X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=951c90f068bd6192a1f14812103d4f74b93b2674;hb=bb78ca96ce24d30df54f3f8319d9d43129979c59;hp=88829ae6437d1fad101e7aaeb5efc3ab40eecdd2;hpb=d8e8bc8e89e82f5e687095220067a958f0253f66;p=open-adventure.git diff --git a/main.c b/main.c index 88829ae..951c90f 100644 --- a/main.c +++ b/main.c @@ -12,18 +12,19 @@ #include "advent.h" #include "database.h" +struct game_t game; + long ABB[186], ATLOC[186], BLKLIN = true, DFLAG, - DLOC[7], FIXED[NOBJECTS+1], HOLDNG, + FIXED[NOBJECTS+1], HOLDNG, LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN, PARMS[26], PLACE[NOBJECTS+1], SETUP = 0; char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, - BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, - CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, - COINS, CONDS, DALTLC, DETAIL, - DKILL, DOOR, DPRSSN, DRAGON, DSEEN[NDWARVES+1], DTOTAL, DWARF, EGGS, + BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, + CLAM, CLOSED, CLOSNG, CLSHNT, COINS, CONDS, DALTLC, DETAIL, + DKILL, DOOR, DPRSSN, DRAGON, DTOTAL, DWARF, EGGS, EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD, GRATE, HINT, HINTED[21], HINTLC[21], I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK, @@ -32,15 +33,15 @@ long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, - ODLOC[NDWARVES+1], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER, + OGRE, OIL, OLDOBJ, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY, SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK, STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT, TRNDEX, TRNLUZ, TROLL, TROLL2, - TURNS, URN, V1, V2, VASE, VEND, VERB, + TURNS, URN, V1, V2, VASE, VEND, VERB, VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X, - WZDARK = false, ZZWORD; + WZDARK = false; FILE *logfp; bool oldstyle = false; lcg_state lcgstate; @@ -131,7 +132,7 @@ int main(int argc, char *argv[]) { L1: SETUP= -1; I=0; - ZZWORD=RNDVOC(3,0); + game.zzword=RNDVOC(3,0); NOVICE=YES(stdin, 65,1,0); NEWLOC=1; LOC=1; @@ -158,7 +159,7 @@ static bool fallback_handler(char *buf) // autogenerated, so don't charge user time for it. --TURNS; // here we reconfigure any global game state that uses random numbers - ZZWORD=RNDVOC(3,0); + game.zzword=RNDVOC(3,0); return true; } return false; @@ -171,7 +172,7 @@ static bool do_command(FILE *cmdin) { if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71; RSPEAK(130); NEWLOC=LOC; - if(!PANIC)CLOCK2=15; + if(!PANIC)game.clock2=15; PANIC=true; /* See if a dwarf has seen him and has come from where he wants to go. If so, @@ -180,7 +181,7 @@ static bool do_command(FILE *cmdin) { L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; /* 73 */ for (I=1; I<=NDWARVES-1; I++) { - if(ODLOC[I] != NEWLOC || !DSEEN[I]) goto L73; + if(game.odloc[I] != NEWLOC || !game.dseen[I]) goto L73; NEWLOC=LOC; RSPEAK(2); goto L74; @@ -211,11 +212,11 @@ L6000: if(DFLAG != 1) goto L6010; DFLAG=2; for (I=1; I<=2; I++) { J=1+randrange(NDWARVES-1); - if(PCT(50))DLOC[J]=0; + if(PCT(50))game.dloc[J]=0; } /* end loop */ for (I=1; I<=NDWARVES-1; I++) { - if(DLOC[I] == LOC)DLOC[I]=DALTLC; - ODLOC[I]=DLOC[I]; + if(game.dloc[I] == LOC)game.dloc[I]=DALTLC; + game.odloc[I]=game.dloc[I]; } /* end loop */ RSPEAK(3); DROP(AXE,LOC); @@ -230,30 +231,30 @@ L6010: DTOTAL=0; ATTACK=0; STICK=0; /* 6030 */ for (I=1; I<=NDWARVES; I++) { - if(DLOC[I] == 0) goto L6030; + if(game.dloc[I] == 0) goto L6030; /* Fill TK array with all the places this dwarf might go. */ J=1; - KK=DLOC[I]; + KK=game.dloc[I]; KK=KEY[KK]; if(KK == 0) goto L6016; L6012: NEWLOC=MOD(labs(TRAVEL[KK])/1000,1000); {long x = J-1; - if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == ODLOC[I] || (J > 1 && - NEWLOC == TK[x]) || J >= 20 || NEWLOC == DLOC[I] || + if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == game.odloc[I] || (J > 1 && + NEWLOC == TK[x]) || J >= 20 || NEWLOC == game.dloc[I] || FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) || labs(TRAVEL[KK])/1000000 == 100) goto L6014;} TK[J]=NEWLOC; J=J+1; L6014: KK=KK+1; {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} -L6016: TK[J]=ODLOC[I]; +L6016: TK[J]=game.odloc[I]; if(J >= 