Add test for urn actions.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index afba467763931e4e8e2d9a73ddceb7e10d1afa8c..5a3f2002683de89e3c78aad525adb756b0a447a0 100644 (file)
--- a/main.c
+++ b/main.c
@@ -3,14 +3,15 @@
  *
  * The author - Don Woods - apologises for the style of the code; it
  * is a result of running the original Fortran IV source through a
- * home-brew Fortran-to-C converter.)
+ * home-brew Fortran-to-C converter.
  *
- * Now that the code has been restructured into idiomatic C, the following
- * is more appropriate:
+ * Now that the code has been restructured into something much closer
+ * to idiomatic C, the following is more appropriate:
  *
- * ESR apologizes for the remaing gotos (now confined to two functions in this
- * file - they used to be *everywhere*), and the offensive globals.  Applying
- * the Structured Program Theorem can be hard.
+ * ESR apologizes for the remaing gotos (now confined to one function
+ * in this file - there used to be over 350 of them, *everywhere*),
+ * and for the offensive globals.  Applying the Structured Program
+ * Theorem can be hard.
  */
 #include <stdlib.h>
 #include <stdio.h>
@@ -43,6 +44,8 @@ long WD1, WD1X, WD2, WD2X;
 
 FILE  *logfp;
 bool oldstyle = false;
+bool editline = true;
+bool prompt = true;
 lcg_state lcgstate;
 
 extern void initialise();
@@ -77,9 +80,9 @@ int main(int argc, char *argv[])
        
 /*  Options. */
 
-    while ((ch = getopt(argc, argv, "l:o")) != EOF) {
+    while ((ch = getopt(argc, argv, "l:os")) != EOF) {
        switch (ch) {
-case 'l':
+       case 'l':
            logfp = fopen(optarg, "w");
            if (logfp == NULL)
                fprintf(stderr,
@@ -89,6 +92,10 @@ case 'l':
            break;
        case 'o':
            oldstyle = true;
+           editline = prompt = false;
+           break;
+       case 's':
+           editline = false;
            break;
        }
     }
@@ -115,20 +122,9 @@ case 'l':
     set_seed(seedval);
 
     /*  Initialize game variables */
-    if (!game.setup)
-       initialise();
-
-    /*  Unlike earlier versions, adventure is no longer restartable.  (This
-     *  lets us get away with modifying things such as OBJSND(BIRD) without
-     *  having to be able to undo the changes later.)  If a "used" copy is
-     *  rerun, we come here and tell the player to run a fresh copy. */
-    if (game.setup <= 0) {
-       RSPEAK(201);
-       exit(0);
-    }
+    initialise();
 
     /*  Start-up, dwarf stuff */
-    game.setup= -1;
     game.zzword=RNDVOC(3,0);
     game.novice=YES(stdin, 65,1,0);
     game.newloc=1;
@@ -139,7 +135,7 @@ case 'l':
     if (logfp)
        fprintf(logfp, "seed %ld\n", seedval);
 
-    /* interpret commands ubtil EOF or interrupt */
+    /* interpret commands until EOF or interrupt */
     for (;;) {
        if (!do_command(stdin))
            break;
@@ -260,6 +256,65 @@ static void checkhints(FILE *cmdin)
     }
 }
 
