X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=04bb5088ea722dddc2a27c298c3786fd2ae4849d;hb=46cd836df0943cfab98494d8668479f7ac93b762;hp=f7cd1fca66feb059f52729dc17da863cd7dae6a1;hpb=2d95c3f4f5cf2d92149be9c4b43bbcc6d36c2de7;p=open-adventure.git diff --git a/main.c b/main.c index f7cd1fc..04bb508 100644 --- a/main.c +++ b/main.c @@ -14,21 +14,20 @@ struct game_t game; -long LNLENG, LNPOSN, PARMS[26]; +long LNLENG, LNPOSN, PARMS[MAXPARMS+1]; char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, - CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS, + CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS, EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, - GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, KK, - KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK, - MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, - NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW, - PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, - SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK, - STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2, - URN, V1, V2, VASE, VEND, VERB, + GRATE, HINT, I, INVENT, J, JADE, K, KEYS, + KNIFE, L, 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, + STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2, + URN, V1, V2, VASE, VEND, VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X; FILE *logfp; bool oldstyle = false; @@ -36,7 +35,7 @@ lcg_state lcgstate; extern void initialise(); extern void score(long); -extern int action(FILE *, long); +extern int action(FILE *, long, long, long); void sig_handler(int signo) { @@ -54,7 +53,7 @@ static bool do_command(FILE *); int main(int argc, char *argv[]) { int ch; - + /* Adventure (rev 2: 20 treasures) */ /* History: Original idea & 5-treasure version (adventures) by Willie Crowther @@ -91,8 +90,6 @@ int main(int argc, char *argv[]) { * 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 */ -#include "funcs.h" - /* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */ lcgstate.a = 1093; @@ -123,7 +120,7 @@ L1: game.setup= -1; game.zzword=RNDVOC(3,0); game.novice=YES(stdin, 65,1,0); game.newloc=1; - LOC=1; + game.loc=1; game.limit=330; if(game.novice)game.limit=1000; @@ -154,12 +151,16 @@ static bool fallback_handler(char *buf) } static bool do_command(FILE *cmdin) { + long LL, KQ, VERB, KK, K2; + long obj; + long TK[21]; + static long IGO = 0; /* Can't leave cave once it's closing (except by main office). */ if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71; RSPEAK(130); - game.newloc=LOC; + game.newloc=game.loc; if(!game.panic)game.clock2=15; game.panic=true; @@ -167,15 +168,15 @@ static bool do_command(FILE *cmdin) { * the dwarf's blocking his way. If coming from place forbidden to pirate * (dwarves rooted in place) let him get out (and attacked). */ -L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; +L71: if(game.newloc == game.loc || FORCED(game.loc) || CNDBIT(game.loc,3)) goto L74; /* 73 */ for (I=1; I<=NDWARVES-1; I++) { if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73; - game.newloc=LOC; + game.newloc=game.loc; RSPEAK(2); goto L74; L73: /*etc*/ ; } /* end loop */ -L74: LOC=game.newloc; +L74: game.loc=game.newloc; /* Dwarf stuff. See earlier comments for description of variables. Remember * sixth dwarf is pirate and is thus very different except for motion rules. */ @@ -187,27 +188,27 @@ L74: LOC=game.newloc; * dwarves can't meet the bear. Also 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(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000; + if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) goto L2000; if(game.dflag != 0) goto L6000; - if(INDEEP(LOC))game.dflag=1; + if(INDEEP(game.loc))game.dflag=1; goto L2000; /* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If * any of the survivors is at loc, replace him with the alternate. */ L6000: if(game.dflag != 1) goto