RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
URN, VASE, VEND, VOLCANO, WATER;
-long WD1, WD1X, WD2, WD2X;
+token_t WD1, WD1X, WD2, WD2X;
FILE *logfp = NULL, *rfp = NULL;
bool oldstyle = false;
/* Options. */
#ifndef ADVENT_NOSAVE
- char* opts = "l:or:s";
- char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
+ const char* opts = "l:or:s";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
#else
- char* opts = "l:os";
- char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
+ const char* opts = "l:os";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
#endif
while ((ch = getopt(argc, argv, opts)) != EOF) {
switch (ch) {
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;
game.zzword = RNDVOC(3, 0);
game.newloc = LOC_START;
game.loc = LOC_START;
- game.limit = 330;
+ game.limit = GAMELIMIT;
if (!rfp) {
game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
- if (game.novice)game.limit = 1000;
+ if (game.novice)
+ game.limit = NOVICELIMIT;
} else {
restore(rfp);
}
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) {
/* The pirate's spotted him. He leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted. Note
- * that game.place[CHEST] = NOWHERE might mean that he's thrown
+ * 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)
}
}
/* Force chest placement before player finds last treasure */
- if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
+ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
RSPEAK(PIRATE_SPOTTED);
movechest = true;
}
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;
} else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
terminate(endgame);
else {
- game.place[WATER] = game.place[OIL] = NOWHERE;
+ game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
if (TOTING(LAMP))
game.prop[LAMP] = 0;
for (int j = 1; j <= NOBJECTS; j++) {
--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;
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
int spk = GET_BATTERIES;
- if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM;
+ if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
RSPEAK(spk);
}
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))
- WD2 = MAKEWD(16152118);
+ WD2 = MAKEWD(WORD_POUR);
}
if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
- WD1 = MAKEWD(301200308);
+ WD1 = MAKEWD(WORD_CATCH);
}
L2620:
- if (WD1 == MAKEWD(23051920)) {
+ if (wordeq(WD1, MAKEWD(WORD_WEST))) {
++game.iwest;
if (game.iwest == 10)
RSPEAK(W_IS_WEST);
}
- if (WD1 == MAKEWD( 715) && WD2 != 0) {
+ if (wordeq(WD1, MAKEWD(WORD_GO)) && !wordempty(WD2)) {
if (++igo == 10)
RSPEAK(GO_UNNEEDED);
}
/* 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