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def.h
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// Zork I: The Great Underground Empire
// (c) 1980 by INFOCOM, Inc.
// C port and parser (c) 2021 by Donnie Russell II
// This source code is provided for personal, educational use only.
// You are welcome to use this source code to develop your own works,
// but the story-related content belongs to the original authors of Zork.
#include <stdio.h>
#include <string.h>
#include <stdlib.h> // malloc free exit atexit
#include <time.h>
#include <ctype.h>
#include "_data.h"
#define NUM_ROOMS 111 //including null room 0
#define NUM_OBJECTS 80
#define SCORE_MAX 350
#define CURE_WAIT 30
#define LOAD_MAX 100
#define MAX_INVENTORY_ITEMS 7
#define INV_LIMIT_CHANCE 8
#define STRENGTH_MIN 2
#define STRENGTH_MAX 7
#define INSIDE 2048
//room properties bit flags
#define R_DESCRIBED 1 // set when room description already printed
#define R_BODYOFWATER 2
#define R_LIT 4 // set when there is natural light or a light fixture
#define R_WATERHERE 8
#define R_SACRED 16 // set when thief not allowed in room
#define R_MAZE 32
#define R_ALWAYSDESC 64
//object bit flags
#define PROP_OPENABLE 1
#define PROP_OPEN 2
#define PROP_LIT 4
#define PROP_NODESC 8
#define PROP_NOTTAKEABLE 16
#define PROP_MOVEDDESC 32 // set when object is first taken
#define PROP_INSIDEDESC 64 // set for objects that are initially described as inside another object
#define PROP_SACRED 128 // set for objects that aren't allowed to be taken by thief
#define PROP_EVERYWHERE 256
#define PROP_WEAPON 512
#define PROP_ACTOR 1024
#define PROP_TOOL 2048
#define PROP_INFLAMMABLE 4096
#define PROP_SURFACE 8192
#define NUM_TREASURESCORES 19
#define NUM_ROOMSCORES 5
//move directions
enum
{
DIR_NULL,
DIR_N,
DIR_S,
DIR_E,
DIR_W,
DIR_NE,
DIR_NW,
DIR_SE,
DIR_SW,
DIR_U,
DIR_D,
DIR_IN,
DIR_OUT
};
//actions
enum
{
A_NOTHING,
A_NORTH, //direction actions must be grouped together in this order
A_SOUTH,
A_EAST,
A_WEST,
A_NORTHEAST,
A_NORTHWEST,
A_SOUTHEAST,
A_SOUTHWEST,
A_UP,
A_DOWN,
A_IN,
A_OUT,
A_ACTIVATE,
A_ATTACK,
A_BREAK,
A_BRIEF,
A_BRUSH,
A_CLIMB,
A_CLIMBDOWN,
A_CLIMBTHROUGH,
A_CLIMBUP,
A_CLOSE,
A_COUNT,
A_CROSS,
A_DEACTIVATE,
A_DEFLATE,
A_DIAGNOSE,
A_DIG,
A_DISEMBARK,
A_DISMOUNT,
A_DRINK,
A_DROP,
A_EAT,
A_ECHO,
A_EMPTY,
A_ENTER,
A_EXAMINE,
A_EXIT,
A_EXORCISE,
A_FILL,
A_FIX,
A_GIVE,
A_GO,
A_GREET,
A_INFLATE,
A_INVENTORY,
A_JUMP,
A_KNOCK,
A_LAND,
A_LAUNCH,
A_LISTENTO,
A_LOCK,
A_LOOK,
A_LOOKBEHIND,
A_LOOKIN,
A_LOOKON,
A_LOOKTHROUGH,
A_LOOKUNDER,
A_LOWER,
A_MOUNT,
A_MOVE,
A_ODYSSEUS,
A_OIL,
A_OPEN,
A_PLAY,
A_POUR,
A_PRAY,
A_PRY,
A_PULL,
A_PUSH,
A_PUT,
A_QUIT,
A_RAISE,
A_READ,
A_REMOVE,
A_RESTART,
A_RESTORE,
A_RING,
A_SAVE,
A_SAY,
A_SCORE,
A_SLEEP,
A_SLEEPON,
A_SLIDEDOWN,
A_SLIDEUP,
A_SMELL,
A_SQUEEZE,
A_SUPERBRIEF,
A_SWIM,
A_TAKE,
A_TALKTO,
A_THROW,
A_TIE,
A_TOUCH,
A_TURN,
A_UNLOCK,
A_UNTIE,
A_VERBOSE,
A_VERSION,
A_WAIT,
A_WAVE,
A_WEAR,
A_WHEREIS,
A_WIND
};
//fixed (unmoving) objects
enum
{
FOBJ_SCENERY_VIS = 2048, //some anonymous scenery object, visible
FOBJ_SCENERY_NOTVIS, // not visible
FOBJ_NOTVIS, //fixed object not visible
FOBJ_AMB, //amibiguous (ask for clarification)
//game-specific data follows
FOBJ_SLIDE,
FOBJ_BOARD,
FOBJ_SONGBIRD,
FOBJ_WHITE_HOUSE,
FOBJ_FOREST,
FOBJ_TREE,
FOBJ_KITCHEN_WINDOW,
FOBJ_CHIMNEY,
FOBJ_BOARDED_WINDOW,
FOBJ_CRACK,
FOBJ_GRATE,
FOBJ_CLIMBABLE_CLIFF,
FOBJ_WHITE_CLIFF,
FOBJ_BODIES,
FOBJ_RAINBOW,
FOBJ_RIVER,
FOBJ_LADDER,
FOBJ_TRAP_DOOR,
FOBJ_STAIRS,
FOBJ_MOUNTAIN_RANGE,
FOBJ_BOLT,
FOBJ_BUBBLE,
FOBJ_ALTAR,
FOBJ_YELLOW_BUTTON,
FOBJ_BROWN_BUTTON,
FOBJ_RED_BUTTON,
FOBJ_BLUE_BUTTON,
FOBJ_RUG,
FOBJ_DAM,
FOBJ_FRONT_DOOR,
FOBJ_BARROW_DOOR,
FOBJ_BARROW,
FOBJ_BONES,
FOBJ_LEAK,
FOBJ_MIRROR2,
FOBJ_MIRROR1,
FOBJ_PRAYER,
FOBJ_RAILING,
FOBJ_SAND,
FOBJ_MACHINE_SWITCH,
FOBJ_WOODEN_DOOR,
FOBJ_PEDESTAL,
FOBJ_CONTROL_PANEL,
FOBJ_NAILS,
