* 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 "database.h"
-#include "linenoise/linenoise.h"
-#include "newdb.h"
-
-struct game_t game;
-
-long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
-char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
-
-long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
- BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
- CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
- EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
- GRATE, HINT, INVENT, JADE, KEYS,
- KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
- MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
- PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
- RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
- STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
- URN, VASE, VEND, VOLCANO, WATER;
-long WD1, WD1X, WD2, WD2X;
-
-FILE *logfp = NULL, *rfp = NULL;
-bool oldstyle = false;
-bool editline = true;
-bool prompt = true;
+#include "dungeon.h"
+
+#define DIM(a) (sizeof(a)/sizeof(a[0]))
+// 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)
- *
* 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
* Revived 2017 as Open Adventure.
*/
-static bool do_command(FILE *);
+static bool do_command(void);
int main(int argc, char *argv[])
{
/* Options. */
- while ((ch = getopt(argc, argv, "l:or:s")) != EOF) {
+#ifndef ADVENT_NOSAVE
+ const char* opts = "l:or:";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
+ FILE *rfp = NULL;
+#else
+ 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':
rfp = fopen(optarg, "r");
if (rfp == NULL)
optarg);
signal(SIGINT, sig_handler);
break;
- case 's':
- editline = false;
- break;
+#endif
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");
- fprintf(stderr,
- " -s indicates playing with command editing suppressed\n");
- exit(-1);
+ " -r restore from specified saved game file\n");
+#endif
+ exit(EXIT_FAILURE);
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.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 */
- game.zzword = RNDVOC(3, 0);
- game.newloc = LOC_START;
- game.loc = LOC_START;
- game.limit = 330;
+#ifndef ADVENT_NOSAVE
if (!rfp) {
- game.novice = YES(WELCOME_YOU, CAVE_NEARBY, NO_MESSAGE);
- if (game.novice)game.limit = 1000;
+ game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+ if (game.novice)
+ game.limit = NOVICELIMIT;
} 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 (;;) {
- if (!do_command(stdin))
+ if (!do_command())
break;
}
/* show score and exit */
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
- game.zzword = RNDVOC(3, 0);
return true;
}
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) {
- for (int hint = 1; hint <= HNTMAX; hint++) {
+ if (conditions[game.loc] >= game.conds) {
+ for (int hint = 0; hint < NHINTS; hint++) {
if (game.hinted[hint])
continue;
- if (!CNDBIT(game.loc, hint + HBASE))
+ if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
game.hintlc[hint] = -1;
++game.hintlc[hint];
/* Come here if he's been long enough at required loc(s) for some
* unused hint. */
- if (game.hintlc[hint] >= HINTS[hint][1]) {
+ if (game.hintlc[hint] >= hints[hint].turns) {
int i;
- switch (hint - 1) {
+ switch (hint) {
case 0:
/* cave */
- if (game.prop[GRATE] == 0 && !HERE(KEYS))
+ if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
break;
game.hintlc[hint] = 0;
return;
game.hintlc[hint] = 0;
return;
case 4: /* dark */
- if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
+ if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
break;
game.hintlc[hint] = 0;
return;
break;
return;
case 8: /* ogre */
- i = ATDWRF(game.loc);
+ i = atdwrf(game.loc);
if (i < 0) {
game.hintlc[hint] = 0;
return;
game.hintlc[hint] = 0;
return;
default:
- BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
+ BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
break;
}
/* Fall through to hint display */
game.hintlc[hint] = 0;
- if (!YES(HINTS[hint][3], NO_MESSAGE, OK_MAN))
+ if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
return;
- SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
- RSPEAK(HINT_COST);
- game.hinted[hint] = YES(WANT_HINT, HINTS[hint][4], OK_MAN);
+ rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
+ game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
if (game.hinted[hint] && game.limit > WARNTIME)
- game.limit += WARNTIME * HINTS[hint][2];
+ game.limit += WARNTIME * hints[hint].penalty;
}
}
}
/* 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)
return true;
int snarfed = 0;
bool movechest = false, robplayer = false;
- for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
+ for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+ if (!objects[treasure].is_treasure)
+ continue;
/* Pirate won't take pyramid from plover room or dark
* room (too easy!). */
- if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
+ if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
continue;
}
if (TOTING(treasure) || HERE(treasure))
}
}
/* Force chest placement before player finds last treasure */
- if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
- RSPEAK(PIRATE_SPOTTED);
+ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
+ rspeak(PIRATE_SPOTTED);
movechest = true;
}
/* Do things in this order (chest move before robbery) so chest is listed
* last at the maze location. */
if (movechest) {
- MOVE(CHEST, game.chloc);
- MOVE(MESSAG, game.chloc2);
+ move(CHEST, game.chloc);
+ move(MESSAG, game.chloc2);
game.dloc[PIRATE] = game.chloc;
game.odloc[PIRATE] = game.chloc;
game.dseen[PIRATE] = false;
/* You might get a hint of the pirate's presence even if the
* chest doesn't move... */
if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
- RSPEAK(PIRATE_RUSTLES);
+ rspeak(PIRATE_RUSTLES);
}
if (robplayer) {
- RSPEAK(PIRATE_POUNCES);
- for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
- if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
+ rspeak(PIRATE_POUNCES);
+ for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+ if (!objects[treasure].is_treasure)
+ continue;
+ if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
if (AT(treasure) && game.fixed[treasure] == 0)
- CARRY(treasure, game.loc);
+ carry(treasure, game.loc);
if (TOTING(treasure))
- DROP(treasure, game.chloc);
+ drop(treasure, game.chloc);
}
}
}
* means dwarves won't follow him into dead end in maze, but
* c'est la vie. They'll wait for him outside the dead
* end. */
- if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
+ if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
return true;
/* Dwarf activity level ratchets up */
* the 5 dwarves. If any of the survivors is at loc,
* replace him with the alternate. */
if (game.dflag == 1) {
- if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
+ if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
return true;
game.dflag = 2;
for (int i = 1; i <= 2; i++) {
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);
- DROP(AXE, game.loc);
+ rspeak(DWARF_RAN);
+ drop(AXE, game.loc);
return true;
}
if (game.dloc[i] == 0)
continue;
/* Fill tk array with all the places this dwarf might go. */
- int j = 1;
- kk = KEY[game.dloc[i]];
+ unsigned int j = 1;
+ kk = tkey[game.dloc[i]];
if (kk != 0)
do {
- game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
+ 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 >= 20 ||
- game.newloc == game.dloc[i] ||
- FORCED(game.newloc) ||
- (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
- labs(TRAVEL[kk]) / 1000000 == 100);
- 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] >= 0);
+ (!travel[kk++].stop);
tk[j] = game.odloc[i];
if (j >= 2)
--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;
+ if (!game.dseen[i])
+ continue;
game.dloc[i] = game.loc;
if (spotted_by_pirate(i))
continue;
/* Now we know what's happening. Let's tell the poor sucker about it.
* Note that various of the "knife" messages must have specific relative
- * positions in the RSPEAK database. */
+ * positions in the rspeak database. */
if (game.dtotal == 0)
return true;
- SETPRM(1, game.dtotal, 0);
- RSPEAK(DWARF_PACK + 1 / game.dtotal); /* FIXME: Arithmetic on message number */
+ rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
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 (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);
+ } else {
+ rspeak(KNIFE_THROWN);
+ rspeak(MISSES_YOU);
+ }
if (stick == 0)
return true;
game.oldlc2 = game.loc;
/* "You're dead, Jim."
*
* If the current loc is zero, it means the clown got himself killed.
