X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=advent.h;h=3e208158b9594eb1a566872f2f22e7369b8fccc3;hb=da76563f40474ed90eb274da0796714633d60c3a;hp=827c53f02edb296e944838256d6eb447d630280d;hpb=14fee6b979b9803e8d499f19c4cd1e0373665155;p=open-adventure.git diff --git a/advent.h b/advent.h index 827c53f..3e20815 100644 --- a/advent.h +++ b/advent.h @@ -9,6 +9,8 @@ #define DALTLC 18 /* alternate dwarf location; low room */ #define MINTRS 50 #define MAXTRS 79 +#define MAXPARMS 25 +#define INVLIMIT 7 typedef struct lcg_state { @@ -133,6 +135,49 @@ extern void set_seed(long); extern unsigned long get_next_lcg_value(void); extern long randrange(long); extern void score(long); +extern int carry(long); +extern int discard(long, bool); +extern int attack(FILE *, long, long); +extern int throw(FILE *, long, long); +extern int feed(long); +extern int fill(long); + +/* Statement functions + * + * AT(OBJ) = true if on either side of two-placed object + * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit) + * DARK(DUMMY) = true if location "LOC" is dark + * FORCED(LOC) = true if LOC moves without asking for input (COND=2) + * FOREST(LOC) = true if LOC is part of the forest + * GSTONE(OBJ) = true if OBJ is a gemstone + * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried) + * LIQ(DUMMY) = object number of liquid in bottle + * LIQLOC(LOC) = object number of liquid (if any) at LOC + * PCT(N) = true N% of the time (N integer from 0 to 100) + * TOTING(OBJ) = true if the OBJ is being carried */ + +#define TOTING(OBJ) (game.place[OBJ] == -1) +#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc) +#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ)) +#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL)) +#define LIQ(DUMMY) (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE])) +#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1)) +#define CNDBIT(L,N) (TSTBIT(COND[L],N)) +#define FORCED(LOC) (COND[LOC] == 2) +#define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP))) +#define PCT(N) (randrange(100) < (N)) +#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH) +#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166) +#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT)) + +/* The following two functions were added to fix a bug (game.clock1 decremented + * while in forest). They should probably be replaced by using another + * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if + * LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall + * of mists or deeper). Note special kludges for "Foof!" locs. */ + +#define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182) +#define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179) /* vocabulary items */ extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, @@ -141,9 +186,9 @@ extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, 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, - RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SCORE, SECT, SIGN, SNAKE, + RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2, URN, VASE, VEND, VOLCAN, WATER; -/* evrything else */ -extern long I, J, K, L, MAXDIE, SPK, V1, V2, VRSION, WD1, WD1X, WD2, WD2X; +/* everything else */ +extern long I, J, K, L, SPK, VRSION, WD1, WD1X, WD2, WD2X;