8 #define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
9 #define DALTLC 18 /* alternate dwarf location; low room */
14 #define INTRANSITIVE -1 /* illegal object number */
16 typedef struct lcg_state
18 unsigned long a, c, m, x;
21 typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
22 typedef long vocab_t; /* index into a vocabulary array */
63 long abbrev[LOCSIZ+1];
65 long dseen[NDWARVES+1];
66 long dloc[NDWARVES+1];
67 long odloc[NDWARVES+1];
68 long fixed[NOBJECTS+1];
69 long link[NOBJECTS*2 + 1];
70 long place[NOBJECTS+1];
71 long hinted[HNTSIZ+1];
72 long hintlc[HNTSIZ+1];
73 long prop[NOBJECTS+1];
76 extern struct game_t game;
78 extern long LNLENG, LNPOSN, PARMS[];
79 extern char rawbuf[LINESIZE], INLINE[LINESIZE+1];
80 extern const char ascii_to_advent[];
81 extern const char advent_to_ascii[];
83 extern bool oldstyle, editline, prompt;
84 extern lcg_state lcgstate;
86 /* b is not needed for POSIX but harmless */
87 #define READ_MODE "rb"
88 #define WRITE_MODE "wb"
89 extern void* xmalloc(size_t);
90 extern char* xstrdup(const char*);
91 extern void packed_to_token(long, char token[6]);
92 extern void newspeak(char*);
93 extern void PSPEAK(vocab_t,int);
94 extern void RSPEAK(vocab_t);
95 extern void SETPRM(long,long,long);
96 extern bool GETIN(FILE *,token_t*,token_t*,token_t*,token_t*);
97 extern long YES(FILE *,vocab_t,vocab_t,vocab_t);
98 extern long GETTXT(bool,bool,bool);
99 extern token_t MAKEWD(long);
100 extern void TYPE0(void);
101 extern long VOCAB(long,long);
102 extern void DSTROY(long);
103 extern void JUGGLE(long);
104 extern void MOVE(long,long);
105 extern long PUT(long,long,long);
106 extern void CARRY(long,long);
107 extern void DROP(long,long);
108 extern long ATDWRF(long);
109 extern long SETBIT(long);
110 extern bool TSTBIT(long,int);
111 extern long RNDVOC(long,long);
112 extern void BUG(long) __attribute__((noreturn));
113 extern bool MAPLIN(FILE *);
114 extern void TYPE(void);
115 extern void DATIME(long*, long*);
117 extern void set_seed(long);
118 extern unsigned long get_next_lcg_value(void);
119 extern long randrange(long);
120 extern void score(long);
121 extern int saveresume(FILE *, bool);
124 * MOD(N,M) = Arithmetic modulus
125 * AT(OBJ) = true if on either side of two-placed object
126 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
127 * DARK(LOC) = true if location "LOC" is dark
128 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
129 * FOREST(LOC) = true if LOC is part of the forest
130 * GSTONE(OBJ) = true if OBJ is a gemstone
131 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
132 * LIQUID() = object number of liquid in bottle
133 * LIQLOC(LOC) = object number of liquid (if any) at LOC
134 * PCT(N) = true N% of the time (N integer from 0 to 100)
135 * TOTING(OBJ) = true if the OBJ is being carried */
137 #define MOD(N,M) ((N) % (M))
138 #define TOTING(OBJ) (game.place[OBJ] == -1)
139 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
140 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
141 #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
142 #define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
143 #define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
144 #define CNDBIT(L,N) (TSTBIT(COND[L],N))
145 #define FORCED(LOC) (COND[LOC] == 2)
146 #define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
147 #define PCT(N) (randrange(100) < (N))
148 #define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
149 #define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
150 #define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
152 /* The following two functions were added to fix a bug (game.clock1 decremented
153 * while in forest). They should probably be replaced by using another
154 * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
155 * LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
156 * of mists or deeper). Note special kludges for "Foof!" locs. */
158 #define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
159 #define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
161 /* vocabulary items */
162 extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
163 BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
164 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
165 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, INVENT,
166 JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL,
167 OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
168 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
169 STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
170 URN, VASE, VEND, VOLCAN, WATER;
172 enum speechpart {unknown, intransitive, transitive};
174 /* Phase codes for action returns.
175 * These were at one time FORTRAN line numbers.
176 * The values don't matter, but perturb their order at your peril.
178 #define GO_TERMINATE 2
181 #define GO_CLEAROBJ 2012
182 #define GO_CHECKHINT 2600
183 #define GO_CHECKFOO 2607
184 #define GO_CLOSEJUMP 2610
185 #define GO_DIRECTION 2620
186 #define GO_LOOKUP 2630
187 #define GO_WORD2 2800
188 #define GO_SPECIALS 1900
189 #define GO_UNKNOWN 8000
190 #define GO_ACTION 40000
191 #define GO_DWARFWAKE 19000
193 /* hack to ignore GCC Unused Result */
194 #define IGNORE(r) do{if (r){}}while(0)