9 #define NDWARVES 6 // number of dwarves
10 #define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin
11 #define DALTLC LOC_NUGGET // alternate dwarf location
12 #define INVLIMIT 7 // inverntory limit (# of objects)
13 #define INTRANSITIVE -1 // illegal object number
14 #define SPECIALBASE 300 // base number of special rooms
15 #define GAMELIMIT 330 // base limit of turns
16 #define NOVICELIMIT 1000 // limit of turns for novice
17 #define WARNTIME 30 // late game starts at game.limit-this
18 #define FLASHTIME 50 // turns from first warning till blinding flash
19 #define PANICTIME 15 // time left after closing
20 #define BATTERYLIFE 2500 // turn limit increment from batteries
21 #define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
22 #define CARRIED -1 // Player is toting it
23 #define READ_MODE "rb" // b is not needed for POSIX but harmless
24 #define WRITE_MODE "wb" // b is not needed for POSIX but harmless
27 * MOD(N,M) = Arithmetic modulus
28 * AT(OBJ) = true if on either side of two-placed object
29 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
30 * DARK(LOC) = true if location "LOC" is dark
31 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
32 * FOREST(LOC) = true if LOC is part of the forest
33 * GSTONE(OBJ) = true if OBJ is a gemstone
34 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
35 * LIQUID() = object number of liquid in bottle
36 * LIQLOC(LOC) = object number of liquid (if any) at LOC
37 * PCT(N) = true N% of the time (N integer from 0 to 100)
38 * TOTING(OBJ) = true if the OBJ is being carried */
39 #define DESTROY(N) move(N, LOC_NOWHERE)
40 #define MOD(N,M) ((N) % (M))
41 #define TOTING(OBJ) (game.place[OBJ] == CARRIED)
42 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
43 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
44 #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
45 #define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
46 #define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
47 #define CNDBIT(L,N) (tstbit(conditions[L],N))
48 #define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
49 #define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
50 #define PCT(N) (randrange(100) < (N))
51 #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
52 #define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
53 #define SPECIAL(LOC) ((LOC) > SPECIALBASE)
54 #define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
55 #define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
56 #define BUG(x) bug(x, #x)
57 #define MOTION_WORD(n) ((n) + 0)
58 #define OBJECT_WORD(n) ((n) + 1000)
59 #define ACTION_WORD(n) ((n) + 2000)
60 #define SPECIAL_WORD(n) ((n) + 3000)
61 #define PROMOTE_WORD(n) ((n) + 1000)
64 SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
65 VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
66 INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
67 TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
68 CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
69 LOCATION_HAS_NO_TRAVEL_ENTRIES,
70 HINT_NUMBER_EXCEEDS_GOTO_LIST,
71 SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
72 ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
75 enum speaktype {touch, look, hear, study, change};
77 enum termination {endgame, quitgame, scoregame};
79 enum speechpart {unknown, intransitive, transitive};
81 /* Phase codes for action returns.
82 * These were at one time FORTRAN line numbers.
83 * The values don't matter, but perturb their order at your peril.
101 typedef long token_t; // word token - someday this will be char[TOKLEN+1]
102 typedef long vocab_t; // index into a vocabulary array */
105 unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
106 long abbnum; // How often to print non-abbreviated descriptions
111 long clock1; // # turns from finding last treasure till closing
112 long clock2; // # turns from first warning till blinding flash
113 bool clshnt; // has player read the clue in the endgame?
114 bool closed; // whether we're all the way closed
115 bool closng; // whether it's closing time yet
116 long conds; // min value for cond(loc) if loc has any hints
119 /* dflag controls the level of activation of dwarves:
120 * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
121 * 1 Reached Hall Of Mists, but hasn't met first dwarf
122 * 2 Met first dwarf, others start moving, no knives thrown yet
123 * 3 A knife has been thrown (first set always misses)
124 * 3+ Dwarves are mad (increases their accuracy) */
129 long foobar; // current progress in saying "FEE FIE FOE FOO".
130 long holdng; // number of objects being carried
131 long iwest; // How many times he's said "west" instead of "w"
132 long knfloc; // 0 if no knife here, loc if knife , -1 after caveat
133 long limit; // lifetime of lamp (not set here)
134 bool lmwarn; // has player been warned about lamp going dim?
137 bool novice; // asked for instructions at start-up?
138 long numdie; // number of times killed so far
142 bool panic; // has player found out he's trapped in the cave?
143 long saved; // point penalty for saves
147 long trnluz; // # points lost so far due to number of turns used
148 long turns; // how many commands he's given (ignores yes/no)
149 bool wzdark; // whether the loc he's leaving was dark
150 char zzword[6]; // randomly generated magic word from bird
151 bool blooded; // has player drunk of dragon's blood?
152 long abbrev[NLOCATIONS + 1];
153 long atloc[NLOCATIONS + 1];
154 long dseen[NDWARVES + 1]; // true if dwarf has seen him
155 long dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
156 long odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
157 long fixed[NOBJECTS + 1];
158 long link[NOBJECTS * 2 + 1];
159 long place[NOBJECTS + 1];
160 long hinted[NHINTS]; // hintlc[i] is how long he's been at LOC with cond bit i
161 long hintlc[NHINTS]; // hinted[i] is true iff hint i has been used.
162 long prop[NOBJECTS + 1];
166 enum speechpart part;
173 extern struct game_t game;
175 extern bool oldstyle, editline, prompt;
177 extern char* xstrdup(const char* s);
178 extern void* xmalloc(size_t size);
179 extern void packed_to_token(long, char token[]);
180 extern long token_to_packed(const char token[6]);
181 extern void tokenize(char*, long tokens[4]);
182 extern void vspeak(const char*, va_list);
183 extern bool wordeq(token_t, token_t);
184 extern bool wordempty(token_t);
185 extern void wordclear(token_t *);
186 extern void speak(const char*, ...);
187 extern void pspeak(vocab_t, enum speaktype, int, ...);
188 extern void rspeak(vocab_t, ...);
189 extern void echo_input(FILE*, char*, char*);
190 extern int word_count(char*);
191 extern char* get_input(void);
192 extern bool silent_yes(void);
193 extern bool yes(const char*, const char*, const char*);
194 extern int get_motion_vocab_id(const char*);
195 extern int get_object_vocab_id(const char*);
196 extern int get_action_vocab_id(const char*);
197 extern int get_special_vocab_id(const char*);
198 extern long get_vocab_id(const char*);
199 extern void juggle(long);
200 extern void move(long, long);
201 extern long put(long, long, long);
202 extern void carry(long, long);
203 extern void drop(long, long);
204 extern long atdwrf(long);
205 extern long setbit(long);
206 extern bool tstbit(long, int);
207 extern void make_zzword(char*);
208 extern void datime(long*, long*);
209 extern void set_seed(long);
210 extern unsigned long get_next_lcg_value(void);
211 extern long randrange(long);
212 extern long score(enum termination);
213 extern void terminate(enum termination) __attribute__((noreturn));
214 extern int savefile(FILE *, long);
215 extern int suspend(void);
216 extern int resume(void);
217 extern int restore(FILE *);
218 extern long initialise(void);
219 extern int action(struct command_t *command);
221 /* Alas, declaring this static confuses the coverage analyzer */
222 void bug(enum bugtype, const char *) __attribute__((__noreturn__));