X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=1dc395eccab8fb6205c356d14e76cb7a88422320;hb=1896e0f88660f0f589a065c7ce2f9d98c1f161b8;hp=1c5749dc632245ccd9f54d074d3ebf1a9d8dae55;hpb=c3453db345aee46e5e0e6ad5657a10c62139b815;p=open-adventure.git diff --git a/main.c b/main.c index 1c5749d..1dc395e 100644 --- a/main.c +++ b/main.c @@ -13,6 +13,7 @@ * and for the offensive globals. Applying the Structured Program * Theorem can be hard. */ +#define DEFINE_GLOBALS_FROM_INCLUDES #include #include #include @@ -46,7 +47,6 @@ FILE *logfp; bool oldstyle = false; bool editline = true; bool prompt = true; -lcg_state lcgstate; extern void initialise(); extern void score(long); @@ -114,9 +114,9 @@ int main(int argc, char *argv[]) /* Initialize our LCG PRNG with parameters tested against * Knuth vol. 2. by the original authors */ - lcgstate.a = 1093; - lcgstate.c = 221587; - lcgstate.m = 1048576; + game.lcg_a = 1093; + game.lcg_c = 221587; + game.lcg_m = 1048576; srand(time(NULL)); long seedval = (long)rand(); set_seed(seedval); @@ -126,9 +126,9 @@ int main(int argc, char *argv[]) /* Start-up, dwarf stuff */ game.zzword=RNDVOC(3,0); - game.novice=YES(stdin, 65,1,0); - game.newloc=1; - game.loc=1; + game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,ARB_0); + game.newloc = LOC_START; + game.loc = LOC_START; game.limit=330; if (game.novice)game.limit=1000; @@ -176,7 +176,7 @@ static void checkhints(FILE *cmdin) ++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][1]) { int i; @@ -244,11 +244,11 @@ static void checkhints(FILE *cmdin) /* Fall through to hint display */ game.hintlc[hint]=0; - if (!YES(cmdin,HINTS[hint][3],0,54)) + if (!YES(cmdin,HINTS[hint][3],ARB_0,OK_MAN)) return; SETPRM(1,HINTS[hint][2],HINTS[hint][2]); - RSPEAK(261); - game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54); + RSPEAK(HINT_COST); + game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],OK_MAN); if (game.hinted[hint] && game.limit > 30) game.limit=game.limit+30*HINTS[hint][2]; } @@ -269,49 +269,52 @@ bool spotted_by_pirate(int i) * (game.prop=0). */ if (game.loc == game.chloc || game.prop[CHEST] >= 0) return true; - int k=0; + int snarfed=0; + bool movechest = false, robplayer = false; 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])) { - return true; + continue; } + if (TOTING(j) || HERE(j)) + ++snarfed; if (TOTING(j)) { - 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; - return true; + movechest = true; + robplayer = true; } - if (HERE(j)) - 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) { - RSPEAK(186); + if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { + 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); game.dloc[PIRATE]=game.chloc; game.odloc[PIRATE]=game.chloc; game.dseen[PIRATE]=false; - return true; + } else { + /* 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); + } + if (robplayer) { + RSPEAK(PIRATE_POUNCES); + 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); + } + } } - if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) - RSPEAK(127); + return true; } @@ -361,7 +364,7 @@ static bool dwarfmove(void) game.dloc[i]=DALTLC; game.odloc[i]=game.dloc[i]; } - RSPEAK(3); + RSPEAK(DWARF_RAN); DROP(AXE,game.loc); return true; } @@ -428,16 +431,16 @@ static bool dwarfmove(void) if (game.dtotal == 0) return true; SETPRM(1,game.dtotal,0); - RSPEAK(4+1/game.dtotal); + RSPEAK(DWARF_PACK+1/game.dtotal); /* FIXME: Arithmetic on message number */ if (attack == 0) return true; if (game.dflag == 2)game.dflag=3; SETPRM(1,attack,0); int k=6; - if (attack > 1)k=250; + if (attack > 1)k=THROWN_KNIVES; RSPEAK(k); SETPRM(1,stick,0); - RSPEAK(k+1+2/(1+stick)); + RSPEAK(k+1+2/(1+stick)); /* FIXME: Arithmetic on message number */ if (stick == 0) return true; game.oldlc2=game.loc; @@ -467,15 +470,15 @@ static bool dwarfmove(void) static void croak(FILE *cmdin) /* Okay, he's