FOBJ_GRANITE_WALL,
FOBJ_CHAIN,
FOBJ_GATE,
FOBJ_STUDIO_DOOR,
FOBJ_CHASM,
FOBJ_LAKE,
FOBJ_STREAM,
FOBJ_GAS
};
enum
{
VILLAIN_TROLL,
VILLAIN_THIEF,
VILLAIN_CYCLOPS,
NUM_VILLAINS
};
struct ROOM_STRUCT
{
const char *scenery;
unsigned short prop;
const unsigned short init_prop;
};
struct ROOM_PASSAGES_STRUCT
{
const unsigned char passage[10];
};
struct OBJ_STRUCT
{
const unsigned short init_loc;
unsigned short loc;
const unsigned short size;
const unsigned short capacity;
unsigned short order;
unsigned short prop;
const unsigned char init_thiefvalue;
unsigned char thiefvalue;
};
struct VERBTOACTION_STRUCT
{
const char *phrase;
const unsigned short action;
};
struct NOUNPHRASETOOBJ_STRUCT
{
const char *phrase;
const unsigned short obj;
};
struct NOUNPHRASETOFIXEDOBJ_STRUCT
{
const char *phrase;
const unsigned short room;
const unsigned short fobj;
};
struct DOMISCWITH_STRUCT
{
const int action;
const int obj; //can be obj or fobj
void (*f)(int);
};
struct DOMISC_STRUCT
{
const int action;
const int obj; //can be obj or fobj
void (*f)(void);
};
struct DOMISCTO_STRUCT
{
const int action;
const int to; //can be obj or fobj
void (*f)(int);
};
struct GOFROM_STRUCT
{
const int room;
const int action; //go-direction action (but technically could be any action)
int (*f)(void); //function returns 1 if action completed; otherwise fall through
};
struct OVERRIDEROOMDESC_STRUCT
{
const int room;
void (*f)(void);
};
struct OVERRIDEOBJECTDESC_STRUCT
{
const int obj;
void (*f)(int);
};
struct TREASURESCORE_STRUCT
{
const int obj;
const unsigned char take_value;
const unsigned char case_value;
unsigned char flags; // &1 taken &2 put in case
};
struct ROOMSCORE_STRUCT
{
const int room;
const unsigned char value;
unsigned char flag;
};
//parser.c
void PrintText(char *p);
void PrintLine(char *p);
void PrintCompText(char *comp_text);
void PrintCompLine(char *p);
void PrintNewLine(void);
void PrintInteger(int num);
void PrintObjectDesc(int obj, int desc_flag);
void PrintContents(int obj, char *heading, int print_empty);
void PrintBlockMsg(int newroom);
void GetWords(char *prompt);
int IsObjVisible(int obj);
int IsPlayerInDarkness(void);
int GetNumObjectsInLocation(int loc);
void MoveObjOrderToLast(int obj);
void PrintPlayerRoomDesc(int force_description);
void PrintPresentObjects(int location, char *heading, int list_flag);
int MatchCurWord(const char *match);
int GetAllObjFromInput(int room);
int TakeRoutine(int obj, char *msg);
int GetWith(void);
//game.c
int PercentChance(int x, int x_not_lucky);
void YoureDead(void);
void DoJump(void);
void DoSleep(void);
void DoDisembark(void);
void DoLaunch(void);
void DoLand(void);
void DoEcho(void);
void DoPray(void);
void DoVersion(void);
void DoDiagnose(void);
void DoOdysseus(void);
void DoSwim(void);
void DoIntro(void);
void DoCommandActor(int obj);
void DoTalkTo(void);
void DoGreet(void);
void DoSay(void);
int ActionDirectionRoutine(int newroom);
int InterceptAction(int action);
int InterceptTakeObj(int obj);
int GetPlayersVehicle(void);
int InterceptTakeFixedObj(int obj);
int InterceptTakeOutOf(int container);
int InterceptDropPutObj(int obj, int container, int test, int multi);
void ThrowObjRoutine(int obj, int to);
void RunEventRoutines(void);
int CountLoot(void);
int GetScore(void);
int GetMaxScore(void);
char *GetRankName(void);
int GetSaveStateSize(void);
void ReadSaveState(char *p);
void WriteSaveState(char *p);
void InitGameState(void);
//villains.c
int PlayerFightStrength(int adjust);
void ThiefRecoverStiletto(void);
void VillainDead(int i);
void VillainConscious(int i);
void VillainsRoutine(void);
void PlayerBlow(int obj, int player_weapon);
void ThiefProtectsTreasure(void);
//compress.c
int GetDecompressTextSize(char *text_in, int size_in);
int DecompressText(char *text_in, int size_in, char *text_out);
//mt.c
void InitRandom(unsigned int seed);
int GetRandom(int range);