2)J=J-1; J=1+randrange(J); - ODLOC[I]=DLOC[I]; - DLOC[I]=TK[J]; - DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC); - if(!DSEEN[I]) goto L6030; - DLOC[I]=LOC; + game.odloc[I]=game.dloc[I]; + game.dloc[I]=TK[J]; + game.dseen[I]=(game.dseen[I] && INDEEP(LOC)) || (game.dloc[I] == LOC || game.odloc[I] == LOC); + if(!game.dseen[I]) goto L6030; + game.dloc[I]=LOC; if(I != 6) goto L6027; /* The pirate's spotted him. He leaves him alone once we've found chest. K @@ -271,7 +272,7 @@ L6020: if(HERE(J))K=1; } /* end loop */ if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP] == 1) goto L6025; - if(ODLOC[6] != DLOC[6] && PCT(20))RSPEAK(127); + if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127); goto L6030; L6021: if(PLACE[CHEST] != 0) goto L6022; @@ -285,9 +286,9 @@ L6022: RSPEAK(128); if(TOTING(J))DROP(J,CHLOC); L6023: /*etc*/ ; } /* end loop */ -L6024: DLOC[6]=CHLOC; - ODLOC[6]=CHLOC; - DSEEN[6]=false; +L6024: game.dloc[6]=CHLOC; + game.odloc[6]=CHLOC; + game.dseen[6]=false; goto L6030; L6025: RSPEAK(186); @@ -298,7 +299,7 @@ L6025: RSPEAK(186); /* This threatening little dwarf is in the room with him! */ L6027: DTOTAL=DTOTAL+1; - if(ODLOC[I] != DLOC[I]) goto L6030; + if(game.odloc[I] != game.dloc[I]) goto L6030; ATTACK=ATTACK+1; if(KNFLOC >= 0)KNFLOC=LOC; if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1; @@ -321,7 +322,7 @@ L6030: /*etc*/ ; SETPRM(1,STICK,0); RSPEAK(K+1+2/(1+STICK)); if(STICK == 0) goto L2000; - OLDLC2=LOC; + game.oldlc2=LOC; goto L99; @@ -405,7 +406,7 @@ L2602: /*etc*/ ; /* If closing time, check for any objects being toted with PROP < 0 and set * the prop to -1-PROP. This way objects won't be described until they've * been picked up and put down separate from their respective piles. Don't - * tick CLOCK1 unless well into cave (and not at Y2). */ + * tick game.clock1 unless well into cave (and not at Y2). */ L2603: if(!CLOSED) goto L2605; if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); @@ -423,18 +424,20 @@ L2605: WZDARK=DARK(0); L2607: FOOBAR=(FOOBAR>0 ? -FOOBAR : 0); TURNS=TURNS+1; - if(TURNS != THRESH) goto L2608; + if(TURNS == THRESH) { SPEAK(TTEXT[TRNDEX]); TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000; TRNDEX=TRNDEX+1; THRESH= -1; - if(TRNDEX <= TRNVLS)THRESH=MOD(TRNVAL[TRNDEX],100000)+1; -L2608: if(VERB == SAY && WD2 > 0)VERB=0; + if(TRNDEX <= TRNVLS) + THRESH=MOD(TRNVAL[TRNDEX],100000)+1; + } + if(VERB == SAY && WD2 > 0)VERB=0; if(VERB == SAY) goto L4090; - if(TALLY == 0 && INDEEP(LOC) && LOC != 33)CLOCK1=CLOCK1-1; - if(CLOCK1 == 0) goto L10000; - if(CLOCK1 < 0)CLOCK2=CLOCK2-1; - if(CLOCK2 == 0) goto L11000; + if(TALLY == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1; + if(game.clock1 == 0) goto L10000; + if(game.clock1 < 0)game.clock2=game.clock2-1; + if(game.clock2 == 0) goto L11000; if(PROP[LAMP] == 1)LIMIT=LIMIT-1; if(LIMIT <= 30 && HERE(BATTER) && PROP[BATTER] == 0 && HERE(LAMP)) goto L12000; @@ -515,11 +518,13 @@ L8000: SETPRM(1,WD1,WD1X); /* Figure out the new location * - * Given the current location in "LOC", and a motion verb number in "K", put - * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case - * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he - * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed - * him, so we need OLDLC2, which is the last place he was safe.) */ + * Given the current location in "LOC", and a motion verb number in + * "K", put the new location in "NEWLOC". The current loc is saved + * in "game.olddloc" in case he wants to retreat. The current + * game.oldloc is saved in game.oldlc2, in case he dies. (if he + * does, NEWLOC will be limbo, and OLgame.dloc will be what killed + * him, so we need game.oldlc2, which is the last place he was + * safe.) */ L8: KK=KEY[LOC]; NEWLOC=LOC; @@ -528,8 +533,8 @@ L8: KK=KEY[LOC]; if(K == BACK) goto L20; if(K == LOOK) goto L30; if(K == CAVE) goto L40; - OLDLC2=OLDLOC; - OLDLOC=LOC; + game.oldlc2=game.oldloc; + game.oldloc=LOC; L9: LL=labs(TRAVEL[KK]); if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10; @@ -612,18 +617,18 @@ L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; DROP(BEAR,NEWLOC); FIXED[BEAR]= -1; PROP[BEAR]=3; - OLDLC2=NEWLOC; + game.oldlc2=NEWLOC; goto