* 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"
#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;
if (logfp != NULL)
fflush(logfp);
}
- exit(0);
+ exit(EXIT_FAILURE);
}
// LCOV_EXCL_STOP
#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;
if (!rfp) {
game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
if (game.novice)
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);
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;
+ if (!game.dseen[i])
+ continue;
game.dloc[i] = game.loc;
if (spotted_by_pirate(i))
continue;
rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
if (attack == 0)
return true;
- if (game.dflag == 2)game.dflag = 3;
+ if (game.dflag == 2)
+ game.dflag = 3;
if (attack > 1) {
rspeak(THROWN_KNIVES, attack);
rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
* If the current loc is zero, it means the clown got himself killed.
* We'll allow this maxdie times. NDEATHS is automatically set based
* on the number of snide messages available. Each death results in
- * a message (81, 83, etc.) which offers reincarnation; if accepted,
- * this results in message 82, 84, etc. The last time, if he wants
- * another chance, he gets a snide remark as we exit. When
- * reincarnated, all objects being carried get dropped at game.oldlc2
- * (presumably the last place prior to being killed) without change
- * of props. The loop runs backwards to assure that the bird is
- * dropped before the cage. (This kluge could be changed once we're
- * sure all references to bird and cage are done by keywords.) The
- * lamp is a special case (it wouldn't do to leave it in the cave).
- * It is turned off and left outside the building (only if he was
- * carrying it, of course). He himself is left inside the building
- * (and heaven help him if he tries to xyzzy back into the cave
- * without the lamp!). game.oldloc is zapped so he can't just
+ * a message (obituaries[n]) which offers reincarnation; if accepted,
+ * this results in message obituaries[0], obituaries[2], etc. The
+ * last time, if he wants another chance, he gets a snide remark as
+ * we exit. When reincarnated, all objects being carried get dropped
+ * at game.oldlc2 (presumably the last place prior to being killed)
+ * without change of props. The loop runs backwards to assure that
+ * the bird is dropped before the cage. (This kluge could be changed
+ * once we're sure all references to bird and cage are done by
+ * keywords.) The lamp is a special case (it wouldn't do to leave it
+ * in the cave). It is turned off and left outside the building (only
+ * if he was carrying it, of course). He himself is left inside the
+ * building (and heaven help him if he tries to xyzzy back into the
+ * cave without the lamp!). game.oldloc is zapped so he can't just
* "retreat". */
static void croak(void)
* 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, k2, travel_entry = tkey[game.loc];
+ int scratchloc, travel_entry = tkey[game.loc];
game.newloc = game.loc;
if (travel_entry == 0)
BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
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. */
+ * te_tmp saves entry -> forced loc -> previous loc. */
motion = game.oldloc;
if (FORCED(motion))
motion = game.oldlc2;
if (CNDBIT(game.loc, COND_NOBACK))
spk = TWIST_TURN;
if (spk == 0) {
+ int te_tmp = 0;
for (;;) {
scratchloc = T_DESTINATION(travel[travel_entry]);
if (scratchloc != motion) {
if (!SPECIAL(scratchloc)) {
if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
- k2 = travel_entry;
+ te_tmp = travel_entry;
}
if (!travel[travel_entry].stop) {
++travel_entry; /* go to next travel entry for this location */
continue;
}
/* we've reached the end of travel entries for game.loc */
- travel_entry = k2;
+ travel_entry = te_tmp;
if (travel_entry == 0) {
rspeak(NOT_CONNECTED);
return true;
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;
- if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
- if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
- if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
- if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
- if (verb == FIND || verb == INVENTORY)spk = NEARBY;
- if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
- if (motion == 17)spk = WHICH_WAY;
+ if (motion >= EAST && motion <= NW)
+ spk = BAD_DIRECTION;
+ if (motion == UP || motion == DOWN)
+ spk = BAD_DIRECTION;
+ if (motion == FORWARD || motion == LEFT || motion == RIGHT)
+ spk = UNSURE_FACING;
+ if (motion == OUTSIDE || motion == INSIDE)
+ spk = NO_INOUT_HERE;
+ if (motion == XYZZY || motion == PLUGH)
+ spk = NOTHING_HAPPENS;
+ if (motion == CRAWL)
+ spk = WHICH_WAY;
rspeak(spk);
return true;
}
/* (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 (;;) {
/* We arrive here on conditional failure.
* Skip to next non-matching destination */
- long k3 = travel_entry;
+ long te_tmp = travel_entry;
do {
- if (travel[k3].stop)
+ if (travel[te_tmp].stop)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
- ++k3;
+ ++te_tmp;
} while
- (T_HIGH(travel[travel_entry]) == T_HIGH(travel[k3]));
- travel_entry = k3;
+ (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
+ travel_entry = te_tmp;
}
/* Found an eligible rule, now execute it */
* to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
drop(EMERALD, game.loc);
- k2 = travel_entry;
+ int te_tmp = travel_entry;
do {
- if (travel[k2].stop)
+ if (travel[te_tmp].stop)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
- ++k2;
+ ++te_tmp;
} while
- (T_HIGH(travel[travel_entry]) == T_HIGH(travel[k2]));
- travel_entry = k2;
+ (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
+ travel_entry = te_tmp;
continue; /* goto L12 */
case 3:
/* Travel 303. Troll bridge. Must be done only
* 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);
+ if (game.prop[TROLL] == TROLL_PAIDONCE) {
+ pspeak(TROLL, look, TROLL_PAIDONCE);
game.prop[TROLL] = 0;
move(TROLL2, 0);
move(TROLL2 + NOBJECTS, 0);
return true;
} else {
game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
- if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
- if (!TOTING(BEAR)) return true;
+ 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;
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
int spk = GET_BATTERIES;
- if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
+ if (game.place[BATTERY] == LOC_NOWHERE)
+ spk = LAMP_DIM;
if (game.prop[BATTERY] == DEAD_BATTERIES)
spk = MISSING_BATTERIES;
rspeak(spk);
++game.abbrev[game.loc];
for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
long obj = i;
- if (obj > NOBJECTS)obj = obj - NOBJECTS;
+ if (obj > NOBJECTS)
+ obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
if (game.prop[obj] < 0) {
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
rspeak(EXIT_CLOSED);
game.newloc = game.loc;
- if (!game.panic)game.clock2 = PANICTIME;
+ if (!game.panic)
+ game.clock2 = PANICTIME;
game.panic = true;
}
}
msg = arbitrary_messages[PITCH_DARK];
}
- if (TOTING(BEAR))rspeak(TAME_BEAR);
+ if (TOTING(BEAR))
+ 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);
+ linenoiseFree(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 */
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);
}
}