X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=ecc9ca03a2f1a13ccc522d464249e67d58692a77;hb=a48d75b999aa03ba97a2e09787ca0c3c8dfbc1bd;hp=1f866d81b28bae49d541431a0376d6a1cb3e9571;hpb=d61cab352ee4345311eb9dd1a40fe11fb979f463;p=open-adventure.git diff --git a/main.c b/main.c index 1f866d8..ecc9ca0 100644 --- a/main.c +++ b/main.c @@ -46,7 +46,6 @@ FILE *logfp; bool oldstyle = false; bool editline = true; bool prompt = true; -lcg_state lcgstate; extern void initialise(); extern void score(long); @@ -114,9 +113,9 @@ int main(int argc, char *argv[]) /* Initialize our LCG PRNG with parameters tested against * Knuth vol. 2. by the original authors */ - lcgstate.a = 1093; - lcgstate.c = 221587; - lcgstate.m = 1048576; + game.lcg_a = 1093; + game.lcg_c = 221587; + game.lcg_m = 1048576; srand(time(NULL)); long seedval = (long)rand(); set_seed(seedval); @@ -269,49 +268,52 @@ bool spotted_by_pirate(int i) * (game.prop=0). */ if (game.loc == game.chloc || game.prop[CHEST] >= 0) return true; - int k=0; + int snarfed=0; + bool movechest = false, robplayer = false; 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])) { - return true; + continue; } + if (TOTING(j) || HERE(j)) + ++snarfed; if (TOTING(j)) { - if (game.place[CHEST] == 0) { - /* Install chest only once, to insure it is - * the last treasure in the list. */ - MOVE(CHEST,game.chloc); - MOVE(MESSAG,game.chloc2); - } - RSPEAK(128); - 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); - } - } - game.dloc[PIRATE]=game.chloc; - game.odloc[PIRATE]=game.chloc; - game.dseen[PIRATE]=false; - return true; + movechest = true; + robplayer = true; } - 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) { + if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { RSPEAK(186); + movechest = true; + } + /* 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); game.dloc[PIRATE]=game.chloc; game.odloc[PIRATE]=game.chloc; game.dseen[PIRATE]=false; - return true; + } else { + /* You might get a hint of the pirate's presence even if the + * chest doesn't move... */ + if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) + RSPEAK(127); } - if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) - RSPEAK(127); + if (robplayer) { + RSPEAK(128); + 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); + } + } + } + return true; } @@ -319,7 +321,7 @@ static bool dwarfmove(void) /* Dwarves move. Return true if player survives, false if he dies. */ { int kk, stick, attack; - long TK[21]; + long tk[21]; /* Dwarf stuff. See earlier comments for description of * variables. Remember sixth dwarf is pirate and is thus @@ -378,34 +380,34 @@ static bool dwarfmove(void) for (int i=1; i<=NDWARVES; i++) { if (game.dloc[i] == 0) continue; - /* Fill TK array with all the places this dwarf might go. */ + /* Fill tk array with all the places this dwarf might go. */ 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 || + /* Have we avoided a dwarf encounter? */ + bool avoided = (SPECIAL(game.newloc) || !INDEEP(game.newloc) || game.newloc == game.odloc[i] || - (j > 1 && game.newloc == TK[j-1]) || + (j > 1 && game.newloc == tk[j-1]) || j >= 20 || game.newloc == game.dloc[i] || FORCED(game.newloc) || (i == PIRATE && CNDBIT(game.newloc,NOARRR)) || 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]; + 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.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; @@ -467,14 +469,13 @@ static bool dwarfmove(void) static void croak(FILE *cmdin) /* Okay, he's dead. Let's get on with it. */ { + ++game.numdie; 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) @@ -486,10 +487,8 @@ static void croak(FILE *cmdin) 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); + /* Always leave lamp where it's accessible aboveground */ + DROP(i, (i == LAMP) ? 1 : game.oldlc2); } } game.loc=3; @@ -507,49 +506,49 @@ static void croak(FILE *cmdin) static bool playermove(FILE *cmdin, token_t verb, int motion) { - int LL, K2, KK=KEY[game.loc]; + int scratchloc, k2, kk=KEY[game.loc]; game.newloc=game.loc; - if (KK == 0) + if (kk == 0) BUG(26); if (motion == NUL) return true; else if (motion == BACK) { /* Handle "go back". Look for verb which goes from game.loc to * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion. - * K2 saves entry -> forced loc -> previous loc. */ + * k2 saves entry -> forced loc -> previous loc. */ motion=game.oldloc; if (FORCED(motion)) motion=game.oldlc2; game.oldlc2=game.oldloc; game.oldloc=game.loc; - K2=0; - if (motion == game.loc)K2=91; - if (CNDBIT(game.loc,NOBACK))K2=274; - if (K2 == 0) { + k2=0; + if (motion == game.loc)k2=91; + if (CNDBIT(game.loc,NOBACK))k2=274; + if (k2 == 0) { for (;;) { - LL=MOD((labs(TRAVEL[KK])/1000),1000); - if (LL != motion) { - if (LL <= 300) { - if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion) - K2=KK; + scratchloc=MOD((labs(TRAVEL[kk])/1000),1000); + if (scratchloc != motion) { + if (!SPECIAL(scratchloc)) { + if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion) + k2=kk; } - if (TRAVEL[KK] >= 0) { - ++KK; + if (TRAVEL[kk] >= 0) { + ++kk; continue; } - KK=K2; - if (KK == 0) { + kk=k2; + if (kk == 0) { RSPEAK(140); return true; } } - motion=MOD(labs(TRAVEL[KK]),1000); - KK=KEY[game.loc]; + motion=MOD(labs(TRAVEL[kk]),1000); + kk=KEY[game.loc]; break; /* fall through to ordinary travel */ } } else { - RSPEAK(K2); + RSPEAK(k2); return true; } } @@ -576,10 +575,10 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) /* ordinary travel */ for (;;) { - LL=labs(TRAVEL[KK]); - if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion) + scratchloc=labs(TRAVEL[kk]); + if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion) break; - if (TRAVEL[KK] < 0) { + if (TRAVEL[kk] < 0) { /* Non-applicable motion. Various messages depending on * word given. */ int spk=12; @@ -593,9 +592,9 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) RSPEAK(spk); return true; } - ++KK; + ++kk; } - LL=LL/1000; + scratchloc=scratchloc/1000; do { /* @@ -605,9 +604,9 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) * removed. */ for (;;) { - game.newloc=LL/1000; + game.newloc=scratchloc/1000; motion=MOD(game.newloc,100); - if (game.newloc <= 300) { + if (!SPECIAL(game.newloc)) { if (game.newloc <= 100) { if (game.newloc == 0 || PCT(game.newloc)) break; @@ -619,19 +618,19 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) else if (game.prop[motion] != game.newloc/100-3) break; do { - if (TRAVEL[KK] < 0)BUG(25); - ++KK; - game.newloc=labs(TRAVEL[KK])/1000; + if (TRAVEL[kk] < 0)BUG(25); + ++kk; + game.newloc=labs(TRAVEL[kk])/1000; } while - (game.newloc == LL); - LL=game.newloc; + (game.newloc == scratchloc); + scratchloc=game.newloc; } - game.newloc=MOD(LL,1000); - if (game.newloc <= 300) + game.newloc=MOD(scratchloc,1000); + if (!SPECIAL(game.newloc)) return true; if (game.newloc <= 500) { - game.newloc=game.newloc-300; + game.newloc=game.newloc-SPECIALBASE; switch (game.newloc) { case 1: @@ -652,11 +651,11 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) * pretend he wasn't carrying it after all. */ DROP(EMRALD,game.loc); do { - if (TRAVEL[KK] < 0)BUG(25); - ++KK; - game.newloc=labs(TRAVEL[KK])/1000; + if (TRAVEL[kk] < 0)BUG(25); + ++kk; + game.newloc=labs(TRAVEL[kk])/1000; } while - (game.newloc == LL); + (game.newloc == scratchloc); continue; /* back to top of do/while loop */ case 3: /* Travel 303. Troll bridge. Must be done only as special @@ -861,10 +860,9 @@ static void listobjects(void) * 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; + long obj=i; if (obj > NOBJECTS)obj=obj-NOBJECTS; if (obj == STEPS && TOTING(NUGGET)) continue; @@ -901,7 +899,7 @@ static void listobjects(void) static bool do_command(FILE *cmdin) /* Get and execute a command */ { - long KQ, VERB, V1, V2; + long KQ, verb, V1, V2; long i, k, KMOD; static long igo = 0; static long obj = 0; @@ -955,7 +953,7 @@ static bool do_command(FILE *cmdin) if (TOTING(BEAR))RSPEAK(141); newspeak(msg); if (FORCED(game.loc)) { - if (playermove(cmdin, VERB, 1)) + if (playermove(cmdin, verb, 1)) return true; else continue; /* back to top of main interpreter loop */ @@ -965,7 +963,7 @@ static bool do_command(FILE *cmdin) listobjects(); L2012: - VERB=0; + verb=0; game.oldobj=obj; obj=0; @@ -1007,9 +1005,9 @@ static bool do_command(FILE *cmdin) if (game.trndex <= TRNVLS) game.thresh=MOD(TRNVAL[game.trndex],100000)+1; } - if (VERB == SAY && WD2 > 0) - VERB=0; - if (VERB == SAY) { + if (verb == SAY && WD2 > 0) + verb=0; + if (verb == SAY) { part=transitive; goto Laction; } @@ -1065,22 +1063,22 @@ static bool do_command(FILE *cmdin) switch (KQ-1) { case 0: - if (playermove(cmdin, VERB, KMOD)) + if (playermove(cmdin, verb, KMOD)) return true; else continue; /* back to top of main interpreter loop */ case 1: part=unknown; obj = KMOD; break; - case 2: part=intransitive; VERB = KMOD; break; + case 2: part=intransitive; verb = KMOD; break; case 3: RSPEAK(KMOD); goto L2012; default: BUG(22); } Laction: - switch (action(cmdin, part, VERB, obj)) { + switch (action(cmdin, part, verb, obj)) { case GO_TERMINATE: return true; case GO_MOVE: - playermove(cmdin, VERB, NUL); + playermove(cmdin, verb, NUL); return true; case GO_TOP: continue; /* back to top of main interpreter loop */ case GO_CLEAROBJ: goto L2012;