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 void packed_to_token(long, char token[6]);
91 extern void newspeak(char*);
92 extern void PSPEAK(vocab_t,int);
93 extern void RSPEAK(vocab_t);
94 extern void SETPRM(long,long,long);
95 extern bool GETIN(FILE *,token_t*,token_t*,token_t*,token_t*);
96 extern long YES(FILE *,vocab_t,vocab_t,vocab_t);
97 extern long GETTXT(bool,bool,bool);
98 extern token_t MAKEWD(long);
99 extern void PUTTXT(token_t,long*,long);
100 extern void SHFTXT(long,long);
101 extern void TYPE0(void);
102 extern long VOCAB(long,long);
103 extern void DSTROY(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 void BUG(long) __attribute__((noreturn));
114 extern bool MAPLIN(FILE *);
115 extern void TYPE(void);
116 extern void DATIME(long*, long*);
118 extern void set_seed(long);
119 extern unsigned long get_next_lcg_value(void);
120 extern long randrange(long);
121 extern void score(long);
122 extern int saveresume(FILE *, bool);
125 * MOD(N,M) = Arithmetic modulus
126 * AT(OBJ) = true if on either side of two-placed object
127 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
128 * DARK(LOC) = true if location "LOC" is dark
129 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
130 * FOREST(LOC) = true if LOC is part of the forest
131 * GSTONE(OBJ) = true if OBJ is a gemstone
132 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
133 * LIQUID() = object number of liquid in bottle
134 * LIQLOC(LOC) = object number of liquid (if any) at LOC
135 * PCT(N) = true N% of the time (N integer from 0 to 100)
136 * TOTING(OBJ) = true if the OBJ is being carried */
138 #define MOD(N,M) ((N) % (M))
139 #define TOTING(OBJ) (game.place[OBJ] == -1)
140 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
141 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
142 #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
143 #define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
144 #define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
145 #define CNDBIT(L,N) (TSTBIT(COND[L],N))
146 #define FORCED(LOC) (COND[LOC] == 2)
147 #define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
148 #define PCT(N) (randrange(100) < (N))
149 #define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
150 #define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
151 #define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
153 /* The following two functions were added to fix a bug (game.clock1 decremented
154 * while in forest). They should probably be replaced by using another
155 * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
156 * LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
157 * of mists or deeper). Note special kludges for "Foof!" locs. */
159 #define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
160 #define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
162 /* vocabulary items */
163 extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
164 BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
165 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
166 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, INVENT,
167 JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL,
168 OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
169 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
170 STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
171 URN, VASE, VEND, VOLCAN, WATER;
173 enum speechpart {unknown, intransitive, transitive};
175 /* Phase codes for action returns.
176 * These were at one time FORTRAN line numbers.
177 * The values don't matter, but perturb their order at your peril.
179 #define GO_TERMINATE 2
182 #define GO_CLEAROBJ 2012
183 #define GO_CHECKHINT 2600
184 #define GO_CHECKFOO 2607
185 #define GO_CLOSEJUMP 2610
186 #define GO_DIRECTION 2620
187 #define GO_LOOKUP 2630
188 #define GO_WORD2 2800
189 #define GO_SPECIALS 1900
190 #define GO_UNKNOWN 8000
191 #define GO_ACTION 40000
192 #define GO_DWARFWAKE 19000
194 /* hack to ignore GCC Unused Result */
195 #define IGNORE(r) do{if (r){}}while(0)