNNEEDED);
}
Lookup:
- defn = VOCAB(command.wd1, -1);
+ defn = vocab(command.wd1, -1);
if (defn == -1) {
/* Gee, I don't understand. */
if (fallback_handler(rawbuf))