dead. Let's get on with it. */ { + ++game.numdie; if (game.closng) { /* He died during closing time. No resurrection. Tally up a * death and exit. */ - RSPEAK(131); - ++game.numdie; + RSPEAK(DEATH_CLOSING); score(0); } else { - ++game.numdie; - if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) + /* FIXME: Arithmetic on message numbers */ + if (!YES(cmdin,WATCH_IT+game.numdie*2,WHICH_WAY+game.numdie*2,OK_MAN)) score(0); if (game.numdie == MAXDIE) score(0); @@ -486,13 +489,11 @@ static void croak(FILE *cmdin) for (int j=1; j<=NOBJECTS; j++) { int i=NOBJECTS + 1 - j; if (TOTING(i)) { - int k=game.oldlc2; - if (i == LAMP) - k=1; - DROP(i,k); + /* Always leave lamp where it's accessible aboveground */ + DROP(i, (i == LAMP) ? 1 : game.oldlc2); } } - game.loc=3; + game.loc = LOC_BUILDING; game.oldloc=game.loc; } } @@ -523,8 +524,8 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) game.oldlc2=game.oldloc; game.oldloc=game.loc; k2=0; - if (motion == game.loc)k2=91; - if (CNDBIT(game.loc,NOBACK))k2=274; + if (motion == game.loc)k2=FORGOT_PATH; + if (CNDBIT(game.loc,NOBACK))k2=TWIST_TURN; if (k2 == 0) { for (;;) { scratchloc=MOD((labs(TRAVEL[kk])/1000),1000); @@ -539,7 +540,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) } kk=k2; if (kk == 0) { - RSPEAK(140); + RSPEAK(NOT_CONNECTED); return true; } } @@ -557,7 +558,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) /* Look. Can't give more detail. Pretend it wasn't dark * (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); + if (game.detail < 3)RSPEAK(NO_MORE_DETAIL); ++game.detail; game.wzdark=false; game.abbrev[game.loc]=0; @@ -565,7 +566,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) } else if (motion == CAVE) { /* Cave. Different messages depending on whether above ground. */ - RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58); + RSPEAK((OUTSID(game.loc) && game.loc != 8) ? FOLLOW_STREAM : NEED_DETAIL); return true; } else { @@ -582,14 +583,14 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) if (TRAVEL[kk] < 0) { /* Non-applicable motion. Various messages depending on * word given. */ - int spk=12; - if (motion >= 43 && motion <= 50)spk=52; - if (motion == 29 || motion == 30)spk=52; - if (motion == 7 || motion == 36 || motion == 37)spk=10; - if (motion == 11 || motion == 19)spk=11; - if (verb == FIND || verb == INVENT)spk=59; - if (motion == 62 || motion == 65)spk=42; - if (motion == 17)spk=80; + 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); return true; } @@ -643,7 +644,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true; game.newloc=game.loc; - RSPEAK(117); + RSPEAK(MUST_DROP); return true; case 2: /* Travel 302. Plover transport. Drop the emerald (only use @@ -680,7 +681,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; if (game.prop[TROLL] == 0)game.prop[TROLL]=1; if (!TOTING(BEAR)) return true; - RSPEAK(162); + RSPEAK(BRIDGE_COLLAPSE); game.prop[CHASM]=1; game.prop[TROLL]=2; DROP(BEAR,game.newloc); @@ -755,7 +756,7 @@ static bool closecheck(void) game.fixed[CHAIN]=0; game.prop[AXE]=0; game.fixed[AXE]=0; - RSPEAK(129); + RSPEAK(CAVE_CLOSING); game.clock1= -1; game.closng=true; return true; @@ -777,36 +778,36 @@ static bool closecheck(void) * 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,115,1); - game.prop[PLANT]=PUT(PLANT,115,0); - game.prop[OYSTER]=PUT(OYSTER,115,0); + 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,115,0); - game.prop[ROD]=PUT(ROD,115,0); - game.prop[DWARF]=PUT(DWARF,115,0); - game.loc=115; - game.oldloc=115; - game.newloc=115; + 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,116,0); - PUT(SIGN,116,0); + PUT(GRATE,LOC_SW,0); + PUT(SIGN,LOC_SW,0); ++OBJTXT[SIGN]; - game.prop[SNAKE]=PUT(SNAKE,116,1); - game.prop[BIRD]=PUT(BIRD,116,1); - game.prop[CAGE]=PUT(CAGE,116,0); - game.prop[ROD2]=PUT(ROD2,116,0); - game.prop[PILLOW]=PUT(PILLOW,116,0); + 