#define DIM(a) (sizeof(a)/sizeof(a[0]))
-FILE *logfp = NULL, *rfp = NULL;
-bool oldstyle = false;
-bool prompt = true;
-
// LCOV_EXCL_START
// exclude from coverage analysis because it requires interactivity to test
static void sig_handler(int signo)
{
if (signo == SIGINT) {
- if (logfp != NULL)
- fflush(logfp);
+ if (settings.logfp != NULL)
+ fflush(settings.logfp);
}
exit(EXIT_FAILURE);
}
/* Options. */
#ifndef ADVENT_NOSAVE
- const char* opts = "l:or";
+ const char* opts = "l:or:";
const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
+ FILE *rfp = NULL;
#else
const char* opts = "l:o";
const char* usage = "Usage: %s [-l logfilename] [-o]\n";
while ((ch = getopt(argc, argv, opts)) != EOF) {
switch (ch) {
case 'l':
- logfp = fopen(optarg, "w");
- if (logfp == NULL)
+ settings.logfp = fopen(optarg, "w");
+ if (settings.logfp == NULL)
fprintf(stderr,
"advent: can't open logfile %s for write\n",
optarg);
signal(SIGINT, sig_handler);
break;
case 'o':
- oldstyle = true;
- prompt = false;
+ settings.oldstyle = true;
+ settings.prompt = false;
break;
#ifndef ADVENT_NOSAVE
case 'r':
/* Initialize game variables */
long seedval = initialise();
- /* Start-up, dwarf stuff */
- make_zzword(game.zzword);
-
#ifndef ADVENT_NOSAVE
if (!rfp) {
game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
}
#endif
- if (logfp)
- fprintf(logfp, "seed %ld\n", seedval);
+ if (settings.logfp)
+ fprintf(settings.logfp, "seed %ld\n", seedval);
/* interpret commands until EOF or interrupt */
for (;;) {
printf("Seed set to %ld\n", sv);
// autogenerated, so don't charge user time for it.
--game.turns;
- // here we reconfigure any global game state that uses random numbers
- make_zzword(game.zzword);
return true;
}
return false;
game.hintlc[hint] = 0;
return;
case 4: /* dark */
- if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
+ if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
break;
game.hintlc[hint] = 0;
return;
* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
* (game.prop=0). */
- if (game.loc == game.chloc || game.prop[CHEST] >= 0)
+ if (game.loc == game.chloc ||
+ game.prop[CHEST] >= 0)
return true;
int snarfed = 0;
bool movechest = false, robplayer = false;
continue;
/* Pirate won't take pyramid from plover room or dark
* room (too easy!). */
- if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
+ if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
+ game.loc == objects[EMERALD].plac)) {
continue;
}
- if (TOTING(treasure) || HERE(treasure))
+ if (TOTING(treasure) ||
+ HERE(treasure))
++snarfed;
if (TOTING(treasure)) {
movechest = true;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (!objects[treasure].is_treasure)
continue;
- if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
+ if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
+ game.loc == objects[EMERALD].plac))) {
if (AT(treasure) && game.fixed[treasure] == 0)
carry(treasure, game.loc);
if (TOTING(treasure))
* means dwarves won't follow him into dead end in maze, but
* c'est la vie. They'll wait for him outside the dead
* end. */
- if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
+ if (game.loc == 0 ||
+ FORCED(game.loc) ||
+ CNDBIT(game.newloc, COND_NOARRR))
return true;
/* Dwarf activity level ratchets up */
* the 5 dwarves. If any of the survivors is at loc,
* replace him with the alternate. */
if (game.dflag == 1) {
- if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
+ if (!INDEEP(game.loc) ||
+ (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
+ PCT(85))))
return true;
game.dflag = 2;
for (int i = 1; i <= 2; i++) {
do {
game.newloc = travel[kk].dest;
/* Have we avoided a dwarf encounter? */
- bool avoided = (SPECIAL(game.newloc) ||
- !INDEEP(game.newloc) ||
- game.newloc == game.odloc[i] ||
- (j > 1 && game.newloc == tk[j - 1]) ||
- j >= DIM(tk) - 1 ||
- game.newloc == game.dloc[i] ||
- FORCED(game.newloc) ||
- (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
- travel[kk].nodwarves);
- if (!avoided) {
- tk[j++] = game.newloc;
- }
- ++kk;
+ if (SPECIAL(game.newloc))
+ continue;
+ else if (!INDEEP(game.newloc))
+ continue;
+ else if (game.newloc == game.odloc[i])
+ continue;
+ else if (j > 1 && game.newloc == tk[j - 1])
+ continue;
+ else if (j >= DIM(tk) - 1)
+ continue;
+ else if (game.newloc == game.dloc[i])
+ continue;
+ else if (FORCED(game.newloc))
+ continue;
+ else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
+ continue;
+ else if (travel[kk].nodwarves)
+ continue;
+ tk[j++] = game.newloc;
} while
- (!travel[kk - 1].stop);
+ (!travel[kk++].stop);
tk[j] = game.odloc[i];
if (j >= 2)
--j;
j = 1 + randrange(j);
game.odloc[i] = game.dloc[i];
game.dloc[i] = tk[j];
- game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
+ game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
+ (game.dloc[i] == game.loc ||
+ game.odloc[i] == game.loc);
if (!game.dseen[i])
continue;
game.dloc[i] = game.loc;
* death and exit. */
rspeak(DEATH_CLOSING);
terminate(endgame);
- } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
+ } else if (game.numdie == NDEATHS ||
+ !yes(query, yes_response, arbitrary_messages[OK_MAN]))
terminate(endgame);
else {
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
/* Are two travel entries equal for purposes of skip after failed condition? */
{
return (travel[a].cond == travel[b].cond)
- && (travel[a].dest == travel[b].dest);
+ && (travel[a].dest == travel[b].dest);
}
/* Given the current location in "game.loc", and a motion verb number in
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-static bool playermove( int motion)
+static void playermove( int motion)
{
int scratchloc, travel_entry = tkey[game.loc];
game.newloc = game.loc;
if (travel_entry == 0)
BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
if (motion == NUL)
- return true;
+ return;
else if (motion == BACK) {
/* Handle "go back". Look for verb which goes from game.loc to
* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
travel_entry = te_tmp;
if (travel_entry == 0) {
rspeak(NOT_CONNECTED);
- return true;
+ return;
}
}
}
} else {
rspeak(spk);
- return true;
+ return;
}
} else if (motion == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark
++game.detail;
game.wzdark = false;
game.abbrev[game.loc] = 0;
- return true;
+ return;
} else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
- return true;
+ return;
} else {
/* none of the specials */
game.oldlc2 = game.oldloc;
/* Look for a way to fulfil the motion verb passed in - travel_entry indexes
* the beginning of the motion entries for here (game.loc). */
for (;;) {
- if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
+ if (T_TERMINATE(travel[travel_entry]) ||
+ travel[travel_entry].motion == motion)
break;
if (travel[travel_entry].stop) {
/* Couldn't find an entry matching the motion word passed
int spk = CANT_APPLY;
if (motion >= EAST && motion <= NW)
spk = BAD_DIRECTION;
- if (motion == UP || motion == DOWN)
+ if (motion == UP ||
+ motion == DOWN)
spk = BAD_DIRECTION;
- if (motion == FORWARD || motion == LEFT || motion == RIGHT)
+ if (motion == FORWARD ||
+ motion == LEFT ||
+ motion == RIGHT)
spk = UNSURE_FACING;
- if (motion == OUTSIDE || motion == INSIDE)
+ if (motion == OUTSIDE ||
+ motion == INSIDE)
spk = NO_INOUT_HERE;
- if (motion == XYZZY || motion == PLUGH)
+ if (motion == XYZZY ||
+ motion == PLUGH)
spk = NOTHING_HAPPENS;
if (motion == CRAWL)
spk = WHICH_WAY;
rspeak(spk);
- return true;
+ return;
}
++travel_entry;
}
if (!SPECIAL(cond)) {
/* YAML N and [pct N] conditionals */
if (cond <= 100) {
- if (cond == 0 || PCT(cond))
+ if (cond == 0 ||
+ PCT(cond))
