X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=ab09c86847015414da73829930e33f6981f90b67;hb=64897f132e6651a5c52c822ff8452c9f3e9e032b;hp=4e066cb0191309f1133cd0f6c1670e2f5afbf7e2;hpb=d48001d64cb28ecee24d444bd31bc976f2babc4e;p=open-adventure.git diff --git a/main.c b/main.c index 4e066cb..ab09c86 100644 --- a/main.c +++ b/main.c @@ -21,14 +21,15 @@ long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS, EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, - GRATE, HINT, I, INVENT, J, JADE, K, KEYS, - KNIFE, L, LAMP, LOCK, LOOK, MAGZIN, + GRATE, HINT, INVENT, JADE, KEYS, + KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER, PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, - RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, SPK, + RUBY, RUG, SAPPH, SAY, SIGN, SNAKE, STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2, - URN, VASE, VEND, - VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X; + URN, VASE, VEND, VOLCAN, WATER; +long K, SPK, WD1, WD1X, WD2, WD2X; + FILE *logfp; bool oldstyle = false; lcg_state lcgstate; @@ -266,15 +267,15 @@ static bool dwarfmove(void) if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) return true; game.dflag=2; - for (I=1; I<=2; I++) { - J=1+randrange(NDWARVES-1); + for (int i=1; i<=2; i++) { + int j=1+randrange(NDWARVES-1); if(PCT(50)) - game.dloc[J]=0; + game.dloc[j]=0; } - for (I=1; I<=NDWARVES-1; I++) { - if(game.dloc[I] == game.loc) - game.dloc[I]=DALTLC; - game.odloc[I]=game.dloc[I]; + for (int i=1; i<=NDWARVES-1; i++) { + if(game.dloc[i] == game.loc) + game.dloc[i]=DALTLC; + game.odloc[i]=game.dloc[i]; } RSPEAK(3); DROP(AXE,game.loc); @@ -290,41 +291,41 @@ static bool dwarfmove(void) game.dtotal=0; attack=0; stick=0; - for (I=1; I<=NDWARVES; I++) { - if(game.dloc[I] == 0) + for (int i=1; i<=NDWARVES; i++) { + if(game.dloc[i] == 0) continue; /* Fill TK array with all the places this dwarf might go. */ - J=1; - kk=KEY[game.dloc[I]]; + int j=1; + kk=KEY[game.dloc[i]]; if(kk != 0) do { game.newloc=MOD(labs(TRAVEL[kk])/1000,1000); /* Have we avoided a dwarf enciounter? */ bool avoided = (game.newloc > 300 || !INDEEP(game.newloc) || - game.newloc == game.odloc[I] || - (J > 1 && game.newloc == TK[J-1]) || - J >= 20 || - game.newloc == game.dloc[I] || + game.newloc == game.odloc[i] || + (j > 1 && game.newloc == TK[j-1]) || + j >= 20 || + game.newloc == game.dloc[i] || FORCED(game.newloc) || - (I == PIRATE && CNDBIT(game.newloc,3)) || + (i == PIRATE && CNDBIT(game.newloc,3)) || labs(TRAVEL[kk])/1000000 == 100); if (!avoided) { - TK[J++] = game.newloc; + TK[j++] = game.newloc; } ++kk; } while (TRAVEL[kk-1] >= 0); - TK[J]=game.odloc[I]; - if(J >= 2) - --J; - J=1+randrange(J); - game.odloc[I]=game.dloc[I]; - game.dloc[I]=TK[J]; - game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc); - if(!game.dseen[I]) continue; - game.dloc[I]=game.loc; - if(I == PIRATE) { + TK[j]=game.odloc[i]; + if(j >= 2) + --j; + j=1+randrange(j); + game.odloc[i]=game.dloc[i]; + game.dloc[i]=TK[j]; + game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc); + if(!game.dseen[i]) continue; + game.dloc[i]=game.loc; + if(i == PIRATE) { /* 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. @@ -334,23 +335,27 @@ static bool dwarfmove(void) if(game.loc == game.chloc || game.prop[CHEST] >= 0) continue; K=0; - for (J=MINTRS; J<=MAXTRS; J++) { + for (int j=MINTRS; j<=MAXTRS; j++) { /* Pirate won't take pyramid from plover room or dark * room (too easy!). */ - if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) + if(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020; - if(TOTING(J)) { + if(TOTING(j)) { goto L6021; } L6020: - if(HERE(J)) + if(HERE(j)) K=1; } + /* Force chest placement before player finds last treasure */ if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { RSPEAK(186); MOVE(CHEST,game.chloc); MOVE(MESSAG,game.chloc2); - goto L6024; + game.dloc[PIRATE]=game.chloc; + game.odloc[PIRATE]=game.chloc; + game.dseen[PIRATE]=false; + continue; } if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) RSPEAK(127); @@ -364,15 +369,14 @@ static bool dwarfmove(void) MOVE(MESSAG,game.chloc2); } RSPEAK(128); - for (J=MINTRS; J<=MAXTRS; J++) { - if (!(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { - if(AT(J) && game.fixed[J] == 0) - CARRY(J,game.loc); - if(TOTING(J)) - DROP(J,game.chloc); + for (int j=MINTRS; j<=MAXTRS; j++) { + if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { + if(AT(j) && game.fixed[j] == 0) + CARRY(j,game.loc); + if(TOTING(j)) + DROP(j,game.chloc); } } - L6024: game.dloc[PIRATE]=game.chloc; game.odloc[PIRATE]=game.chloc; game.dseen[PIRATE]=false; @@ -381,7 +385,7 @@ static bool dwarfmove(void) /* This threatening little dwarf is in the room with him! */ ++game.dtotal; - if(game.odloc[I] == game.dloc[I]) { + if(game.odloc[i] == game.dloc[i]) { ++attack; if(game.knfloc >= 0) game.knfloc=game.loc; @@ -412,6 +416,39 @@ static bool dwarfmove(void) return false; } +static void croak(FILE *cmdin) +/* Okay, he's dead. Let's get on with it. */ +{ + if(game.closng) { + /* He died during closing time. No resurrection. Tally up a + * death and exit. */ + RSPEAK(131); + ++game.numdie; + score(0); + } else { + ++game.numdie; + if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) + score(0); + if(game.numdie == MAXDIE) + score(0); + game.place[WATER]=0; + game.place[OIL]=0; + if(TOTING(LAMP)) + game.prop[LAMP]=0; + for (int j=1; j<=NOBJECTS; j++) { + int i=NOBJECTS + 1 - j; + if(TOTING(i)) { + int k=game.oldlc2; + if(i == LAMP) + k=1; + DROP(i,k); + } + } + game.loc=3; + game.oldloc=game.loc; + } +} + static bool do_command(FILE *cmdin) { long LL, KQ, VERB, KK, K2, V1, V2; long obj, i; @@ -441,13 +478,14 @@ static bool do_command(FILE *cmdin) { game.loc=game.newloc; if (!dwarfmove()) - goto L99; + croak(cmdin); /* Describe the current location and (maybe) get next command. */ /* Print text for current loc. */ -L2000: if(game.loc == 0) goto L99; +L2000: if(game.loc == 0) + croak(cmdin); KK=STEXT[game.loc]; if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc]; if(FORCED(game.loc) || !DARK(0)) goto L2001; @@ -467,9 +505,9 @@ L2001: if(TOTING(BEAR))RSPEAK(141); if(DARK(0)) goto L2012; game.abbrev[game.loc]=game.abbrev[game.loc]+1; - I=game.atloc[game.loc]; -L2004: if(I == 0) goto L2012; - obj=I; + 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; @@ -491,7 +529,7 @@ L2004: if(I == 0) goto L2012; L2006: KK=game.prop[obj]; if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1; PSPEAK(obj,KK); -L2008: I=game.link[I]; +L2008: i=game.link[i]; goto L2004; L2009: K=54; @@ -536,7 +574,7 @@ L2603: if(game.closed) { game.knfloc=0; /* This is where we get a new command from the user */ - if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X)) + if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X)) return false; /* Every input, check "game.foobar" flag. If zero, nothing's @@ -559,8 +597,8 @@ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); if(game.clock1 < 0)game.clock2=game.clock2-1; if(game.clock2 == 0) goto L11000; if(game.prop[LAMP] == 1)game.limit=game.limit-1; - if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto - L12000; + if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) + goto L12000; if(game.limit == 0) goto L12400; if(game.limit <= 30) goto L12200; L19999: K=43; @@ -583,11 +621,11 @@ L2620: if(WD1 == MAKEWD(23051920)) { RSPEAK(276); } L2630: - I=VOCAB(WD1,-1); - if(I == -1) + i=VOCAB(WD1,-1); + if(i == -1) goto L3000; - K=MOD(I,1000); - KQ=I/1000+1; + K=MOD(i,1000); + KQ=i/1000+1; switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000; case 3: goto L2010; } BUG(22); @@ -609,11 +647,11 @@ L3000: SETPRM(1,WD1,WD1X); /* Verb and object analysis moved to separate module. */ -L4000: I=4000; VERB=K; goto Laction; -L4090: I=4090; goto Laction; -L5000: I=5000; +L4000: i=4000; VERB=K; goto Laction; +L4090: i=4090; goto Laction; +L5000: i=5000; obj = K; Laction: - switch (action(cmdin, I, VERB, obj)) { + switch (action(cmdin, i, VERB, obj)) { case 2: return true; case 8: goto L8; case 2000: goto L2000; @@ -770,28 +808,27 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; game.fixed[BEAR]= -1; game.prop[BEAR]=3; game.oldlc2=game.newloc; - goto L99; + croak(cmdin); + goto L2000; /* End of specials. */ - L21: LL=MOD((labs(TRAVEL[KK])/1000),1000); 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(LL <= 300) { + if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/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; + } } K=MOD(labs(TRAVEL[KK]),1000); @@ -833,38 +870,8 @@ L50: SPK=12; L90: RSPEAK(23); game.oldlc2=game.loc; - -/* Okay, he's dead. Let's get on with it. */ - -L99: if(game.closng) { - /* He died during closing time. No resurrection. Tally up a - * death and exit. */ - RSPEAK(131); - ++game.numdie; - score(0); - } else { - ++game.numdie; - if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) - score(0); - if(game.numdie == MAXDIE) - score(0); - game.place[WATER]=0; - game.place[OIL]=0; - if(TOTING(LAMP)) - game.prop[LAMP]=0; - for (J=1; J<=NOBJECTS; J++) { - I=NOBJECTS + 1 - J; - if(TOTING(I)) { - K=game.oldlc2; - if(I == LAMP) - K=1; - DROP(I,K); - } - } - game.loc=3; - game.oldloc=game.loc; - goto L2000; - } + croak(cmdin); + goto L2000; /* Cave closing and scoring */ @@ -900,10 +907,10 @@ L99: if(game.closng) { L10000: game.prop[GRATE]=0; game.prop[FISSUR]=0; - for (I=1; I<=NDWARVES; I++) { - game.dseen[I]=false; - game.dloc[I]=0; - } /* end loop */ + for (i=1; i<=NDWARVES; i++) { + game.dseen[i]=false; + game.dloc[i]=0; + } MOVE(TROLL,0); MOVE(TROLL+NOBJECTS,0); MOVE(TROLL2,PLAC[TROLL]); @@ -917,7 +924,7 @@ L10000: game.prop[GRATE]=0; RSPEAK(129); game.clock1= -1; game.closng=true; - goto L19999; + 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). @@ -944,8 +951,8 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); /* Leave the grate with normal (non-negative) property. Reuse sign. */ - I=PUT(GRATE,116,0); - I=PUT(SIGN,116,0); + PUT(GRATE,116,0); + PUT(SIGN,116,0); OBJTXT[SIGN]=OBJTXT[SIGN]+1; game.prop[SNAKE]=PUT(SNAKE,116,1); game.prop[BIRD]=PUT(BIRD,116,1); @@ -956,9 +963,9 @@ L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); game.prop[MIRROR]=PUT(MIRROR,115,0); game.fixed[MIRROR]=116; - for (I=1; I<=NOBJECTS; I++) { - if(TOTING(I)) - DSTROY(I); + for (int i=1; i<=NOBJECTS; i++) { + if(TOTING(i)) + DSTROY(i); } /* end loop */ RSPEAK(132);