L6010; - if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000; + if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) goto L2000; game.dflag=2; for (I=1; I<=2; I++) { J=1+randrange(NDWARVES-1); if(PCT(50))game.dloc[J]=0; } /* end loop */ for (I=1; I<=NDWARVES-1; I++) { - if(game.dloc[I] == LOC)game.dloc[I]=DALTLC; + if(game.dloc[I] == game.loc)game.dloc[I]=DALTLC; game.odloc[I]=game.dloc[I]; } /* end loop */ RSPEAK(3); - DROP(AXE,LOC); + DROP(AXE,game.loc); goto L2000; /* Things are in full swing. Move each dwarf at random, except if he's seen us @@ -240,9 +241,9 @@ L6016: TK[J]=game.odloc[I]; J=1+randrange(J); game.odloc[I]=game.dloc[I]; game.dloc[I]=TK[J]; - game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC); + game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc); if(!game.dseen[I]) goto L6030; - game.dloc[I]=LOC; + game.dloc[I]=game.loc; if(I != 6) goto L6027; /* The pirate's spotted him. He leaves him alone once we've found chest. K @@ -250,11 +251,11 @@ L6016: TK[J]=game.odloc[I]; * the pirate be spotted. Note that game.place(CHEST)=0 might mean that he's * thrown it to the troll, but in that case he's seen the chest (game.prop=0). */ - if(LOC == game.chloc || game.prop[CHEST] >= 0) goto L6030; + if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030; K=0; /* 6020 */ for (J=50; J<=MAXTRS; J++) { /* Pirate won't take pyramid from plover room or dark room (too easy!). */ - if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6020; + if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020; if(TOTING(J)) goto L6021; L6020: if(HERE(J))K=1; } /* end loop */ @@ -269,8 +270,8 @@ L6021: if(game.place[CHEST] != 0) goto L6022; MOVE(MESSAG,game.chloc2); L6022: RSPEAK(128); /* 6023 */ for (J=50; J<=MAXTRS; J++) { - if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023; - if(AT(J) && game.fixed[J] == 0)CARRY(J,LOC); + if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023; + if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc); if(TOTING(J))DROP(J,game.chloc); L6023: /*etc*/ ; } /* end loop */ @@ -289,7 +290,7 @@ L6025: RSPEAK(186); L6027: game.dtotal=game.dtotal+1; if(game.odloc[I] != game.dloc[I]) goto L6030; ATTACK=ATTACK+1; - if(game.knfloc >= 0)game.knfloc=LOC; + if(game.knfloc >= 0)game.knfloc=game.loc; if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1; L6030: /*etc*/ ; } /* end loop */ @@ -310,29 +311,24 @@ L6030: /*etc*/ ; SETPRM(1,STICK,0); RSPEAK(K+1+2/(1+STICK)); if(STICK == 0) goto L2000; - game.oldlc2=LOC; + game.oldlc2=game.loc; goto L99; - - - - - /* Describe the current location and (maybe) get next command. */ /* Print text for current loc. */ -L2000: if(LOC == 0) goto L99; - KK=STEXT[LOC]; - if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC]; - if(FORCED(LOC) || !DARK(0)) goto L2001; +L2000: if(game.loc == 0) goto L99; + KK=STEXT[game.loc]; + if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc]; + if(FORCED(game.loc) || !DARK(0)) goto L2001; if(game.wzdark && PCT(35)) goto L90; KK=RTEXT[16]; L2001: if(TOTING(BEAR))RSPEAK(141); SPEAK(KK); K=1; - if(FORCED(LOC)) goto L8; - if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7); + if(FORCED(game.loc)) goto L8; + if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7); /* Print out descriptions of objects at this location. If not closing and * property value is negative, tally off another treasure. Rug is special @@ -341,16 +337,16 @@ L2001: if(TOTING(BEAR))RSPEAK(141); * are because game.prop=0 is needed to get full score. */ if(DARK(0)) goto L2012; - game.abbrev[LOC]=game.abbrev[LOC]+1; - I=game.atloc[LOC]; + game.abbrev[game.loc]=game.abbrev[game.loc]+1; + 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; + obj=I; + if(obj > NOBJECTS)obj=obj-NOBJECTS; + if(obj == STEPS && TOTING(NUGGET)) goto L2008; + if(game.prop[obj] >= 0) goto L2006; if(game.closed) goto L2008; - game.prop[OBJ]=0; - if(OBJ == RUG || OBJ == CHAIN)game.prop[OBJ]=1; + game.prop[obj]=0; + if(obj == RUG || obj == CHAIN)game.prop[obj]=1; game.tally=game.tally-1; /* 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 @@ -363,9 +359,9 @@ L2004: if(I == 0) goto L2012; * or trident, and the effects propagate. So the whole thing was flushed. * anyone who makes such a gross blunder isn't likely to find everything * else anyway (so goes the rationalisation). */ -L2006: KK=game.prop[OBJ]; - if(OBJ == STEPS && LOC == game.fixed[STEPS])KK=1; - PSPEAK(OBJ,KK); +L2006: KK=game.prop[obj]; + if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1; + PSPEAK(obj,KK); L2008: I=game.link[I]; goto L2004; @@ -374,18 +370,18 @@ L2010: SPK=K; L2011: RSPEAK(SPK); L2012: VERB=0; - game.oldobj=OBJ; - OBJ=0; + game.oldobj=obj; + obj=0; /* 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). */ -L2600: if(COND[LOC] < game.conds) goto L2603; +L2600: if(COND[game.loc] < game.conds) goto L2603; /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) { if(game.hinted[HINT]) goto L2602; - if(!CNDBIT(LOC,HINT+10))game.hintlc[HINT]= -1; + if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1; game.hintlc[HINT]=game.hintlc[HINT]+1; if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000; L2602: /*etc*/ ; @@ -402,7 +398,7 @@ L2603: if(!game.closed) goto L2605; if(TOTING(I) && game.prop[I] < 0)game.prop[I]= -1-game.prop[I]; } /* end loop */ L2605: game.wzdark=DARK(0); - if(game.knfloc > 0 && game.knfloc != LOC)game.knfloc=0; + if(game.knfloc > 0 && game.knfloc != game.loc)game.knfloc=0; I=0; if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X)) return false; @@ -422,7 +418,7 @@ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); } if(VERB == SAY && WD2 > 0)VERB=0; if(VERB == SAY) goto L4090; - if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1; + if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1; if(game.clock1 == 0) goto L10000; if(game.clock1 < 0)game.clock2=game.clock2-1; if(game.clock2 == 0) goto L11000; @@ -432,7 +428,7 @@ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); if(game.limit == 0) goto L12400; if(game.limit <= 30) goto L12200; L19999: K=43; - if(LIQLOC(LOC) == WATER)K=70; + if(LIQLOC(game.loc) == WATER)K=70; V1=VOCAB(WD1,-1); V2=VOCAB(WD2,-1); if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010; @@ -474,11 +470,11 @@ L3000: SETPRM(1,WD1,WD1X); /* Verb and object analysis moved to separate module. */ -L4000: I=4000; goto Laction; +L4000: I=4000; VERB=K; goto Laction; L4090: I=4090; goto Laction; L5000: I=5000; Laction: - switch (action(cmdin, I)) { + switch (action(cmdin, I, VERB, obj)) { case 2: return true; case 8: goto L8; case 2000: goto L2000; @@ -501,28 +497,28 @@ Laction: L8000: SETPRM(1,WD1,WD1X); RSPEAK(257); - OBJ=0; + obj=0; goto L2600; /* Figure out the new location * - * Given the current location in "LOC", and a motion verb number in + * Given the current location in "game.loc", and a motion verb number in * "K", put the new location in "game.newloc". The current loc is saved - * in "game.olddloc" in case he wants to retreat. The current + * in "game.oldloc" in case he wants to retreat. The current * game.oldloc is saved in game.oldlc2, in case he dies. (if he * does, game.newloc will be limbo, and OLgame.dloc will be what killed * him, so we need game.oldlc2, which is the last place he was * safe.) */ -L8: KK=KEY[LOC]; - game.newloc=LOC; +L8: KK=KEY[game.loc]; + game.newloc=game.loc; if(KK == 0)BUG(26); if(K == NUL) return true; if(K == BACK) goto L20; if(K == LOOK) goto L30; if(K == CAVE) goto L40; game.oldlc2=game.oldloc; - game.oldloc=LOC; + game.oldloc=game.loc; L9: LL=labs(TRAVEL[KK]); if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10; @@ -551,7 +547,7 @@ L16: game.newloc=MOD(LL,1000); if(game.newloc <= 300) return true; if(game.newloc <= 500) goto L30000; RSPEAK(game.newloc-500); - game.newloc=LOC; + game.newloc=game.loc; return true; /* Special motions come here. Labelling convention: statement numbers NNNXX @@ -566,9 +562,9 @@ L30000: game.newloc=game.newloc-300; * table