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,115,0); - game.fixed[MIRROR]=116; + game.prop[MIRROR]=PUT(MIRROR,LOC_NE,0); + game.fixed[MIRROR]=LOC_SW; for (int i=1; i<=NOBJECTS; i++) { if (TOTING(i)) DSTROY(i); } - RSPEAK(132); + RSPEAK(CAVE_CLOSED); game.closed=true; return true; } @@ -829,7 +830,7 @@ static void lampcheck(void) * if desired. */ if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP)) { - RSPEAK(188); + RSPEAK(REPLACE_BATTERIES); game.prop[BATTER]=1; if (TOTING(BATTER)) DROP(BATTER,game.loc); @@ -839,13 +840,13 @@ static void lampcheck(void) game.limit= -1; game.prop[LAMP]=0; if (HERE(LAMP)) - RSPEAK(184); + RSPEAK(LAMP_OUT); } else if (game.limit <= 30) { if (!game.lmwarn && HERE(LAMP)) { game.lmwarn=true; - int spk=187; - if (game.place[BATTER] == 0)spk=183; - if (game.prop[BATTER] == 1)spk=189; + int spk=GET_BATTERIES; + if (game.place[BATTER] == 0)spk=LAMP_DIM; + if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES; RSPEAK(spk); } } @@ -861,10 +862,9 @@ static void listobjects(void) * get full score. */ { if (!DARK(game.loc)) { - long obj; ++game.abbrev[game.loc]; for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) { - obj=i; + long obj=i; if (obj > NOBJECTS)obj=obj-NOBJECTS; if (obj == STEPS && TOTING(NUGGET)) continue; @@ -909,7 +909,7 @@ static bool do_command(FILE *cmdin) /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { - RSPEAK(130); + RSPEAK(EXIT_CLOSED); game.newloc=game.loc; if (!game.panic)game.clock2=15; game.panic=true; @@ -923,7 +923,7 @@ static bool do_command(FILE *cmdin) for (i=1; i<=NDWARVES-1; i++) { if (game.odloc[i] == game.newloc && game.dseen[i]) { game.newloc=game.loc; - RSPEAK(2); + RSPEAK(DWARF_BLOCK); break; } } @@ -938,21 +938,21 @@ static bool do_command(FILE *cmdin) for (;;) { if (game.loc == 0) croak(cmdin); - char* msg = short_location_descriptions[game.loc]; + char* msg = locations[game.loc].description.small; if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0) - msg=long_location_descriptions[game.loc]; + msg=locations[game.loc].description.big; if (!FORCED(game.loc) && DARK(game.loc)) { /* The easiest way to get killed is to fall into a pit in * pitch darkness. */ if (game.wzdark && PCT(35)) { - RSPEAK(23); + RSPEAK(PIT_FALL); game.oldlc2 = game.loc; croak(cmdin); continue; /* back to top of main interpreter loop */ } msg=arbitrary_messages[16]; } - if (TOTING(BEAR))RSPEAK(141); + if (TOTING(BEAR))RSPEAK(TAME_BEAR); newspeak(msg); if (FORCED(game.loc)) { if (playermove(cmdin, verb, 1)) @@ -960,7 +960,7 @@ static bool do_command(FILE *cmdin) else continue; /* back to top of main interpreter loop */ } - if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7); + if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH); listobjects(); @@ -1019,8 +1019,8 @@ static bool do_command(FILE *cmdin) } else lampcheck(); - k=43; - if (LIQLOC(game.loc) == WATER)k=70; + k=WHERE_QUERY; + if (LIQLOC(game.loc) == WATER)k=FEET_WET; V1=VOCAB(WD1,-1); V2=VOCAB(WD2,-1); if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) { @@ -1044,11 +1044,11 @@ static bool do_command(FILE *cmdin) if (WD1 == MAKEWD(23051920)) { ++game.iwest; if (game.iwest == 10) - RSPEAK(17); + RSPEAK(W_IS_WEST); } if (WD1 == MAKEWD( 715) && WD2 != 0) { if (++igo == 10) - RSPEAK(276); + RSPEAK(GO_UNNEEDED); } L2630: i=VOCAB(WD1,-1); @@ -1057,7 +1057,7 @@ static bool do_command(FILE *cmdin) if (fallback_handler(rawbuf)) return true; SETPRM(1,WD1,WD1X); - RSPEAK(254); + RSPEAK(DONT_KNOW); goto L2600; } KMOD=MOD(i,1000); @@ -1097,12 +1097,12 @@ static bool do_command(FILE *cmdin) /* Random intransitive verbs come here. Clear obj just in case * (see attack()). */ SETPRM(1,WD1,WD1X); - RSPEAK(257); + RSPEAK(DO_WHAT); obj=0; goto L2600; case GO_DWARFWAKE: /* Oh dear, he's disturbed the dwarves. */ - RSPEAK(136); + RSPEAK(DWARVES_AWAKEN); score(0); return true; default: