RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
URN, VASE, VEND, VOLCANO, WATER;
-long WD1, WD1X, WD2, WD2X;
+token_t WD1, WD1X, WD2, WD2X;
FILE *logfp = NULL, *rfp = NULL;
bool oldstyle = false;
/* Options. */
- while ((ch = getopt(argc, argv, "l:or:s")) != EOF) {
+#ifndef ADVENT_NOSAVE
+ const char* opts = "l:or:s";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
+#else
+ const char* opts = "l:os";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
+#endif
+ while ((ch = getopt(argc, argv, opts)) != EOF) {
switch (ch) {
case 'l':
logfp = fopen(optarg, "w");
oldstyle = true;
editline = prompt = false;
break;
+#ifndef ADVENT_NOSAVE
case 'r':
rfp = fopen(optarg, "r");
if (rfp == NULL)
optarg);
signal(SIGINT, sig_handler);
break;
+#endif
case 's':
editline = false;
break;
default:
fprintf(stderr,
- "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n", argv[0]);
+ usage, argv[0]);
fprintf(stderr,
- " where -l creates a log file of your game named as specified'\n");
+ " -l create a log file of your game named as specified'\n");
fprintf(stderr,
" -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
+#ifndef ADVENT_NOSAVE
fprintf(stderr,
- " -r indicates restoring from specified saved game file\n");
+ " -r restore from specified saved game file\n");
+#endif
fprintf(stderr,
- " -s indicates playing with command editing suppressed\n");
+ " -s suppress command editing\n");
exit(-1);
break;
}
linenoiseHistorySetMaxLen(350);
- /* Logical variables:
- *
- * game.closed says whether we're all the way closed
- * game.closng says whether it's closing time yet
- * game.clshnt says whether he's read the clue in the endgame
- * game.lmwarn says whether he's been warned about lamp going dim
- * game.novice says whether he asked for instructions at start-up
- * game.panic says whether he's found out he's trapped in the cave
- * game.wzdark says whether the loc he's leaving was dark */
-
/* Initialize our LCG PRNG with parameters tested against
* Knuth vol. 2. by the original authors */
game.lcg_a = 1093;
game.zzword = RNDVOC(3, 0);
game.newloc = LOC_START;
game.loc = LOC_START;
- game.limit = 330;
+ game.limit = GAMELIMIT;
if (!rfp) {
game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
- if (game.novice)game.limit = 1000;
+ if (game.novice)
+ game.limit = NOVICELIMIT;
} else {
restore(rfp);
}
return false;
}
-/* Check if this loc is eligible for any hints. If been here
- * long enough, branch to help section (on later page). Hints
- * all come back here eventually to finish the loop. Ignore
- * "HINTS" < 4 (special stuff, see database notes).
- */
+/* Check if this loc is eligible for any hints. If been here long
+ * enough, display. Ignore "HINTS" < 4 (special stuff, see database
+ * notes). */
static void checkhints(void)
{
if (COND[game.loc] >= game.conds) {
/* 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. Note
- * that game.place[CHEST] = NOWHERE might mean that he's thrown
+ * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
* (game.prop=0). */
if (game.loc == game.chloc || game.prop[CHEST] >= 0)
}
}
/* Force chest placement before player finds last treasure */
- if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
+ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
RSPEAK(PIRATE_SPOTTED);
movechest = true;
}
if (attack == 0)
return true;
if (game.dflag == 2)game.dflag = 3;
- SETPRM(1, attack, 0);
- int k = 6;
- if (attack > 1)k = THROWN_KNIVES;
- RSPEAK(k);
- SETPRM(1, stick, 0);
- RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */
+ if (attack > 1){
+ SETPRM(1, attack, 0);
+ RSPEAK(THROWN_KNIVES);
+ SETPRM(1, stick, 0);
+ RSPEAK(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT));
+ } else {
+ RSPEAK(KNIFE_THROWN);
+ RSPEAK(MISSES_YOU);
+ }
if (stick == 0)
return true;
game.oldlc2 = game.loc;
* death and exit. */
RSPEAK(DEATH_CLOSING);
terminate(endgame);
- }
- else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
+ } else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
terminate(endgame);
else {
- game.place[WATER] = game.place[OIL] = NOWHERE;
+ game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
if (TOTING(LAMP))
game.prop[LAMP] = 0;
for (int j = 1; j <= NOBJECTS; j++) {
++kk;
game.newloc = labs(TRAVEL[kk]) / 1000;
} while
- (game.newloc == scratchloc);
+ (game.newloc == scratchloc);
scratchloc = game.newloc;
}
++kk;
game.newloc = labs(TRAVEL[kk]) / 1000;
} while
- (game.newloc == scratchloc);
+ (game.newloc == scratchloc);
scratchloc = game.newloc;
continue; /* goto L12 */
case 3:
game.prop[BEAR] = 3;
game.oldlc2 = game.newloc;
croak();
- return true;
+ return true;
}
}
BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
--game.limit;
/* Another way we can force an end to things is by having the
- * lamp give out. When it gets close, we come here to warn
- * him. First following ar, if the lamp and fresh batteries are
+ * lamp give out. When it gets close, we come here to warn him.
