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;
}
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.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();
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 (command.verb == SAY && WD2 > 0)
+ command.verb = 0;
+ if (command.verb == SAY) {
+ command.part = transitive;
goto Laction;
}
if (closecheck()) {
if (V1 == ENTER && WD2 > 0) {
WD1 = WD2;
WD1X = WD2X;
- WD2 = 0;
+ wordclear(&WD2);
} else {
+ /* FIXME: Magic numbers */
if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
(V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
if (AT(V2 - 1000))
WD1 = MAKEWD(WORD_CATCH);
}
L2620:
- if (WD1 == MAKEWD(WORD_WEST)) {
+ if (wordeq(WD1, MAKEWD(WORD_WEST))) {
++game.iwest;
if (game.iwest == 10)
RSPEAK(W_IS_WEST);
}
- if (WD1 == MAKEWD(WORD_GO) && WD2 != 0) {
+ if (wordeq(WD1, MAKEWD(WORD_GO)) && !wordempty(WD2)) {
if (++igo == 10)
RSPEAK(GO_UNNEEDED);
}
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 */
/* Get second word for analysis. */
WD1 = WD2;
WD1X = WD2X;
- WD2 = 0;
+ wordclear(&WD2);
goto L2620;
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
SETPRM(1, WD1, WD1X);
RSPEAK(DO_WHAT);
- obj = 0;
+ command.obj = 0;
goto L2600;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */