X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=2248f3db51d41d7b90bfdf2df7f0aa883ab2bcd3;hb=e49ba9fb2bae5fa4cba7342f952f77565eef837f;hp=00a138f1160156223c6685b609d825b86d7e0575;hpb=59243cf8bc1939348467810bc63e107728a680c4;p=open-adventure.git diff --git a/main.c b/main.c index 00a138f..2248f3d 100644 --- a/main.c +++ b/main.c @@ -30,7 +30,7 @@ /* Abstract out the encoding of words in the travel array. Gives us * some hope of getting to a less cryptic representation than we * inherited from FORTRAN, someday. To understand these, read the - * encoding description for TRAVEL. + * encoding description for travel. */ #define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000) #define T_NODWARVES(entry) labs(entry) / 1000000 == 100 @@ -43,18 +43,6 @@ struct game_t game; long LNLENG, LNPOSN; 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; - FILE *logfp = NULL, *rfp = NULL; bool oldstyle = false; bool editline = true; @@ -303,11 +291,11 @@ static bool spotted_by_pirate(int i) int snarfed = 0; bool movechest = false, robplayer = false; for (int treasure = 1; treasure <= NOBJECTS; treasure++) { - if (!object_descriptions[treasure].is_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 == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac)) { + if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) { continue; } if (TOTING(treasure) || HERE(treasure)) @@ -339,9 +327,9 @@ static bool spotted_by_pirate(int i) if (robplayer) { rspeak(PIRATE_POUNCES); for (int treasure = 1; treasure <= NOBJECTS; treasure++) { - if (!object_descriptions[treasure].is_treasure) + if (!objects[treasure].is_treasure) continue; - if (!(treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac))) { + if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) { if (AT(treasure) && game.fixed[treasure] == 0) carry(treasure, game.loc); if (TOTING(treasure)) @@ -417,11 +405,11 @@ static bool dwarfmove(void) 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 = T_DESTINATION(TRAVEL[kk]); + game.newloc = T_DESTINATION(travel[kk]); /* Have we avoided a dwarf encounter? */ bool avoided = (SPECIAL(game.newloc) || !INDEEP(game.newloc) || @@ -431,13 +419,13 @@ static bool dwarfmove(void) game.newloc == game.dloc[i] || FORCED(game.newloc) || (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) || - T_NODWARVES(TRAVEL[kk])); + T_NODWARVES(travel[kk])); if (!avoided) { tk[j++] = game.newloc; } ++kk; } while - (TRAVEL[kk - 1] >= 0); + (travel[kk - 1] >= 0); tk[j] = game.odloc[i]; if (j >= 2) --j; @@ -541,7 +529,7 @@ static void croak(void) static bool playermove(token_t verb, int motion) { - int scratchloc, k2, kk = KEY[game.loc]; + int scratchloc, k2, kk = tkey[game.loc]; game.newloc = game.loc; if (kk == 0) BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); @@ -561,13 +549,13 @@ static bool playermove(token_t verb, int motion) if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN; if (k2 == 0) { for (;;) { - scratchloc = T_DESTINATION(TRAVEL[kk]); + scratchloc = T_DESTINATION(travel[kk]); if (scratchloc != motion) { if (!SPECIAL(scratchloc)) { - if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[KEY[scratchloc]]) == motion) + if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion) k2 = kk; } - if (TRAVEL[kk] >= 0) { + if (travel[kk] >= 0) { ++kk; /* go to next travel entry for this location */ continue; } @@ -579,8 +567,8 @@ static bool playermove(token_t verb, int motion) } } - motion = T_MOTION(TRAVEL[kk]); - kk = KEY[game.loc]; + motion = T_MOTION(travel[kk]); + kk = tkey[game.loc]; break; /* fall through to ordinary travel */ } } else { @@ -610,9 +598,9 @@ static bool playermove(token_t verb, int motion) /* Look for a way to fulfil the motion - kk indexes the beginning * of the motion entries for here (game.loc). */ for (;;) { - if (T_TERMINATE(TRAVEL[kk]) || T_MOTION(TRAVEL[kk]) == motion) + if (T_TERMINATE(travel[kk]) || T_MOTION(travel[kk]) == motion) break; - if (TRAVEL[kk] < 0) { + if (travel[kk] < 0) { /* FIXME: Magic numbers! */ /* Couldn't find an entry matching the motion word passed * in. Various messages depending on word given. */ @@ -629,7 +617,7 @@ static bool playermove(token_t verb, int motion) } ++kk; } - scratchloc = labs(TRAVEL[kk]) / 1000; + scratchloc = labs(travel[kk]) / 1000; do { /* @@ -648,16 +636,17 @@ static bool playermove(token_t verb, int motion) break; /* else fall through */ } + /* handles the YAML "with" clause */ if (TOTING(motion) || (game.newloc > 200 && AT(motion))) break; /* else fall through */ } else if (game.prop[motion] != game.newloc / 100 - 3) break; do { - if (TRAVEL[kk] < 0) + if (travel[kk] < 0) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); ++kk; - game.newloc = labs(TRAVEL[kk]) / 1000; + game.newloc = labs(travel[kk]) / 1000; } while (game.newloc == scratchloc); scratchloc = game.newloc; @@ -666,14 +655,20 @@ static bool playermove(token_t verb, int motion) game.newloc = MOD(scratchloc, 1000); if (!SPECIAL(game.newloc)) return true; - if (game.newloc <= 500) { - game.newloc -= SPECIALBASE; + + 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". */ + /* 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))) { @@ -682,40 +677,43 @@ static bool playermove(token_t verb, int motion) } 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. */ + /* 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); do { - if (TRAVEL[kk] < 0) + if (travel[kk] < 0) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); ++kk; - game.newloc = labs(TRAVEL[kk]) / 1000; + game.newloc = labs(travel[kk]) / 1000; } while (game.newloc == scratchloc); scratchloc = game.newloc; 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. */ + /* 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,look, 1); game.prop[TROLL] = 0; move(TROLL2, 0); move(TROLL2 + NOBJECTS, 0); - move(TROLL, object_descriptions[TROLL].plac); - move(TROLL + NOBJECTS, object_descriptions[TROLL].fixd); + move(TROLL, objects[TROLL].plac); + move(TROLL + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); game.newloc = game.loc; return true; } else { - game.newloc = object_descriptions[TROLL].plac + object_descriptions[TROLL].fixd - game.loc; + game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc; if (game.prop[TROLL] == 0)game.prop[TROLL] = 1; if (!TOTING(BEAR)) return true; rspeak(BRIDGE_COLLAPSE); @@ -728,18 +726,14 @@ static bool playermove(token_t verb, int motion) croak(); return true; } + default: + BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); } - BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); } break; /* Leave L12 loop */ } } while (false); - - /* Execute a speak rule */ - rspeak(L_SPEAK(game.newloc)); - game.newloc = game.loc; - return true; } static bool closecheck(void) @@ -788,8 +782,8 @@ static bool closecheck(void) } move(TROLL, 0); move(TROLL + NOBJECTS, 0); - move(TROLL2, object_descriptions[TROLL].plac); - move(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd); + move(TROLL2, objects[TROLL].plac); + move(TROLL2 + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); if (game.prop[BEAR] != 3)DESTROY(BEAR); game.prop[CHAIN] = 0;