#include <time.h>
#include "advent.h"
#include "database.h"
+#include "linenoise/linenoise.h"
struct game_t game;
}
}
+ linenoiseHistorySetMaxLen(350);
+
/* Logical variables:
*
* game.closed says whether we're all the way closed
K2=KK;
}
if (TRAVEL[KK] >= 0) {
- KK=KK+1;
+ ++KK;
goto L21;
}
KK=K2;
* (though it may "now" be dark) so he won't fall into a
* pit while staring into the gloom. */
if (game.detail < 3)RSPEAK(15);
- game.detail=game.detail+1;
+ ++game.detail;
game.wzdark=false;
game.abbrev[game.loc]=0;
return true;
RSPEAK(SPK);
return true;
}
- KK=KK+1;
+ ++KK;
}
LL=LL/1000;
L12:
do {
if (TRAVEL[KK] < 0)BUG(25);
- KK=KK+1;
+ ++KK;
game.newloc=labs(TRAVEL[KK])/1000;
} while
(game.newloc == LL);
long KQ, VERB, KK, V1, V2;
long obj, i;
static long IGO = 0;
+ enum speechpart part;
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
* get full score. */
if (DARK(0)) goto L2012;
- game.abbrev[game.loc]=game.abbrev[game.loc]+1;
+ ++game.abbrev[game.loc];
i=game.atloc[game.loc];
L2004: if (i == 0) goto L2012;
obj=i;
if (game.closed) goto L2008;
game.prop[obj]=0;
if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
- game.tally=game.tally-1;
+ --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 the remaining treasures, and if so
* the lamp was zapped to 35 turns. But the tests were too simple-minded;
continue;
if (!CNDBIT(game.loc,hint+10))
game.hintlc[hint]= -1;
- game.hintlc[hint] = game.hintlc[hint]+1;
+ ++game.hintlc[hint];
if (game.hintlc[hint] >= HINTS[hint][1])
dohint(cmdin, hint);
}
* going on. If pos, make neg. If neg, he skipped a word,
* so make it zero. */
L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
- game.turns=game.turns+1;
+ ++game.turns;
if (game.turns == game.thresh) {
SPEAK(TTEXT[game.trndex]);
game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
- game.trndex=game.trndex+1;
- game.thresh= -1;
+ ++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) goto L4090;
- if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
+ if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
+ --game.clock1;
if (game.clock1 == 0) goto L10000;
- if (game.clock1 < 0)game.clock2=game.clock2-1;
+ if (game.clock1 < 0)
+ --game.clock2;
if (game.clock2 == 0) goto L11000;
- if (game.prop[LAMP] == 1)game.limit=game.limit-1;
+ if (game.prop[LAMP] == 1)
+ --game.limit;
if (game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
goto L12000;
if (game.limit == 0) goto L12400;
L2610: if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
WD1=MAKEWD(301200308);
L2620: if (WD1 == MAKEWD(23051920)) {
- game.iwest=game.iwest+1;
- if (game.iwest == 10)RSPEAK(17);
+ ++game.iwest;
+ if (game.iwest == 10)RSPEAK(17);
}
if (WD1 == MAKEWD( 715) && WD2 != 0) {
if (++IGO == 10)
goto L3000;
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; }
+ switch (KQ-1)
+ {
+ case 0: goto L8;
+ case 1: goto L5000;
+ case 2: goto L4000;
+ case 3: goto L2010;
+ }
BUG(22);
-/* Get second word for analysis. */
-
+ /* Get second word for analysis. */
L2800: WD1=WD2;
WD1X=WD2X;
WD2=0;
- goto L2620;
-
-/* Gee, I don't understand. */
+ goto L2620;
+ /* Gee, I don't understand. */
L3000: SETPRM(1,WD1,WD1X);
if (fallback_handler(rawbuf))
return true;
/* 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: part=intransitive; VERB=K; goto Laction;
+L4090: part=transitive; goto Laction;
+L5000: part=unknown; obj = K;
Laction:
- switch (action(cmdin, i, VERB, obj)) {
+ switch (action(cmdin, part, VERB, obj)) {
case 2: return true;
case 8: goto L8;
case 2000: goto L2000;
}
BUG(99);
-/* Random intransitive verbs come here. Clear obj just in case (see "attack").
- */
-
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
L8000: SETPRM(1,WD1,WD1X);
RSPEAK(257);
obj=0;
goto L2600;
-/* Figure out the new location */
-L8:
- if (playermove(cmdin, VERB))
+ /* Figure out the new location */
+L8: if (playermove(cmdin, VERB))
return true;
else
goto L2000;
PUT(GRATE,116,0);
PUT(SIGN,116,0);
- OBJTXT[SIGN]=OBJTXT[SIGN]+1;
+ ++OBJTXT[SIGN];
game.prop[SNAKE]=PUT(SNAKE,116,1);
game.prop[BIRD]=PUT(BIRD,116,1);
game.prop[CAGE]=PUT(CAGE,116,0);