8 #define NDWARVES 6 /* number of dwarves */
9 #define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
10 #define DALTLC LOC_NUGGET /* alternate dwarf location */
11 #define MINTRS 50 /* index of lowest reasure */
12 #define MAXTRS 79 /* index of highest reasure */
13 #define MAXPARMS 25 /* Max parameters for speak() */
14 #define INVLIMIT 7 /* inverntory limit (# of objects) */
15 #define INTRANSITIVE -1 /* illegal object number */
16 #define SPECIALBASE 300 /* base number of special rooms */
17 #define GAMELIMIT 330 /* base limit of turns */
18 #define NOVICELIMIT 1000 /* limit of turns for novice */
19 #define WARNTIME 30 /* late game starts at game.limit-this */
20 #define PANICTIME 15 /* time left after closing */
21 #define BATTERYLIFE 2500 /* turn limit increment from batteries */
23 typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
24 typedef long vocab_t; /* index into a vocabulary array */
27 unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
65 long abbrev[LOCSIZ + 1];
66 long atloc[LOCSIZ + 1];
67 long dseen[NDWARVES + 1];
68 long dloc[NDWARVES + 1];
69 long odloc[NDWARVES + 1];
70 long fixed[NOBJECTS + 1];
71 long link[NOBJECTS * 2 + 1];
72 long place[NOBJECTS + 1];
73 long hinted[HNTSIZ + 1];
74 long hintlc[HNTSIZ + 1];
75 long prop[NOBJECTS + 1];
78 extern struct game_t game;
80 extern long LNLENG, LNPOSN, PARMS[];
81 extern char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
82 extern const char ascii_to_advent[];
83 extern const char advent_to_ascii[];
85 extern bool oldstyle, editline, prompt;
87 /* b is not needed for POSIX but harmless */
88 #define READ_MODE "rb"
89 #define WRITE_MODE "wb"
90 extern void* xmalloc(size_t size);
91 extern char* xstrdup(const char*);
92 extern void packed_to_token(long, char token[]);
93 extern void speak(const char*);
94 extern void PSPEAK(vocab_t, int);
95 extern void RSPEAK(vocab_t);
96 extern void SETPRM(long, long, long);
97 extern bool GETIN(FILE *, token_t*, token_t*, token_t*, token_t*);
98 extern void echo_input(FILE*, char*, char*);
99 extern char* get_input(void);
100 extern bool YES(const char*, const char*, const char*);
101 extern long GETTXT(bool, bool, bool);
102 extern token_t MAKEWD(long);
103 extern long VOCAB(long, long);
104 extern void JUGGLE(long);
105 extern void MOVE(long, long);
106 extern long PUT(long, long, long);
107 extern void CARRY(long, long);
108 extern void DROP(long, long);
109 extern long ATDWRF(long);
110 extern long SETBIT(long);
111 extern bool TSTBIT(long, int);
112 extern long RNDVOC(long, long);
113 extern bool MAPLIN(FILE *);
114 extern void DATIME(long*, long*);
116 enum termination {endgame, quitgame, scoregame};
118 extern void set_seed(long);
119 extern unsigned long get_next_lcg_value(void);
120 extern long randrange(long);
121 extern long score(enum termination);
122 extern void terminate(enum termination) __attribute__((noreturn));
123 extern int suspend(void);
124 extern int resume(void);
125 extern int restore(FILE *);
128 * MOD(N,M) = Arithmetic modulus
129 * AT(OBJ) = true if on either side of two-placed object
130 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
131 * DARK(LOC) = true if location "LOC" is dark
132 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
133 * FOREST(LOC) = true if LOC is part of the forest
134 * GSTONE(OBJ) = true if OBJ is a gemstone
135 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
136 * LIQUID() = object number of liquid in bottle
137 * LIQLOC(LOC) = object number of liquid (if any) at LOC
138 * PCT(N) = true N% of the time (N integer from 0 to 100)
139 * TOTING(OBJ) = true if the OBJ is being carried */
141 #define DESTROY(N) MOVE(N, LOC_NOWHERE)
142 #define MOD(N,M) ((N) % (M))
143 #define TOTING(OBJ) (game.place[OBJ] == CARRIED)
144 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
145 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
146 #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
147 #define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
148 #define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
149 #define CNDBIT(L,N) (TSTBIT(COND[L],N))
150 #define FORCED(LOC) (COND[LOC] == 2)
151 #define DARK(DUMMY) ((!CNDBIT(game.loc,LIGHT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
152 #define PCT(N) (randrange(100) < (N))
153 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
154 #define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
155 #define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
156 #define SPECIAL(LOC) ((LOC) > SPECIALBASE)
158 /* The following two functions were added to fix a bug (game.clock1 decremented
159 * while in forest). They should probably be replaced by using another
160 * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
161 * LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
162 * of mists or deeper). Note special kludges for "Foof!" locs. */
164 #define OUTSID(LOC) ((LOC) <= LOC_GRATE || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == LOC_FOOF2 || (LOC) == LOC_FOOF4)
165 #define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC) && (LOC) != LOC_FOOF1)
167 /* vocabulary items */
168 extern long AMBER, ATTACK, AXE, BACK, BATTERY, BEAR,
169 BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
170 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
171 EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD, GRATE, HINT, INVENT,
172 JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGAZINE, MESSAG, MIRROR, NUGGET, NUL,
173 OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAMID,
174 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
175 STEPS, STICK, STREAM, THROW, TRIDENT, TROLL, TROLL2,
176 URN, VASE, VEND, VOLCANO, WATER;
178 enum speechpart {unknown, intransitive, transitive};
180 void initialise(void);
181 int action(FILE *input, enum speechpart part, long verb, token_t obj);
183 /* Phase codes for action returns.
184 * These were at one time FORTRAN line numbers.
185 * The values don't matter, but perturb their order at your peril.
187 #define GO_TERMINATE 2
190 #define GO_CLEAROBJ 2012
191 #define GO_CHECKHINT 2600
192 #define GO_CHECKFOO 2607
193 #define GO_DIRECTION 2620
194 #define GO_LOOKUP 2630
195 #define GO_WORD2 2800
196 #define GO_SPECIALS 1900
197 #define GO_UNKNOWN 8000
198 #define GO_ACTION 40000
199 #define GO_DWARFWAKE 19000
201 /* Symbols for cond bits */
202 #define LIGHT 0 /* Light */
203 #define OILY 1 /* If bit 2 is on: on for oil, off for water */
204 #define FLUID 2 /* Liquid asset, see bit 1 */
205 #define NOARRR 3 /* Pirate doesn't go here unless following player */
206 #define NOBACK 4 /* Cannot use "back" to move away */
207 /* Bits past 10 indicate areas of interest to "hint" routines */
208 #define HBASE 10 /* Base for location hint bits */
209 #define HCAVE 11 /* Trying to get into cave */
210 #define HBIRD 12 /* Trying to catch bird */
211 #define HSNAKE 13 /* Trying to deal with snake */
212 #define HMAZE 14 /* Lost in maze */
213 #define HDARK 15 /* Pondering dark room */
214 #define HWITT 16 /* At Witt's End */
215 #define HCLIFF 17 /* Cliff with urn */
216 #define HWOODS 18 /* Lost in forest */
217 #define HOGRE 19 /* Trying to deal with ogre */
218 #define HJADE 20 /* Found all treasures except jade */
220 /* Special object statuses in game.place - can also be a location number (> 0) */
221 #define CARRIED -1 /* Player is toting it */
223 /* hack to ignore GCC Unused Result */
224 #define IGNORE(r) do{if (r){}}while(0)