- * We'll allow this maxdie times. MAXDIE is automatically set based
+ * 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)
/* Okay, he's dead. Let's get on with it. */
{
+ const char* query = obituaries[game.numdie].query;
+ const char* yes_response = obituaries[game.numdie].yes_response;
++game.numdie;
if (game.closng) {
/* He died during closing time. No resurrection. Tally up a
* death and exit. */
- RSPEAK(DEATH_CLOSING);
+ rspeak(DEATH_CLOSING);
terminate(endgame);
- }
- /* FIXME: Arithmetic on message numbers */
- else if (game.numdie == MAXDIE || !YES(WATCH_IT + game.numdie * 2, WHICH_WAY + game.numdie * 2, OK_MAN))
+ } else if (game.numdie == NDEATHS || !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;
+ game.prop[LAMP] = LAMP_DARK;
for (int j = 1; j <= NOBJECTS; j++) {
int i = NOBJECTS + 1 - j;
if (TOTING(i)) {
/* Always leave lamp where it's accessible aboveground */
- DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
+ drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
}
}
game.loc = LOC_BUILDING;
}
}
+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, k2, kk = KEY[game.loc];
+ int scratchloc, travel_entry = tkey[game.loc];
game.newloc = game.loc;
- if (kk == 0)
- BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
+ if (travel_entry == 0)
+ BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
if (motion == NUL)
return true;
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;
game.oldlc2 = game.oldloc;
game.oldloc = game.loc;
- k2 = 0;
- if (motion == game.loc)k2 = FORGOT_PATH;
- if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
- if (k2 == 0) {
+ int spk = 0;
+ if (motion == game.loc)
+ spk = FORGOT_PATH;
+ if (CNDBIT(game.loc, COND_NOBACK))
+ spk = TWIST_TURN;
+ if (spk == 0) {
+ int te_tmp = 0;
for (;;) {
- scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
+ scratchloc = travel[travel_entry].dest;
if (scratchloc != motion) {
if (!SPECIAL(scratchloc)) {
- if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
- k2 = kk;
+ if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == motion)
+ te_tmp = travel_entry;
}
- if (TRAVEL[kk] >= 0) {
- ++kk;
+ if (!travel[travel_entry].stop) {
+ ++travel_entry; /* go to next travel entry for this location */
continue;
}
- kk = k2;
- if (kk == 0) {
- RSPEAK(NOT_CONNECTED);
+ /* we've reached the end of travel entries for game.loc */
+ travel_entry = te_tmp;
+ if (travel_entry == 0) {
+ rspeak(NOT_CONNECTED);
return true;
}
}
- motion = MOD(labs(TRAVEL[kk]), 1000);
- kk = KEY[game.loc];
+ motion = travel[travel_entry].motion;
+ travel_entry = tkey[game.loc];
break; /* fall through to ordinary travel */
}
} else {
- RSPEAK(k2);
+ rspeak(spk);
return true;
}
} else if (motion == LOOK) {
* (though it may now be dark) so he won't fall into a
* pit while staring into the gloom. */
if (game.detail < 3)
- RSPEAK(NO_MORE_DETAIL);
+ rspeak(NO_MORE_DETAIL);
++game.detail;
game.wzdark = false;
game.abbrev[game.loc] = 0;
return true;
} else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
- RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
+ rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
return true;
} else {
/* none of the specials */
game.oldloc = game.loc;
}
- /* ordinary travel */
+ /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
+ * the beginning of the motion entries for here (game.loc). */
for (;;) {
- scratchloc = labs(TRAVEL[kk]);
- if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
+ if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
break;
- if (TRAVEL[kk] < 0) {
- /* FIXME: Magic numbers! */
- /* Non-applicable motion. Various messages depending on
- * word given. */
+ if (travel[travel_entry].stop) {
+ /* 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 == INVENT)spk = NEreplace;
- if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
- if (motion == 17)spk = WHICH_WAY;
- RSPEAK(spk);
+ 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;
}
- ++kk;
+ ++travel_entry;
}
- scratchloc = scratchloc / 1000;
+ /* (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 {
- /*
- * (ESR) This special-travel loop may have to be repeated if it includes
- * the plover passage. Same deal for any future cases wgerw we beed to
- * block travel and then redo it once the blocking condition has been
- * removed.
- */
- for (;;) {
- game.newloc = scratchloc / 1000;
- motion = MOD(game.newloc, 100);
- if (!SPECIAL(game.newloc)) {
- if (game.newloc <= 100) {
- if (game.newloc == 0 || PCT(game.newloc))
+ for (;;) { /* L12 loop */
+ for (;;) {
+ long cond = travel[travel_entry].cond;
+ long arg = MOD(cond, 100);
+ if (!SPECIAL(cond)) {
+ /* YAML N and [pct N] conditionals */
+ if (cond <= 100) {
+ if (cond == 0 || PCT(cond))
+ break;
+ /* else fall through */
+ }
+ /* YAML [with OBJ] clause */
+ if (TOTING(arg) || (cond > 200 && AT(arg)))
break;
- /* else fall through */
- }
- if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
+ /* else fall through to check [not OBJ STATE] */
+ } else if (game.prop[arg] != cond / 100 - 3)
break;
- /* else fall through */
- } else if (game.prop[motion] != game.newloc / 100 - 3)
- break;
-L12:
- do {
- if (TRAVEL[kk] < 0)
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
- ++kk;
- game.newloc = labs(TRAVEL[kk]) / 1000;
- } while
- (game.newloc == scratchloc);
- scratchloc = game.newloc;
- }
- game.newloc = MOD(scratchloc, 1000);
- if (!SPECIAL(game.newloc))
- return true;
- if (game.newloc <= 500) {
- game.newloc = game.newloc - SPECIALBASE;
- switch (game.newloc) {
- case 1:
- /* Travel 301. Plover-alcove passage. Can carry only
- * emerald. Note: travel table must include "useless"
- * entries going through passage, which can never be used for
- * actual motion, but can be spotted by "go back". */
- /* FIXME: Arithmetic on location numbers */
- game.newloc = 99 + 100 - game.loc;
- if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
- game.newloc = game.loc;
- RSPEAK(MUST_DROP);
- }
+ /* We arrive here on conditional failure.
+ * Skip to next non-matching destination */
+ long te_tmp = travel_entry;
+ do {
+ if (travel[te_tmp].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++te_tmp;
+ } while
+ (traveleq(travel_entry, te_tmp));
+ travel_entry = te_tmp;
+ }
+
+ /* Found an eligible rule, now execute it */
+ game.newloc = travel[travel_entry].dest;
+ if (!SPECIAL(game.newloc))
return true;
- case 2:
- /* Travel 302. Plover transport. Drop the emerald (only use
- * special travel if toting it), so he's forced to use the
- * plover-passage to get it out. Having dropped it, go back and
- * pretend he wasn't carrying it after all. */
- DROP(EMERALD, game.loc);
- goto L12;
- case 3:
- /* Travel 303. Troll bridge. Must be done only as special
- * motion so that dwarves won't wander across and encounter
- * the bear. (They won't follow the player there because
- * that region is forbidden to the pirate.) If
- * game.prop(TROLL)=1, he's crossed since paying, 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, 1);
- game.prop[TROLL] = 0;
- MOVE(TROLL2, 0);
- MOVE(TROLL2 + NOBJECTS, 0);
- MOVE(TROLL, PLAC[TROLL]);
- MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
- JUGGLE(CHASM);
- game.newloc = game.loc;
+
+ if (game.newloc > 500) {
+ /* Execute a speak rule */
+ rspeak(L_SPEAK(game.newloc));
+ game.newloc = game.loc;
+ return true;
+ } else {
+ game.newloc -= SPECIALBASE;
+ switch (game.newloc) {
+ case 1:
+ /* Travel 301. Plover-alcove passage. Can carry only
+ * emerald. Note: travel table must include "useless"
+ * entries going through passage, which can never be used
+ * for actual motion, but can be spotted by "go back". */
+ /* FIXME: Arithmetic on location numbers */
+ game.newloc = 99 + 100 - game.loc;
+ if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
+ game.newloc = game.loc;
