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];
-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,
-               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,
-               RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, SPK,
+               RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
                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;
@@ -67,7 +68,7 @@ int main(int argc, char *argv[])
 
     while ((ch = getopt(argc, argv, "l:o")) != EOF) {
        switch (ch) {
-       case 'l':
+case 'l':
            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 */
-    MAP2[1] = 0;
     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;
-       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))
-               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);
@@ -290,41 +290,42 @@ static bool dwarfmove(void)
     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. */
-       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) ||
-                               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) ||
-                               (I == PIRATE && CNDBIT(game.newloc,3)) ||
+                               (i == PIRATE && CNDBIT(game.newloc,3)) ||
                                labs(TRAVEL[kk])/1000000 == 100);
                if (!avoided) {
-                   TK[J++] = game.newloc;
+                   TK[j++] = game.newloc;
                }
                ++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.
@@ -333,21 +334,41 @@ static bool dwarfmove(void)
             *  (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 */
-           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);
@@ -359,38 +380,18 @@ static bool dwarfmove(void)
            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;
-       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;
        }
+    jumpout:;
     }
 
     /*  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;
-       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;
@@ -504,9 +505,9 @@ L2001:      if(TOTING(BEAR))RSPEAK(141);
 
        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;
@@ -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);
-L2008: I=game.link[I];
+L2008: i=game.link[i];
         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 */
-       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
@@ -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.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;
@@ -620,11 +621,11 @@ L2620:    if(WD1 == MAKEWD(23051920)) {
                RSPEAK(276);
        }
 L2630:
-       I=VOCAB(WD1,-1);
-       if(I == -1)
+       i=VOCAB(WD1,-1);
+       if(i == -1)
           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);
@@ -646,11 +647,11 @@ L3000:    SETPRM(1,WD1,WD1X);
 
 /* 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:
-        switch (action(cmdin, I, VERB, obj)) {
+        switch (action(cmdin, i, VERB, obj)) {
           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) {
-               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);
@@ -907,10 +907,10 @@ L90:      RSPEAK(23);
 
 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]);
@@ -924,7 +924,7 @@ L10000: game.prop[GRATE]=0;
        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).
@@ -951,8 +951,8 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
 
 /*  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);
@@ -963,9 +963,9 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
        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);