break;
/* else fall through */
}
/* YAML [with OBJ] clause */
- if (TOTING(arg) || (cond > 200 && AT(arg)))
+ if (TOTING(arg) ||
+ (cond > 200 && AT(arg)))
break;
/* else fall through to check [not OBJ STATE] */
} else if (game.prop[arg] != cond / 100 - 3)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
++te_tmp;
} while
- (traveleq(travel_entry, te_tmp));
+ (traveleq(travel_entry, te_tmp));
travel_entry = te_tmp;
}
/* Found an eligible rule, now execute it */
game.newloc = travel[travel_entry].dest;
if (!SPECIAL(game.newloc))
- return true;
+ return;
if (game.newloc > 500) {
/* Execute a speak rule */
rspeak(L_SPEAK(game.newloc));
game.newloc = game.loc;
- return true;
+ return;
} else {
game.newloc -= SPECIALBASE;
switch (game.newloc) {
* for actual motion, but can be spotted by "go back". */
/* FIXME: Arithmetic on location numbers */
game.newloc = 99 + 100 - game.loc;
- if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
+ if (game.holdng > 1 ||
+ (game.holdng == 1 && !TOTING(EMERALD))) {
game.newloc = game.loc;
rspeak(MUST_DROP);
}
- return true;
+ return;
case 2:
/* Travel 302. Plover transport. Drop the
* emerald (only use special travel if toting
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
++te_tmp;
} while
- (traveleq(travel_entry, te_tmp));
+ (traveleq(travel_entry, te_tmp));
travel_entry = te_tmp;
continue; /* goto L12 */
case 3:
* entries check for game.prop(TROLL)=0.) Special
* stuff for bear. */
if (game.prop[TROLL] == TROLL_PAIDONCE) {
- pspeak(TROLL, look, TROLL_PAIDONCE);
- game.prop[TROLL] = 0;
+ pspeak(TROLL, look, TROLL_PAIDONCE, true);
+ game.prop[TROLL] = TROLL_UNPAID;
move(TROLL2, 0);
move(TROLL2 + NOBJECTS, 0);
move(TROLL, objects[TROLL].plac);
move(TROLL + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
game.newloc = game.loc;
- return true;
+ return;
} else {
game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
if (game.prop[TROLL] == TROLL_UNPAID)
game.prop[TROLL] = TROLL_PAIDONCE;
if (!TOTING(BEAR))
- return true;
+ return;
rspeak(BRIDGE_COLLAPSE);
game.prop[CHASM] = BRIDGE_WRECKED;
game.prop[TROLL] = TROLL_GONE;
game.prop[BEAR] = BEAR_DEAD;
game.oldlc2 = game.newloc;
croak();
- return true;
+ return;
}
default:
BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
int kk = game.prop[obj];
if (obj == STEPS && game.loc == game.fixed[STEPS])
kk = 1;
- pspeak(obj, look, kk);
+ pspeak(obj, look, kk, true);
}
}
}
if (game.loc == 0)
croak();
const char* msg = locations[game.loc].description.small;
- if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
+ if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
+ msg == 0)
msg = locations[game.loc].description.big;
if (!FORCED(game.loc) && DARK(game.loc)) {
/* The easiest way to get killed is to fall into a pit in
rspeak(TAME_BEAR);
speak(msg);
if (FORCED(game.loc)) {
- if (playermove(HERE))
- return true;
- else
- continue; /* back to top of main interpreter loop */
+ playermove(HERE);
+ return true;
}
if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
rspeak(SAYS_PLUGH);
* tick game.clock1 unless well into cave (and not at Y2). */
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- pspeak(OYSTER, look, 1);
+ pspeak(OYSTER, look, 1, true);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1 - game.prop[i];
packed_to_token(command.wd2, word2);
V1 = get_vocab_id(word1);
V2 = get_vocab_id(word2);
- if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
+ if (V1 == ENTER && (V2 == STREAM ||
+ V2 == PROMOTE_WORD(WATER))) {
if (LIQLOC(game.loc) == WATER) {
rspeak(FEET_WET);
} else {
kmod = MOD(defn, 1000);
switch (defn / 1000) {
case 0:
- if (playermove(kmod))
- return true;
- else
- continue; /* back to top of main interpreter loop */
+ playermove(kmod);
+ return true;
case 1:
command.part = unknown;
command.obj = kmod;