X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=b90056c5e04f83bbddd700c3bc85a4d51e3c9f7d;hb=1af01ff91fd0fee206d096449a564996ea85abed;hp=3d17ec9c160b1a775eed7a777947f72086aef555;hpb=ff9c73a37d898d824aa9f8ecd4b670acd84d37e7;p=open-adventure.git diff --git a/main.c b/main.c index 3d17ec9..b90056c 100644 --- a/main.c +++ b/main.c @@ -104,71 +104,71 @@ static void checkhints(void) { if (conditions[game.loc] >= game.conds) { for (int hint = 0; hint < NHINTS; hint++) { - if (game.hinted[hint]) + if (game.hints[hint].used) continue; if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) - game.hintlc[hint] = -1; - ++game.hintlc[hint]; + game.hints[hint].lc = -1; + ++game.hints[hint].lc; /* Come here if he's been int enough at required loc(s) for some * unused hint. */ - if (game.hintlc[hint] >= hints[hint].turns) { + if (game.hints[hint].lc >= hints[hint].turns) { int i; switch (hint) { case 0: /* cave */ - if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS)) + if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS)) break; - game.hintlc[hint] = 0; + game.hints[hint].lc = 0; return; case 1: /* bird */ - if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) + if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD) break; return; case 2: /* snake */ if (HERE(SNAKE) && !HERE(BIRD)) break; - game.hintlc[hint] = 0; + game.hints[hint].lc = 0; return; case 3: /* maze */ - if (game.atloc[game.loc] == NO_OBJECT && - game.atloc[game.oldloc] == NO_OBJECT && - game.atloc[game.oldlc2] == NO_OBJECT && + if (game.locs[game.loc].atloc == NO_OBJECT && + game.locs[game.oldloc].atloc == NO_OBJECT && + game.locs[game.oldlc2].atloc == NO_OBJECT && game.holdng > 1) break; - game.hintlc[hint] = 0; + game.hints[hint].lc = 0; return; case 4: /* dark */ - if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND) + if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID)) break; - game.hintlc[hint] = 0; + game.hints[hint].lc = 0; return; case 5: /* witt */ break; case 6: /* urn */ if (game.dflag == 0) break; - game.hintlc[hint] = 0; + game.hints[hint].lc = 0; return; case 7: /* woods */ - if (game.atloc[game.loc] == NO_OBJECT && - game.atloc[game.oldloc] == NO_OBJECT && - game.atloc[game.oldlc2] == NO_OBJECT) + if (game.locs[game.loc].atloc == NO_OBJECT && + game.locs[game.oldloc].atloc == NO_OBJECT && + game.locs[game.oldlc2].atloc == NO_OBJECT) break; return; case 8: /* ogre */ i = atdwrf(game.loc); if (i < 0) { - game.hintlc[hint] = 0; + game.hints[hint].lc = 0; return; } if (HERE(OGRE) && i == 0) break; return; case 9: /* jade */ - if (game.tally == 1 && game.prop[JADE] < 0) + if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE)) break; - game.hintlc[hint] = 0; + game.hints[hint].lc = 0; return; default: // LCOV_EXCL_LINE // Should never happen @@ -176,12 +176,12 @@ static void checkhints(void) } /* Fall through to hint display */ - game.hintlc[hint] = 0; + game.hints[hint].lc = 0; if (!yes_or_no(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_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]); - if (game.hinted[hint] && game.limit > WARNTIME) + game.hints[hint].used = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]); + if (game.hints[hint].used && game.limit > WARNTIME) game.limit += WARNTIME * hints[hint].penalty; } } @@ -196,10 +196,10 @@ static bool spotted_by_pirate(int i) /* The pirate's spotted him. Pirate 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. Note - * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown + * that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's thrown * it to the troll, but in that case he's seen the chest - * (game.prop[CHEST] == STATE_FOUND). */ - if (game.loc == game.chloc || game.prop[CHEST] != STATE_NOTFOUND) + * PROP_IS_FOUND(CHEST) == true. */ + if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST)) return true; int snarfed = 0; bool movechest = false, robplayer = false; @@ -220,7 +220,7 @@ static bool spotted_by_pirate(int i) } } /* Force chest placement before player finds last treasure */ - if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) { + if (game.tally == 1 && snarfed == 0 && game.objects[CHEST].place == LOC_NOWHERE && HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) { rspeak(PIRATE_SPOTTED); movechest = true; } @@ -245,7 +245,7 @@ static bool spotted_by_pirate(int i) continue; if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) { - if (AT(treasure) && game.fixed[treasure] == IS_FREE) + if (AT(treasure) && game.objects[treasure].fixed == IS_FREE) carry(treasure, game.loc); if (TOTING(treasure)) drop(treasure, game.chloc); @@ -439,9 +439,9 @@ static void croak(void) /* If player wishes to continue, we empty the liquids in the * user's inventory, turn off the lamp, and drop all items * where he died. */ - game.place[WATER] = game.place[OIL] = LOC_NOWHERE; + game.objects[WATER].place = game.objects[OIL].place = LOC_NOWHERE; if (TOTING(LAMP)) - game.prop[LAMP] = LAMP_DARK; + game.objects[LAMP].prop = LAMP_DARK; for (int j = 1; j <= NOBJECTS; j++) { int i = NOBJECTS + 1 - j; if (TOTING(i)) { @@ -458,7 +458,7 @@ static void describe_location(void) { const char* msg = locations[game.loc].description.small; - if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == NO_MESSAGE) + if (MOD(game.locs[game.loc].abbrev, game.abbnum) == 0 || msg == NO_MESSAGE) msg = locations[game.loc].description.big; if (!FORCED(game.loc) && DARK(game.loc)) { @@ -551,7 +551,7 @@ static void playermove(int motion) rspeak(NO_MORE_DETAIL); ++game.detail; game.wzdark = false; - game.abbrev[game.loc] = 0; + game.locs[game.loc].abbrev = 0; return; } else if (motion == CAVE) { /* Cave. Different messages depending on whether above ground. */ @@ -628,7 +628,7 @@ static void playermove(int motion) else if (TOTING(condarg1) || (condtype == cond_with && AT(condarg1))) break; /* else fall through to check [not OBJ STATE] */ - } else if (game.prop[condarg1] != condarg2) + } else if (game.objects[condarg1].prop != condarg2) break; /* We arrive here on conditional failure. @@ -698,9 +698,9 @@ static void playermove(int motion) * (standard travel entries check for * game.prop[TROLL]=TROLL_UNPAID.) Special stuff * for bear. */ - if (game.prop[TROLL] == TROLL_PAIDONCE) { + if (game.objects[TROLL].prop == TROLL_PAIDONCE) { pspeak(TROLL, look, true, TROLL_PAIDONCE); - game.prop[TROLL] = TROLL_UNPAID; + game.objects[TROLL].prop = TROLL_UNPAID; DESTROY(TROLL2); move(TROLL2 + NOBJECTS, IS_FREE); move(TROLL, objects[TROLL].plac); @@ -710,15 +710,15 @@ static void playermove(int motion) return; } else { game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc; - if (game.prop[TROLL] == TROLL_UNPAID) - game.prop[TROLL] = TROLL_PAIDONCE; + if (game.objects[TROLL].prop == TROLL_UNPAID) + game.objects[TROLL].prop = TROLL_PAIDONCE; if (!TOTING(BEAR)) return; state_change(CHASM, BRIDGE_WRECKED); - game.prop[TROLL] = TROLL_GONE; + game.objects[TROLL].prop = TROLL_GONE; drop(BEAR, game.newloc); - game.fixed[BEAR] = IS_FIXED; - game.prop[BEAR] = BEAR_DEAD; + game.objects[BEAR].fixed = IS_FIXED; + game.objects[BEAR].prop = BEAR_DEAD; game.oldlc2 = game.newloc; croak(); return; @@ -736,7 +736,7 @@ static void playermove(int motion) static void lampcheck(void) /* Check game limit and lamp timers */ { - if (game.prop[LAMP] == LAMP_BRIGHT) + if (game.objects[LAMP].prop == LAMP_BRIGHT) --game.limit; /* Another way we can force an end to things is by having the @@ -746,9 +746,9 @@ static void lampcheck(void) * Second is for other cases of lamp dying. Even after it goes * out, he can explore outside for a while if desired. */ if (game.limit <= WARNTIME) { - if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) { + if (HERE(BATTERY) && game.objects[BATTERY].prop == FRESH_BATTERIES && HERE(LAMP)) { rspeak(REPLACE_BATTERIES); - game.prop[BATTERY] = DEAD_BATTERIES; + game.objects[BATTERY].prop = DEAD_BATTERIES; #ifdef __unused__ /* This code from the original game seems to have been faulty. * No tests ever passed the guard, and with the guard removed @@ -761,9 +761,9 @@ static void lampcheck(void) game.lmwarn = false; } else if (!game.lmwarn && HERE(LAMP)) { game.lmwarn = true; - if (game.prop[BATTERY] == DEAD_BATTERIES) + if (game.objects[BATTERY].prop == DEAD_BATTERIES) rspeak(MISSING_BATTERIES); - else if (game.place[BATTERY] == LOC_NOWHERE) + else if (game.objects[BATTERY].place == LOC_NOWHERE) rspeak(LAMP_DIM); else rspeak(GET_BATTERIES); @@ -771,7 +771,7 @@ static void lampcheck(void) } if (game.limit == 0) { game.limit = -1; - game.prop[LAMP] = LAMP_DARK; + game.objects[LAMP].prop = LAMP_DARK; if (HERE(LAMP)) rspeak(LAMP_OUT); } @@ -824,8 +824,8 @@ static