+ rspeak(MUST_DROP);
+ }
return true;
- } else {
- game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
- if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
- if (!TOTING(BEAR)) return true;
- RSPEAK(BRIDGE_COLLAPSE);
- game.prop[CHASM] = 1;
- game.prop[TROLL] = 2;
- DROP(BEAR, game.newloc);
- game.fixed[BEAR] = -1;
- game.prop[BEAR] = 3;
- game.oldlc2 = game.newloc;
- croak();
+ case 2:
+ /* Travel 302. Plover transport. Drop the
+ * emerald (only use special travel if toting
+ * it), so he's forced to use the plover-passage
+ * to get it out. Having dropped it, go back and
+ * pretend he wasn't carrying it after all. */
+ drop(EMERALD, game.loc);
+ int te_tmp = travel_entry;
+ do {
+ if (travel[te_tmp].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++te_tmp;
+ } while
+ (traveleq(travel_entry, te_tmp));
+ travel_entry = te_tmp;
+ continue; /* goto L12 */
+ case 3:
+ /* Travel 303. Troll bridge. Must be done only
+ * as special motion so that dwarves won't wander
+ * across and encounter the bear. (They won't
+ * follow the player there because that region is
+ * forbidden to the pirate.) If
+ * game.prop(TROLL)=1, he's crossed since paying,
+ * so step out and block him. (standard travel
+ * entries check for game.prop(TROLL)=0.) Special
+ * stuff for bear. */
+ if (game.prop[TROLL] == TROLL_PAIDONCE) {
+ pspeak(TROLL, look, TROLL_PAIDONCE, true);
+ game.prop[TROLL] = TROLL_UNPAID;
+ move(TROLL2, 0);
+ move(TROLL2 + NOBJECTS, 0);
+ move(TROLL, objects[TROLL].plac);
+ move(TROLL + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
+ game.newloc = game.loc;
+ return true;
+ } else {
+ game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
+ if (game.prop[TROLL] == TROLL_UNPAID)
+ game.prop[TROLL] = TROLL_PAIDONCE;
+ if (!TOTING(BEAR))
+ return true;
+ rspeak(BRIDGE_COLLAPSE);
+ game.prop[CHASM] = BRIDGE_WRECKED;
+ game.prop[TROLL] = TROLL_GONE;
+ drop(BEAR, game.newloc);
+ game.fixed[BEAR] = -1;
+ game.prop[BEAR] = BEAR_DEAD;
+ game.oldlc2 = game.newloc;
+ croak();
+ return true;
+ }
+ default:
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
}
- BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
+ break; /* Leave L12 loop */
}
} while
(false);
- /* FIXME: Arithmetic on location number, becoming a message number */
- RSPEAK(game.newloc - 500);
- game.newloc = game.loc;
- return true;
}
static bool closecheck(void)
* to get out. If he doesn't within clock2 turns, we close the cave;
* if he does try, we assume he panics, and give him a few additional
* turns to get frantic before we close. When clock2 hits zero, we
- * branch to 11000 to transport him into the final puzzle. Note that
- * the puzzle depends upon all sorts of random things. For instance,
- * there must be no water or oil, since there are beanstalks which we
- * don't want to be able to water, since the code can't handle it.
- * Also, we can have no keys, since there is a grate (having moved
- * the fixed object!) there separating him from all the treasures.
- * Most of these problems arise from the use of negative prop numbers
- * to suppress the object descriptions until he's actually moved the
- * objects. */
+ * transport him into the final puzzle. Note that the puzzle depends
+ * upon all sorts of random things. For instance, there must be no
+ * water or oil, since there are beanstalks which we don't want to be
+ * able to water, since the code can't handle it. Also, we can have
+ * no keys, since there is a grate (having moved the fixed object!)
+ * there separating him from all the treasures. Most of these
+ * problems arise from the use of negative prop numbers to suppress
+ * the object descriptions until he's actually moved the objects. */
{
- if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
+ if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
--game.clock1;
/* When the first warning comes, we lock the grate, destroy
* know the bivalve is an oyster. *And*, the dwarves must
* have been activated, since we've found chest. */
if (game.clock1 == 0) {
- game.prop[GRATE] = 0;
- game.prop[FISSURE] = 0;
+ game.prop[GRATE] = GRATE_CLOSED;
+ game.prop[FISSURE] = UNBRIDGED;
for (int i = 1; i <= NDWARVES; i++) {
game.dseen[i] = false;
game.dloc[i] = 0;
}
- MOVE(TROLL, 0);
- MOVE(TROLL + NOBJECTS, 0);
- MOVE(TROLL2, PLAC[TROLL]);
- MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
- JUGGLE(CHASM);
- if (game.prop[BEAR] != 3)DESTROY(BEAR);
- game.prop[CHAIN] = 0;
- game.fixed[CHAIN] = 0;
+ move(TROLL, 0);
+ move(TROLL + NOBJECTS, 0);
+ move(TROLL2, objects[TROLL].plac);
+ move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
+ if (game.prop[BEAR] != BEAR_DEAD)
+ DESTROY(BEAR);
+ game.prop[CHAIN] = CHAIN_HEAP;
+ game.fixed[CHAIN] = CHAIN_HEAP;
game.prop[AXE] = 0;
game.fixed[AXE] = 0;
- RSPEAK(CAVE_CLOSING);
+ rspeak(CAVE_CLOSING);
game.clock1 = -1;
game.closng = true;
return true;
if (game.clock2 == 0) {
/* 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). At the ne end, we
+ * hardwired as LOC_NE and LOC_SW. At the ne end, we
* place empty bottles, a nursery of plants, a bed of
* oysters, a pile of lamps, rods with stars, sleeping
* dwarves, and him. At the sw end we place grate over
* objects he might be carrying (lest he have some which
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
- game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
- game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
- game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
- OBJTXT[OYSTER] = 3;
- game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
- game.prop[ROD] = PUT(ROD, LOC_NE, 0);
- game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
+ game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
+ game.prop[PLANT] = put(PLANT, LOC_NE, 0);
+ game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
+ game.prop[LAMP] = put(LAMP, LOC_NE, 0);
+ game.prop[ROD] = put(ROD, LOC_NE, 0);
+ game.prop[DWARF] = put(DWARF, LOC_NE, 0);
game.loc = LOC_NE;
game.oldloc = LOC_NE;
game.newloc = LOC_NE;
/* Leave the grate with normal (non-negative) property.
* Reuse sign. */
- PUT(GRATE, LOC_SW, 0);
- PUT(SIGN, LOC_SW, 0);
- ++OBJTXT[SIGN];
- game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
- game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
- game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
- game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
- game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
-
- game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
+ put(GRATE, LOC_SW, 0);
+ put(SIGN, LOC_SW, 0);
+ game.prop[SIGN] = ENDGAME_SIGN;
+ game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
+ game.prop[BIRD] = put(BIRD, LOC_SW, 1);
+ game.prop[CAGE] = put(CAGE, LOC_SW, 0);
+ game.prop[ROD2] = put(ROD2, LOC_SW, 0);
+ game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
+
+ game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
game.fixed[MIRROR] = LOC_SW;
for (int i = 1; i <= NOBJECTS; i++) {
DESTROY(i);
}
- RSPEAK(CAVE_CLOSED);
+ rspeak(CAVE_CLOSED);
game.closed = true;
return true;
}
static void lampcheck(void)
/* Check game limit and lamp timers */
{
- if (game.prop[LAMP] == 1)
+ if (game.prop[LAMP] == LAMP_BRIGHT)
--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. */
- if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
- RSPEAK(REPLACE_BATTERYIES);
- game.prop[BATTERY] = 1;
+ * 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] == FRESH_BATTERIES && HERE(LAMP)) {
+ rspeak(REPLACE_BATTERIES);
+ game.prop[BATTERY] = DEAD_BATTERIES;
if (TOTING(BATTERY))
- DROP(BATTERY, game.loc);
- game.limit = game.limit + 2500;
+ drop(BATTERY, game.loc);
+ game.limit += BATTERYLIFE;
game.lmwarn = false;
} else if (game.limit == 0) {
game.limit = -1;
- game.prop[LAMP] = 0;
+ game.prop[LAMP] = LAMP_DARK;
if (HERE(LAMP))
- RSPEAK(LAMP_OUT);
+ rspeak(LAMP_OUT);
} else if (game.limit <= WARNTIME) {
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
- int spk = GET_BATTERYIES;
- if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM;
- if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
- RSPEAK(spk);
+ int spk = GET_BATTERIES;
+ if (game.place[BATTERY] == LOC_NOWHERE)
+ spk = LAMP_DIM;
+ if (game.prop[BATTERY] == DEAD_BATTERIES)
+ spk = MISSING_BATTERIES;
+ rspeak(spk);
}
}
}
/* 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. */
{
++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 (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
int kk = game.prop[obj];
if (obj == STEPS && game.loc == game.fixed[STEPS])
kk = 1;
- PSPEAK(obj, kk);
+ pspeak(obj, look, kk, true);
}
}
}
-static bool do_command(FILE *cmdin)
+static bool do_command()
/* 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) {
- RSPEAK(EXIT_CLOSED);
+ rspeak(EXIT_CLOSED);
game.newloc = game.loc;
- if (!game.panic)game.clock2 = PANICTIME;
+ if (!game.panic)
+ game.clock2 = PANICTIME;
game.panic = true;
}
* wants to go. If so, the dwarf's blocking his way. If
* coming from place forbidden to pirate (dwarves rooted in
* place) let him get out (and attacked). */
- if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
+ if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
for (size_t i = 1; i <= NDWARVES - 1; i++) {
if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc = game.loc;
- RSPEAK(DWARF_BLOCK);
+ rspeak(DWARF_BLOCK);
break;
}
}
/* The easiest way to get killed is to fall into a pit in
* pitch darkness. */
if (game.wzdark && PCT(35)) {
- RSPEAK(PIT_FALL);
+ rspeak(PIT_FALL);
game.oldlc2 = game.loc;
croak();
continue; /* back to top of main interpreter loop */
}
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(verb, 1))
+ if (playermove(HERE))
return true;
else
continue; /* back to top of main interpreter loop */
}
- if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
+ if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
+ rspeak(SAYS_PLUGH);
listobjects();
L2012:
- verb = 0;
- game.oldobj = obj;
- obj = 0;
+ command.verb = 0;
+ game.oldobj = command.obj;
+ command.obj = 0;
L2600:
checkhints();
* tick game.clock1 unless well into cave (and not at Y2). */
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- PSPEAK(OYSTER, 1);
+ pspeak(OYSTER, look, 1, true);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1 - game.prop[i];
game.knfloc = 0;
/* This is where we get a new command from the user */
- if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
- return false;
+ char* input;
+ char inputbuf[LINESIZE];
+
+ for (;;) {
+ input = get_input();
+ if (input == NULL)
+ return (false);
+ if (word_count(input) > 2) {
+ rspeak(TWO_WORDS);
+ continue;
+ }
+ if (strcmp(input, "") != 0)
+ break;
+ }
+
+ strncpy(inputbuf, input, LINESIZE - 1);
+ free(input);
+
+ long tokens[4];
+ tokenize(inputbuf, tokens);
+ command.wd1 = tokens[0];
+ command.wd1x = tokens[1];
+ command.wd2 = tokens[2];
+ command.wd2x = tokens[3];
/* Every input, check "game.foobar" flag. If zero, nothing's
* going on. If pos, make neg. If neg, he skipped a word,
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 a turn threshold has been met, apply penalties and tell
+ * the player about it. */
+ for (int i = 0; i < NTHRESHOLDS; ++i) {
+ if (game.turns == turn_thresholds[i].threshold + 1) {
+ game.trnluz += turn_thresholds[i].point_loss;
+ speak(turn_thresholds[i].message);
+ }
}
- if (verb == SAY && WD2 > 0)
- verb = 0;
- if (verb == SAY) {
- part = transitive;
+
+ if (command.verb == SAY && command.wd2 > 0)
+ command.verb = 0;
+ if (command.verb == SAY) {
+ command.part = transitive;
goto Laction;
}
if (closecheck()) {
} else
lampcheck();
- V1 = VOCAB(WD1, -1);
- V2 = VOCAB(WD2, -1);
- if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
+ char word1[6];
+ char word2[6];
+ packed_to_token(command.wd1, word1);
+ packed_to_token(command.wd2, word2);
+ V1 = get_vocab_id(word1);
+ V2 = get_vocab_id(word2);
+ if (V1 == ENTER && (V2 == STREAM || V2 == PROMOTE_WORD(WATER))) {
if (LIQLOC(game.loc) == WATER) {
- RSPEAK(FEET_WET);
+ rspeak(FEET_WET);
} else {
- RSPEAK(WHERE_QUERY);
+ rspeak(WHERE_QUERY);
}
goto L2012;
}
- if (V1 == ENTER && WD2 > 0) {
- WD1 = WD2;
- WD1X = WD2X;
- WD2 = 0;
+ if (V1 == ENTER && command.wd2 > 0) {
+ command.wd1 = command.wd2;
+ command.wd1x = command.wd2x;
+ wordclear(&command.wd2);
} else {
- if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
- (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
- if (AT(V2 - 1000))
- WD2 = MAKEWD(16152118);
+ /* 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))
- WD1 = MAKEWD(301200308);
+ if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
+ command.wd1 = token_to_packed("CATCH");
}
L2620:
- if (WD1 == MAKEWD(23051920)) {
+ if (wordeq(command.wd1, token_to_packed("WEST"))) {
++game.iwest;
if (game.iwest == 10)
- RSPEAK(W_IS_WEST);
+ rspeak(W_IS_WEST);
}
- if (WD1 == MAKEWD( 715) && WD2 != 0) {
+ if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
if (++igo == 10)
- RSPEAK(GO_UNNEEDED);
+ rspeak(GO_UNNEEDED);
}
Lookup:
- defn = VOCAB(WD1, -1);
+ packed_to_token(command.wd1, word1);
+ defn = get_vocab_id(word1);
if (defn == -1) {
/* Gee, I don't understand. */
- if (fallback_handler(rawbuf))
+ if (fallback_handler(inputbuf))
continue;
- SETPRM(1, WD1, WD1X);
- RSPEAK(DONT_KNOW);
+ 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(verb, kmod))
+ if (playermove(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);
+ speak(specials[kmod].message);
goto L2012;
default:
- BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
+ BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
Laction:
- switch (action(cmdin, part, verb, obj)) {
+ switch (action(&command)) {
case GO_TERMINATE:
return true;
case GO_MOVE:
- playermove(verb, NUL);
+ playermove(NUL);
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
goto Lookup;
case GO_WORD2:
/* Get second word for analysis. */
- WD1 = WD2;
- WD1X = WD2X;
- WD2 = 0;
+ command.wd1 = command.wd2;
+ command.wd1x = command.wd2x;
+ wordclear(&command.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;
+ rspeak(DO_WHAT, command.wd1, command.wd1x);
+ command.obj = 0;
goto L2600;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
- RSPEAK(DWARVES_AWAKEN);
+ rspeak(DWARVES_AWAKEN);
terminate(endgame);
default:
- BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);
+ BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
}
}
}