must include "useless" entries going through passage, which can never * be used for actual motion, but can be spotted by "go back". */ -L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */ +L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */ if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true; - game.newloc=LOC; + game.newloc=game.loc; RSPEAK(117); return true; @@ -576,7 +572,7 @@ L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */ * 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. */ -L30200: DROP(EMRALD,LOC); +L30200: DROP(EMRALD,game.loc); goto L12; /* Travel 303. Troll bridge. Must be done only as special motion so that @@ -593,10 +589,10 @@ L30300: if(game.prop[TROLL] != 1) goto L30310; MOVE(TROLL,PLAC[TROLL]); MOVE(TROLL+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); - game.newloc=LOC; + game.newloc=game.loc; return true; -L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC; +L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; if(game.prop[TROLL] == 0)game.prop[TROLL]=1; if(!TOTING(BEAR)) return true; RSPEAK(162); @@ -610,16 +606,16 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC; /* End of specials. */ -/* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2 +/* 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. */ L20: K=game.oldloc; if(FORCED(K))K=game.oldlc2; game.oldlc2=game.oldloc; - game.oldloc=LOC; + game.oldloc=game.loc; K2=0; - if(K == LOC)K2=91; - if(CNDBIT(LOC,4))K2=274; + if(K == game.loc)K2=91; + if(CNDBIT(game.loc,4))K2=274; if(K2 == 0) goto L21; RSPEAK(K2); return true; @@ -643,7 +639,7 @@ L23: KK=K2; } K=MOD(labs(TRAVEL[KK]),1000); - KK=KEY[LOC]; + KK=KEY[game.loc]; goto L9; /* Look. Can't give more detail. Pretend it wasn't dark (though it may "now" @@ -652,13 +648,13 @@ L23: KK=K2; L30: if(game.detail < 3)RSPEAK(15); game.detail=game.detail+1; game.wzdark=false; - game.abbrev[LOC]=0; + game.abbrev[game.loc]=0; return true; /* Cave. Different messages depending on whether above ground. */ L40: K=58; - if(OUTSID(LOC) && LOC != 8)K=57; + if(OUTSID(game.loc) && game.loc != 8)K=57; RSPEAK(K); return true; @@ -695,7 +691,7 @@ L50: SPK=12; /* The easiest way to get killed is to fall into a pit in pitch darkness. */ L90: RSPEAK(23); - game.oldlc2=LOC; + game.oldlc2=game.loc; /* Okay, he's dead. Let's get on with it. */ @@ -714,8 +710,8 @@ L99: if(game.closng) goto L95; DROP(I,K); L98: /*etc*/ ; } /* end loop */ - LOC=3; - game.oldloc=LOC; + game.loc=3; + game.oldloc=game.loc; goto L2000; /* He died during closing time. No resurrection. Tally up a death and exit. */ @@ -757,13 +753,13 @@ L40030: goto L2602; L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010; goto L40020; -L40200: if(game.place[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010; +L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010; goto L40030; L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010; goto L40020; -L40400: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng > +L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng > 1) goto L40010; goto L40020; @@ -775,11 +771,11 @@ L40600: goto L40010; L40700: if(game.dflag == 0) goto L40010; goto L40020; -L40800: if(game.atloc[LOC] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto +L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto L40010; goto L40030; -L40900: I=ATDWRF(LOC); +L40900: I=ATDWRF(game.loc); if(I < 0) goto L40020; if(HERE(OGRE) && I == 0) goto L40010; goto L40030; @@ -863,7 +859,7 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); game.prop[LAMP]=PUT(LAMP,115,0); game.prop[ROD]=PUT(ROD,115,0); game.prop[DWARF]=PUT(DWARF,115,0); - LOC=115; + game.loc=115; game.oldloc=115; game.newloc=115; @@ -898,7 +894,7 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); L12000: RSPEAK(188); game.prop[BATTER]=1; - if(TOTING(BATTER))DROP(BATTER,LOC); + if(TOTING(BATTER))DROP(BATTER,game.loc); game.limit=game.limit+2500; game.lmwarn=false; goto L19999;