#include "advent.h"
#include "database.h"
#include "linenoise/linenoise.h"
+#include "newdb.h"
struct game_t game;
RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
URN, VASE, VEND, VOLCAN, WATER;
-long K, SPK, WD1, WD1X, WD2, WD2X;
+long WD1, WD1X, WD2, WD2X;
FILE *logfp;
bool oldstyle = false;
return true;
if (game.dflag == 2)game.dflag=3;
SETPRM(1,attack,0);
- K=6;
- if (attack > 1)K=250;
- RSPEAK(K);
+ int k=6;
+ if (attack > 1)k=250;
+ RSPEAK(k);
SETPRM(1,stick,0);
- RSPEAK(K+1+2/(1+stick));
+ RSPEAK(k+1+2/(1+stick));
if (stick == 0)
return true;
game.oldlc2=game.loc;
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-static bool playermove(FILE *cmdin, token_t verb)
+static bool playermove(FILE *cmdin, token_t verb, int motion)
{
int LL, K2, KK=KEY[game.loc];
game.newloc=game.loc;
if (KK == 0)
BUG(26);
- if (K == NUL)
+ if (motion == NUL)
return true;
- else if (K == BACK) {
+ 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.
* K2 saves entry -> forced loc -> previous loc. */
- K=game.oldloc;
- if (FORCED(K))
- K=game.oldlc2;
+ motion=game.oldloc;
+ if (FORCED(motion))
+ motion=game.oldlc2;
game.oldlc2=game.oldloc;
game.oldloc=game.loc;
K2=0;
- if (K == game.loc)K2=91;
+ if (motion == game.loc)K2=91;
if (CNDBIT(game.loc,4))K2=274;
if (K2 == 0) {
for (;;) {
LL=MOD((labs(TRAVEL[KK])/1000),1000);
- if (LL != K) {
+ if (LL != motion) {
if (LL <= 300) {
- if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
+ if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
K2=KK;
}
if (TRAVEL[KK] >= 0) {
}
}
- K=MOD(labs(TRAVEL[KK]),1000);
+ motion=MOD(labs(TRAVEL[KK]),1000);
KK=KEY[game.loc];
break; /* fall through to ordinary travel */
}
return true;
}
}
- else if (K == LOOK) {
+ else if (motion == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark
* (though it may "now" be dark) so he won't fall into a
* pit while staring into the gloom. */
game.abbrev[game.loc]=0;
return true;
}
- else if (K == CAVE) {
+ else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
return true;
/* ordinary travel */
for (;;) {
LL=labs(TRAVEL[KK]);
- if (MOD(LL,1000) == 1 || MOD(LL,1000) == K)
+ if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
break;
if (TRAVEL[KK] < 0) {
/* Non-applicable motion. Various messages depending on
* word given. */
- SPK=12;
- if (K >= 43 && K <= 50)SPK=52;
- if (K == 29 || K == 30)SPK=52;
- if (K == 7 || K == 36 || K == 37)SPK=10;
- if (K == 11 || K == 19)SPK=11;
- if (verb == FIND || verb == INVENT)SPK=59;
- if (K == 62 || K == 65)SPK=42;
- if (K == 17)SPK=80;
- RSPEAK(SPK);
+ int spk=12;
+ if (motion >= 43 && motion <= 50)spk=52;
+ if (motion == 29 || motion == 30)spk=52;
+ if (motion == 7 || motion == 36 || motion == 37)spk=10;
+ if (motion == 11 || motion == 19)spk=11;
+ if (verb == FIND || verb == INVENT)spk=59;
+ if (motion == 62 || motion == 65)spk=42;
+ if (motion == 17)spk=80;
+ RSPEAK(spk);
return true;
}
++KK;
for (;;) {
game.newloc=LL/1000;
- K=MOD(game.newloc,100);
+ motion=MOD(game.newloc,100);
if (game.newloc <= 300) {
if (game.newloc <= 100) {
if (game.newloc == 0 || PCT(game.newloc))
break;
/* else fall through */
- } if (TOTING(K) || (game.newloc > 200 && AT(K)))
+ } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
break;
/* else fall through */
}
- else if (game.prop[K] != game.newloc/100-3)
+ else if (game.prop[motion] != game.newloc/100-3)
break;
L12:
do {
static bool do_command(FILE *cmdin)
{
long KQ, VERB, KK, V1, V2;
- long obj, i;
- static long IGO = 0;
+ long i, k, KMOD;
+ static long igo = 0;
+ static long obj = 0;
enum speechpart part;
/* Can't leave cave once it's closing (except by main office). */
L2000: if (game.loc == 0)
croak(cmdin);
- KK=STEXT[game.loc];
- if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
- KK=LTEXT[game.loc];
+ char* msg = short_location_descriptions[game.loc];
+ if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
+ msg=long_location_descriptions[game.loc];
if (!FORCED(game.loc) && DARK(game.loc)) {
/* The easiest way to get killed is to fall into a pit in
* pitch darkness. */
croak(cmdin);
goto L2000;
}
- KK=RTEXT[16];
+ msg=arbitrary_messages[16];
}
if (TOTING(BEAR))RSPEAK(141);
- SPEAK(KK);
- K=1;
+ newspeak(msg);
+ KMOD=1;
if (FORCED(game.loc)) {
goto L8;
}
L2008: i=game.link[i];
goto L2004;
-L2009: K=54;
-L2010: SPK=K;
