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], MAP1[], MAP2[];
82 extern lcg_state lcgstate;
84 /* b is not needed for POSIX but harmless */
85 #define READ_MODE "rb"
86 #define WRITE_MODE "wb"
88 extern void SPEAK(vocab_t);
89 extern void PSPEAK(vocab_t,int);
90 extern void RSPEAK(vocab_t);
91 extern void SETPRM(long,long,long);
92 extern bool GETIN(FILE *,token_t*,token_t*,token_t*,token_t*);
93 extern long YES(FILE *,vocab_t,vocab_t,vocab_t);
94 extern long GETTXT(bool,bool,bool);
95 extern token_t MAKEWD(long);
96 extern void PUTTXT(token_t,long*,long);
97 extern void SHFTXT(long,long);
98 extern void TYPE0(void);
100 extern void fSAVWDS(long*,long*,long*,long*,long*,long*,long*);
101 #define SAVWDS(W1,W2,W3,W4,W5,W6,W7) fSAVWDS(&W1,&W2,&W3,&W4,&W5,&W6,&W7)
102 extern void fSAVARR(long*,long);
103 #define SAVARR(ARR,N) fSAVARR(ARR,N)
104 extern void fSAVWRD(long,long*);
105 #define SAVWRD(OP,WORD) fSAVWRD(OP,&WORD)
107 extern long VOCAB(long,long);
108 extern void DSTROY(long);
109 extern void JUGGLE(long);
110 extern void MOVE(long,long);
111 extern long PUT(long,long,long);
112 extern void CARRY(long,long);
113 extern void DROP(long,long);
114 extern long ATDWRF(long);
115 extern long SETBIT(long);
116 extern bool TSTBIT(long,int);
117 extern long RNDVOC(long,long);
118 extern void BUG(long) __attribute__((noreturn));
119 extern void MAPLIN(FILE *);
120 extern void TYPE(void);
121 extern void MPINIT(void);
123 extern void fSAVEIO(long,long,long*);
124 #define SAVEIO(OP,IN,ARR) fSAVEIO(OP,IN,ARR)
125 extern void DATIME(long*, long*);
127 extern long MOD(long,long);
129 extern void set_seed(long);
130 extern unsigned long get_next_lcg_value(void);
131 extern long randrange(long);
132 extern void score(long);
134 /* Statement functions
136 * AT(OBJ) = true if on either side of two-placed object
137 * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
138 * DARK(DUMMY) = true if location "LOC" is dark
139 * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
140 * FOREST(LOC) = true if LOC is part of the forest
141 * GSTONE(OBJ) = true if OBJ is a gemstone
142 * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
143 * LIQ(DUMMY) = object number of liquid in bottle
144 * LIQLOC(LOC) = object number of liquid (if any) at LOC
145 * PCT(N) = true N% of the time (N integer from 0 to 100)
146 * TOTING(OBJ) = true if the OBJ is being carried */
148 #define TOTING(OBJ) (game.place[OBJ] == -1)
149 #define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
150 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
151 #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
152 #define LIQ(DUMMY) (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
153 #define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
154 #define CNDBIT(L,N) (TSTBIT(COND[L],N))
155 #define FORCED(LOC) (COND[LOC] == 2)
156 #define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
157 #define PCT(N) (randrange(100) < (N))
158 #define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
159 #define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
160 #define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
162 /* The following two functions were added to fix a bug (game.clock1 decremented
163 * while in forest). They should probably be replaced by using another
164 * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
165 * LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
166 * of mists or deeper). Note special kludges for "Foof!" locs. */
168 #define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
169 #define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
171 /* vocabulary items */
172 extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
173 BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
174 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
175 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, INVENT,
176 JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL,
177 OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
178 RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
179 STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
180 URN, VASE, VEND, VOLCAN, WATER;
181 /* everything else */
182 extern long I, K, SPK, WD1, WD1X, WD2, WD2X;