189 lines
5.9 KiB
C
189 lines
5.9 KiB
C
#include <stdio.h>
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#include <stdbool.h>
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#include "sizes.h"
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#define LINESIZE 100
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#define NDWARVES 6
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#define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
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#define DALTLC 18 /* alternate dwarf location; low room */
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#define MINTRS 50
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#define MAXTRS 79
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#define MAXPARMS 25
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#define INVLIMIT 7
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#define INTRANSITIVE -1 /* illegal object number */
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typedef struct lcg_state
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{
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unsigned long a, c, m, x;
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} lcg_state;
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typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
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typedef long vocab_t; /* index into a vocabulary array */
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struct game_t {
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long abbnum;
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long blklin;
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long bonus;
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long chloc;
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long chloc2;
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long clock1;
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long clock2;
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long clshnt;
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long closed;
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long closng;
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long conds;
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long detail;
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long dflag;
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long dkill;
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long dtotal;
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long foobar;
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long holdng;
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long iwest;
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long knfloc;
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long limit;
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long lmwarn;
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long loc;
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long newloc;
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long novice;
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long numdie;
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long oldloc;
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long oldlc2;
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long oldobj;
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long panic;
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long saved;
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long setup;
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long tally;
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long thresh;
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long trndex;
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long trnluz;
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long turns;
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long wzdark;
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long zzword;
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long abbrev[LOCSIZ+1];
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long atloc[LOCSIZ+1];
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long dseen[NDWARVES+1];
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long dloc[NDWARVES+1];
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long odloc[NDWARVES+1];
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long fixed[NOBJECTS+1];
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long link[NOBJECTS*2 + 1];
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long place[NOBJECTS+1];
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long hinted[HNTSIZ+1];
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long hintlc[HNTSIZ+1];
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long prop[NOBJECTS+1];
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};
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extern struct game_t game;
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extern long LNLENG, LNPOSN, PARMS[];
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extern char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[], MAP2[];
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extern FILE *logfp;
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extern bool oldstyle;
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extern lcg_state lcgstate;
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/* b is not needed for POSIX but harmless */
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#define READ_MODE "rb"
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#define WRITE_MODE "wb"
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extern void SPEAK(vocab_t);
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extern void PSPEAK(vocab_t,int);
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extern void RSPEAK(vocab_t);
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extern void SETPRM(long,long,long);
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extern bool fGETIN(FILE *,token_t*,token_t*,token_t*,token_t*);
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#define GETIN(input,WORD1,WORD1X,WORD2,WORD2X) fGETIN(input,&WORD1,&WORD1X,&WORD2,&WORD2X)
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extern long YES(FILE *,vocab_t,vocab_t,vocab_t);
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extern long GETTXT(bool,bool,bool);
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extern token_t MAKEWD(long);
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extern void fPUTTXT(token_t,long*,long);
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#define PUTTXT(WORD,STATE,CASE) fPUTTXT(WORD,&STATE,CASE)
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extern void SHFTXT(long,long);
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extern void TYPE0(void);
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extern void fSAVWDS(long*,long*,long*,long*,long*,long*,long*);
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#define SAVWDS(W1,W2,W3,W4,W5,W6,W7) fSAVWDS(&W1,&W2,&W3,&W4,&W5,&W6,&W7)
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extern void fSAVARR(long*,long);
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#define SAVARR(ARR,N) fSAVARR(ARR,N)
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extern void fSAVWRD(long,long*);
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#define SAVWRD(OP,WORD) fSAVWRD(OP,&WORD)
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extern long VOCAB(long,long);
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extern void DSTROY(long);
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extern void JUGGLE(long);
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extern void MOVE(long,long);
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extern long PUT(long,long,long);
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extern void CARRY(long,long);
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extern void DROP(long,long);
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extern long ATDWRF(long);
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extern long SETBIT(long);
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extern bool TSTBIT(long,int);
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extern long RNDVOC(long,long);
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extern void BUG(long) __attribute__((noreturn));
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extern void MAPLIN(FILE *);
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extern void TYPE(void);
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extern void MPINIT(void);
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extern void fSAVEIO(long,long,long*);
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#define SAVEIO(OP,IN,ARR) fSAVEIO(OP,IN,ARR)
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extern void DATIME(long*, long*);
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extern long MOD(long,long);
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extern void set_seed(long);
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extern unsigned long get_next_lcg_value(void);
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extern long randrange(long);
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extern void score(long);
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/* Statement functions
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*
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* AT(OBJ) = true if on either side of two-placed object
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* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
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* DARK(DUMMY) = true if location "LOC" is dark
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* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
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* FOREST(LOC) = true if LOC is part of the forest
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* GSTONE(OBJ) = true if OBJ is a gemstone
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* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
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* LIQ(DUMMY) = object number of liquid in bottle
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* LIQLOC(LOC) = object number of liquid (if any) at LOC
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* PCT(N) = true N% of the time (N integer from 0 to 100)
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* TOTING(OBJ) = true if the OBJ is being carried */
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#define TOTING(OBJ) (game.place[OBJ] == -1)
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#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
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#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
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#define LIQ(DUMMY) (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
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#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
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#define CNDBIT(L,N) (TSTBIT(COND[L],N))
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#define FORCED(LOC) (COND[LOC] == 2)
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#define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
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#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
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/* The following two functions were added to fix a bug (game.clock1 decremented
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* while in forest). They should probably be replaced by using another
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* "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
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* LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
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* of mists or deeper). Note special kludges for "Foof!" locs. */
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#define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
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#define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
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/* vocabulary items */
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extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
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BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
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CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
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EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, INVENT,
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JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL,
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OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
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RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE,
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STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
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URN, VASE, VEND, VOLCAN, WATER;
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/* everything else */
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extern long I, K, SPK, VRSION, WD1, WD1X, WD2, WD2X;
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