-L2011: RSPEAK(SPK);
-
L2012: VERB=0;
game.oldobj=obj;
obj=0;
* objects won't be described until they've been picked up
* and put down separate from their respective piles. Don't
* tick game.clock1 unless well into cave (and not at Y2). */
-L2603: if (game.closed) {
+ if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
PSPEAK(OYSTER,1);
for (i=1; i<=NOBJECTS; i++) {
L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
++game.turns;
if (game.turns == game.thresh) {
- SPEAK(TTEXT[game.trndex]);
+ newspeak(turn_threshold_messages[game.trndex]);
game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
++game.trndex;
game.thresh = -1;
} else if (game.limit <= 30) {
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn=true;
- SPK=187;
- if (game.place[BATTER] == 0)SPK=183;
- if (game.prop[BATTER] == 1)SPK=189;
- RSPEAK(SPK);
+ int spk=187;
+ if (game.place[BATTER] == 0)spk=183;
+ if (game.prop[BATTER] == 1)spk=189;
+ RSPEAK(spk);
}
}
-L19999: K=43;
- if (LIQLOC(game.loc) == WATER)K=70;
+L19999: k=43;
+ if (LIQLOC(game.loc) == WATER)k=70;
V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1);
- if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER))
- goto L2010;
- if (V1 == ENTER && WD2 > 0)
- goto L2800;
- if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
- (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
- if (AT(V2-1000))
- WD2=MAKEWD(16152118);
+ if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
+ RSPEAK(k);
+ goto L2012;
}
- if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
+ if (V1 == ENTER && WD2 > 0) {
+ WD1=WD2;
+ WD1X=WD2X;
+ WD2=0;
+ } else {
+ if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
+ (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
+ if (AT(V2-1000))
+ WD2=MAKEWD(16152118);
+ }
+ if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
WD1=MAKEWD(301200308);
+ }
L2620: if (WD1 == MAKEWD(23051920)) {
++game.iwest;
- if (game.iwest == 10)RSPEAK(17);
+ if (game.iwest == 10)
+ RSPEAK(17);
}
if (WD1 == MAKEWD( 715) && WD2 != 0) {
- if (++IGO == 10)
+ if (++igo == 10)
RSPEAK(276);
}
L2630:
i=VOCAB(WD1,-1);
- if (i == -1)
- goto L3000;
- K=MOD(i,1000);
+ if (i == -1) {
+ /* Gee, I don't understand. */
+ if (fallback_handler(rawbuf))
+ return true;
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(254);
+ goto L2600;
+ }
+ KMOD=MOD(i,1000);
KQ=i/1000+1;
switch (KQ-1)
{
case 0: goto L8;
case 1: goto L5000;
case 2: goto L4000;
- case 3: goto L2010;
+ case 3: RSPEAK(KMOD); goto L2012;
}
BUG(22);
- /* Get second word for analysis. */
-L2800: WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- goto L2620;
-
- /* Gee, I don't understand. */
-L3000: SETPRM(1,WD1,WD1X);
- if (fallback_handler(rawbuf))
- return true;
- RSPEAK(254);
- goto L2600;
-
/* Verb and object analysis moved to separate module. */
-L4000: part=intransitive; VERB=K; goto Laction;
+L4000: part=intransitive; VERB = KMOD; goto Laction;
L4090: part=transitive; goto Laction;
-L5000: part=unknown; obj = K;
+L5000: part=unknown; obj = KMOD;
Laction:
switch (action(cmdin, part, VERB, obj)) {
- case 2: return true;
- case 8: goto L8;
- case 2000: goto L2000;
- case 2009: goto L2009;
- case 2010: goto L2010;
- case 2011: goto L2011;
- case 2012: goto L2012;
- case 2600: goto L2600;
- case 2607: goto L2607;
- case 2630: goto L2630;
- case 2800: goto L2800;
- case 8000:
- /* Random intransitive verbs come here. Clear obj just in case
- * (see attack()). */
- SETPRM(1,WD1,WD1X);
- RSPEAK(257);
- obj=0;
- goto L2600;
- case 18999:
- /* Oh dear, he's disturbed the dwarves. */
- RSPEAK(SPK);
- /* fall through */
- case 19000:
- RSPEAK(136);
- score(0);
- return true;
- }
+ case 2: return true;
+ case 8: KMOD=NUL; goto L8;
+ case 2000: goto L2000;
+ case 2012: goto L2012;
+ case 2600: goto L2600;
+ case 2607: goto L2607;
+ case 2630: goto L2630;
+ case 2800:
+ /* Get second word for analysis. */
+ WD1=WD2;
+ WD1X=WD2X;
+ WD2=0;
+ goto L2620;
+ case 8000:
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
+ SETPRM(1,WD1,WD1X);
+ RSPEAK(257);
+ obj=0;
+ goto L2600;
+ case 19000:
+ /* Oh dear, he's disturbed the dwarves. */
+ RSPEAK(136);
+ score(0);
+ return true;
+ }
BUG(99);
/* Figure out the new location */
-L8: if (playermove(cmdin, VERB))
+L8: if (playermove(cmdin, VERB, KMOD))
return true;
else
goto L2000;