L99; /* End of specials. */ -/* Handle "go back". Look for verb which goes from LOC to OLDLOC, or to OLDLC2 - * If OLDLOC has forced-motion. K2 saves entry -> forced loc -> previous loc. */ +/* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2 + * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */ -L20: K=OLDLOC; - if(FORCED(K))K=OLDLC2; - OLDLC2=OLDLOC; - OLDLOC=LOC; +L20: K=game.oldloc; + if(FORCED(K))K=game.oldlc2; + game.oldlc2=game.oldloc; + game.oldloc=LOC; K2=0; if(K == LOC)K2=91; if(CNDBIT(LOC,4))K2=274; @@ -632,22 +637,24 @@ L20: K=OLDLOC; return true; L21: LL=MOD((labs(TRAVEL[KK])/1000),1000); - if(LL == K) goto L25; - if(LL <= 300) { - J=KEY[LL]; - if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K) - K2=KK; + if(LL != K) { + if(LL <= 300) { + J=KEY[LL]; + if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K) + K2=KK; + } + if(TRAVEL[KK] < 0) goto L23; + KK=KK+1; + goto L21; + +L23: KK=K2; + if(KK == 0) { + RSPEAK(140); + return true; + } } - if(TRAVEL[KK] < 0) goto L23; - KK=KK+1; - goto L21; - -L23: KK=K2; - if(KK != 0) goto L25; - RSPEAK(140); - return true; -L25: K=MOD(labs(TRAVEL[KK]),1000); + K=MOD(labs(TRAVEL[KK]),1000); KK=KEY[LOC]; goto L9; @@ -687,7 +694,7 @@ L50: SPK=12; * snide messages available. Each death results in a message (81, 83, etc.) * which offers reincarnation; if accepted, this results in message 82, 84, * etc. The last time, if he wants another chance, he gets a snide remark as - * we exit. When reincarnated, all objects being carried get dropped at OLDLC2 + * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2 * (presumably the last place prior to being killed) without change of props. * the loop runs backwards to assure that the bird is dropped before the cage. * (this kluge could be changed once we're sure all references to bird and cage @@ -695,12 +702,12 @@ L50: SPK=12; * it in the cave). It is turned off and left outside the building (only if he * was carrying it, of course). He himself is left inside the building (and * heaven help him if he tries to xyzzy back into the cave without the lamp!). - * OLDLOC is zapped so he can't just "retreat". */ + * game.oldloc is zapped so he can't just "retreat". */ /* The easiest way to get killed is to fall into a pit in pitch darkness. */ L90: RSPEAK(23); - OLDLC2=LOC; + game.oldlc2=LOC; /* Okay, he's dead. Let's get on with it. */ @@ -714,13 +721,13 @@ L99: if(CLOSNG) goto L95; /* 98 */ for (J=1; J<=NOBJECTS; J++) { I=NOBJECTS + 1 - J; if(!TOTING(I)) goto L98; - K=OLDLC2; + K=game.oldlc2; if(I == LAMP)K=1; DROP(I,K); L98: /*etc*/ ; } /* end loop */ LOC=3; - OLDLOC=LOC; + game.oldloc=LOC; goto L2000; /* He died during closing time. No resurrection. Tally up a death and exit. */ @@ -768,7 +775,7 @@ L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010; L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010; goto L40020; -L40400: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0 && HOLDNG > +L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && HOLDNG > 1) goto L40010; goto L40020; @@ -780,7 +787,7 @@ L40600: goto L40010; L40700: if(DFLAG == 0) goto L40010; goto L40020; -L40800: if(ATLOC[LOC] == 0 && ATLOC[OLDLOC] == 0 && ATLOC[OLDLC2] == 0) goto +L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto L40010; goto L40030; @@ -831,8 +838,8 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; L10000: PROP[GRATE]=0; PROP[FISSUR]=0; for (I=1; I<=NDWARVES; I++) { - DSEEN[I]=false; - DLOC[I]=0; + game.dseen[I]=false; + game.dloc[I]=0; } /* end loop */ MOVE(TROLL,0); MOVE(TROLL+NOBJECTS,0); @@ -845,7 +852,7 @@ L10000: PROP[GRATE]=0; PROP[AXE]=0; FIXED[AXE]=0; RSPEAK(129); - CLOCK1= -1; + game.clock1= -1; CLOSNG=true; goto L19999; @@ -869,7 +876,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[ROD]=PUT(ROD,115,0); PROP[DWARF]=PUT(DWARF,115,0); LOC=115; - OLDLOC=115; + game.oldloc=115; NEWLOC=115; /* Leave the grate with normal (non-negative) property. Reuse sign. */ @@ -887,7 +894,8 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); FIXED[MIRROR]=116; for (I=1; I<=NOBJECTS; I++) { - if(TOTING(I))DSTROY(I); + if(TOTING(I)) + DSTROY(I); } /* end loop */ RSPEAK(132);