X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=9c56a0e06760a36644caabc9b1ae96993a94b77c;hb=b560b0f59754112b4a1cf0daef224d24bcdf2188;hp=f8b4b1595f55feeeb5a5c880844d34f937246cd3;hpb=73d531083953cb8533115513cb95da8ababf3e19;p=open-adventure.git diff --git a/main.c b/main.c index f8b4b15..9c56a0e 100644 --- a/main.c +++ b/main.c @@ -164,83 +164,100 @@ static bool fallback_handler(char *buf) return false; } -static void dohint(FILE *cmdin, int hint) -/* Come here if he's been long enough at required loc(s) for some - * unused hint. */ +/* Check if this loc is eligible for any hints. If been here + * long enough, branch to help section (on later page). Hints + * all come back here eventually to finish the loop. Ignore + * "HINTS" < 4 (special stuff, see database notes). + */ +static void checkhints(FILE *cmdin) { - int i; + if (COND[game.loc] >= game.conds) { + for (int hint=1; hint<=HNTMAX; hint++) { + if (game.hinted[hint]) + continue; + if (!CNDBIT(game.loc,hint+10)) + game.hintlc[hint]= -1; + ++game.hintlc[hint]; + /* Come here if he's been long enough at required loc(s) for some + * unused hint. */ + if (game.hintlc[hint] >= HINTS[hint][1]) + { + int i; - switch (hint-1) - { - case 0: - /* cave */ - if (game.prop[GRATE] == 0 && !HERE(KEYS)) - break; - game.hintlc[hint]=0; - return; - case 1: /* bird */ - if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) - break; - return; - case 2: /* snake */ - if (HERE(SNAKE) && !HERE(BIRD)) - break; - game.hintlc[hint]=0; - return; - case 3: /* maze */ - if (game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0 && - game.holdng > 1) - break; - game.hintlc[hint]=0; - return; - case 4: /* dark */ - if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) - break; - game.hintlc[hint]=0; - return; - case 5: /* witt */ - break; - case 6: /* urn */ - if (game.dflag == 0) - break; - game.hintlc[hint]=0; - return; - case 7: /* woods */ - if (game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0) - break; - return; - case 8: /* ogre */ - i=ATDWRF(game.loc); - if (i < 0) { - game.hintlc[hint]=0; - return; + switch (hint-1) + { + case 0: + /* cave */ + if (game.prop[GRATE] == 0 && !HERE(KEYS)) + break; + game.hintlc[hint]=0; + return; + case 1: /* bird */ + if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) + break; + return; + case 2: /* snake */ + if (HERE(SNAKE) && !HERE(BIRD)) + break; + game.hintlc[hint]=0; + return; + case 3: /* maze */ + if (game.atloc[game.loc] == 0 && + game.atloc[game.oldloc] == 0 && + game.atloc[game.oldlc2] == 0 && + game.holdng > 1) + break; + game.hintlc[hint]=0; + return; + case 4: /* dark */ + if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) + break; + game.hintlc[hint]=0; + return; + case 5: /* witt */ + break; + case 6: /* urn */ + if (game.dflag == 0) + break; + game.hintlc[hint]=0; + return; + case 7: /* woods */ + if (game.atloc[game.loc] == 0 && + game.atloc[game.oldloc] == 0 && + game.atloc[game.oldlc2] == 0) + break; + return; + case 8: /* ogre */ + i=ATDWRF(game.loc); + if (i < 0) { + game.hintlc[hint]=0; + return; + } + if (HERE(OGRE) && i == 0) + break; + return; + case 9: /* jade */ + if (game.tally == 1 && game.prop[JADE] < 0) + break; + game.hintlc[hint]=0; + return; + default: + BUG(27); + break; + } + + /* Fall through to hint display */ + game.hintlc[hint]=0; + if (!YES(cmdin,HINTS[hint][3],0,54)) + return; + SETPRM(1,HINTS[hint][2],HINTS[hint][2]); + RSPEAK(261); + game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54); + if (game.hinted[hint] && game.limit > 30) + game.limit=game.limit+30*HINTS[hint][2]; } - if (HERE(OGRE) && i == 0) - break; - return; - case 9: /* jade */ - if (game.tally == 1 && game.prop[JADE] < 0) - break; - game.hintlc[hint]=0; - return; - default: - BUG(27); - break; + } } - - /* Fall through to hint display */ - game.hintlc[hint]=0; - if (!YES(cmdin,HINTS[hint][3],0,54)) - return; - SETPRM(1,HINTS[hint][2],HINTS[hint][2]); - RSPEAK(261); - game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54); - if (game.hinted[hint] && game.limit > 30) - game.limit=game.limit+30*HINTS[hint][2]; } static bool dwarfmove(void) @@ -671,194 +688,30 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) return true; } -static bool do_command(FILE *cmdin) +static bool closecheck(void) +/* 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 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 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 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, since the code can't handle it. + * Also, we can have no keys, since there is a grate (having moved + * the fixed object!) there separating him from all the treasures. + * Most of these problems arise from the use of negative prop numbers + * to suppress the object descriptions until he's actually moved the + * objects. */ { - long KQ, VERB, KK, V1, V2; - long i, k, KMOD; - static long igo = 0; - static long obj = 0; - enum speechpart part; - - /* Can't leave cave once it's closing (except by main office). */ - if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { - RSPEAK(130); - game.newloc=game.loc; - if (!game.panic)game.clock2=15; - game.panic=true; - } - - /* See if a dwarf has seen him and has come from where he - * wants to go. If so, the dwarf's blocking his way. If - * coming from place forbidden to pirate (dwarves rooted in - * place) let him get out (and attacked). */ - if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) { - for (i=1; i<=NDWARVES-1; i++) { - if (game.odloc[i] == game.newloc && game.dseen[i]) { - game.newloc=game.loc; - RSPEAK(2); - break; - } - } - } - game.loc=game.newloc; - - if (!dwarfmove()) - croak(cmdin); - - /* Describe the current location and (maybe) get next command. */ - - /* Print text for current loc. */ - -L2000: if (game.loc == 0) - croak(cmdin); - char* msg = short_location_descriptions[game.loc]; - if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0) - msg=long_location_descriptions[game.loc]; - if (!FORCED(game.loc) && DARK(game.loc)) { - /* The easiest way to get killed is to fall into a pit in - * pitch darkness. */ - if (game.wzdark && PCT(35)) { - RSPEAK(23); - game.oldlc2 = game.loc; - croak(cmdin); - goto L2000; - } - msg=arbitrary_messages[16]; - } - if (TOTING(BEAR))RSPEAK(141); - newspeak(msg); - KMOD=1; - if (FORCED(game.loc)) { - goto L8; - } - if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7); - - /* Print out descriptions of objects at this location. If - * not closing and property value is negative, tally off - * another treasure. Rug is special case; once seen, its - * game.prop is 1 (dragon on it) till dragon is killed. - * Similarly for chain; game.prop is initially 1 (locked to - * bear). These hacks are because game.prop=0 is needed to - * get full score. */ - - if (DARK(game.loc)) goto L2012; - ++game.abbrev[game.loc]; - i=game.atloc[game.loc]; -L2004: - if (i == 0) - goto L2012; - obj=i; - if (obj > NOBJECTS)obj=obj-NOBJECTS; - if (obj == STEPS && TOTING(NUGGET)) goto L2008; - if (game.prop[obj] >= 0) goto L2006; - if (game.closed) goto L2008; - game.prop[obj]=0; - if (obj == RUG || obj == CHAIN)game.prop[obj]=1; - --game.tally; - /* Note: There used to be a test here to see whether the player had blown it - * so badly that he could never ever see the remaining treasures, and if so - * the lamp was zapped to 35 turns. But the tests were too simple-minded; - * things like killing the bird before the snake was gone (can never see - * jewelry), and doing it "right" was hopeless. E.G., could cross troll - * bridge several times, using up all available treasures, breaking vase, - * using coins to buy batteries, etc., and eventually never be able to get - * across again. If bottle were left on far side, could then never get eggs - * or trident, and the effects propagate. So the whole thing was flushed. - * anyone who makes such a gross blunder isn't likely to find everything - * else anyway (so goes the rationalisation). */ -L2006: KK=game.prop[obj]; - if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1; - PSPEAK(obj,KK); -L2008: i=game.link[i]; - goto L2004; - -L2012: VERB=0; - game.oldobj=obj; - obj=0; - - /* Check if this loc is eligible for any hints. If been here - * long enough, branch to help section (on later page). Hints - * all come back here eventually to finish the loop. Ignore - * "HINTS" < 4 (special stuff, see database notes). - */ -L2600: if (COND[game.loc] >= game.conds) { - for (int hint=1; hint<=HNTMAX; hint++) { - if (game.hinted[hint]) - continue; - if (!CNDBIT(game.loc,hint+10)) - game.hintlc[hint]= -1; - ++game.hintlc[hint]; - if (game.hintlc[hint] >= HINTS[hint][1]) - dohint(cmdin, hint); - } - } - - /* If closing time, check for any objects being toted with - * game.prop < 0 and set the prop to -1-game.