Removed advent.info and added to .gitignore
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index b598124800c01cfc3cb31d0c64211290a7a84287..3f4140971fcc09d5d4134f28c7d0682e592b71bf 100644 (file)
--- a/main.c
+++ b/main.c
 
 #define DIM(a) (sizeof(a)/sizeof(a[0]))
 
-/* Abstract out the encoding of words in the travel array.  Gives us
- * some hope of getting to a less cryptic representation than we
- * inherited from FORTRAN, someday. To understand these, read the
- * encoding description for TRAVEL.
- */
-#define T_DESTINATION(entry)   MOD(labs(entry) / 1000, 1000)
-#define T_NODWARVES(entry)     labs(entry) / 1000000 == 100
-#define T_MOTION(entry)                MOD(labs(entry), 1000)
-#define L_SPEAK(loc)           ((loc) - 500)
-#define T_TERMINATE(entry)     (T_MOTION(entry) == 1)
-
 struct game_t game;
 
 long LNLENG, LNPOSN;
 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
 
-long NUL;
-long BACK;
-long LOOK;
-long CAVE;
-long FIND;
-long INVENT;
-long SAY;
-long ENTER;
-long STREAM;
-long DPRSSN;
-long ENTRNC;
-long LOCK;
-long THROW;
-
 FILE  *logfp = NULL, *rfp = NULL;
 bool oldstyle = false;
 bool editline = true;
 bool prompt = true;
 
+// LCOV_EXCL_START
+// exclude from coverage analysis because it requires interactivity to test
 static void sig_handler(int signo)
 {
     if (signo == SIGINT) {
@@ -70,6 +47,7 @@ static void sig_handler(int signo)
     }
     exit(0);
 }
+// LCOV_EXCL_STOP
 
 /*
  * MAIN PROGRAM
@@ -272,7 +250,7 @@ static void checkhints(void)
                     game.hintlc[hint] = 0;
                     return;
                 default:
-                    BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
+                    BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
                     break;
                 }
 
@@ -420,10 +398,10 @@ static bool dwarfmove(void)
             continue;
         /*  Fill tk array with all the places this dwarf might go. */
         unsigned int j = 1;
-        kk = TKEY[game.dloc[i]];
+        kk = tkey[game.dloc[i]];
         if (kk != 0)
             do {
-               game.newloc = T_DESTINATION(TRAVEL[kk]);
+               game.newloc = T_DESTINATION(travel[kk]);
                 /* Have we avoided a dwarf encounter? */
                 bool avoided = (SPECIAL(game.newloc) ||
                                 !INDEEP(game.newloc) ||
@@ -433,13 +411,13 @@ static bool dwarfmove(void)
                                 game.newloc == game.dloc[i] ||
                                 FORCED(game.newloc) ||
                                 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
-                                T_NODWARVES(TRAVEL[kk]));
+                                T_NODWARVES(travel[kk]));
                 if (!avoided) {
                     tk[j++] = game.newloc;
                 }
                 ++kk;
             } while
-            (TRAVEL[kk - 1] >= 0);
+               (!travel[kk - 1].stop);
         tk[j] = game.odloc[i];
         if (j >= 2)
             --j;
@@ -543,10 +521,10 @@ static void croak(void)
 
 static bool playermove(token_t verb, int motion)
 {
-    int scratchloc, k2, kk = TKEY[game.loc];
+    int scratchloc, k2, kk = tkey[game.loc];
     game.newloc = game.loc;
     if (kk == 0)
-        BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
+        BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
     if (motion == NUL)
         return true;
     else if (motion == BACK) {
@@ -563,13 +541,13 @@ static bool playermove(token_t verb, int motion)
         if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
         if (k2 == 0) {
             for (;;) {
-                scratchloc = T_DESTINATION(TRAVEL[kk]);
+                scratchloc = T_DESTINATION(travel[kk]);
                 if (scratchloc != motion) {
                     if (!SPECIAL(scratchloc)) {
-                        if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[TKEY[scratchloc]]) == motion)
+                        if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
                             k2 = kk;
                     }
-                    if (TRAVEL[kk] >= 0) {
+                    if (!travel[kk].stop) {
                         ++kk;  /* go to next travel entry for this location */
                         continue;
                     }
@@ -581,8 +559,8 @@ static bool playermove(token_t verb, int motion)
                     }
                 }
 
-                motion = T_MOTION(TRAVEL[kk]);
-                kk = TKEY[game.loc];
+                motion = travel[kk].motion;
+                kk = tkey[game.loc];
                 break; /* fall through to ordinary travel */
             }
         } else {
@@ -609,12 +587,12 @@ static bool playermove(token_t verb, int motion)
         game.oldloc = game.loc;
     }
 
-    /* Look for a way to fulfil the motion - kk indexes the beginning
-     * of the motion entries for here (game.loc). */
+    /* Look for a way to fulfil the motion verb passed in - kk indexes
+     * the beginning of the motion entries for here (game.loc). */
     for (;;) {
-        if (T_TERMINATE(TRAVEL[kk]) || T_MOTION(TRAVEL[kk]) == motion)
+        if (T_TERMINATE(travel[kk]) || travel[kk].motion == motion)
             break;
-        if (TRAVEL[kk] < 0) {
+        if (travel[kk].stop) {
             /* FIXME: Magic numbers! */
             /*  Couldn't find an entry matching the motion word passed
              *  in.  Various messages depending on word given. */
@@ -623,7 +601,7 @@ static bool playermove(token_t verb, int motion)
             if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
             if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
             if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
-            if (verb == FIND || verb == INVENT)spk = NEARBY;
+            if (verb == FIND || verb == INVENTORY)spk = NEARBY;
             if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
             if (motion == 17)spk = WHICH_WAY;
             rspeak(spk);
@@ -631,14 +609,18 @@ static bool playermove(token_t verb, int motion)
         }
         ++kk;
     }
-    scratchloc = labs(TRAVEL[kk]) / 1000;
+
+    /* (ESR) We've found a destination that goes with the motion verb.
+     * Next we need to check any conditional(s) on this destination, and
+     * possibly on following entries. */
+    scratchloc = T_HIGH(travel[kk]);
 
