Render the ascii<->advent character code mappings to lookup tables.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 0dbba5f9c40a7d8547d8d268d1b02e6fd320d092..00b9ca0e5afcc4b04516200c4af2011bf6a4e15a 100644 (file)
--- a/main.c
+++ b/main.c
 struct game_t game;
 
 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
 struct game_t game;
 
 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
-char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
+char rawbuf[LINESIZE], INLINE[LINESIZE+1];
 
 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
                BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
                CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
                EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
 
 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
                BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
                CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
                EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
-               GRATE, HINT, I, INVENT, J, JADE, K, KEYS,
-               KNIFE, L, LAMP, LOCK, LOOK, MAGZIN,
+               GRATE, HINT, INVENT, JADE, KEYS,
+               KNIFE, LAMP, LOCK, LOOK, MAGZIN,
                MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
                PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
                MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
                PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
-               RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, SPK,
+               RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
                STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
                STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
-               URN, VASE, VEND,
-               VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
+               URN, VASE, VEND, VOLCAN, WATER;
+long K, SPK, WD1, WD1X, WD2, WD2X;
+
 FILE  *logfp;
 bool oldstyle = false;
 lcg_state lcgstate;
 FILE  *logfp;
 bool oldstyle = false;
 lcg_state lcgstate;
@@ -67,7 +68,7 @@ int main(int argc, char *argv[])
 
     while ((ch = getopt(argc, argv, "l:o")) != EOF) {
        switch (ch) {
 
     while ((ch = getopt(argc, argv, "l:o")) != EOF) {
        switch (ch) {
-       case 'l':
+case 'l':
            logfp = fopen(optarg, "w");
            if (logfp == NULL)
                fprintf(stderr,
            logfp = fopen(optarg, "w");
            if (logfp == NULL)
                fprintf(stderr,
@@ -101,7 +102,6 @@ int main(int argc, char *argv[])
     set_seed(seedval);
 
     /*  Initialize game variables */
     set_seed(seedval);
 
     /*  Initialize game variables */
-    MAP2[1] = 0;
     if (!game.setup)
        initialise();
 
     if (!game.setup)
        initialise();
 