+bool spotted_by_pirate(int i)
+{
+    if (i != PIRATE) 
+       return false;
+
+    /*  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.
+     *  Note that game.place[CHEST]=0 might mean that he's thrown
+     *  it to the troll, but in that case he's seen the chest
+     *  (game.prop=0). */
+    if (game.loc == game.chloc || game.prop[CHEST] >= 0)
+       return true;
+    int k=0;
+    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;
+       }
+       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;
+       }
+       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);
+       game.dloc[PIRATE]=game.chloc;
+       game.odloc[PIRATE]=game.chloc;
+       game.dseen[PIRATE]=false;
+       return true;
+    }
+    if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
+       RSPEAK(127);
+    return true;
+}
+
 static bool dwarfmove(void)
 /* Dwarves move.  Return true if player survives, false if he dies. */
 {
@@ -321,7 +376,6 @@ static bool dwarfmove(void)
     attack=0;
     stick=0;
     for (int i=1; i<=NDWARVES; i++) {
-       int k;
        if (game.dloc[i] == 0)
            continue;
        /*  Fill TK array with all the places this dwarf might go. */
@@ -355,63 +409,8 @@ static bool dwarfmove(void)
        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.
-            *  Note that game.place(CHEST)=0 might mean that he's thrown
-            *  it to the troll, but in that case he's seen the chest
-            *  (game.prop=0). */
-           if (game.loc == game.chloc || game.prop[CHEST] >= 0)
-               continue;
-           k=0;
-           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 (HERE(j))
-                       k=1;
-                   continue;
-               }
-               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;
-                   goto jumpout;
-               }
-               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);
-               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);
+       if (spotted_by_pirate(i))
            continue;
-       }
-
        /* This threatening little dwarf is in the room with him! */
        ++game.dtotal;
        if (game.odloc[i] == game.dloc[i]) {
@@ -421,7 +420,6 @@ static bool dwarfmove(void)
            if (randrange(1000) < 95*(game.dflag-2))
                ++stick;
        }
-    jumpout:;
     }
 
     /*  Now we know what's happening.  Let's tell the poor sucker about it.
@@ -599,90 +597,104 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
     }
     LL=LL/1000;
 
-    for (;;) {
-       game.newloc=LL/1000;
-       motion=MOD(game.newloc,100);
-       if (game.newloc <= 300) {
-           if (game.newloc <= 100) {
-               if (game.newloc == 0 || PCT(game.newloc))
-                   break;
+    do {
+       /*
+        * (ESR) This special-travel loop may have to be repeated if it includes
+        * the plover passage.  Same deal for any future cases wgerw we beed to 
+        * block travel and then redo it once the blocking condition has been
+        * removed.
+        */
+       for (;;) {
+           game.newloc=LL/1000;
+           motion=MOD(game.newloc,100);
+           if (game.newloc <= 300) {
+               if (game.newloc <= 100) {
+                   if (game.newloc == 0 || PCT(game.newloc))
+                       break;
+                   /* else fall through */
+               } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
+                     break;
                /* else fall through */
-           } 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(25);
+               ++KK;
+               game.newloc=labs(TRAVEL[KK])/1000;
+           } while
+               (game.newloc == LL);
+           LL=game.newloc;
        }
-       else if (game.prop[motion] != game.newloc/100-3)
-           break;
-    L12:
-       do {
-           if (TRAVEL[KK] < 0)BUG(25);
-           ++KK;
-           game.newloc=labs(TRAVEL[KK])/1000;
-       } while
-           (game.newloc == LL);
-       LL=game.newloc;
-    }
 