     do {
         /*
-         * (ESR) This special-travel loop may have to be repeated if it includes
-         * the plover passage.  Same deal for any future cases where we need to
-         * block travel and then redo it once the blocking condition has been
-         * removed.
+         * (ESR) This conditional-skip loop may have to be repeated if
+         * it includes the plover passage.  Same deal for any future
+         * cases where we need to block travel and then redo it once
+         * the blocking condition has been removed.
          */
         for (;;) { /* L12 loop */
             for (;;) {
@@ -650,16 +632,17 @@ static bool playermove(token_t verb, int motion)
                             break;
                         /* else fall through */
                     }
+                   /* handles the YAML "with" clause */
                     if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
                         break;
                     /* else fall through */
                 } else if (game.prop[motion] != game.newloc / 100 - 3)
                     break;
                 do {
-                    if (TRAVEL[kk] < 0)
-                        BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+                    if (travel[kk].stop)
+                        BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
                     ++kk;
-                    game.newloc = labs(TRAVEL[kk]) / 1000;
+                    game.newloc = T_HIGH(travel[kk]);
                 } while
                 (game.newloc == scratchloc);
                 scratchloc = game.newloc;
@@ -668,14 +651,20 @@ static bool playermove(token_t verb, int motion)
             game.newloc = MOD(scratchloc, 1000);
             if (!SPECIAL(game.newloc))
                 return true;
-            if (game.newloc <= 500) {
-                game.newloc -= SPECIALBASE;
+
+           if (game.newloc > 500) {
+               /* Execute a speak rule */
+               rspeak(L_SPEAK(game.newloc));
+               game.newloc = game.loc;
+               return true;
+           } else {
+               game.newloc -= SPECIALBASE;
                 switch (game.newloc) {
                 case 1:
-                    /*  Travel 301.  Plover-alcove passage.  Can carry only
-                     *  emerald.  Note: travel table must include "useless"
-                     *  entries going through passage, which can never be used for
-                     *  actual motion, but can be spotted by "go back". */
+                    /* Travel 301.  Plover-alcove passage.  Can carry only
+                     * emerald.  Note: travel table must include "useless"
+                     * entries going through passage, which can never be used
+                     * for actual motion, but can be spotted by "go back". */
                     /* FIXME: Arithmetic on location numbers */
                     game.newloc = 99 + 100 - game.loc;
                     if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
@@ -684,28 +673,31 @@ static bool playermove(token_t verb, int motion)
                     }
                     return true;
                 case 2:
-                    /*  Travel 302.  Plover transport.  Drop the emerald (only use
-                     *  special travel if toting it), so he's forced to use the
-                     *  plover-passage to get it out.  Having dropped it, go back and
-                     *  pretend he wasn't carrying it after all. */
+                    /* Travel 302.  Plover transport.  Drop the
+                     * emerald (only use special travel if toting
+                     * it), so he's forced to use the plover-passage
+                     * to get it out.  Having dropped it, go back and
+                     * pretend he wasn't carrying it after all. */
                     drop(EMERALD, game.loc);
                     do {
-                        if (TRAVEL[kk] < 0)
-                            BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+                        if (travel[kk].stop)
+                            BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
                         ++kk;
-                        game.newloc = labs(TRAVEL[kk]) / 1000;
+                        game.newloc = T_HIGH(travel[kk]);
                     } while
                     (game.newloc == scratchloc);
                     scratchloc = game.newloc;
                     continue; /* goto L12 */
                 case 3:
-                    /*  Travel 303.  Troll bridge.  Must be done only as special
-                     *  motion so that dwarves won't wander across and encounter
-                     *  the bear.  (They won't follow the player there because
-                     *  that region is forbidden to the pirate.)  If
-                     *  game.prop(TROLL)=1, he's crossed since paying, so step out
-                     *  and block him.  (standard travel entries check for
-                     *  game.prop(TROLL)=0.)  Special stuff for bear. */
+                    /* Travel 303.  Troll bridge.  Must be done only
+                     * as special motion so that dwarves won't wander
+                     * across and encounter the bear.  (They won't
+                     * follow the player there because that region is
+                     * forbidden to the pirate.)  If
+                     * game.prop(TROLL)=1, he's crossed since paying,
+                     * so step out and block him.  (standard travel
+                     * entries check for game.prop(TROLL)=0.)  Special
+                     * stuff for bear. */
                     if (game.prop[TROLL] == 1) {
                         pspeak(TROLL,look, 1);
                         game.prop[TROLL] = 0;
@@ -730,18 +722,14 @@ static bool playermove(token_t verb, int motion)
                         croak();
                         return true;
                     }
+               default:
+                   BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
                 }
-                BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
             }
             break; /* Leave L12 loop */
         }
     } while
     (false);
-    
-    /* Execute a speak rule */
-    rspeak(L_SPEAK(game.newloc));
-    game.newloc = game.loc;
-    return true;
 }
 
 static bool closecheck(void)
@@ -755,15 +743,14 @@ static bool closecheck(void)
  *  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. */
+ *  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. */
 {
     if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
         --game.clock1;
@@ -1126,7 +1113,7 @@ Lookup:
             rspeak(kmod);
             goto L2012;
         default:
-            BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
+            BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
         }
 
 Laction:
@@ -1163,7 +1150,7 @@ Laction:
             rspeak(DWARVES_AWAKEN);
             terminate(endgame);
         default:
-            BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);
+            BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
         }
     }
 }