RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
URN, VASE, VEND, VOLCANO, WATER;
-long WD1, WD1X, WD2, WD2X;
FILE *logfp = NULL, *rfp = NULL;
bool oldstyle = false;
fprintf(stderr,
usage, argv[0]);
fprintf(stderr,
- " where -l creates a log file of your game named as specified'\n");
+ " -l create a log file of your game named as specified'\n");
fprintf(stderr,
" -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
#ifndef ADVENT_NOSAVE
fprintf(stderr,
- " -r indicates restoring from specified saved game file\n");
+ " -r restore from specified saved game file\n");
#endif
fprintf(stderr,
- " -s indicates playing with command editing suppressed\n");
+ " -s suppress command editing\n");
exit(-1);
break;
}
linenoiseHistorySetMaxLen(350);
- /* Logical variables:
- *
- * game.closed says whether we're all the way closed
- * game.closng says whether it's closing time yet
- * game.clshnt says whether he's read the clue in the endgame
- * game.lmwarn says whether he's been warned about lamp going dim
- * game.novice says whether he asked for instructions at start-up
- * game.panic says whether he's found out he's trapped in the cave
- * game.wzdark says whether the loc he's leaving was dark */
-
/* Initialize our LCG PRNG with parameters tested against
* Knuth vol. 2. by the original authors */
game.lcg_a = 1093;
return false;
}
-/* Check if this loc is eligible for any hints. If been here
- * long enough, branch to help section (on later page). Hints
- * all come back here eventually to finish the loop. Ignore
- * "HINTS" < 4 (special stuff, see database notes).
- */
+/* Check if this loc is eligible for any hints. If been here long
+ * enough, display. Ignore "HINTS" < 4 (special stuff, see database
+ * notes). */
static void checkhints(void)
{
if (COND[game.loc] >= game.conds) {
++game.hintlc[hint];
/* Come here if he's been long enough at required loc(s) for some
* unused hint. */
- if (game.hintlc[hint] >= HINTS[hint][1]) {
+ if (game.hintlc[hint] >= hints[hint-1].turns) {
int i;
switch (hint - 1) {
/* Fall through to hint display */
game.hintlc[hint] = 0;
- if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+ if (!YES(hints[hint-1].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
return;
- SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
+ SETPRM(1, hints[hint-1].penalty, hints[hint-1].penalty);
RSPEAK(HINT_COST);
- game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]);
+ game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint-1].hint, arbitrary_messages[OK_MAN]);
if (game.hinted[hint] && game.limit > WARNTIME)
- game.limit += WARNTIME * HINTS[hint][2];
+ game.limit += WARNTIME * hints[hint-1].penalty;
}
}
}
if (attack == 0)
return true;
if (game.dflag == 2)game.dflag = 3;
- SETPRM(1, attack, 0);
- int k = 6;
- if (attack > 1)k = THROWN_KNIVES;
- RSPEAK(k);
- SETPRM(1, stick, 0);
- RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */
+ if (attack > 1){
+ SETPRM(1, attack, 0);
+ RSPEAK(THROWN_KNIVES);
+ SETPRM(1, stick, 0);
+ RSPEAK(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT));
+ } else {
+ RSPEAK(KNIFE_THROWN);
+ RSPEAK(MISSES_YOU);
+ }
if (stick == 0)
return true;
game.oldlc2 = game.loc;
--game.limit;
/* Another way we can force an end to things is by having the
- * lamp give out. When it gets close, we come here to warn
- * him. First following ar, if the lamp and fresh batteries are
+ * lamp give out. When it gets close, we come here to warn him.
+ * First following arm checks if the lamp and fresh batteries are
* here, in which case we replace the batteries and continue.