@@ -266,15 +266,15 @@ static bool dwarfmove(void)
        if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
            return true;
        game.dflag=2;
        if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
            return true;
        game.dflag=2;
-       for (I=1; I<=2; I++) {
-           J=1+randrange(NDWARVES-1);
+       for (int i=1; i<=2; i++) {
+           int j=1+randrange(NDWARVES-1);
            if(PCT(50))
            if(PCT(50))
-               game.dloc[J]=0;
+               game.dloc[j]=0;
        }
        }
-       for (I=1; I<=NDWARVES-1; I++) {
-           if(game.dloc[I] == game.loc)
-               game.dloc[I]=DALTLC;
-           game.odloc[I]=game.dloc[I];
+       for (int i=1; i<=NDWARVES-1; i++) {
+           if(game.dloc[i] == game.loc)
+               game.dloc[i]=DALTLC;
+           game.odloc[i]=game.dloc[i];
        }
        RSPEAK(3);
        DROP(AXE,game.loc);
        }
        RSPEAK(3);
        DROP(AXE,game.loc);
@@ -290,41 +290,42 @@ static bool dwarfmove(void)
     game.dtotal=0;
     attack=0;
     stick=0;
     game.dtotal=0;
     attack=0;
     stick=0;
-    for (I=1; I<=NDWARVES; I++) {
-       if(game.dloc[I] == 0)
+    for (int i=1; i<=NDWARVES; i++) {
+       int k;
+       if(game.dloc[i] == 0)
            continue;
        /*  Fill TK array with all the places this dwarf might go. */
            continue;
        /*  Fill TK array with all the places this dwarf might go. */
-       J=1;
-       kk=KEY[game.dloc[I]];
+       int j=1;
+       kk=KEY[game.dloc[i]];
        if(kk != 0)
            do {
                game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
                /* Have we avoided a dwarf enciounter? */
                bool avoided = (game.newloc > 300 ||
                                !INDEEP(game.newloc) ||
        if(kk != 0)
            do {
                game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
                /* Have we avoided a dwarf enciounter? */
                bool avoided = (game.newloc > 300 ||
                                !INDEEP(game.newloc) ||
-                               game.newloc == game.odloc[I] ||
-                               (J > 1 && game.newloc == TK[J-1]) ||
-                               J >= 20 ||
-                               game.newloc == game.dloc[I] ||
+                               game.newloc == game.odloc[i] ||
+                               (j > 1 && game.newloc == TK[j-1]) ||
+                               j >= 20 ||
+                               game.newloc == game.dloc[i] ||
                                FORCED(game.newloc) ||
                                FORCED(game.newloc) ||
-                               (I == PIRATE && CNDBIT(game.newloc,3)) ||
+                               (i == PIRATE && CNDBIT(game.newloc,3)) ||
                                labs(TRAVEL[kk])/1000000 == 100);
                if (!avoided) {
                                labs(TRAVEL[kk])/1000000 == 100);
                if (!avoided) {
-                   TK[J++] = game.newloc;
+                   TK[j++] = game.newloc;
                }
                ++kk;
            } while
                (TRAVEL[kk-1] >= 0);
                }
                ++kk;
            } while
                (TRAVEL[kk-1] >= 0);
-       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);
-       if(!game.dseen[I]) continue;
-       game.dloc[I]=game.loc;
-       if(I == PIRATE) {
+       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);
+       if(!game.dseen[i]) continue;
+       game.dloc[i]=game.loc;
+       if(i == PIRATE) {
            /*  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.
            /*  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.
@@ -333,21 +334,41 @@ static bool dwarfmove(void)
             *  (game.prop=0). */
            if(game.loc == game.chloc || game.prop[CHEST] >= 0)
                continue;
             *  (game.prop=0). */
            if(game.loc == game.chloc || game.prop[CHEST] >= 0)
                continue;
-           K=0;
-           for (J=MINTRS; J<=MAXTRS; J++) {
-               /*  Pirate won't take pyramid from plover room or dark
-               *  room (too easy!). */
-               if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
-                   goto L6020;
-               if(TOTING(J)) {
-                   goto L6021;
+           k=0;
+           for (int j=MINTRS; j<=MAXTRS; j++) {
+               /*  Pirate won't take pyramid from plover room or dark
+                *  room (too easy!). */
+               if(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
+                   if(HERE(j))
+                       k=1;
+                   continue;
+               }
+               if(TOTING(j)) {
+                   if(game.place[CHEST] == 0) {
+                       /*  Install chest only once, to insure it is
+                        *  the last treasure in the list. */
+                       MOVE(CHEST,game.chloc);
+                       MOVE(MESSAG,game.chloc2);
+                   }
+                   RSPEAK(128);
+                   for (int j=MINTRS; j<=MAXTRS; j++) {
+                       if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
+                           if(AT(j) && game.fixed[j] == 0)
+                               CARRY(j,game.loc);
+                           if(TOTING(j))
+                               DROP(j,game.chloc);
+                       }
+                   }
+                   game.dloc[PIRATE]=game.chloc;
+                   game.odloc[PIRATE]=game.chloc;
+                   game.dseen[PIRATE]=false;
+                   goto jumpout;
                }
                }
-           L6020:
-               if(HERE(J))
-                   K=1;
+               if(HERE(j))
+                   k=1;
            }
            /* Force chest placement before player finds last treasure */
            }
            /* Force chest placement before player finds last treasure */
-           if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
+           if(game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
                RSPEAK(186);
                MOVE(CHEST,game.chloc);
                MOVE(MESSAG,game.chloc2);
                RSPEAK(186);
                MOVE(CHEST,game.chloc);
                MOVE(MESSAG,game.chloc2);
@@ -359,38 +380,18 @@ static bool dwarfmove(void)
            if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
                RSPEAK(127);
            continue;
            if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
                RSPEAK(127);
            continue;
-
-       L6021:
-           if(game.place[CHEST] == 0) {
-               /*  Install chest only once, to insure it is the last treasure in
-                *  the list. */
-               MOVE(CHEST,game.chloc);
-               MOVE(MESSAG,game.chloc2);
-           }
-           RSPEAK(128);
-           for (J=MINTRS; J<=MAXTRS; J++) {
-               if (!(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
-                   if(AT(J) && game.fixed[J] == 0)
-                       CARRY(J,game.loc);
-                   if(TOTING(J))
-                       DROP(J,game.chloc);
-               }
-           }
-           game.dloc[PIRATE]=game.chloc;
-           game.odloc[PIRATE]=game.chloc;
-           game.dseen[PIRATE]=false;
-           continue;
        }
 
        /* This threatening little dwarf is in the room with him! */
        ++game.dtotal;
        }
 
        /* This threatening little dwarf is in the room with him! */
        ++game.dtotal;
-       if(game.odloc[I] == game.dloc[I]) {
+       if(game.odloc[i] == game.dloc[i]) {
            ++attack;
            if(game.knfloc >= 0)
                game.knfloc=game.loc;
            if(randrange(1000) < 95*(game.dflag-2))
                ++stick;
        }
            ++attack;
            if(game.knfloc >= 0)
                game.knfloc=game.loc;
            if(randrange(1000) < 95*(game.dflag-2))
                ++stick;
        }
+    jumpout:;
     }
 
