X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=66ad24707d752ebe0bc0a2490bec5fd112bf3518;hb=fe46e5ab0c1ec9f9a1d7954b63422e15fe623e58;hp=6ef13815181f9b201a0f7d4d7ed1432e5012bb04;hpb=0c54875118e83f45a0c2e01f2daf9c199e62314d;p=open-adventure.git diff --git a/main.c b/main.c index 6ef1381..66ad247 100644 --- a/main.c +++ b/main.c @@ -30,12 +30,13 @@ /* 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 in dungeon.c. + * encoding description for TRAVEL. */ #define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000) #define T_NODWARVES(entry) labs(entry) / 1000000 == 100 #define T_MOTION(entry) MOD(labs(entry), 1000) #define L_SPEAK(loc) ((loc) - 500) +#define T_TERMINATE(entry) (T_MOTION(entry) == 1) struct game_t game; @@ -155,12 +156,12 @@ int main(int argc, char *argv[]) initialise(); /* Start-up, dwarf stuff */ - game.zzword = RNDVOC(3, 0); + game.zzword = rndvoc(3, 0); game.newloc = LOC_START; game.loc = LOC_START; game.limit = GAMELIMIT; if (!rfp) { - game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); + game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); if (game.novice) game.limit = NOVICELIMIT; } else { @@ -189,7 +190,7 @@ static bool fallback_handler(char *buf) // autogenerated, so don't charge user time for it. --game.turns; // here we reconfigure any global game state that uses random numbers - game.zzword = RNDVOC(3, 0); + game.zzword = rndvoc(3, 0); return true; } return false; @@ -255,7 +256,7 @@ static void checkhints(void) break; return; case 8: /* ogre */ - i = ATDWRF(game.loc); + i = atdwrf(game.loc); if (i < 0) { game.hintlc[hint] = 0; return; @@ -275,10 +276,10 @@ static void checkhints(void) /* Fall through to hint display */ game.hintlc[hint] = 0; - if (!YES(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) + if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) return; rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty); - game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]); + game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]); if (game.hinted[hint] && game.limit > WARNTIME) game.limit += WARNTIME * hints[hint].penalty; } @@ -324,8 +325,8 @@ static bool spotted_by_pirate(int i) /* 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); + move(CHEST, game.chloc); + move(MESSAG, game.chloc2); game.dloc[PIRATE] = game.chloc; game.odloc[PIRATE] = game.chloc; game.dseen[PIRATE] = false; @@ -342,9 +343,9 @@ static bool spotted_by_pirate(int i) continue; if (!(treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac))) { if (AT(treasure) && game.fixed[treasure] == 0) - CARRY(treasure, game.loc); + carry(treasure, game.loc); if (TOTING(treasure)) - DROP(treasure, game.chloc); + drop(treasure, game.chloc); } } } @@ -399,7 +400,7 @@ static bool dwarfmove(void) game.odloc[i] = game.dloc[i]; } rspeak(DWARF_RAN); - DROP(AXE, game.loc); + drop(AXE, game.loc); return true; } @@ -416,8 +417,8 @@ 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]); @@ -512,7 +513,7 @@ static void croak(void) * death and exit. */ rspeak(DEATH_CLOSING); terminate(endgame); - } else if (game.numdie == NDEATHS || !YES(query, yes_response, arbitrary_messages[OK_MAN])) + } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN])) terminate(endgame); else { game.place[WATER] = game.place[OIL] = LOC_NOWHERE; @@ -522,7 +523,7 @@ static void croak(void) int i = NOBJECTS + 1 - j; if (TOTING(i)) { /* Always leave lamp where it's accessible aboveground */ - DROP(i, (i == LAMP) ? LOC_START : game.oldlc2); + drop(i, (i == LAMP) ? LOC_START : game.oldlc2); } } game.loc = LOC_BUILDING; @@ -540,7 +541,7 @@ 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); @@ -563,14 +564,15 @@ static bool playermove(token_t verb, int motion) 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) { - ++kk; + ++kk; /* go to next travel entry for this location */ continue; } - kk = k2; + /* we've reached the end of travel entries for game.loc */ + kk = k2; if (kk == 0) { rspeak(NOT_CONNECTED); return true; @@ -578,7 +580,7 @@ static bool playermove(token_t verb, int motion) } motion = T_MOTION(TRAVEL[kk]); - kk = KEY[game.loc]; + kk = TKEY[game.loc]; break; /* fall through to ordinary travel */ } } else { @@ -605,15 +607,15 @@ static bool playermove(token_t verb, int motion) game.oldloc = game.loc; } - /* ordinary travel */ + /* Look for a way to fulfil the motion - kk indexes the beginning + * of the motion entries for here (game.loc). */ for (;;) { - scratchloc = labs(TRAVEL[kk]); - if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion) + if (T_TERMINATE(TRAVEL[kk]) || T_MOTION(TRAVEL[kk]) == motion) break; if (TRAVEL[kk] < 0) { /* FIXME: Magic numbers! */ - /* Non-applicable motion. Various messages depending on - * word given. */ + /* Couldn't find an entry matching the motion word passed + * in. Various messages depending on word given. */ int spk = CANT_APPLY; if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION; if (motion == 29 || motion == 30)spk = BAD_DIRECTION; @@ -627,7 +629,7 @@ static bool playermove(token_t verb, int motion) } ++kk; } - scratchloc = scratchloc / 1000; + scratchloc = labs(TRAVEL[kk]) / 1000; do { /* @@ -684,7 +686,7 @@ static bool playermove(token_t verb, int motion) * 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); + drop(EMERALD, game.loc); do { if (TRAVEL[kk] < 0) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); @@ -705,11 +707,11 @@ static bool playermove(token_t verb, int motion) 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); - JUGGLE(CHASM); + move(TROLL2, 0); + move(TROLL2 + NOBJECTS, 0); + move(TROLL, object_descriptions[TROLL].plac); + move(TROLL + NOBJECTS, object_descriptions[TROLL].fixd); + juggle(CHASM); game.newloc = game.loc; return true; } else { @@ -719,7 +721,7 @@ static bool playermove(token_t verb, int motion) rspeak(BRIDGE_COLLAPSE); game.prop[CHASM] = 1; game.prop[TROLL] = 2; - DROP(BEAR, game.newloc); + drop(BEAR, game.newloc); game.fixed[BEAR] = -1; game.prop[BEAR] = 3; game.oldlc2 = game.newloc; @@ -784,11 +786,11 @@ static bool closecheck(void) game.dseen[i] = false; game.dloc[i] = 0; } - MOVE(TROLL, 0); - MOVE(TROLL + NOBJECTS, 0); - MOVE(TROLL2, object_descriptions[TROLL].plac); - MOVE(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd); - JUGGLE(CHASM); + move(TROLL, 0); + move(TROLL + NOBJECTS, 0); + move(TROLL2, object_descriptions[TROLL].plac); + move(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd); + juggle(CHASM); if (game.prop[BEAR] != 3)DESTROY(BEAR); game.prop[CHAIN] = 0; game.fixed[CHAIN] = 0; @@ -803,7 +805,7 @@ static bool closecheck(void) if (game.clock2 == 0) { /* 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 + * hardwired as LOC_NE and LOC_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 @@ -816,27 +818,27 @@ 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_NE, EMPTY_BOTTLE); - game.prop[PLANT] = PUT(PLANT, LOC_NE, 0); - game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0); - 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.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE); + game.prop[PLANT] = put(PLANT, LOC_NE, 0); + game.prop[OYSTER] = put(OYSTER, LOC_NE, 0); + 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_SW, 0); - PUT(SIGN, LOC_SW, 0); + put(GRATE, LOC_SW, 0); + put(SIGN, LOC_SW, 0); game.prop[SIGN] = ENDGAME_SIGN; - 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[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_NE, 0); + game.prop[MIRROR] = put(MIRROR, LOC_NE, 0); game.fixed[MIRROR] = LOC_SW; for (int i = 1; i <= NOBJECTS; i++) { @@ -868,7 +870,7 @@ static void lampcheck(void) rspeak(REPLACE_BATTERIES); game.prop[BATTERY] = DEAD_BATTERIES; if (TOTING(BATTERY)) - DROP(BATTERY, game.loc); + drop(BATTERY, game.loc); game.limit += BATTERYLIFE; game.lmwarn = false; } else if (game.limit == 0) { @@ -1060,8 +1062,8 @@ L2607: } else lampcheck(); - V1 = VOCAB(command.wd1, -1); - V2 = VOCAB(command.wd2, -1); + V1 = vocab(command.wd1, -1); + V2 = vocab(command.wd2, -1); if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) { if (LIQLOC(game.loc) == WATER) { rspeak(FEET_WET); @@ -1095,7 +1097,7 @@ L2620: rspeak(GO_UNNEEDED); } Lookup: - defn = VOCAB(command.wd1, -1); + defn = vocab(command.wd1, -1); if (defn == -1) { /* Gee, I don't understand. */ if (fallback_handler(rawbuf))