- * Second is for other cases of lamp dying. 12400 is when it
- * goes out. Even then, he can explore outside for a while
- * if desired. */
+ * Second is for other cases of lamp dying. Eve after it goes
+ * out, he can explore outside for a while if desired. */
if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
RSPEAK(REPLACE_BATTERIES);
game.prop[BATTERY] = 1;
static bool do_command(FILE *cmdin)
/* Get and execute a command */
{
- long verb = 0, V1, V2;
+ long V1, V2;
long kmod, defn;
static long igo = 0;
- static long obj = 0;
- enum speechpart part;
+ static struct command_t command;
+ command.verb = 0;
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
if (TOTING(BEAR))RSPEAK(TAME_BEAR);
speak(msg);
if (FORCED(game.loc)) {
- if (playermove(verb, 1))
+ if (playermove(command.verb, 1))
return true;
else
continue; /* back to top of main interpreter loop */
listobjects();
L2012:
- verb = 0;
- game.oldobj = obj;
- obj = 0;
+ command.verb = 0;
+ game.oldobj = command.obj;
+ command.obj = 0;
L2600:
checkhints();
game.knfloc = 0;
/* This is where we get a new command from the user */
- if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
+ if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
return false;
/* Every input, check "game.foobar" flag. If zero, nothing's
L2607:
game.foobar = (game.foobar > 0 ? -game.foobar : 0);
++game.turns;
- if (game.turns == game.thresh) {
- speak(turn_threshold_messages[game.trndex]);
- game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000;
- ++game.trndex;
- game.thresh = -1;
- if (game.trndex <= TRNVLS)
- game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1;
- }
- if (verb == SAY && WD2 > 0)
- verb = 0;
- if (verb == SAY) {
- part = transitive;
+
+ /* If a turn threshold has been met, apply penalties and tell
+ * the player about it. */
+ for (int i = 0; i < turn_threshold_count; ++i)
+ {
+ if (game.turns == turn_thresholds[i].threshold + 1)
+ {
+ game.trnluz += turn_thresholds[i].point_loss;
+ speak(turn_thresholds[i].message);
+ }
+ }
+
+ if (command.verb == SAY && command.wd2 > 0)
+ command.verb = 0;
+ if (command.verb == SAY) {
+ command.part = transitive;
goto Laction;
}
if (closecheck()) {
} else
lampcheck();
- V1 = VOCAB(WD1, -1);
- V2 = VOCAB(WD2, -1);
+ V1 = VOCAB(command.wd1, -1);
+ V2 = VOCAB(command.wd2, -1);
if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
if (LIQLOC(game.loc) == WATER) {
RSPEAK(FEET_WET);
}
goto L2012;
}
- if (V1 == ENTER && WD2 > 0) {
- WD1 = WD2;
- WD1X = WD2X;
- WD2 = 0;
+ if (V1 == ENTER && command.wd2 > 0) {
+ command.wd1 = command.wd2;
+ command.wd1x = command.wd2x;
+ wordclear(&command.wd2);
} else {
+ /* FIXME: Magic numbers */
if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
(V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
if (AT(V2 - 1000))
- WD2 = MAKEWD(16152118);
+ command.wd2 = MAKEWD(WORD_POUR);
}
if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
- WD1 = MAKEWD(301200308);
+ command.wd1 = MAKEWD(WORD_CATCH);
}
L2620:
- if (WD1 == MAKEWD(23051920)) {
+ if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
++game.iwest;
if (game.iwest == 10)
RSPEAK(W_IS_WEST);
}
- if (WD1 == MAKEWD( 715) && WD2 != 0) {
+ if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
if (++igo == 10)
RSPEAK(GO_UNNEEDED);
}
Lookup:
- defn = VOCAB(WD1, -1);
+ defn = VOCAB(command.wd1, -1);
if (defn == -1) {
/* Gee, I don't understand. */
if (fallback_handler(rawbuf))
continue;
- SETPRM(1, WD1, WD1X);
+ SETPRM(1, command.wd1, command.wd1x);
RSPEAK(DONT_KNOW);
goto L2600;
}
kmod = MOD(defn, 1000);
switch (defn / 1000) {
case 0:
- if (playermove(verb, kmod))
+ if (playermove(command.verb, kmod))
return true;
else
continue; /* back to top of main interpreter loop */
case 1:
- part = unknown;
- obj = kmod;
+ command.part = unknown;
+ command.obj = kmod;
break;
case 2:
- part = intransitive;
- verb = kmod;
+ command.part = intransitive;
+ command.verb = kmod;
break;
case 3:
RSPEAK(kmod);
}
Laction:
- switch (action(cmdin, part, verb, obj)) {
+ switch (action(cmdin, &command)) {
case GO_TERMINATE:
return true;
case GO_MOVE:
- playermove(verb, NUL);
+ playermove(command.verb, NUL);
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
goto Lookup;
case GO_WORD2:
/* Get second word for analysis. */
- WD1 = WD2;
- WD1X = WD2X;
- WD2 = 0;
+ command.wd1 = command.wd2;
+ command.wd1x = command.wd2x;
+ wordclear(&command.wd2);
goto L2620;
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
- SETPRM(1, WD1, WD1X);
+ SETPRM(1, command.wd1, command.wd1x);
RSPEAK(DO_WHAT);
- obj = 0;
+ command.obj = 0;
goto L2600;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */