X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=00b9ca0e5afcc4b04516200c4af2011bf6a4e15a;hb=bea58f268233184eef62a69fb716a519abee43ca;hp=c052c61eed6b55e2358e310bc7620f905a8674c9;hpb=42b339a1b6e98ba5814ceb3ffe6b04161e512678;p=open-adventure.git diff --git a/main.c b/main.c index c052c61..00b9ca0 100644 --- a/main.c +++ b/main.c @@ -15,20 +15,21 @@ struct game_t game; long LNLENG, LNPOSN, PARMS[MAXPARMS+1]; -char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; +char rawbuf[LINESIZE], INLINE[LINESIZE+1]; long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS, EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, - GRATE, HINT, I, INVENT, JADE, K, KEYS, + GRATE, HINT, INVENT, JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER, PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, - RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, SPK, + RUBY, RUG, SAPPH, SAY, SIGN, SNAKE, STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2, - URN, VASE, VEND, - VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X; + URN, VASE, VEND, VOLCAN, WATER; +long K, SPK, WD1, WD1X, WD2, WD2X; + FILE *logfp; bool oldstyle = false; lcg_state lcgstate; @@ -67,7 +68,7 @@ int main(int argc, char *argv[]) while ((ch = getopt(argc, argv, "l:o")) != EOF) { switch (ch) { - case 'l': +case 'l': logfp = fopen(optarg, "w"); if (logfp == NULL) fprintf(stderr, @@ -101,7 +102,6 @@ int main(int argc, char *argv[]) set_seed(seedval); /* Initialize game variables */ - MAP2[1] = 0; if (!game.setup) initialise(); @@ -266,15 +266,15 @@ static bool dwarfmove(void) if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) return true; game.dflag=2; - for (I=1; I<=2; I++) { + for (int i=1; i<=2; i++) { int j=1+randrange(NDWARVES-1); if(PCT(50)) game.dloc[j]=0; } - for (I=1; I<=NDWARVES-1; I++) { - if(game.dloc[I] == game.loc) - game.dloc[I]=DALTLC; - game.odloc[I]=game.dloc[I]; + for (int i=1; i<=NDWARVES-1; i++) { + if(game.dloc[i] == game.loc) + game.dloc[i]=DALTLC; + game.odloc[i]=game.dloc[i]; } RSPEAK(3); DROP(AXE,game.loc); @@ -290,24 +290,25 @@ static bool dwarfmove(void) game.dtotal=0; attack=0; stick=0; - for (I=1; I<=NDWARVES; I++) { - if(game.dloc[I] == 0) + for (int i=1; i<=NDWARVES; i++) { + int k; + 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]]; + kk=KEY[game.dloc[i]]; if(kk != 0) do { game.newloc=MOD(labs(TRAVEL[kk])/1000,1000); /* Have we avoided a dwarf enciounter? */ bool avoided = (game.newloc > 300 || !INDEEP(game.newloc) || - game.newloc == game.odloc[I] || + game.newloc == game.odloc[i] || (j > 1 && game.newloc == TK[j-1]) || j >= 20 || - game.newloc == game.dloc[I] || + game.newloc == game.dloc[i] || FORCED(game.newloc) || - (I == PIRATE && CNDBIT(game.newloc,3)) || + (i == PIRATE && CNDBIT(game.newloc,3)) || labs(TRAVEL[kk])/1000000 == 100); if (!avoided) { TK[j++] = game.newloc; @@ -315,16 +316,16 @@ static bool dwarfmove(void) ++kk; } while (TRAVEL[kk-1] >= 0); - TK[j]=game.odloc[I]; + TK[j]=game.odloc[i]; if(j >= 2) --j; j=1+randrange(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; - game.dloc[I]=game.loc; - if(I == PIRATE) { + 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; + game.dloc[i]=game.loc; + if(i == PIRATE) { /* 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. @@ -333,21 +334,41 @@ static bool dwarfmove(void) * (game.prop=0). */ if(game.loc == game.chloc || game.prop[CHEST] >= 0) continue; - K=0; + k=0; for (int j=MINTRS; j<=MAXTRS; j++) { - /* Pirate won't take pyramid from plover room or dark - * room (too easy!). */ - if(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) - goto L6020; + /* Pirate won't take pyramid from plover room or dark + * room (too easy!). */ + if(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) { + if(HERE(j)) + k=1; + continue; + } if(TOTING(j)) { - goto L6021; + if(game.place[CHEST] == 0) { + /* Install chest only once, to insure it is + * the last treasure in the list. */ + MOVE(CHEST,game.chloc); + MOVE(MESSAG,game.chloc2); + } + RSPEAK(128); + for (int j=MINTRS; j<=MAXTRS; j++) { + if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { + if(AT(j) && game.fixed[j] == 0) + CARRY(j,game.loc); + if(TOTING(j)) + DROP(j,game.chloc); + } + } + game.dloc[PIRATE]=game.chloc; + game.odloc[PIRATE]=game.chloc; + game.dseen[PIRATE]=false; + goto jumpout; } - L6020: if(HERE(j)) - K=1; + k=1; } /* Force chest placement before player finds last treasure */ - if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { + if(game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { RSPEAK(186); MOVE(CHEST,game.chloc); MOVE(MESSAG,game.chloc2); @@ -359,38 +380,18 @@ static bool dwarfmove(void) if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) RSPEAK(127); continue; - - L6021: - if(game.place[CHEST] == 0) { - /* Install chest only once, to insure it is the last treasure in - * the list. */ - MOVE(CHEST,game.chloc); - MOVE(MESSAG,game.chloc2); - } - RSPEAK(128); - for (int j=MINTRS; j<=MAXTRS; j++) { - if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { - if(AT(j) && game.fixed[j] == 0) - CARRY(j,game.loc); - if(TOTING(j)) - DROP(j,game.chloc); - } - } - game.dloc[PIRATE]=game.chloc; - game.odloc[PIRATE]=game.chloc; - game.dseen[PIRATE]=false; - continue; } /* This threatening little dwarf is in the room with him! */ ++game.dtotal; - if(game.odloc[I] == game.dloc[I]) { + if(game.odloc[i] == game.dloc[i]) { ++attack; if(game.knfloc >= 0) game.knfloc=game.loc; if(randrange(1000) < 95*(game.dflag-2)) ++stick; } + jumpout:; } /* Now we know what's happening. Let's tell the poor sucker about it. @@ -504,9 +505,9 @@ L2001: if(TOTING(BEAR))RSPEAK(141); if(DARK(0)) goto L2012; game.abbrev[game.loc]=game.abbrev[game.loc]+1; - I=game.atloc[game.loc]; -L2004: if(I == 0) goto L2012; - obj=I; + i=game.atloc[game.loc]; +L2004: if(i == 0) goto L2012; + obj=i; if(obj > NOBJECTS)obj=obj-NOBJECTS; if(obj == STEPS && TOTING(NUGGET)) goto L2008; if(game.prop[obj] >= 0) goto L2006; @@ -528,7 +529,7 @@ L2004: if(I == 0) goto L2012; L2006: KK=game.prop[obj]; if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1; PSPEAK(obj,KK); -L2008: I=game.link[I]; +L2008: i=game.link[i]; goto L2004; L2009: K=54; @@ -573,7 +574,7 @@ L2603: if(game.closed) { game.knfloc=0; /* This is where we get a new command from the user */ - if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X)) + if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X)) return false; /* Every input, check "game.foobar" flag. If zero, nothing's @@ -596,8 +597,8 @@ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); if(game.clock1 < 0)game.clock2=game.clock2-1; if(game.clock2 == 0) goto L11000; if(game.prop[LAMP] == 1)game.limit=game.limit-1; - if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto - L12000; + if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) + goto L12000; if(game.limit == 0) goto L12400; if(game.limit <= 30) goto L12200; L19999: K=43; @@ -620,11 +621,11 @@ L2620: if(WD1 == MAKEWD(23051920)) { RSPEAK(276); } L2630: - I=VOCAB(WD1,-1); - if(I == -1) + i=VOCAB(WD1,-1); + if(i == -1) goto L3000; - K=MOD(I,1000); - KQ=I/1000+1; + 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; } BUG(22); @@ -646,11 +647,11 @@ L3000: SETPRM(1,WD1,WD1X); /* 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: i=4000; VERB=K; goto Laction; +L4090: i=4090; goto Laction; +L5000: i=5000; obj = K; Laction: - switch (action(cmdin, I, VERB, obj)) { + switch (action(cmdin, i, VERB, obj)) { case 2: return true; case 8: goto L8; case 2000: goto L2000; @@ -906,10 +907,10 @@ L90: RSPEAK(23); L10000: game.prop[GRATE]=0; game.prop[FISSUR]=0; - for (I=1; I<=NDWARVES; I++) { - game.dseen[I]=false; - game.dloc[I]=0; - } /* end loop */ + for (i=1; i<=NDWARVES; i++) { + game.dseen[i]=false; + game.dloc[i]=0; + } MOVE(TROLL,0); MOVE(TROLL+NOBJECTS,0); MOVE(TROLL2,PLAC[TROLL]); @@ -923,7 +924,7 @@ L10000: game.prop[GRATE]=0; RSPEAK(129); game.clock1= -1; game.closng=true; - goto L19999; + goto L19999; /* 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). @@ -950,8 +951,8 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); /* Leave the grate with normal (non-negative) property. Reuse sign. */ - I=PUT(GRATE,116,0); - I=PUT(SIGN,116,0); + PUT(GRATE,116,0); + PUT(SIGN,116,0); OBJTXT[SIGN]=OBJTXT[SIGN]+1; game.prop[SNAKE]=PUT(SNAKE,116,1); game.prop[BIRD]=PUT(BIRD,116,1); @@ -962,9 +963,9 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); game.prop[MIRROR]=PUT(MIRROR,115,0); game.fixed[MIRROR]=116; - for (I=1; I<=NOBJECTS; I++) { - if(TOTING(I)) - DSTROY(I); + for (int i=1; i<=NOBJECTS; i++) { + if(TOTING(i)) + DSTROY(i); } /* end loop */ RSPEAK(132);