#include "dungeon.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 */
-#define WORD_NOT_FOUND -1 /* "Word not found" flag value for the vocab hash functions. */
+#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
+#define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
-typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
-typedef long vocab_t; /* index into a vocabulary array */
+typedef long token_t; // word token - someday this will be char[TOKLEN+1]
+typedef long vocab_t; // index into a vocabulary array */
extern const char advent_to_ascii[128];
extern const char ascii_to_advent[128];
extern const char new_ascii_to_advent[128];
enum bugtype {
- TOO_MANY_VOCABULARY_WORDS, // 4
- REQUIRED_VOCABULARY_WORD_NOT_FOUND, // 5
- INVALID_SECTION_NUMBER_IN_DATABASE, // 9
- SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST = 20, // 20
- RAN_OFF_END_OF_VOCABULARY_TABLE, // 21
- VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3, // 22
- INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 23
- TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 24
- CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, // 25
- LOCATION_HAS_NO_TRAVEL_ENTRIES, // 26
- HINT_NUMBER_EXCEEDS_GOTO_LIST, // 27
- TOO_MANY_PARAMETERS_GIVEN_TO_SETPRM, // 28
+ SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST = 20, // 20
+ VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3 = 22, // 22
+ INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 23
+ TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST, // 24
+ CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION, // 25
+ LOCATION_HAS_NO_TRAVEL_ENTRIES, // 26
+ HINT_NUMBER_EXCEEDS_GOTO_LIST, // 27
+ TOO_MANY_PARAMETERS_GIVEN_TO_SETPRM, // 28
SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN=99, // 99
- ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH, // 100
+ ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH, // 100
};
/* Alas, declaring this static confuses the coverage analyzer */
struct game_t {
unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
- long abbnum; /* How often to print non-abbreviated descriptions */
+ 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 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 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 */
+ 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 */
+ 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 */
- char zzword[6];
- bool blooded; /* has player drunk of dragon's blood? */
- long abbrev[NLOCATIONS + 1];
+ 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
+ char zzword[6]; // randomly generated magic word from bird
+ 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];
extern int restore(FILE *);
/*
- * MOD(N,M) = Arithmetic modulus
- * AT(OBJ) = true if on either side of two-placed object
+ * MOD(N,M) = Arithmetic modulus
+ * 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(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
+ * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
+ * LIQUID() = 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 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 SPECIAL(LOC) ((LOC) > SPECIALBASE)
-#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
+#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 SPECIAL(LOC) ((LOC) > SPECIALBASE)
+#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
-#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
+#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
enum speechpart {unknown, intransitive, transitive};
* 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
+#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 */
+#define CARRIED -1 /* Player is toting it */
/* hack to ignore GCC Unused Result */
#define IGNORE(r) do{if (r){}}while(0)
* left in misc.c, is the only place left in the runtime that knows about
* word packing.
*/
-#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 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
/* end */