X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=487eecfca84895df1c7a215ea015c559e71426d1;hb=cf219e920bb038c9ac2c879adcfd048dc13bf3bc;hp=de25b32a388cf642e4c34af86cc5886df7dfecd3;hpb=dc9d9e467b4efe76c30f15ccd23ceede2326f5e8;p=open-adventure.git diff --git a/main.c b/main.c index de25b32..487eecf 100644 --- a/main.c +++ b/main.c @@ -7,6 +7,7 @@ #include #include #include +#include #include "main.h" #include "misc.h" @@ -17,6 +18,7 @@ long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG, PARMS[26], PLACE[101], PTEXT[101], RTEXT[278], SETUP = 0, TABSIZ = 330; signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129]; +signed char raw_input[LINESIZE+1]; long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, @@ -42,6 +44,7 @@ long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BO WZDARK = false, ZZWORD; FILE *logfp; bool oldstyle = false; +lcg_state lcgstate; extern void initialise(); extern void score(long); @@ -55,6 +58,7 @@ static void do_command(FILE *); int main(int argc, char *argv[]) { int ch; + time_t starttime = time(NULL); /* Adventure (rev 2: 20 treasures) */ @@ -93,6 +97,13 @@ int main(int argc, char *argv[]) { #include "funcs.h" +/* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */ + + lcgstate.a = 1093; + lcgstate.c = 221587; + lcgstate.m = 1048576; + set_seed((long)starttime); + /* Read the database if we have not yet done so */ LINES = (long *)calloc(LINSIZ+1,sizeof(long)); @@ -116,7 +127,7 @@ int main(int argc, char *argv[]) { /* Start-up, dwarf stuff */ L1: SETUP= -1; - I=RAN(-1); + I=0; ZZWORD=RNDVOC(3,0)+MESH*2; NOVICE=YES(stdin, 65,1,0); NEWLOC=1; @@ -124,6 +135,8 @@ L1: SETUP= -1; LIMIT=330; if(NOVICE)LIMIT=1000; + if (logfp) + fprintf(logfp, "seed %ld\n", starttime); for (;;) { do_command(stdin); } @@ -175,7 +188,7 @@ L6000: if(DFLAG != 1) goto L6010; if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000; DFLAG=2; for (I=1; I<=2; I++) { - J=1+RAN(5); + J=1+randrange(5); if(PCT(50))DLOC[J]=0; } /* end loop */ for (I=1; I<=5; I++) { @@ -213,7 +226,7 @@ L6014: KK=KK+1; {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} L6016: TK[J]=ODLOC[I]; if(J >= 2)J=J-1; - J=1+RAN(J); + J=1+randrange(J); ODLOC[I]=DLOC[I]; DLOC[I]=TK[J]; DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC); @@ -266,7 +279,7 @@ L6027: DTOTAL=DTOTAL+1; if(ODLOC[I] != DLOC[I]) goto L6030; ATTACK=ATTACK+1; if(KNFLOC >= 0)KNFLOC=LOC; - if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1; + if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1; L6030: /*etc*/ ; } /* end loop */ @@ -380,7 +393,7 @@ L2603: if(!CLOSED) goto L2605; } /* end loop */ L2605: WZDARK=DARK(0); if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0; - I=RAN(1); + I=0; GETIN(cmdin, WD1,WD1X,WD2,WD2X); /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos, @@ -440,8 +453,19 @@ L2800: WD1=WD2; /* Gee, I don't understand. */ L3000: SETPRM(1,WD1,WD1X); - RSPEAK(254); - goto L2600; + /* This is a kludge. The command parser we inherited from the base 2.5 + * barfs on numeric tokens. It will fall through to here when it sees + * seed NNNN. Instead of barfing, go straight to the action processor + * where it will examine the raw input. This will fo away when we get + * rid of the obfuscated FORTRANoid input processing. + */ + if (strncmp(raw_input, "seed", 4) == 0) { + I=4090; K=34; + goto Laction; + } else { + RSPEAK(254); + goto L2600; + } /* Verb and object analysis moved to separate module. */ @@ -763,15 +787,15 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; /* Cave closing and scoring */ -/* These sections handle the closing of the cave. The cave closes "CLOCK1" +/* These sections handle the closing of the cave. The cave closes "clock1" * turns after the last treasure has been located (including the pirate's * chest, which may of course never show up). Note that the treasures need not - * have been taken yet, just located. Hence CLOCK1 must be large enough to get + * have been taken yet, just located. Hence clock1 must be large enough to get * out of the cave (it only ticks while inside the cave). When it hits zero, * we branch to 10000 to start closing the cave, and then sit back and wait for - * him to try to get out. If he doesn't within CLOCK2 turns, we close the + * him to try to get out. If he doesn't within clock2 turns, we close the * cave; if he does try, we assume he panics, and give him a few additional - * turns to get frantic before we close. When CLOCK2 hits zero, we branch to + * turns to get frantic before we close. When clock2 hits zero, we branch to * 11000 to transport him into the final puzzle. Note that the puzzle depends * upon all sorts of random things. For instance, there must be no water or * oil, since there are beanstalks which we don't want to be able to water, @@ -783,8 +807,8 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; /* When the first warning comes, we lock the grate, destroy the bridge, kill * all the dwarves (and the pirate), remove the troll and bear (unless dead), - * and set "CLOSNG" to true. Leave the dragon; too much trouble to move it. - * from now until CLOCK2 runs out, he cannot unlock the grate, move to any + * and set "closng" to true. Leave the dragon; too much trouble to move it. + * from now until clock2 runs out, he cannot unlock the grate, move to any * location outside the cave, or create the bridge. Nor can he be * resurrected if he dies. Note that the snake is already gone, since he got * to the treasure accessible only via the hall of the mountain king. Also, he's @@ -813,17 +837,17 @@ L10000: PROP[GRATE]=0; CLOSNG=true; goto L19999; -/* ONCE HE'S PANICKED, AND CLOCK2 HAS RUN OUT, WE COME HERE TO SET UP THE - * STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE) AND 116 (SW). - * AT THE NE END, WE PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, A BED OF - * OYSTERS, A PILE OF LAMPS, RODS WITH STARS, SLEEPING DWARVES, AND HIM. AT - * THE SW END WE PLACE GRATE OVER TREASURES, SNAKE PIT, COVEY OF CAGED BIRDS, - * MORE RODS, AND PILLOWS. A MIRROR STRETCHES ACROSS ONE WALL. MANY OF THE - * OBJECTS COME FROM KNOWN LOCATIONS AND/OR STATES (E.G. THE SNAKE IS KNOWN TO - * HAVE BEEN DESTROYED AND NEEDN'T BE CARRIED AWAY FROM ITS OLD "PLACE"), - * MAKING THE VARIOUS OBJECTS BE HANDLED DIFFERENTLY. WE ALSO DROP ALL OTHER - * 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. */ +/* Once he's panicked, and clock2 has run out, we come here to set up the + * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw). + * At the ne end, we place empty bottles, a nursery of plants, a bed of + * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At + * the sw end we place grate over treasures, snake pit, covey of caged birds, + * more rods, and pillows. A mirror stretches across one wall. Many of the + * objects come from known locations and/or states (e.g. the snake is known to + * have been destroyed and needn't be carried away from its old "place"), + * making the various objects be handled differently. We also drop all other + * 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. */ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[PLANT]=PUT(PLANT,115,0);