X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=2248f3db51d41d7b90bfdf2df7f0aa883ab2bcd3;hb=e49ba9fb2bae5fa4cba7342f952f77565eef837f;hp=f6209d47ae2478f42d785a8bb4432b4fb63cca0a;hpb=7dc88392493951baa8071c7318e6c0b086c531e9;p=open-adventure.git diff --git a/main.c b/main.c index f6209d4..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 @@ -406,10 +406,10 @@ static bool dwarfmove(void) continue; /* Fill tk array with all the places this dwarf might go. */ unsigned int j = 1; - kk = TKEY[game.dloc[i]]; + 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) || @@ -419,13 +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; @@ -529,7 +529,7 @@ static void croak(void) static bool playermove(token_t verb, int motion) { - int scratchloc, k2, kk = TKEY[game.loc]; + int scratchloc, k2, kk = tkey[game.loc]; game.newloc = game.loc; if (kk == 0) BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); @@ -549,13 +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[TKEY[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; } @@ -567,8 +567,8 @@ static bool playermove(token_t verb, int motion) } } - motion = T_MOTION(TRAVEL[kk]); - kk = TKEY[game.loc]; + motion = T_MOTION(travel[kk]); + kk = tkey[game.loc]; break; /* fall through to ordinary travel */ } } else { @@ -598,9 +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. */ @@ -617,7 +617,7 @@ static bool playermove(token_t verb, int motion) } ++kk; } - scratchloc = labs(TRAVEL[kk]) / 1000; + scratchloc = labs(travel[kk]) / 1000; do { /* @@ -636,16 +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; @@ -654,14 +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))) { @@ -670,28 +677,31 @@ 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; @@ -716,18 +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)