+ * First following arm checks if the lamp and fresh batteries are
* here, in which case we replace the batteries and continue.
- * Second is for other cases of lamp dying. 12400 is when it
- * goes out. Even then, he can explore outside for a while
- * if desired. */
+ * Second is for other cases of lamp dying. Eve after it goes
+ * out, he can explore outside for a while if desired. */
if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
RSPEAK(REPLACE_BATTERIES);
game.prop[BATTERY] = 1;
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
int spk = GET_BATTERIES;
- if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM;
+ if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
RSPEAK(spk);
}
static bool do_command(FILE *cmdin)
/* Get and execute a command */
{
- long verb = 0, V1, V2;
+ long V1, V2;
long kmod, defn;
static long igo = 0;
- static long obj = 0;
- enum speechpart part;
+ static struct command_t command;
+ command.verb = 0;
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
if (TOTING(BEAR))RSPEAK(TAME_BEAR);
speak(msg);
if (FORCED(game.loc)) {
- if (playermove(verb, 1))
+ if (playermove(command.verb, 1))
return true;
else
continue; /* back to top of main interpreter loop */
}
if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
- RSPEAK(SAYS_PLUGH);
+ RSPEAK(SAYS_PLUGH);
listobjects();
L2012:
- verb = 0;
- game.oldobj = obj;
- obj = 0;
+ command.verb = 0;
+ game.oldobj = command.obj;
+ command.obj = 0;
L2600:
checkhints();
L2607:
game.foobar = (game.foobar > 0 ? -game.foobar : 0);
++game.turns;
- if (game.turns == game.thresh) {
- speak(turn_threshold_messages[game.trndex]);
- game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000;
- ++game.trndex;
- game.thresh = -1;
- if (game.trndex <= TRNVLS)
- game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1;
- }
- if (verb == SAY && WD2 > 0)
- verb = 0;
- if (verb == SAY) {
- part = transitive;
+
+ /* If a turn threshold has been met, apply penalties and tell
+ * the player about it. */
+ for (int i = turn_threshold_count; i >= 0; --i)
+ {
+ if (game.turns == turn_thresholds[i].threshold)
+ {
+ game.trnluz += turn_thresholds[i].point_loss;
+ speak(turn_thresholds[i].message);
+ }
+ }
+ /* if (game.turns == game.thresh) { */
+ /* speak(turn_threshold_messages[game.trndex]); */
+ /* game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000; */
+ /* ++game.trndex; */
+ /* game.thresh = -1; */
+ /* if (game.trndex <= TRNVLS) */
+ /* game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1; */
+ /* } */
+ if (command.verb == SAY && WD2 > 0)
+ command.verb = 0;
+ if (command.verb == SAY) {
+ command.part = transitive;
goto Laction;
}
if (closecheck()) {
if (V1 == ENTER && WD2 > 0) {
WD1 = WD2;
WD1X = WD2X;
- WD2 = 0;
+ wordclear(&WD2);
} else {
+ /* FIXME: Magic numbers */
if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
(V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
if (AT(V2 - 1000))
- WD2 = MAKEWD(16152118);
+ WD2 = MAKEWD(WORD_POUR);
}
if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
- WD1 = MAKEWD(301200308);
+ WD1 = MAKEWD(WORD_CATCH);
}
L2620:
- if (WD1 == MAKEWD(23051920)) {
+ if (wordeq(WD1, MAKEWD(WORD_WEST))) {
++game.iwest;
if (game.iwest == 10)
RSPEAK(W_IS_WEST);
}
- if (WD1 == MAKEWD( 715) && WD2 != 0) {
+ if (wordeq(WD1, MAKEWD(WORD_GO)) && !wordempty(WD2)) {
if (++igo == 10)
RSPEAK(GO_UNNEEDED);
}
kmod = MOD(defn, 1000);
switch (defn / 1000) {
case 0:
- if (playermove(verb, kmod))
+ if (playermove(command.verb, kmod))
return true;
else
continue; /* back to top of main interpreter loop */
case 1:
- part = unknown;
- obj = kmod;
+ command.part = unknown;
+ command.obj = kmod;
break;
case 2:
- part = intransitive;
- verb = kmod;
+ command.part = intransitive;
+ command.verb = kmod;
break;
case 3:
RSPEAK(kmod);
}
Laction:
- switch (action(cmdin, part, verb, obj)) {
+ switch (action(cmdin, command)) {
case GO_TERMINATE:
return true;
case GO_MOVE:
- playermove(verb, NUL);
+ playermove(command.verb, NUL);
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
/* Get second word for analysis. */
WD1 = WD2;
WD1X = WD2X;
- WD2 = 0;
+ wordclear(&WD2);
goto L2620;
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
SETPRM(1, WD1, WD1X);
RSPEAK(DO_WHAT);
- obj = 0;
+ command.obj = 0;
goto L2600;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */