X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=advent.h;h=a1fc4542da778986a9f4e83315ab96144d61f69a;hb=HEAD;hp=4447b67a18563b644ef71e885c8023191d733710;hpb=558117584079b94461485e7ad893c3e2ace8ac15;p=open-adventure.git diff --git a/advent.h b/advent.h index 4447b67..2a23eb9 100644 --- a/advent.h +++ b/advent.h @@ -1,247 +1,385 @@ +/* + * Dungeon types and macros. + * + * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods + * SPDX-License-Identifier: BSD-2-Clause + */ +#include +#include +#include #include #include -#include -#include -#include "common.h" -#include "newdb.h" - -#define LINESIZE 100 -#define NDWARVES 6 /* number of dwarves */ -#define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */ -#define DALTLC LOC_NUGGET /* alternate dwarf location */ -#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 GAMELIMIT 330 /* base limit of turns */ -#define NOVICELIMIT 1000 /* limit of turns for novice */ -#define WARNTIME 30 /* late game starts at game.limit-this */ -#define FLASHTIME 50 /*turns from first warning till blinding flash */ -#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 */ +#include "dungeon.h" -struct game_t { - unsigned long lcg_a, lcg_c, lcg_m, lcg_x; - long abbnum; /* How often to print non-abbreviated descriptions */ - long blklin; - long bonus; - long chloc; - long chloc2; - long clock1; /* # turns from finding last treasure till closing */ - long clock2; /* # turns from first warning till blinding flash */ - bool clshnt; /* has player read the clue in the endgame? */ - bool closed; /* whether we're all the way closed */ - bool closng; /* whether it's closing time yet */ - long conds; /* min value for cond(loc) if loc has any hints */ - long detail; - long dflag; - long dkill; - long dtotal; - long foobar; /* current progress in saying "FEE FIE FOE FOO". */ - long holdng; /* number of objects being carried */ - long iwest; /* How many times he's said "west" instead of "w" */ - long knfloc; /* 0 if no knife here, loc if knife , -1 after caveat */ - long limit; /* lifetime of lamp (not set here) */ - bool lmwarn; /* has player been warned about lamp going dim? */ - long loc; - long newloc; - bool novice; /* asked for instructions at start-up? */ - long numdie; /* number of times killed so far */ - long oldloc; - long oldlc2; - long oldobj; - bool panic; /* has player found out he's trapped in the cave? */ - long saved; /* point penalty for saves */ - long tally; - long thresh; - long trndex; - long trnluz; /* # points lost so far due to number of turns used */ - long turns; /* how many commands he's given (ignores yes/no) */ - bool wzdark; /* whether the loc he's leaving was dark */ - long zzword; - bool blooded; /* has player drunk of dragon's blood? */ - long abbrev[NLOCATIONS + 1]; - long atloc[NLOCATIONS + 1]; - long dseen[NDWARVES + 1]; - long dloc[NDWARVES + 1]; - long odloc[NDWARVES + 1]; - long fixed[NOBJECTS + 1]; - long link[NOBJECTS * 2 + 1]; - long place[NOBJECTS + 1]; - long hinted[NHINTS]; - long hintlc[NHINTS]; - long prop[NOBJECTS + 1]; -}; +/* LCG PRNG parameters tested against + * Knuth vol. 2. by the original authors */ +#define LCG_A 1093L +#define LCG_C 221587L +#define LCG_M 1048576L -extern struct game_t game; +#define LINESIZE 1024 +#define TOKLEN 5 // # outputting characters in a token */ +#define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin +#define DALTLC LOC_NUGGET // alternate dwarf location +#define INVLIMIT 7 // inventory limit (# of objects) +#define INTRANSITIVE -1 // illegal object number +#define GAMELIMIT 330 // base limit of turns +#define NOVICELIMIT 1000 // limit of turns for novice +#define WARNTIME 30 // late game starts at game.limit-this +#define FLASHTIME 50 // turns from first warning till blinding flash +#define PANICTIME 15 // time left after closing +#define BATTERYLIFE 2500 // turn limit increment from batteries +#define WORD_NOT_FOUND \ + -1 // "Word not found" flag value for the vocab hash functions. +#define WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions +#define PIT_KILL_PROB 35 // Percentage probability of dying from fall in pit. +#define CARRIED -1 // Player is toting it +#define READ_MODE "rb" // b is not needed for POSIX but harmless +#define WRITE_MODE "wb" // b is not needed for POSIX but harmless -extern long LNLENG, LNPOSN; -extern char rawbuf[LINESIZE], INLINE[LINESIZE + 1]; -extern const char ascii_to_advent[]; -extern const char advent_to_ascii[]; -extern FILE *logfp; -extern bool oldstyle, editline, prompt; - -enum speaktype {touch, look, hear, study}; - -/* b is not needed for POSIX but harmless */ -#define READ_MODE "rb" -#define WRITE_MODE "wb" -extern void* xmalloc(size_t size); -extern void packed_to_token(long, char token[]); -extern void token_to_packed(char token[], long*); -extern void vspeak(const char*, va_list); -extern bool wordeq(token_t, token_t); -extern bool wordempty(token_t); -extern void wordclear(token_t *); -extern void speak(const char*, ...); -extern void pspeak(vocab_t, enum speaktype, int, ...); -extern void rspeak(vocab_t, ...); -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(const char*, const char*, const char*); -extern long GETTXT(bool, bool, bool); -extern token_t MAKEWD(long); -extern long vocab(long, long); -extern void juggle(long); -extern void move(long, long); -extern long put(long, long, long); -extern void carry(long, long); -extern void drop(long, long); -extern long atdwrf(long); -extern long setbit(long); -extern bool tstbit(long, int); -extern long rndvoc(long, long); -extern bool MAPLIN(FILE *); -extern void datime(long*, long*); - -enum termination {endgame, quitgame, scoregame}; - -extern void set_seed(long); -extern unsigned long get_next_lcg_value(void); -extern long randrange(long); -extern long score(enum termination); -extern void terminate(enum termination) __attribute__((noreturn)); -extern int suspend(void); -extern int resume(void); -extern int restore(FILE *); +/* Special object-state values - integers > 0 are object-specific */ +#define STATE_NOTFOUND -1 // 'Not found" state of treasures +#define STATE_FOUND 0 // After discovered, before messed with +#define STATE_IN_CAVITY 1 // State value common to all gemstones + +/* Special fixed object-state values - integers > 0 are location */ +#define IS_FIXED -1 +#define IS_FREE 0 + +#ifndef FOUNDBOOL +/* (ESR) It is fitting that translation of the original ADVENT should + * have left us a maze of twisty little conditionals that resists all + * understanding. Setting and use of what is now the per-object state + * member (which used to be an array of its own) is our mystery. This + * state tangles together information about whether the object is a + * treasure, whether the player has seen it yet, and its activation + * state. + * + * Things we think we know: + * + * STATE_NOTFOUND is only set on treasures. Non-treasures start the + * game in STATE_FOUND. + * + * PROP_STASHED is supposed to map a state property value to a + * negative range, where the object cannot be picked up but the value + * can be recovered later. Various objects get this property when + * the cave starts to close. Only seems to be significant for the bird + * and readable objects, notably the clam/oyster - but the code around + * those test is difficult to read. + */ +#define PROP_STASHIFY(n) (-1 - (n)) +#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND) +#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND) +#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND) +#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0) +#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND) +#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND) +#define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND) +#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE) +#else +/* (ESR) Only the boldest of adventurers will explore here. This + * alternate set of definitions for the macros above was an attempt to + * break from out of the state encoding a per-object "found" member + * telling whether or not the player has seen the object. + * + * What's broken when you try to use thus is + * PROP_IS_STASHED_OR_UNSEEN. The symptom is game.tally getting + * decremented on non-treasures. + */ +#define PROP_STASHIFY(n) (-(n)) +#define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0) +#define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found) +#define PROP_IS_FOUND(obj) \ + (game.objects[obj].found && game.objects[obj].prop == 0) +#define PROP_IS_STASHED_OR_UNSEEN(obj) \ + (!game.objects[obj].found || game.objects[obj].prop < 0) +#define PROP_SET_FOUND(obj) \ + do { \ + game.objects[obj].found = true; \ + game.objects[obj].prop = STATE_FOUND; \ + } while (0) +#define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false +#define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found) +#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE) +#define PROP_SET_SEEN(obj) game.objects[object].found = true +#endif +#define PROP_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop) + +#define PROMPT "> " /* - * MOD(N,M) = Arithmetic modulus - * AT(OBJ) = true if on either side of two-placed object + * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE + * MOD(N,M) = Arithmetic modulus + * TOTING(OBJ) = true if the OBJ is being carried + * AT(OBJ) = true if on either side of two-placed object + * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried) * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit) - * DARK(LOC) = 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) - * LIQUID() = object number of liquid in bottle + * LIQUID() = object number of liquid in bottle * LIQLOC(LOC) = object number of liquid (if any) at LOC + * FORCED(LOC) = true if LOC moves without asking for input (COND=2) + * DARK(LOC) = true if location "LOC" is dark * PCT(N) = true N% of the time (N integer from 0 to 100) - * TOTING(OBJ) = true if the OBJ is being carried */ - -#define DESTROY(N) move(N, LOC_NOWHERE) -#define MOD(N,M) ((N) % (M)) -#define TOTING(OBJ) (game.place[OBJ] == CARRIED) -#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 LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE])) -#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1)) -#define CNDBIT(L,N) (tstbit(conditions[L],N)) -#define FORCED(LOC) CNDBIT(LOC, COND_FORCED) -#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP))) -#define PCT(N) (randrange(100) < (N)) -#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH) -#define FOREST(LOC) CNDBIT(LOC, COND_FOREST) -#define VOCWRD(LETTRS,SECT) (vocab(MAKEWD(LETTRS),SECT)) -#define SPECIAL(LOC) ((LOC) > SPECIALBASE) -#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC)) - -#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC)) - -/* vocabulary items */ -extern long NUL; -extern long BACK; -extern long LOOK; -extern long CAVE; -extern long FIND; -extern long INVENT; -extern long SAY; -extern long ENTER; -extern long STREAM; -extern long DPRSSN; -extern long ENTRNC; -extern long LOCK; -extern long THROW; - -enum speechpart {unknown, intransitive, transitive}; - -struct command_t { - enum speechpart part; - vocab_t verb; - vocab_t obj; - token_t wd1, wd1x; - token_t wd2, wd2x; + * GSTONE(OBJ) = true if OBJ is a gemstone + * FOREST(LOC) = true if LOC is part of the forest + * OUTSID(LOC) = true if location not in the cave + * INSIDE(LOC) = true if location is in the cave or the building at the + * beginning of the game INDEEP(LOC) = true if location is in the Hall of Mists + * or deeper BUG(X) = report bug and exit + */ +#define DESTROY(N) move(N, LOC_NOWHERE) +#define MOD(N, M) ((N) % (M)) +#define TOTING(OBJ) (game.objects[OBJ].place == CARRIED) +#define AT(OBJ) \ + (game.objects[OBJ].place == game.loc || \ + game.objects[OBJ].fixed == game.loc) +#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ)) +#define CNDBIT(L, N) (tstbit(conditions[L], N)) +#define LIQUID() \ + (game.objects[BOTTLE].prop == WATER_BOTTLE ? WATER \ + : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL \ + : NO_OBJECT) +#define LIQLOC(LOC) \ + (CNDBIT((LOC), COND_FLUID) ? CNDBIT((LOC), COND_OILY) ? OIL : WATER \ + : NO_OBJECT) +#define FORCED(LOC) CNDBIT(LOC, COND_FORCED) +#define DARK(DUMMY) \ + (!CNDBIT(game.loc, COND_LIT) && \ + (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP))) +#define PCT(N) (randrange(100) < (N)) +#define GSTONE(OBJ) \ + ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH) +#define FOREST(LOC) CNDBIT(LOC, COND_FOREST) +#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC)) +#define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING) +#define INDEEP(LOC) CNDBIT((LOC), COND_DEEP) +#define BUG(x) bug(x, #x) + +enum bugtype { + SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST, + VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3, + INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, + TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, + CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, + LOCATION_HAS_NO_TRAVEL_ENTRIES, + HINT_NUMBER_EXCEEDS_GOTO_LIST, + SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN, + ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH, }; -void initialise(void); -int action(FILE *input, struct command_t *command); +enum speaktype { touch, look, hear, study, change }; + +enum termination { endgame, quitgame, scoregame }; + +enum speechpart { unknown, intransitive, transitive }; + +typedef enum { NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC } word_type_t; + +typedef enum scorebonus { none, splatter, defeat, victory } score_t; /* Phase codes for action returns. * These were at one time FORTRAN line numbers. - * The values don't matter, but perturb their order at your peril. */ -#define GO_TERMINATE 2 -#define GO_MOVE 8 -#define GO_TOP 2000 -#define GO_CLEAROBJ 2012 -#define GO_CHECKHINT 2600 -#define GO_CHECKFOO 2607 -#define GO_DIRECTION 2620 -#define GO_LOOKUP 2630 -#define GO_WORD2 2800 -#define GO_SPECIALS 1900 -#define GO_UNKNOWN 8000 -#define GO_ACTION 40000 -#define GO_DWARFWAKE 19000 - -/* Special object statuses in game.place - can also be a location number (> 0) */ -#define CARRIED -1 /* Player is toting it */ - -/* hack to ignore GCC Unused Result */ -#define IGNORE(r) do{if (r){}}while(0) +typedef enum { + GO_TERMINATE, + GO_MOVE, + GO_TOP, + GO_CLEAROBJ, + GO_CHECKHINT, + GO_WORD2, + GO_UNKNOWN, + GO_DWARFWAKE, +} phase_codes_t; + +/* Use fixed-lwength types to make the save format moore portable */ +typedef int32_t vocab_t; // index into a vocabulary array */ +typedef int32_t verb_t; // index into an actions array */ +typedef int32_t obj_t; // index into the object array */ +typedef int32_t loc_t; // index into the locations array */ +typedef int32_t turn_t; // turn counter or threshold */ +typedef int32_t bool32_t; // turn counter or threshold */ + +struct game_t { + int32_t lcg_x; + int32_t abbnum; // How often to print int descriptions + score_t bonus; // What kind of finishing bonus we are getting + loc_t chloc; // pirate chest location + loc_t chloc2; // pirate chest alternate location + turn_t clock1; // # turns from finding last treasure to close + turn_t clock2; // # turns from warning till blinding flash + bool32_t clshnt; // has player read the clue in the endgame? + bool32_t closed; // whether we're all the way closed + bool32_t closng; // whether it's closing time yet + bool32_t lmwarn; // has player been warned about lamp going dim? + bool32_t novice; // asked for instructions at start-up? + bool32_t panic; // has player found out he's trapped? + bool32_t wzdark; // whether the loc he's leaving was dark + bool32_t blooded; // has player drunk of dragon's blood? + int32_t conds; // min value for cond[loc] if loc has any hints + int32_t detail; // level of detail in descriptions + + /* dflag controls the level of activation of dwarves: + * 0 No dwarf stuff yet (wait until reaches Hall Of Mists) + * 1 Reached Hall Of Mists, but hasn't met first dwarf + * 2 Met 1t dwarf, others start moving, no knives thrown yet + * 3 A knife has been thrown (first set always misses) 3+ + * Dwarves are mad (increases their accuracy) */ + int32_t dflag; + + int32_t dkill; // dwarves killed + int32_t dtotal; // total dwarves (including pirate) in loc + int32_t foobar; // progress in saying "FEE FIE FOE FOO". + int32_t holdng; // number of objects being carried + int32_t igo; // # uses of "go" instead of a direction + int32_t iwest; // # times he's said "west" instead of "w" + loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat + turn_t limit; // lifetime of lamp + loc_t loc; // where player is now + loc_t newloc; // where player is going + turn_t numdie; // number of times killed so far + loc_t oldloc; // where player was + loc_t oldlc2; // where player was two moves ago + obj_t oldobj; // last object player handled + int32_t saved; // point penalty for saves + int32_t tally; // count of treasures gained + int32_t thresh; // current threshold for endgame scoring tier + bool32_t seenbigwords; // have we red the graffiti in the Giant's Room? + turn_t trnluz; // # points lost so far due to turns used + turn_t turns; // counts commands given (ignores yes/no) + char zzword[TOKLEN + 1]; // randomly generated magic word from bird + struct { + int32_t abbrev; // has location been seen? + int32_t atloc; // head of object linked list per location + } locs[NLOCATIONS + 1]; + struct { + int32_t seen; // true if dwarf has seen him + loc_t loc; // location of dwarves, initially hard-wired in + loc_t oldloc; // prior loc of each dwarf, initially garbage + } dwarves[NDWARVES + 1]; + struct { +#ifdef FOUNDBOOL + bool32_t found; // has the location of this object been found? +#endif + loc_t fixed; // fixed location of object (if not IS_FREE) + int32_t prop; // object state */ + loc_t place; // location of object + } objects[NOBJECTS + 1]; + struct { + bool32_t used; // hints[i].used = true iff hint i has been used. + int32_t lc; // hints[i].lc = show int at LOC with cond bit i + } hints[NHINTS]; + obj_t link[NOBJECTS * 2 + 1]; // object-list links +}; + +/* + * Game application settings - settings, but not state of the game, per se. + * This data is not saved in a saved game. + */ +struct settings_t { + FILE *logfp; + bool oldstyle; + bool prompt; + char **argv; + int argc; + int optind; + FILE *scriptfp; + int debug; +}; + +typedef struct { + char raw[LINESIZE]; + vocab_t id; + word_type_t type; +} command_word_t; + +typedef enum { + EMPTY, + RAW, + TOKENIZED, + GIVEN, + PREPROCESSED, + PROCESSING, + EXECUTED +} command_state_t; + +typedef struct { + enum speechpart part; + command_word_t word[2]; + verb_t verb; + obj_t obj; + command_state_t state; +} command_t; /* - * FIXME: These constants should be replaced by strings, at their usage sites. - * They are sixbit-packed representations of vocabulary words. This, and code - * left in misc.c, is the only place left in the runtime that knows about - * word packing. + * Bump on save format change. + * + * Note: Verify that the tests run clean before bumping this, then rebuild the + * check files afterwards. Otherwise you will get a spurious failure due to the + * old version having been generated into a check file. */ -#define WORD_CATCH 301200308 -#define WORD_GO 715 -#define WORD_POUR 16152118 -#define WORD_BACK 2010311 -#define WORD_CAVE 3012205 -#define WORD_DPRSSN 405161805 -#define WORD_ENTER 514200518 -#define WORD_ENTRNC 514201801 -#define WORD_LOOK 12151511 -#define WORD_NUL 14211212 -#define WORD_STREAM 1920180501 -#define WORD_FIND 6091404 -#define WORD_INVENT 914220514 -#define WORD_LOCK 12150311 -#define WORD_SAY 190125 -#define WORD_THROW 2008181523 -#define WORD_WEST 23051920 -#define WORD_YES 250519 -#define WORD_YINIT 25 +#define SAVE_VERSION 31 -/* end */ +/* + * Goes at start of file so saves can be identified by file(1) and the like. + */ +#define ADVENT_MAGIC "open-adventure\n" + +/* + * If you change the first three members, the resume function may not properly + * reject saves from older versions. Later members can change, but bump the + * version when you do that. + */ +struct save_t { + char magic[sizeof(ADVENT_MAGIC)]; + int32_t version; + int32_t canary; + struct game_t game; +}; + +extern struct game_t game; +extern struct save_t save; +extern struct settings_t settings; + +extern char *myreadline(const char *); +extern bool get_command_input(command_t *); +extern void clear_command(command_t *); +extern void speak(const char *, ...); +extern void sspeak(int msg, ...); +extern void pspeak(vocab_t, enum speaktype, bool, int, ...); +extern void rspeak(vocab_t, ...); +extern void echo_input(FILE *, const char *, const char *); +extern bool silent_yes_or_no(void); +extern bool yes_or_no(const char *, const char *, const char *); +extern void juggle(obj_t); +extern void move(obj_t, loc_t); +extern void put(obj_t, loc_t, int); +extern void carry(obj_t, loc_t); +extern void drop(obj_t, loc_t); +extern int atdwrf(loc_t); +extern int setbit(int); +extern bool tstbit(int, int); +extern void set_seed(int32_t); +extern int32_t randrange(int32_t); +extern int score(enum termination); +extern void terminate(enum termination) __attribute__((noreturn)); +extern int savefile(FILE *); +#if defined ADVENT_AUTOSAVE +extern void autosave(void); +#endif +extern int suspend(void); +extern int resume(void); +extern int restore(FILE *); +extern int initialise(void); +extern phase_codes_t action(command_t); +extern void state_change(obj_t, int); +extern bool is_valid(struct game_t); +extern void bug(enum bugtype, const char *) __attribute__((__noreturn__)); + +/* represent an empty command word */ +static const command_word_t empty_command_word = { + .raw = "", + .id = WORD_EMPTY, + .type = NO_WORD_TYPE, +}; +/* end */