* and for the offensive globals. Applying the Structured Program
* Theorem can be hard.
*/
-#define DEFINE_GLOBALS_FROM_INCLUDES
+
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include <getopt.h>
#include <signal.h>
-#include <time.h>
#include <string.h>
#include "advent.h"
-#include "linenoise/linenoise.h"
#include "dungeon.h"
#define DIM(a) (sizeof(a)/sizeof(a[0]))
-struct game_t game;
-
-long LNLENG, LNPOSN;
-char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
-
-FILE *logfp = NULL, *rfp = NULL;
-bool oldstyle = false;
-bool editline = true;
-bool prompt = true;
-
// LCOV_EXCL_START
// exclude from coverage analysis because it requires interactivity to test
static void sig_handler(int signo)
{
if (signo == SIGINT) {
- if (logfp != NULL)
- fflush(logfp);
+ if (settings.logfp != NULL)
+ fflush(settings.logfp);
}
- exit(0);
+ exit(EXIT_FAILURE);
}
// LCOV_EXCL_STOP
* MAIN PROGRAM
*
* Adventure (rev 2: 20 treasures)
-Here's what we think. *
* History: Original idea & 5-treasure version (adventures) by Willie Crowther
* 15-treasure version (adventure) by Don Woods, April-June 1977
* 20-treasure version (rev 2) by Don Woods, August 1978
/* Options. */
#ifndef ADVENT_NOSAVE
- const char* opts = "l:or:s";
- const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
+ const char* opts = "l:or:";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
+ FILE *rfp = NULL;
#else
- const char* opts = "l:os";
- const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
+ const char* opts = "l:o";
+ const char* usage = "Usage: %s [-l logfilename] [-o]\n";
#endif
while ((ch = getopt(argc, argv, opts)) != EOF) {
switch (ch) {
case 'l':
- logfp = fopen(optarg, "w");
- if (logfp == NULL)
+ settings.logfp = fopen(optarg, "w");
+ if (settings.logfp == NULL)
fprintf(stderr,
"advent: can't open logfile %s for write\n",
optarg);
signal(SIGINT, sig_handler);
break;
case 'o':
- oldstyle = true;
- editline = prompt = false;
+ settings.oldstyle = true;
+ settings.prompt = false;
break;
#ifndef ADVENT_NOSAVE
case 'r':
signal(SIGINT, sig_handler);
break;
#endif
- case 's':
- editline = false;
- break;
default:
fprintf(stderr,
usage, argv[0]);
fprintf(stderr,
" -r restore from specified saved game file\n");
#endif
- fprintf(stderr,
- " -s suppress command editing\n");
- exit(-1);
+ exit(EXIT_FAILURE);
break;
}
}
- linenoiseHistorySetMaxLen(350);
-
- /* Initialize our LCG PRNG with parameters tested against
- * Knuth vol. 2. by the original authors */
- game.lcg_a = 1093;
- game.lcg_c = 221587;
- game.lcg_m = 1048576;
- srand(time(NULL));
- long seedval = (long)rand();
- set_seed(seedval);
-
/* Initialize game variables */
- initialise();
+ long seedval = initialise();
- /* Start-up, dwarf stuff */
- make_zzword(game.zzword);
- game.newloc = LOC_START;
- game.loc = LOC_START;
- game.limit = GAMELIMIT;
+#ifndef ADVENT_NOSAVE
if (!rfp) {
game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
if (game.novice)
} else {
restore(rfp);
}
+#endif
- if (logfp)
- fprintf(logfp, "seed %ld\n", seedval);
+ if (settings.logfp)
+ fprintf(settings.logfp, "seed %ld\n", seedval);
/* interpret commands until EOF or interrupt */
for (;;) {
printf("Seed set to %ld\n", sv);
// autogenerated, so don't charge user time for it.