bool closecheck(void) * know the bivalve is an oyster. *And*, the dwarves must * have been activated, since we've found chest. */ if (game.clock1 == 0) { - game.prop[GRATE] = GRATE_CLOSED; - game.prop[FISSURE] = UNBRIDGED; + game.objects[GRATE].prop = GRATE_CLOSED; + game.objects[FISSURE].prop = UNBRIDGED; for (int i = 1; i <= NDWARVES; i++) { game.dwarves[i].seen = false; game.dwarves[i].loc = LOC_NOWHERE; @@ -835,12 +835,12 @@ static bool closecheck(void) move(TROLL2, objects[TROLL].plac); move(TROLL2 + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); - if (game.prop[BEAR] != BEAR_DEAD) + if (game.objects[BEAR].prop != BEAR_DEAD) DESTROY(BEAR); - game.prop[CHAIN] = CHAIN_HEAP; - game.fixed[CHAIN] = IS_FREE; - game.prop[AXE] = AXE_HERE; - game.fixed[AXE] = IS_FREE; + game.objects[CHAIN].prop = CHAIN_HEAP; + game.objects[CHAIN].fixed = IS_FREE; + game.objects[AXE].prop = AXE_HERE; + game.objects[AXE].fixed = IS_FREE; rspeak(CAVE_CLOSING); game.clock1 = -1; game.closng = true; @@ -859,32 +859,32 @@ static bool closecheck(void) * 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 + * objects be handled differently. We also drop all other + * objects he might be acrrying (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, PLANT_THIRSTY); - game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND); - game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK); - game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND); - game.prop[DWARF] = put(DWARF, LOC_NE, 0); + put(BOTTLE, LOC_NE, EMPTY_BOTTLE); + put(PLANT, LOC_NE, PLANT_THIRSTY); + put(OYSTER, LOC_NE, STATE_FOUND); + put(LAMP, LOC_NE, LAMP_DARK); + put(ROD, LOC_NE, STATE_FOUND); + put(DWARF, LOC_NE, STATE_FOUND); 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); - game.prop[SIGN] = ENDGAME_SIGN; - game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED); - game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED); - game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND); - game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND); - game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND); - - game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND); - game.fixed[MIRROR] = LOC_SW; + move(GRATE, LOC_SW); + move(SIGN, LOC_SW); + game.objects[SIGN].prop = ENDGAME_SIGN; + put(SNAKE, LOC_SW, SNAKE_CHASED); + put(BIRD, LOC_SW, BIRD_CAGED); + put(CAGE, LOC_SW, STATE_FOUND); + put(ROD2, LOC_SW, STATE_FOUND); + put(PILLOW, LOC_SW, STATE_FOUND); + + put(MIRROR, LOC_NE, STATE_FOUND); + game.objects[MIRROR].fixed = LOC_SW; for (int i = 1; i <= NOBJECTS; i++) { if (TOTING(i)) @@ -910,21 +910,21 @@ static void listobjects(void) * get full score. */ { if (!DARK(game.loc)) { - ++game.abbrev[game.loc]; - for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) { + ++game.locs[game.loc].abbrev; + for (int i = game.locs[game.loc].atloc; i != 0; i = game.link[i]) { obj_t obj = i; if (obj > NOBJECTS) obj = obj - NOBJECTS; if (obj == STEPS && TOTING(NUGGET)) continue; - if (game.prop[obj] < 0) { + if (PROP_IS_STASHED_OR_UNSEEN(obj)) { if (game.closed) continue; - game.prop[obj] = STATE_FOUND; + PROP_SET_FOUND(obj); if (obj == RUG) - game.prop[RUG] = RUG_DRAGON; + game.objects[RUG].prop = RUG_DRAGON; if (obj == CHAIN) - game.prop[CHAIN] = CHAINING_BEAR; + game.objects[CHAIN].prop = CHAINING_BEAR; if (obj == EGGS) game.seenbigwords = true; --game.tally; @@ -943,9 +943,9 @@ static void listobjects(void) * gross blunder isn't likely to find everything else anyway * (so goes the rationalisation). */ } - int kk = game.prop[obj]; + int kk = game.objects[obj].prop; if (obj == STEPS) - kk = (game.loc == game.fixed[STEPS]) + kk = (game.loc == game.objects[STEPS].fixed) ? STEPS_UP : STEPS_DOWN; pspeak(obj, look, true, kk); @@ -1098,11 +1098,11 @@ static bool do_command(void) * game.prop < 0 and stash them. This way objects won't be * described until they've been picked up and put down * separate from their respective piles. */ - if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) + if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER)) pspeak(OYSTER, look, true, 1); for (size_t i = 1; i <= NOBJECTS; i++) { - if (TOTING(i) && game.prop[i] < 0) - game.prop[i] = STASHED(i); + if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i))) + game.objects[i].prop = PROP_STASHED(i); } }