     /*  Now we know what's happening.  Let's tell the poor sucker about it.
     }
 
     /*  Now we know what's happening.  Let's tell the poor sucker about it.
@@ -434,13 +435,13 @@ static void croak(FILE *cmdin)
        game.place[OIL]=0;
        if(TOTING(LAMP))
            game.prop[LAMP]=0;
        game.place[OIL]=0;
        if(TOTING(LAMP))
            game.prop[LAMP]=0;
-       for (J=1; J<=NOBJECTS; J++) {
-           I=NOBJECTS + 1 - J;
-           if(TOTING(I)) {
-               K=game.oldlc2;
-               if(I == LAMP)
-                   K=1;
-               DROP(I,K);
+       for (int j=1; j<=NOBJECTS; j++) {
+           int i=NOBJECTS + 1 - j;
+           if(TOTING(i)) {
+               int k=game.oldlc2;
+               if(i == LAMP)
+                   k=1;
+               DROP(i,k);
            }
        }
        game.loc=3;
            }
        }
        game.loc=3;
@@ -504,9 +505,9 @@ L2001:      if(TOTING(BEAR))RSPEAK(141);
 
        if(DARK(0)) goto L2012;
        game.abbrev[game.loc]=game.abbrev[game.loc]+1;
 
        if(DARK(0)) goto L2012;
        game.abbrev[game.loc]=game.abbrev[game.loc]+1;
-       I=game.atloc[game.loc];
-L2004: if(I == 0) goto L2012;
-       obj=I;
+       i=game.atloc[game.loc];
+L2004: if(i == 0) goto L2012;
+       obj=i;
        if(obj > NOBJECTS)obj=obj-NOBJECTS;
        if(obj == STEPS && TOTING(NUGGET)) goto L2008;
        if(game.prop[obj] >= 0) goto L2006;
        if(obj > NOBJECTS)obj=obj-NOBJECTS;
        if(obj == STEPS && TOTING(NUGGET)) goto L2008;
        if(game.prop[obj] >= 0) goto L2006;
@@ -528,7 +529,7 @@ L2004:      if(I == 0) goto L2012;
 L2006: KK=game.prop[obj];
        if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
        PSPEAK(obj,KK);
 L2006: KK=game.prop[obj];
        if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
        PSPEAK(obj,KK);
-L2008: I=game.link[I];
+L2008: i=game.link[i];
         goto L2004;
 
 L2009: K=54;
         goto L2004;
 
 L2009: K=54;
@@ -573,7 +574,7 @@ L2603:      if(game.closed) {
            game.knfloc=0;
 
        /* This is where we get a new command from the user */
            game.knfloc=0;
 
        /* This is where we get a new command from the user */
-       if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
+       if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
            return false;
 
        /*  Every input, check "game.foobar" flag.  If zero, nothing's
            return false;
 
        /*  Every input, check "game.foobar" flag.  If zero, nothing's
@@ -596,8 +597,8 @@ L2607:      game.foobar=(game.foobar>0 ? -game.foobar : 0);
        if(game.clock1 < 0)game.clock2=game.clock2-1;
        if(game.clock2 == 0) goto L11000;
        if(game.prop[LAMP] == 1)game.limit=game.limit-1;
        if(game.clock1 < 0)game.clock2=game.clock2-1;
        if(game.clock2 == 0) goto L11000;
        if(game.prop[LAMP] == 1)game.limit=game.limit-1;
-       if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
-               L12000;
+       if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
+           goto L12000;
        if(game.limit == 0) goto L12400;
        if(game.limit <= 30) goto L12200;
 L19999: K=43;
        if(game.limit == 0) goto L12400;
        if(game.limit <= 30) goto L12200;
 L19999: K=43;
@@ -620,11 +621,11 @@ L2620:    if(WD1 == MAKEWD(23051920)) {
                RSPEAK(276);
        }
 L2630:
                RSPEAK(276);
        }
 L2630:
-       I=VOCAB(WD1,-1);
-       if(I == -1)
+       i=VOCAB(WD1,-1);
+       if(i == -1)
           goto L3000;
           goto L3000;
-       K=MOD(I,1000);
-       KQ=I/1000+1;
+       K=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; }
        BUG(22);
         switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
                case 3: goto L2010; }
        BUG(22);
@@ -646,11 +647,11 @@ L3000:    SETPRM(1,WD1,WD1X);
 
 /* Verb and object analysis moved to separate module. */
 
 
 /* Verb and object analysis moved to separate module. */
 
-L4000: I=4000; VERB=K; goto Laction;
-L4090: I=4090; goto Laction;
-L5000: I=5000; obj = K;
+L4000: i=4000; VERB=K; goto Laction;
+L4090: i=4090; goto Laction;
+L5000: i=5000; obj = K;
 Laction:
 Laction:
-        switch (action(cmdin, I, VERB, obj)) {
+        switch (action(cmdin, i, VERB, obj)) {
           case 2: return true;
           case 8: goto L8;
           case 2000: goto L2000;
           case 2: return true;
           case 8: goto L8;
           case 2000: goto L2000;
@@ -814,21 +815,20 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
 
 L21:   LL=MOD((labs(TRAVEL[KK])/1000),1000);
        if(LL != K) {
 
 L21:   LL=MOD((labs(TRAVEL[KK])/1000),1000);
        if(LL != K) {
-               if(LL <= 300) {
-                       J=KEY[LL];
-                       if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
-                               K2=KK;
-               }
-               if(TRAVEL[KK] < 0)
-                   goto L23;
-               KK=KK+1;
-               goto L21;
-
-L23:           KK=K2;
-               if(KK == 0) {
-                       RSPEAK(140);
-                       return true;
-               }
+           if(LL <= 300) {
+               if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
+                   K2=KK;
+           }
+           if(TRAVEL[KK] < 0)
+               goto L23;
+           KK=KK+1;
+           goto L21;
+
+       L23:            KK=K2;
+           if(KK == 0) {
+               RSPEAK(140);
+               return true;
+           }
        }
 
        K=MOD(labs(TRAVEL[KK]),1000);
        }
 
        K=MOD(labs(TRAVEL[KK]),1000);
@@ -907,10 +907,10 @@ L90:      RSPEAK(23);
 
 L10000: game.prop[GRATE]=0;
        game.prop[FISSUR]=0;
 
 L10000: game.prop[GRATE]=0;
        game.prop[FISSUR]=0;
-       for (I=1; I<=NDWARVES; I++) {
-       game.dseen[I]=false;
-       game.dloc[I]=0;
-       } /* end loop */
+       for (i=1; i<=NDWARVES; i++) {
+           game.dseen[i]=false;
+           game.dloc[i]=0;
+       }
        MOVE(TROLL,0);
        MOVE(TROLL+NOBJECTS,0);
        MOVE(TROLL2,PLAC[TROLL]);
        MOVE(TROLL,0);
        MOVE(TROLL+NOBJECTS,0);
        MOVE(TROLL2,PLAC[TROLL]);
@@ -924,7 +924,7 @@ L10000: game.prop[GRATE]=0;
        RSPEAK(129);
        game.clock1= -1;
        game.closng=true;
        RSPEAK(129);
        game.clock1= -1;
        game.closng=true;
-        goto L19999;
+       goto L19999;
 
 /*  Once he's panicked, and clock2 has run out, we come here to set up the
  *  storage room.  The room has two locs, hardwired as 115 (ne) and 116 (sw).
 
 /*  Once he's panicked, and clock2 has run out, we come here to set up the
  *  storage room.  The room has two locs, hardwired as 115 (ne) and 116 (sw).
@@ -951,8 +951,8 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
 
 /*  Leave the grate with normal (non-negative) property.  Reuse sign. */
 
 
 /*  Leave the grate with normal (non-negative) property.  Reuse sign. */
 
-       I=PUT(GRATE,116,0);
-       I=PUT(SIGN,116,0);
+       PUT(GRATE,116,0);
+       PUT(SIGN,116,0);
        OBJTXT[SIGN]=OBJTXT[SIGN]+1;
        game.prop[SNAKE]=PUT(SNAKE,116,1);
        game.prop[BIRD]=PUT(BIRD,116,1);
        OBJTXT[SIGN]=OBJTXT[SIGN]+1;
        game.prop[SNAKE]=PUT(SNAKE,116,1);
        game.prop[BIRD]=PUT(BIRD,116,1);
@@ -963,9 +963,9 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
        game.prop[MIRROR]=PUT(MIRROR,115,0);
        game.fixed[MIRROR]=116;
 
        game.prop[MIRROR]=PUT(MIRROR,115,0);
        game.fixed[MIRROR]=116;
 
-       for (I=1; I<=NOBJECTS; I++) {
-               if(TOTING(I))
-                       DSTROY(I);
+       for (int i=1; i<=NOBJECTS; i++) {
+               if(TOTING(i))
+                       DSTROY(i);
        } /* end loop */
 
        RSPEAK(132);
        } /* end loop */
 
        RSPEAK(132);