object_descriptions[] is now objects[].
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 6fa2ddcbc7c954f53fd111b5ce4bfbd386208586..92f4206f89981493c89904188fe26b7b90da898f 100644 (file)
--- a/main.c
+++ b/main.c
 #include "linenoise/linenoise.h"
 #include "newdb.h"
 
+#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;
@@ -143,12 +156,12 @@ int main(int argc, char *argv[])
     initialise();
 
     /*  Start-up, dwarf stuff */
-    game.zzword = RNDVOC(3, 0);
+    game.zzword = rndvoc(3, 0);
     game.newloc = LOC_START;
     game.loc = LOC_START;
     game.limit = GAMELIMIT;
     if (!rfp) {
-        game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+        game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
         if (game.novice)
             game.limit = NOVICELIMIT;
     } else {
@@ -177,7 +190,7 @@ static bool fallback_handler(char *buf)
         // autogenerated, so don't charge user time for it.
         --game.turns;
         // here we reconfigure any global game state that uses random numbers
-        game.zzword = RNDVOC(3, 0);
+        game.zzword = rndvoc(3, 0);
         return true;
     }
     return false;
@@ -243,7 +256,7 @@ static void checkhints(void)
                         break;
                     return;
                 case 8:        /* ogre */
-                    i = ATDWRF(game.loc);
+                    i = atdwrf(game.loc);
                     if (i < 0) {
                         game.hintlc[hint] = 0;
                         return;
@@ -263,10 +276,10 @@ static void checkhints(void)
 
                 /* Fall through to hint display */
                 game.hintlc[hint] = 0;
-                if (!YES(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+                if (!yes(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(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
+                game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
                 if (game.hinted[hint] && game.limit > WARNTIME)
                     game.limit += WARNTIME * hints[hint].penalty;
             }
@@ -289,10 +302,12 @@ static bool spotted_by_pirate(int i)
         return true;
     int snarfed = 0;
     bool movechest = false, robplayer = false;
-    for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
+    for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+       if (!objects[treasure].is_treasure)
+           continue;
         /*  Pirate won't take pyramid from plover room or dark
          *  room (too easy!). */
-        if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
+        if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
             continue;
         }
         if (TOTING(treasure) || HERE(treasure))
@@ -310,8 +325,8 @@ static bool spotted_by_pirate(int i)
     /* 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);
+        move(CHEST, game.chloc);
+        move(MESSAG, game.chloc2);
         game.dloc[PIRATE] = game.chloc;
         game.odloc[PIRATE] = game.chloc;
         game.dseen[PIRATE] = false;
@@ -323,12 +338,14 @@ static bool spotted_by_pirate(int i)
     }
     if (robplayer) {
         rspeak(PIRATE_POUNCES);
-        for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
-            if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
+       for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+           if (!objects[treasure].is_treasure)
+               continue;
+            if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
                 if (AT(treasure) && game.fixed[treasure] == 0)
-                    CARRY(treasure, game.loc);
+                    carry(treasure, game.loc);
                 if (TOTING(treasure))
-                    DROP(treasure, game.chloc);
+                    drop(treasure, game.chloc);
             }
         }
     }
@@ -383,7 +400,7 @@ static bool dwarfmove(void)
             game.odloc[i] = game.dloc[i];
         }
         rspeak(DWARF_RAN);
-        DROP(AXE, game.loc);
+        drop(AXE, game.loc);
         return true;
     }
 
@@ -400,21 +417,21 @@ static bool dwarfmove(void)
         if (game.dloc[i] == 0)
             continue;
         /*  Fill tk array with all the places this dwarf might go. */
-        int j = 1;
-        kk = KEY[game.dloc[i]];
+        unsigned int j = 1;
+        kk = TKEY[game.dloc[i]];
         if (kk != 0)
             do {
-                game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
+               game.newloc = T_DESTINATION(TRAVEL[kk]);
                 /* 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 >= 20 ||
+                                j >= DIM(tk) - 1 ||
                                 game.newloc == game.dloc[i] ||
                                 FORCED(game.newloc) ||
                                 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
-                                labs(TRAVEL[kk]) / 1000000 == 100);
+                                T_NODWARVES(TRAVEL[kk]));
                 if (!avoided) {
                     tk[j++] = game.newloc;
                 }
@@ -496,7 +513,7 @@ static void croak(void)
          *  death and exit. */
         rspeak(DEATH_CLOSING);
         terminate(endgame);
-    } else if (game.numdie == NDEATHS || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
+    } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
         terminate(endgame);
     else {
         game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
@@ -506,7 +523,7 @@ static void croak(void)
             int i = NOBJECTS + 1 - j;
             if (TOTING(i)) {
                 /* Always leave lamp where it's accessible aboveground */
-                DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
+                drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
             }
         }
         game.loc = LOC_BUILDING;
@@ -524,7 +541,7 @@ static void croak(void)
 