-    game.newloc=MOD(LL,1000);
-    if (game.newloc <= 300)
-       return true;
-    if (game.newloc <= 500) {
-       game.newloc=game.newloc-300;
-       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". */
-           game.newloc=99+100-game.loc;
-           if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
-               return true;
-           game.newloc=game.loc;
-           RSPEAK(117);
+       game.newloc=MOD(LL,1000);
+       if (game.newloc <= 300)
            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. */
-           DROP(EMRALD,game.loc);
-           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. */
-           if (game.prop[TROLL] == 1) {
-               PSPEAK(TROLL,1);
-               game.prop[TROLL]=0;
-               MOVE(TROLL2,0);
-               MOVE(TROLL2+NOBJECTS,0);
-               MOVE(TROLL,PLAC[TROLL]);
-               MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
-               JUGGLE(CHASM);
+       if (game.newloc <= 500) {
+           game.newloc=game.newloc-300;
+           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". */
+               game.newloc=99+100-game.loc;
+               if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
+                   return true;
                game.newloc=game.loc;
+               RSPEAK(117);
                return true;
-           } else {
-               game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
-               if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
-               if (!TOTING(BEAR)) return true;
-               RSPEAK(162);
-               game.prop[CHASM]=1;
-               game.prop[TROLL]=2;
-               DROP(BEAR,game.newloc);
-               game.fixed[BEAR]= -1;
-               game.prop[BEAR]=3;
-               game.oldlc2=game.newloc;
-               croak(cmdin);
-               return false;
+           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. */
+               DROP(EMRALD,game.loc);
+               do {
+                   if (TRAVEL[KK] < 0)BUG(25);
+                   ++KK;
+                   game.newloc=labs(TRAVEL[KK])/1000;
+               } while
+                   (game.newloc == LL);
+               continue;       /* back to top of do/while loop */
+           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. */
+               if (game.prop[TROLL] == 1) {
+                   PSPEAK(TROLL,1);
+                   game.prop[TROLL]=0;
+                   MOVE(TROLL2,0);
+                   MOVE(TROLL2+NOBJECTS,0);
+                   MOVE(TROLL,PLAC[TROLL]);
+                   MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
+                   JUGGLE(CHASM);
+                   game.newloc=game.loc;
+                   return true;
+               } else {
+                   game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
+                   if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
+                   if (!TOTING(BEAR)) return true;
+                   RSPEAK(162);
+                   game.prop[CHASM]=1;
+                   game.prop[TROLL]=2;
+                   DROP(BEAR,game.newloc);
+                   game.fixed[BEAR]= -1;
+                   game.prop[BEAR]=3;
+                   game.oldlc2=game.newloc;
+                   croak(cmdin);
+                   return false;
+               }
            }
+           BUG(20);
        }
-       BUG(20);
-    }
+    } while
+           (false);
     RSPEAK(game.newloc-500);
     game.newloc=game.loc;
     return true;
@@ -889,7 +901,7 @@ static void listobjects(void)
 static bool do_command(FILE *cmdin)
 /* Get and execute a command */ 
 {
-    long KQ, VERB, KK, V1, V2;
+    long KQ, VERB, V1, V2;
     long i, k, KMOD;
     static long igo = 0;
     static long obj = 0;
@@ -1001,15 +1013,12 @@ static bool do_command(FILE *cmdin)
            part=transitive;
            goto Laction;
        }
-       if (closecheck())
+       if (closecheck()) {
            if (game.closed)
                return true;
-           else
-               goto L19999;
-
-       lampcheck();
+       } else
+           lampcheck();
 
-    L19999:
        k=43;
        if (LIQLOC(game.loc) == WATER)k=70;
        V1=VOCAB(WD1,-1);
@@ -1068,30 +1077,30 @@ static bool do_command(FILE *cmdin)
 
     Laction:
        switch (action(cmdin, part, VERB, obj)) {
-       case 2:
+       case GO_TERMINATE:
            return true;
-       case 8
+       case GO_MOVE
            playermove(cmdin, VERB, NUL);
            return true;
-       case 2000: continue;    /* back to top of main interpreter loop */
-       case 2012: goto L2012;
-       case 2600: goto L2600;
-       case 2607: goto L2607;
-       case 2630: goto L2630;
-       case 2800:
+       case GO_TOP: continue;  /* back to top of main interpreter loop */
+       case GO_CLEAROBJ: goto L2012;
+       case GO_CHECKHINT: goto L2600;
+       case GO_CHECKFOO: goto L2607;
+       case GO_LOOKUP: goto L2630;
+       case GO_WORD2:
            /* Get second word for analysis. */
            WD1=WD2;
            WD1X=WD2X;
            WD2=0;
            goto L2620;
-       case 8000:
+       case GO_UNKNOWN:
            /*  Random intransitive verbs come here.  Clear obj just in case
             *  (see attack()). */
            SETPRM(1,WD1,WD1X);
            RSPEAK(257);
            obj=0;
            goto L2600;
-       case 19000:
+       case GO_DWARFWAKE:
            /*  Oh dear, he's disturbed the dwarves. */
            RSPEAK(136);
            score(0);