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 game.clock1 unless well into cave (and not at Y2). */ - if (game.closed) { - if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) - PSPEAK(OYSTER,1); - for (i=1; i<=NOBJECTS; i++) { - if (TOTING(i) && game.prop[i] < 0) - game.prop[i] = -1-game.prop[i]; - } - } - game.wzdark=DARK(game.loc); - if (game.knfloc > 0 && game.knfloc != game.loc) - game.knfloc=0; - - /* This is where we get a new command from the user */ - if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X)) - return false; - - /* Every input, check "game.foobar" flag. If zero, nothing's - * going on. If pos, make neg. If neg, he skipped a word, - * so make it zero. */ -L2607: - game.foobar=(game.foobar>0 ? -game.foobar : 0); - ++game.turns; - if (game.turns == game.thresh) { - newspeak(turn_threshold_messages[game.trndex]); - game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; - ++game.trndex; - game.thresh = -1; - if (game.trndex <= TRNVLS) - game.thresh=MOD(TRNVAL[game.trndex],100000)+1; - } - if (VERB == SAY && WD2 > 0) - VERB=0; - if (VERB == SAY) { - part=transitive; - goto Laction; - } if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) --game.clock1; - /* Next few 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 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 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 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, since the code - * can't handle it. Also, we can have no keys, since there - * is a grate (having moved the fixed object!) there - * separating him from all the treasures. Most of these - * problems arise from the use of negative prop numbers to - * suppress the object descriptions until he's actually moved - * the objects. */ /* When the first warning comes, we lock the grate, destroy * the bridge, kill all the dwarves (and the pirate), remove @@ -877,7 +730,7 @@ L2607: { game.prop[GRATE]=0; game.prop[FISSUR]=0; - for (i=1; i<=NDWARVES; i++) { + for (int i=1; i<=NDWARVES; i++) { game.dseen[i]=false; game.dloc[i]=0; } @@ -894,7 +747,7 @@ L2607: RSPEAK(129); game.clock1= -1; game.closng=true; - goto L19999; + return true; } else if (game.clock1 < 0) --game.clock2; if (game.clock2 == 0) { @@ -946,6 +799,13 @@ L2607: game.closed=true; return true; } + + return false; +} + +static void lampcheck(void) +/* Check game limit and lamp timers */ +{ if (game.prop[LAMP] == 1) --game.limit; @@ -960,13 +820,15 @@ L2607: { RSPEAK(188); game.prop[BATTER]=1; - if (TOTING(BATTER))DROP(BATTER,game.loc); + if (TOTING(BATTER)) + DROP(BATTER,game.loc); game.limit=game.limit+2500; game.lmwarn=false; } else if (game.limit == 0) { game.limit= -1; game.prop[LAMP]=0; - if (HERE(LAMP))RSPEAK(184); + if (HERE(LAMP)) + RSPEAK(184); } else if (game.limit <= 30) { if (!game.lmwarn && HERE(LAMP)) { game.lmwarn=true; @@ -976,6 +838,179 @@ L2607: RSPEAK(spk); } } +} + +static void listobjects(void) +/* Print out descriptions of objects at this location. If + * not closing and property value is negative, tally off + * another treasure. Rug is special case; once seen, its + * game.prop is 1 (dragon on it) till dragon is killed. + * Similarly for chain; game.prop is initially 1 (locked to + * bear). These hacks are because game.prop=0 is needed to + * get full score. */ +{ + if (!DARK(game.loc)) { + long obj; + ++game.abbrev[game.loc]; + for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) { + obj=i; + if (obj > NOBJECTS)obj=obj-NOBJECTS; + if (obj == STEPS && TOTING(NUGGET)) + continue; + if (game.prop[obj] < 0) { + if (game.closed) + continue; + game.prop[obj]=0; + if (obj == RUG || obj == CHAIN) + game.prop[obj]=1; + --game.tally; + /* Note: There used to be a test here to see whether the + * player had blown it so badly that he could never ever see + * the remaining treasures, and if so the lamp was zapped to + * 35 turns. But the tests were too simple-minded; things + * like killing the bird before the snake was gone (can never + * see jewelry), and doing it "right" was hopeless. E.G., + * could cross troll bridge several times, using up all + * available treasures, breaking vase, using coins to buy + * batteries, etc., and eventually never be able to get + * across again. If bottle were left on far side, could then + * never get eggs or trident, and the effects propagate. So + * the whole thing was flushed. anyone who makes such a + * gross blunder isn't likely to find everything else anyway + * (so goes the rationalisation). */ + } + int kk=game.prop[obj]; + if (obj == STEPS && game.loc == game.fixed[STEPS]) + kk=1; + PSPEAK(obj,kk); + } + } +} + +static bool do_command(FILE *cmdin) +{ + long KQ, VERB, KK, V1, V2; + long i, k, KMOD; + static long igo = 0; + static long obj = 0; + enum speechpart part; + + /* Can't leave cave once it's closing (except by main office). */ + if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { + RSPEAK(130); + game.newloc=game.loc; + if (!game.panic)game.clock2=15; + game.panic=true; + } + + /* See if a dwarf has seen him and has come from where he + * wants to go. If so, the dwarf's blocking his way. If + * coming from place forbidden to pirate (dwarves rooted in + * place) let him get out (and attacked). */ + if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) { + for (i=1; i<=NDWARVES-1; i++) { + if (game.odloc[i] == game.newloc && game.dseen[i]) { + game.newloc=game.loc; + RSPEAK(2); + break; + } + } + } + game.loc=game.newloc; + + if (!dwarfmove()) + croak(cmdin); + + /* Describe the current location and (maybe) get next command. */ + + /* Print text for current loc. */ + +L2000: + if (game.loc == 0) + croak(cmdin); + char* msg = short_location_descriptions[game.loc]; + if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0) + msg=long_location_descriptions[game.loc]; + if (!FORCED(game.loc) && DARK(game.loc)) { + /* The easiest way to get killed is to fall into a pit in + * pitch darkness. */ + if (game.wzdark && PCT(35)) { + RSPEAK(23); + game.oldlc2 = game.loc; + croak(cmdin); + goto L2000; + } + msg=arbitrary_messages[16]; + } + if (TOTING(BEAR))RSPEAK(141); + newspeak(msg); + if (FORCED(game.loc)) { + if (playermove(cmdin, VERB, 1)) + return true; + else + goto L2000; + } + if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7); + + listobjects(); + +L2012: + VERB=0; + game.oldobj=obj; + obj=0; + +L2600: + checkhints(cmdin); + + /* If closing time, check for any objects being toted with + * game.prop < 0 and set the prop to -1-game.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 game.clock1 unless well into cave (and not at Y2). */ + if (game.closed) { + if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) + PSPEAK(OYSTER,1); + for (i=1; i<=NOBJECTS; i++) { + if (TOTING(i) && game.prop[i] < 0) + game.prop[i] = -1-game.prop[i]; + } + } + game.wzdark=DARK(game.loc); + if (game.knfloc > 0 && game.knfloc != game.loc) + game.knfloc=0; + + /* This is where we get a new command from the user */ + if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X)) + return false; + + /* Every input, check "game.foobar" flag. If zero, nothing's + * going on. If pos, make neg. If neg, he skipped a word, + * so make it zero. */ +L2607: + game.foobar=(game.foobar>0 ? -game.foobar : 0); + ++game.turns; + if (game.turns == game.thresh) { + newspeak(turn_threshold_messages[game.trndex]); + game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; + ++game.trndex; + game.thresh = -1; + if (game.trndex <= TRNVLS) + game.thresh=MOD(TRNVAL[game.trndex],100000)+1; + } + if (VERB == SAY && WD2 > 0) + VERB=0; + if (VERB == SAY) { + part=transitive; + goto Laction; + } + if (closecheck()) + if (game.closed) + return true; + else + goto L19999; + + lampcheck(); + L19999: k=43; if (LIQLOC(game.loc) == WATER)k=70; @@ -1022,7 +1057,11 @@ L2630: KQ=i/1000+1; switch (KQ-1) { - case 0: goto L8; + case 0: + if (playermove(cmdin, VERB, KMOD)) + return true; + else + goto L2000; case 1: part=unknown; obj = KMOD; break; case 2: part=intransitive; VERB = KMOD; break; case 3: RSPEAK(KMOD); goto L2012; @@ -1032,7 +1071,11 @@ L2630: Laction: switch (action(cmdin, part, VERB, obj)) { case 2: return true; - case 8: KMOD=NUL; goto L8; + case 8: + if (playermove(cmdin, VERB, NUL)) + return true; + else + goto L2000; case 2000: goto L2000; case 2012: goto L2012; case 2600: goto L2600; @@ -1059,12 +1102,4 @@ Laction: default: BUG(99); } - - /* no fallthrough here */ - - /* Figure out the new location */ -L8: if (playermove(cmdin, VERB, KMOD)) - return true; - else - goto L2000; }