#define DIM(a) (sizeof(a)/sizeof(a[0]))
-/* Abstract out the encoding of words in the travel array. Gives us
- * some hope of getting to a less cryptic representation than we
- * inherited from FORTRAN, someday. To understand these, read the
- * encoding description for travel.
- */
-#define T_DESTINATION(entry) MOD((entry).opcode / 1000, 1000)
-#define T_NODWARVES(entry) ((entry).opcode / 1000000 == 100)
-#define T_MOTION(entry) MOD((entry).opcode, 1000)
-#define T_TERMINATE(entry) (T_MOTION(entry) == 1)
-#define T_STOP(entry) ((entry).stop)
-#define T_OPCODE(entry) ((entry).opcode)
-#define L_SPEAK(loc) ((loc) - 500)
-
struct game_t game;
long LNLENG, LNPOSN;
bool editline = true;
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) {
}
exit(0);
}
+// LCOV_EXCL_STOP
/*
* MAIN PROGRAM
game.hintlc[hint] = 0;
return;
default:
- BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
+ BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
break;
}
}
++kk;
} while
- (!T_STOP(travel[kk - 1]));
+ (!travel[kk - 1].stop);
tk[j] = game.odloc[i];
if (j >= 2)
--j;
int scratchloc, k2, kk = tkey[game.loc];
game.newloc = game.loc;
if (kk == 0)
- BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
+ BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
if (motion == NUL)
return true;
else if (motion == BACK) {
if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
k2 = kk;
}
- if (!T_STOP(travel[kk])) {
+ if (!travel[kk].stop) {
++kk; /* go to next travel entry for this location */
continue;
}
}
}
- motion = T_MOTION(travel[kk]);
+ motion = travel[kk].motion;
kk = tkey[game.loc];
break; /* fall through to ordinary travel */
}
game.oldloc = game.loc;
}
- /* Look for a way to fulfil the motion - kk indexes the beginning
- * of the motion entries for here (game.loc). */
+ /* Look for a way to fulfil the motion verb passed in - kk indexes
+ * the beginning of the motion entries for here (game.loc). */
for (;;) {
- if (T_TERMINATE(travel[kk]) || T_MOTION(travel[kk]) == motion)
+ if (T_TERMINATE(travel[kk]) || travel[kk].motion == motion)
break;
- if (T_STOP(travel[kk])) {
+ if (travel[kk].stop) {
/* FIXME: Magic numbers! */
/* Couldn't find an entry matching the motion word passed
* in. Various messages depending on word given. */
if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
- if (verb == FIND || verb == INVENT)spk = NEARBY;
+ if (verb == FIND || verb == INVENTORY)spk = NEARBY;
if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
if (motion == 17)spk = WHICH_WAY;
rspeak(spk);
}
++kk;
}
- scratchloc = T_OPCODE(travel[kk]) / 1000;
+
+ /* (ESR) We've found a destination that goes with the motion verb.
+ * Next we need to check any conditional(s) on this destination, and
+ * possibly on following entries. */
+ scratchloc = T_HIGH(travel[kk]);
do {
/*
- * (ESR) This special-travel loop may have to be repeated if it includes
- * the plover passage. Same deal for any future cases where we need to
- * block travel and then redo it once the blocking condition has been
- * removed.
+ * (ESR) This conditional-skip loop may have to be repeated if
+ * it includes the plover passage. Same deal for any future
+ * cases where we need to block travel and then redo it once
+ * the blocking condition has been removed.
*/
for (;;) { /* L12 loop */
for (;;) {
} else if (game.prop[motion] != game.newloc / 100 - 3)
break;
do {
- if (T_STOP(travel[kk]))
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+ if (travel[kk].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
++kk;
- game.newloc = T_OPCODE(travel[kk]) / 1000;
+ game.newloc = T_HIGH(travel[kk]);
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
* pretend he wasn't carrying it after all. */
drop(EMERALD, game.loc);
do {
- if (T_STOP(travel[kk]))
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+ if (travel[kk].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
++kk;
- game.newloc = T_OPCODE(travel[kk]) / 1000;
+ game.newloc = T_HIGH(travel[kk]);
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
game.prop[TROLL] = 2;
drop(BEAR, game.newloc);
game.fixed[BEAR] = -1;
- game.prop[BEAR] = 3;
+ game.prop[BEAR] = BEAR_DEAD;
game.oldlc2 = game.newloc;
croak();
return true;
}
default:
- BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
}
break; /* Leave L12 loop */
* to get out. If he doesn't within clock2 turns, we close the cave;
* if he does try, we assume he panics, and give him a few additional
* turns to get frantic before we close. When clock2 hits zero, we
- * branch to 11000 to transport him into the final puzzle. Note that
- * the puzzle depends upon all sorts of random things. For instance,
- * there must be no water or oil, since there are beanstalks which we
- * don't want to be able to water, since the code can't handle it.
- * Also, we can have no keys, since there is a grate (having moved
- * the fixed object!) there separating him from all the treasures.
- * Most of these problems arise from the use of negative prop numbers
- * to suppress the object descriptions until he's actually moved the
- * objects. */
+ * transport him into the final puzzle. Note that the puzzle depends
+ * upon all sorts of random things. For instance, there must be no
+ * water or oil, since there are beanstalks which we don't want to be
+ * able to water, since the code can't handle it. Also, we can have
+ * no keys, since there is a grate (having moved the fixed object!)
+ * there separating him from all the treasures. Most of these
+ * problems arise from the use of negative prop numbers to suppress
+ * the object descriptions until he's actually moved the objects. */
{
if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
--game.clock1;
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
- if (game.prop[BEAR] != 3)DESTROY(BEAR);
+ if (game.prop[BEAR] != BEAR_DEAD)
+ DESTROY(BEAR);
game.prop[CHAIN] = 0;
game.fixed[CHAIN] = 0;
game.prop[AXE] = 0;
rspeak(kmod);
goto L2012;
default:
- BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
+ BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
Laction:
rspeak(DWARVES_AWAKEN);
terminate(endgame);
default:
- BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);
+ BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
}
}
}