X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=120642b247670447f99534fa89c8076688711b45;hb=fd10d380df6804dca3b19ea68dc32df2de6090bd;hp=653b744b0040b8b8a330dc15ac197463f8eb53e5;hpb=71fcc814f83c25847ebd703c265983cb6578d9b3;p=open-adventure.git diff --git a/main.c b/main.c index 653b744..120642b 100644 --- a/main.c +++ b/main.c @@ -9,16 +9,15 @@ #include #include #include -#include "main.h" +#include "advent.h" #include "database.h" -#include "misc.h" long ABB[186], ATLOC[186], BLKLIN = true, DFLAG, - DLOC[7], FIXED[101], HOLDNG, + DLOC[7], FIXED[NOBJECTS+1], HOLDNG, LINK[201], LNLENG, LNPOSN, - PARMS[26], PLACE[101], + PARMS[26], PLACE[NOBJECTS+1], SETUP = 0; -signed char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; +char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, @@ -34,7 +33,7 @@ long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, MESSAG, MIRROR, MXSCOR, NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER, - PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[101], PYRAM, + PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY, SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK, STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT, @@ -141,7 +140,7 @@ L1: SETUP= -1; if (logfp) fprintf(logfp, "seed %ld\n", seedval); - + for (;;) { if (!do_command(stdin)) break; @@ -149,13 +148,15 @@ L1: SETUP= -1; score(1); } -static bool fallback_handler(signed char *buf) +static bool fallback_handler(char *buf) /* fallback handler for commands not handled by FORTRANish parser */ { long sv; if (sscanf(buf, "seed %ld", &sv) == 1) { set_seed(sv); printf("Seed set to %ld\n", sv); + // autogenerated, so don't charge user time for it. + --TURNS; // here we reconfigure any global game state that uses random numbers ZZWORD=RNDVOC(3,0); return true; @@ -235,12 +236,12 @@ L6010: DTOTAL=0; KK=DLOC[I]; KK=KEY[KK]; if(KK == 0) goto L6016; -L6012: NEWLOC=MOD(IABS(TRAVEL[KK])/1000,1000); +L6012: NEWLOC=MOD(labs(TRAVEL[KK])/1000,1000); {long x = J-1; if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 && NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] || FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) || - IABS(TRAVEL[KK])/1000000 == 100) goto L6014;} + labs(TRAVEL[KK])/1000000 == 100) goto L6014;} TK[J]=NEWLOC; J=J+1; L6014: KK=KK+1; @@ -355,7 +356,7 @@ L2001: if(TOTING(BEAR))RSPEAK(141); I=ATLOC[LOC]; L2004: if(I == 0) goto L2012; OBJ=I; - if(OBJ > 100)OBJ=OBJ-100; + if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS; if(OBJ == STEPS && TOTING(NUGGET)) goto L2008; if(PROP[OBJ] >= 0) goto L2006; if(CLOSED) goto L2008; @@ -401,15 +402,14 @@ L2600: if(COND[LOC] < CONDS) goto L2603; L2602: /*etc*/ ; } /* end loop */ -/* Kick the random number generator just to add variety to the chase. Also, - * if closing time, check for any objects being toted with PROP < 0 and set +/* If closing time, check for any objects being toted with PROP < 0 and set * the prop to -1-PROP. This way objects won't be described until they've * been picked up and put down separate from their respective piles. Don't * tick CLOCK1 unless well into cave (and not at Y2). */ L2603: if(!CLOSED) goto L2605; if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); - for (I=1; I<=100; I++) { + for (I=1; I<=NOBJECTS; I++) { if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I]; } /* end loop */ L2605: WZDARK=DARK(0); @@ -530,7 +530,7 @@ L8: KK=KEY[LOC]; OLDLC2=OLDLOC; OLDLOC=LOC; -L9: LL=IABS(TRAVEL[KK]); +L9: LL=labs(TRAVEL[KK]); if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10; if(TRAVEL[KK] < 0) goto L50; KK=KK+1; @@ -538,17 +538,17 @@ L9: LL=IABS(TRAVEL[KK]); L10: LL=LL/1000; L11: NEWLOC=LL/1000; - K=MOD(NEWLOC,100); + K=MOD(NEWLOC,100); /* ESR: an instance of NOBJECTS? */ if(NEWLOC <= 300) goto L13; if(PROP[K] != NEWLOC/100-3) goto L16; L12: if(TRAVEL[KK] < 0)BUG(25); KK=KK+1; - NEWLOC=IABS(TRAVEL[KK])/1000; + NEWLOC=labs(TRAVEL[KK])/1000; if(NEWLOC == LL) goto L12; LL=NEWLOC; goto L11; -L13: if(NEWLOC <= 100) goto L14; +L13: if(NEWLOC <= 100) goto L14; /* ESR: an instance of NOBJECTS? */ if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16; goto L12; @@ -572,7 +572,7 @@ L30000: NEWLOC=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: NEWLOC=99+100-LOC; +L30100: NEWLOC=99+100-LOC; /* ESR: an instance of NOBJECTS? */ if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true; NEWLOC=LOC; RSPEAK(117); @@ -595,9 +595,9 @@ L30300: if(PROP[TROLL] != 1) goto L30310; PSPEAK(TROLL,1); PROP[TROLL]=0; MOVE(TROLL2,0); - MOVE(TROLL2+100,0); + MOVE(TROLL2+NOBJECTS,0); MOVE(TROLL,PLAC[TROLL]); - MOVE(TROLL+100,FIXD[TROLL]); + MOVE(TROLL+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); NEWLOC=LOC; return true; @@ -630,11 +630,11 @@ L20: K=OLDLOC; RSPEAK(K2); return true; -L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000); +L21: LL=MOD((labs(TRAVEL[KK])/1000),1000); if(LL == K) goto L25; if(LL > 300) goto L22; J=KEY[LL]; - if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK; + if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)K2=KK; L22: if(TRAVEL[KK] < 0) goto L23; KK=KK+1; goto L21; @@ -644,7 +644,7 @@ L23: KK=K2; RSPEAK(140); return true; -L25: K=MOD(IABS(TRAVEL[KK]),1000); +L25: K=MOD(labs(TRAVEL[KK]),1000); KK=KEY[LOC]; goto L9; @@ -708,8 +708,8 @@ L99: if(CLOSNG) goto L95; PLACE[WATER]=0; PLACE[OIL]=0; if(TOTING(LAMP))PROP[LAMP]=0; - /* 98 */ for (J=1; J<=100; J++) { - I=101-J; + /* 98 */ for (J=1; J<=NOBJECTS; J++) { + I=NOBJECTS + 1 - J; if(!TOTING(I)) goto L98; K=OLDLC2; if(I == LAMP)K=1; @@ -832,9 +832,9 @@ L10000: PROP[GRATE]=0; DLOC[I]=0; } /* end loop */ MOVE(TROLL,0); - MOVE(TROLL+100,0); + MOVE(TROLL+NOBJECTS,0); MOVE(TROLL2,PLAC[TROLL]); - MOVE(TROLL2+100,FIXD[TROLL]); + MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); if(PROP[BEAR] != 3)DSTROY(BEAR); PROP[CHAIN]=0; @@ -883,7 +883,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[MIRROR]=PUT(MIRROR,115,0); FIXED[MIRROR]=116; - for (I=1; I<=100; I++) { + for (I=1; I<=NOBJECTS; I++) { if(TOTING(I))DSTROY(I); } /* end loop */