 static bool playermove(token_t verb, int motion)
 {
-    int scratchloc, k2, kk = KEY[game.loc];
+    int scratchloc, k2, kk = TKEY[game.loc];
     game.newloc = game.loc;
     if (kk == 0)
         BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
@@ -544,25 +561,26 @@ static bool playermove(token_t verb, int motion)
         if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
         if (k2 == 0) {
             for (;;) {
-                scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
+                scratchloc = T_DESTINATION(TRAVEL[kk]);
                 if (scratchloc != motion) {
                     if (!SPECIAL(scratchloc)) {
-                        if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
+                        if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[TKEY[scratchloc]]) == motion)
                             k2 = kk;
                     }
                     if (TRAVEL[kk] >= 0) {
-                        ++kk;
+                        ++kk;  /* go to next travel entry for this location */
                         continue;
                     }
-                    kk = k2;
+                   /* we've reached the end of travel entries for game.loc */
+                   kk = k2;
                     if (kk == 0) {
                         rspeak(NOT_CONNECTED);
                         return true;
                     }
                 }
 
-                motion = MOD(labs(TRAVEL[kk]), 1000);
-                kk = KEY[game.loc];
+                motion = T_MOTION(TRAVEL[kk]);
+                kk = TKEY[game.loc];
                 break; /* fall through to ordinary travel */
             }
         } else {
@@ -589,15 +607,15 @@ static bool playermove(token_t verb, int motion)
         game.oldloc = game.loc;
     }
 
-    /* ordinary travel */
+    /* Look for a way to fulfil the motion - kk indexes the beginning
+     * of the motion entries for here (game.loc). */
     for (;;) {
-        scratchloc = labs(TRAVEL[kk]);
-        if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
+        if (T_TERMINATE(TRAVEL[kk]) || T_MOTION(TRAVEL[kk]) == motion)
             break;
         if (TRAVEL[kk] < 0) {
             /* FIXME: Magic numbers! */
-            /*  Non-applicable motion.  Various messages depending on
-             *  word given. */
+            /*  Couldn't find an entry matching the motion word passed
+             *  in.  Various messages depending on word given. */
             int spk = CANT_APPLY;
             if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
             if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
@@ -611,7 +629,7 @@ static bool playermove(token_t verb, int motion)
         }
         ++kk;
     }
-    scratchloc = scratchloc / 1000;
+    scratchloc = labs(TRAVEL[kk]) / 1000;
 
     do {
         /*
@@ -668,7 +686,7 @@ static bool playermove(token_t verb, int motion)
                      *  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);
+                    drop(EMERALD, game.loc);
                     do {
                         if (TRAVEL[kk] < 0)
                             BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
@@ -689,21 +707,21 @@ static bool playermove(token_t verb, int motion)
                     if (game.prop[TROLL] == 1) {
                         pspeak(TROLL,look, 1);
                         game.prop[TROLL] = 0;
-                        MOVE(TROLL2, 0);
-                        MOVE(TROLL2 + NOBJECTS, 0);
-                        MOVE(TROLL, PLAC[TROLL]);
-                        MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
-                        JUGGLE(CHASM);
+                        move(TROLL2, 0);
+                        move(TROLL2 + NOBJECTS, 0);
+                        move(TROLL, objects[TROLL].plac);
+                        move(TROLL + NOBJECTS, objects[TROLL].fixd);
+                        juggle(CHASM);
                         game.newloc = game.loc;
                         return true;
                     } else {
-                        game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
+                        game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
                         if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
                         if (!TOTING(BEAR)) return true;
                         rspeak(BRIDGE_COLLAPSE);
                         game.prop[CHASM] = 1;
                         game.prop[TROLL] = 2;
-                        DROP(BEAR, game.newloc);
+                        drop(BEAR, game.newloc);
                         game.fixed[BEAR] = -1;
                         game.prop[BEAR] = 3;
                         game.oldlc2 = game.newloc;
@@ -717,8 +735,9 @@ static bool playermove(token_t verb, int motion)
         }
     } while
     (false);
-    /* FIXME: Arithmetic on location number, becoming a message number */
-    rspeak(game.newloc - 500);
+    
+    /* Execute a speak rule */
+    rspeak(L_SPEAK(game.newloc));
     game.newloc = game.loc;
     return true;
 }
@@ -744,7 +763,7 @@ static bool closecheck(void)
  *  to suppress the object descriptions until he's actually moved the
  *  objects. */
 {
-    if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
+    if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
         --game.clock1;
 
     /*  When the first warning comes, we lock the grate, destroy
@@ -767,11 +786,11 @@ static bool closecheck(void)
             game.dseen[i] = false;
             game.dloc[i] = 0;
         }
-        MOVE(TROLL, 0);
-        MOVE(TROLL + NOBJECTS, 0);
-        MOVE(TROLL2, PLAC[TROLL]);
-        MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
-        JUGGLE(CHASM);
+        move(TROLL, 0);
+        move(TROLL + NOBJECTS, 0);
+        move(TROLL2, objects[TROLL].plac);
+        move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+        juggle(CHASM);
         if (game.prop[BEAR] != 3)DESTROY(BEAR);
         game.prop[CHAIN] = 0;
         game.fixed[CHAIN] = 0;
@@ -786,7 +805,7 @@ static bool closecheck(void)
     if (game.clock2 == 0) {
         /*  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).  At the ne end, we
+         *  hardwired as LOC_NE and LOC_SW.  At the ne end, we
          *  place empty bottles, a nursery of plants, a bed of
          *  oysters, a pile of lamps, rods with stars, sleeping
          *  dwarves, and him.  At the sw end we place grate over
@@ -799,27 +818,27 @@ static bool closecheck(void)
          *  objects he might be carrying (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, 0);
-        game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
-        game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
-        game.prop[ROD] = PUT(ROD, LOC_NE, 0);
-        game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
+        game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
+        game.prop[PLANT] = put(PLANT, LOC_NE, 0);
+        game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
+        game.prop[LAMP] = put(LAMP, LOC_NE, 0);
+        game.prop[ROD] = put(ROD, LOC_NE, 0);
+        game.prop[DWARF] = put(DWARF, LOC_NE, 0);
         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);
+        put(GRATE, LOC_SW, 0);
+        put(SIGN, LOC_SW, 0);
         game.prop[SIGN] = ENDGAME_SIGN;
-        game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
-        game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
-        game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
-        game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
-        game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
+        game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
+        game.prop[BIRD] = put(BIRD, LOC_SW, 1);
+        game.prop[CAGE] = put(CAGE, LOC_SW, 0);
+        game.prop[ROD2] = put(ROD2, LOC_SW, 0);
+        game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
 
-        game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
+        game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
         game.fixed[MIRROR] = LOC_SW;
 
         for (int i = 1; i <= NOBJECTS; i++) {
@@ -851,7 +870,7 @@ static void lampcheck(void)
         rspeak(REPLACE_BATTERIES);
         game.prop[BATTERY] = DEAD_BATTERIES;
         if (TOTING(BATTERY))
-            DROP(BATTERY, game.loc);
+            drop(BATTERY, game.loc);
         game.limit += BATTERYLIFE;
         game.lmwarn = false;
     } else if (game.limit == 0) {
@@ -1043,8 +1062,8 @@ L2607:
         } else
             lampcheck();
 
-        V1 = VOCAB(command.wd1, -1);
-        V2 = VOCAB(command.wd2, -1);
+        V1 = vocab(command.wd1, -1);
+        V2 = vocab(command.wd2, -1);
         if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
             if (LIQLOC(game.loc) == WATER) {
                 rspeak(FEET_WET);
@@ -1078,7 +1097,7 @@ L2620:
                 rspeak(GO_UNNEEDED);
         }
 Lookup:
-        defn = VOCAB(command.wd1, -1);
+        defn = vocab(command.wd1, -1);
         if (defn == -1) {
             /* Gee, I don't understand. */
             if (fallback_handler(rawbuf))