X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=2d9a20701a2513bbcd1196edb344e6e12963036e;hb=59a558b7622f1d12e4b52c4852f5577c55be26f6;hp=802f7e0fcc0b8ad9520b1c24b0d0f6f13d3a542f;hpb=f1f7cfd4e95d7c7e0022a320e6979403fc0a096b;p=open-adventure.git diff --git a/main.c b/main.c index 802f7e0..2d9a207 100644 --- a/main.c +++ b/main.c @@ -49,7 +49,6 @@ bool editline = true; bool prompt = true; extern void initialise(); -extern void score(long); extern int action(FILE *, long, long, long); void sig_handler(int signo) @@ -126,9 +125,9 @@ int main(int argc, char *argv[]) /* Start-up, dwarf stuff */ game.zzword=RNDVOC(3,0); - game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,ARB_0); - game.newloc = LOC_1; - game.loc = LOC_1; + game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,NO_MESSAGE); + game.newloc = LOC_START; + game.loc = LOC_START; game.limit=330; if (game.novice)game.limit=1000; @@ -141,7 +140,7 @@ int main(int argc, char *argv[]) break; } /* show score and exit */ - score(1); + score(quitgame); } static bool fallback_handler(char *buf) @@ -244,13 +243,13 @@ static void checkhints(FILE *cmdin) /* Fall through to hint display */ game.hintlc[hint]=0; - if (!YES(cmdin,HINTS[hint][3],ARB_0,OK_MAN)) + if (!YES(cmdin,HINTS[hint][3],NO_MESSAGE,OK_MAN)) return; SETPRM(1,HINTS[hint][2],HINTS[hint][2]); 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]; + if (game.hinted[hint] && game.limit > WARNTIME) + game.limit += WARNTIME*HINTS[hint][2]; } } } @@ -263,8 +262,8 @@ bool spotted_by_pirate(int i) /* The pirate's spotted him. He leaves him alone once we've * found chest. K counts if a treasure is here. If not, and - * tally=1 for an unseen chest, let the pirate be spotted. - * Note that game.place[CHEST]=0 might mean that he's thrown + * tally=1 for an unseen chest, let the pirate be spotted. Note + * that game.place[CHEST] = NOWHERE might mean that he's thrown * it to the troll, but in that case he's seen the chest * (game.prop=0). */ if (game.loc == game.chloc || game.prop[CHEST] >= 0) @@ -285,7 +284,7 @@ bool spotted_by_pirate(int i) } } /* Force chest placement before player finds last treasure */ - if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { + if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) { RSPEAK(PIRATE_SPOTTED); movechest = true; } @@ -324,7 +323,7 @@ static bool dwarfmove(void) int kk, stick, attack; long tk[21]; - /* Dwarf stuff. See earlier comments for description of + /* Dwarf stuff. See earlier comments for description of * variables. Remember sixth dwarf is pirate and is thus * very different except for motion rules. */ @@ -475,31 +474,31 @@ static void croak(FILE *cmdin) /* He died during closing time. No resurrection. Tally up a * death and exit. */ RSPEAK(DEATH_CLOSING); - score(0); + score(endgame); } else { /* FIXME: Arithmetic on message numbers */ if (!YES(cmdin,WATCH_IT+game.numdie*2,WHICH_WAY+game.numdie*2,OK_MAN)) - score(0); + score(endgame); if (game.numdie == MAXDIE) - score(0); - game.place[WATER]=0; - game.place[OIL]=0; + score(endgame); + game.place[WATER] = NOWHERE; + game.place[OIL] = NOWHERE; if (TOTING(LAMP)) game.prop[LAMP]=0; for (int j=1; j<=NOBJECTS; j++) { int i=NOBJECTS + 1 - j; if (TOTING(i)) { /* Always leave lamp where it's accessible aboveground */ - DROP(i, (i == LAMP) ? 1 : game.oldlc2); + DROP(i, (i == LAMP) ? LOC_START : game.oldlc2); } } - game.loc = LOC_3; + game.loc = LOC_BUILDING; game.oldloc=game.loc; } } /* 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 + * "motion", put the new location in "game.newloc". The current loc is saved * 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 game.oldloc will be what killed @@ -556,9 +555,10 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) } else if (motion == LOOK) { /* Look. Can't give more detail. Pretend it wasn't dark - * (though it may "now" be dark) so he won't fall into a + * (though it may now be dark) so he won't fall into a * pit while staring into the gloom. */ - if (game.detail < 3)RSPEAK(NO_MORE_DETAIL); + if (game.detail < 3) + RSPEAK(NO_MORE_DETAIL); ++game.detail; game.wzdark=false; game.abbrev[game.loc]=0; @@ -566,7 +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) ? FOLLOW_STREAM : NEED_DETAIL); + RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL); return true; } else { @@ -581,6 +581,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion) break; if (TRAVEL[kk] < 0) { + /* FIXME: Magic numbers! */ /* Non-applicable motion. Various messages depending on * word given. */ int spk=CANT_APPLY; @@ -640,6 +641,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) * 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 == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true; @@ -695,7 +697,8 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) BUG(20); } } while - (false); + (false); + /* FIXME: Arithmetic on location number, becoming a message number */ RSPEAK(game.newloc-500); game.newloc=game.loc; return true; @@ -751,7 +754,7 @@ static bool closecheck(void) MOVE(TROLL2,PLAC[TROLL]); MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); - if (game.prop[BEAR] != 3)DSTROY(BEAR); + if (game.prop[BEAR] != 3)DESTROY(BEAR); game.prop[CHAIN]=0; game.fixed[CHAIN]=0; game.prop[AXE]=0; @@ -778,33 +781,33 @@ 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,LOC_115,1); - game.prop[PLANT]=PUT(PLANT,LOC_115,0); - game.prop[OYSTER]=PUT(OYSTER,LOC_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,LOC_115,0); - game.prop[ROD]=PUT(ROD,LOC_115,0); - game.prop[DWARF]=PUT(DWARF,LOC_115,0); - game.loc = LOC_115; - game.oldloc = LOC_115; - game.newloc = LOC_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,LOC_116,0); - PUT(SIGN,LOC_116,0); + PUT(GRATE,LOC_SW,0); + PUT(SIGN,LOC_SW,0); ++OBJTXT[SIGN]; - game.prop[SNAKE]=PUT(SNAKE,LOC_116,1); - game.prop[BIRD]=PUT(BIRD,LOC_116,1); - game.prop[CAGE]=PUT(CAGE,LOC_116,0); - game.prop[ROD2]=PUT(ROD2,LOC_116,0); - game.prop[PILLOW]=PUT(PILLOW,LOC_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,LOC_115,0); - game.fixed[MIRROR]=LOC_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); + DESTROY(i); } RSPEAK(CAVE_CLOSED); @@ -828,7 +831,7 @@ static void lampcheck(void) * Second is for other cases of lamp dying. 12400 is when it * goes out. Even then, he can explore outside for a while * if desired. */ - if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP)) + if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP)) { RSPEAK(REPLACE_BATTERIES); game.prop[BATTER]=1; @@ -841,11 +844,11 @@ static void lampcheck(void) game.prop[LAMP]=0; if (HERE(LAMP)) RSPEAK(LAMP_OUT); - } else if (game.limit <= 30) { + } else if (game.limit <= WARNTIME) { if (!game.lmwarn && HERE(LAMP)) { game.lmwarn=true; int spk=GET_BATTERIES; - if (game.place[BATTER] == 0)spk=LAMP_DIM; + if (game.place[BATTER] == NOWHERE)spk=LAMP_DIM; if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES; RSPEAK(spk); } @@ -901,8 +904,8 @@ static void listobjects(void) static bool do_command(FILE *cmdin) /* Get and execute a command */ { - long KQ, verb, V1, V2; - long i, k, KMOD; + long kq, verb, V1, V2; + long i, k, kmod; static long igo = 0; static long obj = 0; enum speechpart part; @@ -950,7 +953,7 @@ static bool do_command(FILE *cmdin) croak(cmdin); continue; /* back to top of main interpreter loop */ } - msg=arbitrary_messages[16]; + msg=arbitrary_messages[PITCH_DARK]; } if (TOTING(BEAR))RSPEAK(TAME_BEAR); newspeak(msg); @@ -1055,23 +1058,23 @@ static bool do_command(FILE *cmdin) if (i == -1) { /* Gee, I don't understand. */ if (fallback_handler(rawbuf)) - return true; + continue; SETPRM(1,WD1,WD1X); RSPEAK(DONT_KNOW); goto L2600; } - KMOD=MOD(i,1000); - KQ=i/1000+1; - switch (KQ-1) + kmod=MOD(i,1000); + kq=i/1000+1; + switch (kq-1) { case 0: - if (playermove(cmdin, verb, KMOD)) + if (playermove(cmdin, verb, kmod)) return true; else continue; /* back to top of main interpreter loop */ - case 1: part=unknown; obj = KMOD; break; - case 2: part=intransitive; verb = KMOD; break; - case 3: RSPEAK(KMOD); goto L2012; + case 1: part=unknown; obj = kmod; break; + case 2: part=intransitive; verb = kmod; break; + case 3: RSPEAK(kmod); goto L2012; default: BUG(22); } @@ -1103,7 +1106,7 @@ static bool do_command(FILE *cmdin) case GO_DWARFWAKE: /* Oh dear, he's disturbed the dwarves. */ RSPEAK(DWARVES_AWAKEN); - score(0); + score(endgame); return true; default: BUG(99);