--game.turns;
- // here we reconfigure any global game state that uses random numbers
- make_zzword(game.zzword);
return true;
}
return false;
if (PCT(50))
game.dloc[j] = 0;
}
+
+ /* Alternate initial loc for dwarf, in case one of them
+ * starts out on top of the adventurer. */
for (int i = 1; i <= NDWARVES - 1; i++) {
if (game.dloc[i] == game.loc)
- game.dloc[i] = DALTLC;
+ game.dloc[i] = DALTLC; //
game.odloc[i] = game.dloc[i];
}
rspeak(DWARF_RAN);
kk = tkey[game.dloc[i]];
if (kk != 0)
do {
- game.newloc = T_DESTINATION(travel[kk]);
+ game.newloc = travel[kk].dest;
/* Have we avoided a dwarf encounter? */
- bool avoided = (SPECIAL(game.newloc) ||
- !INDEEP(game.newloc) ||
- game.newloc == game.odloc[i] ||
- (j > 1 && game.newloc == tk[j - 1]) ||
- j >= DIM(tk) - 1 ||
- game.newloc == game.dloc[i] ||
- FORCED(game.newloc) ||
- (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
- T_NODWARVES(travel[kk]));
- if (!avoided) {
- tk[j++] = game.newloc;
- }
- ++kk;
+ if (SPECIAL(game.newloc))
+ continue;
+ else if (!INDEEP(game.newloc))
+ continue;
+ else if (game.newloc == game.odloc[i])
+ continue;
+ else if (j > 1 && game.newloc == tk[j - 1])
+ continue;
+ else if (j >= DIM(tk) - 1)
+ continue;
+ else if (game.newloc == game.dloc[i])
+ continue;
+ else if (FORCED(game.newloc))
+ continue;
+ else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
+ continue;
+ else if (travel[kk].nodwarves)
+ continue;
+ tk[j++] = game.newloc;
} while
- (!travel[kk - 1].stop);
+ (!travel[kk++].stop);
tk[j] = game.odloc[i];
if (j >= 2)
--j;
}
}
+static bool traveleq(long a, long b)
+/* Are two travel entries equal for purposes of skip after failed condition? */
+{
+ return (travel[a].cond == travel[b].cond)
+ && (travel[a].dest == travel[b].dest);
+}
+
/* Given the current location in "game.loc", and a motion verb number in
* "motion", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-static bool playermove(token_t verb, int motion)
+static bool playermove( int motion)
{
int scratchloc, travel_entry = tkey[game.loc];
game.newloc = game.loc;
if (spk == 0) {
int te_tmp = 0;
for (;;) {
- scratchloc = T_DESTINATION(travel[travel_entry]);
+ scratchloc = travel[travel_entry].dest;
if (scratchloc != motion) {
if (!SPECIAL(scratchloc)) {
- if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
+ if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == motion)
te_tmp = travel_entry;
}
if (!travel[travel_entry].stop) {
if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
break;
if (travel[travel_entry].stop) {
- /* FIXME: Magic numbers! */
/* Couldn't find an entry matching the motion word passed
* in. Various messages depending on word given. */
int spk = CANT_APPLY;
spk = UNSURE_FACING;
if (motion == OUTSIDE || motion == INSIDE)
spk = NO_INOUT_HERE;
- if (verb == FIND || verb == INVENTORY)
- spk = NEARBY;
if (motion == XYZZY || motion == PLUGH)
spk = NOTHING_HAPPENS;
if (motion == CRAWL)
/* (ESR) We've found a destination that goes with the motion verb.
* Next we need to check any conditional(s) on this destination, and
* possibly on following entries. */
+ /* FIXME: Magic numbers related to move opcodes */
do {
for (;;) { /* L12 loop */
for (;;) {
- long cond = T_CONDITION(travel[travel_entry]);
+ long cond = travel[travel_entry].cond;
long arg = MOD(cond, 100);
if (!SPECIAL(cond)) {
/* YAML N and [pct N] conditionals */
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
++te_tmp;
} while
- (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
+ (traveleq(travel_entry, te_tmp));
travel_entry = te_tmp;
}
/* Found an eligible rule, now execute it */
- game.newloc = T_DESTINATION(travel[travel_entry]);
+ game.newloc = travel[travel_entry].dest;
if (!SPECIAL(game.newloc))
return true;
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
++te_tmp;
} while
- (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
+ (traveleq(travel_entry, te_tmp));
travel_entry = te_tmp;
continue; /* goto L12 */
case 3:
* so step out and block him. (standard travel
* entries check for game.prop(TROLL)=0.) Special
* stuff for bear. */
- if (game.prop[TROLL] == 1) {
- pspeak(TROLL, look, 1);
- game.prop[TROLL] = 0;
+ if (game.prop[TROLL] == TROLL_PAIDONCE) {
+ pspeak(TROLL, look, TROLL_PAIDONCE);
+ game.prop[TROLL] = TROLL_UNPAID;
move(TROLL2, 0);
move(TROLL2 + NOBJECTS, 0);
move(TROLL, objects[TROLL].plac);
return true;
} else {
game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
- if (game.prop[TROLL] == 0)
- game.prop[TROLL] = 1;
+ if (game.prop[TROLL] == TROLL_UNPAID)
+ game.prop[TROLL] = TROLL_PAIDONCE;
if (!TOTING(BEAR))
return true;
rspeak(BRIDGE_COLLAPSE);
- game.prop[CHASM] = 1;
- game.prop[TROLL] = 2;
+ game.prop[CHASM] = BRIDGE_WRECKED;
+ game.prop[TROLL] = TROLL_GONE;
drop(BEAR, game.newloc);
game.fixed[BEAR] = -1;
game.prop[BEAR] = BEAR_DEAD;
* have been activated, since we've found chest. */
if (game.clock1 == 0) {
game.prop[GRATE] = GRATE_CLOSED;
- game.prop[FISSURE] = 0;
+ game.prop[FISSURE] = UNBRIDGED;
for (int i = 1; i <= NDWARVES; i++) {
game.dseen[i] = false;
game.dloc[i] = 0;
juggle(CHASM);
if (game.prop[BEAR] != BEAR_DEAD)
DESTROY(BEAR);
- game.prop[CHAIN] = 0;
- game.fixed[CHAIN] = 0;
+ game.prop[CHAIN] = CHAIN_HEAP;
+ game.fixed[CHAIN] = CHAIN_HEAP;
game.prop[AXE] = 0;
game.fixed[AXE] = 0;
rspeak(CAVE_CLOSING);
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
* another treasure. Rug is special case; once seen, its
- * game.prop is 1 (dragon on it) till dragon is killed.
- * Similarly for chain; game.prop is initially 1 (locked to
+ * game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
+ * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
{
if (game.closed)
continue;
game.prop[obj] = 0;
- if (obj == RUG || obj == CHAIN)
- game.prop[obj] = 1;
+ if (obj == RUG)
+ game.prop[RUG] = RUG_DRAGON;
+ if (obj == CHAIN)
+ game.prop[CHAIN] = CHAINING_BEAR;
--game.tally;
/* Note: There used to be a test here to see whether the
* player had blown it so badly that he could never ever see
rspeak(TAME_BEAR);
speak(msg);
if (FORCED(game.loc)) {
- if (playermove(command.verb, 1))
+ if (playermove(HERE))
return true;
else
continue; /* back to top of main interpreter loop */
/* This is where we get a new command from the user */
char* input;
+ char inputbuf[LINESIZE];
+
for (;;) {
input = get_input();
if (input == NULL)
if (strcmp(input, "") != 0)
break;
}
+
+ strncpy(inputbuf, input, LINESIZE - 1);
+ free(input);
+
long tokens[4];
- tokenize(input, tokens);
+ tokenize(inputbuf, tokens);
command.wd1 = tokens[0];
command.wd1x = tokens[1];
command.wd2 = tokens[2];
command.wd1x = command.wd2x;
wordclear(&command.wd2);
} else {
- /* FIXME: Magic numbers */
- if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
- (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
- if (AT(V2 - 1000))
+ /* FIXME: Magic numbers related to vocabulary */
+ if (!((V1 != PROMOTE_WORD(WATER) && V1 != PROMOTE_WORD(OIL)) ||
+ (V2 != PROMOTE_WORD(PLANT) && V2 != PROMOTE_WORD(DOOR)))) {
+ if (AT(DEMOTE_WORD(V2)))
command.wd2 = token_to_packed("POUR");
}
- if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
+ if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
command.wd1 = token_to_packed("CATCH");
}
L2620:
defn = get_vocab_id(word1);
if (defn == -1) {
/* Gee, I don't understand. */
- if (fallback_handler(input))
+ if (fallback_handler(inputbuf))
continue;
rspeak(DONT_KNOW, command.wd1, command.wd1x);
goto L2600;
}
+ /* FIXME: magic numbers related to vocabulary */
kmod = MOD(defn, 1000);
switch (defn / 1000) {
case 0:
- if (playermove(command.verb, kmod))
+ if (playermove(kmod))
return true;
else
continue; /* back to top of main interpreter loop */
command.verb = kmod;
break;
case 3:
- rspeak(specials[kmod].message);
+ speak(specials[kmod].message);
goto L2012;
default:
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
case GO_TERMINATE:
return true;
case GO_MOVE:
- playermove(command.verb, NUL);
+ playermove(NUL);
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
default:
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
}
- linenoiseFree(input);
}
}