X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=00a4d890e17ea25d7e450a88dcc536b8a750f237;hp=db804060408f4263907d2f47cb7c2deda8e19c1d;hb=ddb0df85b315cf60c529d0566254beb2c42cab2b;hpb=4c100261c4f5f8d457c5402c5daa5d58256e8bd5 diff --git a/main.c b/main.c index db80406..00a4d89 100644 --- a/main.c +++ b/main.c @@ -41,7 +41,6 @@ long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE, STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2, URN, VASE, VEND, VOLCANO, WATER; -long WD1, WD1X, WD2, WD2X; FILE *logfp = NULL, *rfp = NULL; bool oldstyle = false; @@ -77,7 +76,14 @@ int main(int argc, char *argv[]) /* Options. */ - while ((ch = getopt(argc, argv, "l:or:s")) != EOF) { +#ifndef ADVENT_NOSAVE + const char* opts = "l:or:s"; + const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n"; +#else + const char* opts = "l:os"; + const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n"; +#endif + while ((ch = getopt(argc, argv, opts)) != EOF) { switch (ch) { case 'l': logfp = fopen(optarg, "w"); @@ -91,6 +97,7 @@ int main(int argc, char *argv[]) oldstyle = true; editline = prompt = false; break; +#ifndef ADVENT_NOSAVE case 'r': rfp = fopen(optarg, "r"); if (rfp == NULL) @@ -99,20 +106,23 @@ int main(int argc, char *argv[]) optarg); signal(SIGINT, sig_handler); break; +#endif case 's': editline = false; break; default: fprintf(stderr, - "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n", argv[0]); + usage, argv[0]); fprintf(stderr, - " where -l creates a log file of your game named as specified'\n"); + " -l create a log file of your game named as specified'\n"); fprintf(stderr, " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n"); +#ifndef ADVENT_NOSAVE fprintf(stderr, - " -r indicates restoring from specified saved game file\n"); + " -r restore from specified saved game file\n"); +#endif fprintf(stderr, - " -s indicates playing with command editing suppressed\n"); + " -s suppress command editing\n"); exit(-1); break; } @@ -120,16 +130,6 @@ int main(int argc, char *argv[]) linenoiseHistorySetMaxLen(350); - /* Logical variables: - * - * game.closed says whether we're all the way closed - * game.closng says whether it's closing time yet - * game.clshnt says whether he's read the clue in the endgame - * game.lmwarn says whether he's been warned about lamp going dim - * game.novice says whether he asked for instructions at start-up - * game.panic says whether he's found out he's trapped in the cave - * game.wzdark says whether the loc he's leaving was dark */ - /* Initialize our LCG PRNG with parameters tested against * Knuth vol. 2. by the original authors */ game.lcg_a = 1093; @@ -146,10 +146,11 @@ int main(int argc, char *argv[]) game.zzword = RNDVOC(3, 0); game.newloc = LOC_START; game.loc = LOC_START; - game.limit = 330; + game.limit = GAMELIMIT; if (!rfp) { game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); - if (game.novice)game.limit = 1000; + if (game.novice) + game.limit = NOVICELIMIT; } else { restore(rfp); } @@ -182,11 +183,9 @@ static bool fallback_handler(char *buf) return false; } -/* Check if this loc is eligible for any hints. If been here - * long enough, branch to help section (on later page). Hints - * all come back here eventually to finish the loop. Ignore - * "HINTS" < 4 (special stuff, see database notes). - */ +/* Check if this loc is eligible for any hints. If been here long + * enough, display. Ignore "HINTS" < 4 (special stuff, see database + * notes). */ static void checkhints(void) { if (COND[game.loc] >= game.conds) { @@ -198,7 +197,7 @@ static void checkhints(void) ++game.hintlc[hint]; /* Come here if he's been long enough at required loc(s) for some * unused hint. */ - if (game.hintlc[hint] >= HINTS[hint][1]) { + if (game.hintlc[hint] >= hints[hint-1].turns) { int i; switch (hint - 1) { @@ -264,13 +263,13 @@ static void checkhints(void) /* Fall through to hint display */ game.hintlc[hint] = 0; - if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) + if (!YES(hints[hint-1].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) return; - SETPRM(1, HINTS[hint][2], HINTS[hint][2]); + SETPRM(1, hints[hint-1].penalty, hints[hint-1].penalty); RSPEAK(HINT_COST); - game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]); + game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint-1].hint, arbitrary_messages[OK_MAN]); if (game.hinted[hint] && game.limit > WARNTIME) - game.limit += WARNTIME * HINTS[hint][2]; + game.limit += WARNTIME * hints[hint-1].penalty; } } } @@ -284,7 +283,7 @@ static bool spotted_by_pirate(int i) /* 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] = NOWHERE might mean that he's thrown + * that game.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=0). */ if (game.loc == game.chloc || game.prop[CHEST] >= 0) @@ -305,7 +304,7 @@ static bool spotted_by_pirate(int i) } } /* Force chest placement before player finds last treasure */ - if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) { + if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) { RSPEAK(PIRATE_SPOTTED); movechest = true; } @@ -455,12 +454,15 @@ static bool dwarfmove(void) if (attack == 0) return true; if (game.dflag == 2)game.dflag = 3; - SETPRM(1, attack, 0); - int k = 6; - if (attack > 1)k = THROWN_KNIVES; - RSPEAK(k); - SETPRM(1, stick, 0); - RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */ + if (attack > 1){ + SETPRM(1, attack, 0); + RSPEAK(THROWN_KNIVES); + SETPRM(1, stick, 0); + RSPEAK(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT)); + } else { + RSPEAK(KNIFE_THROWN); + RSPEAK(MISSES_YOU); + } if (stick == 0) return true; game.oldlc2 = game.loc; @@ -498,11 +500,10 @@ static void croak(void) * death and exit. */ RSPEAK(DEATH_CLOSING); terminate(endgame); - } - else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN])) + } else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN])) terminate(endgame); else { - game.place[WATER] = game.place[OIL] = NOWHERE; + game.place[WATER] = game.place[OIL] = LOC_NOWHERE; if (TOTING(LAMP)) game.prop[LAMP] = 0; for (int j = 1; j <= NOBJECTS; j++) { @@ -644,7 +645,7 @@ static bool playermove(token_t verb, int motion) ++kk; game.newloc = labs(TRAVEL[kk]) / 1000; } while - (game.newloc == scratchloc); + (game.newloc == scratchloc); scratchloc = game.newloc; } @@ -678,7 +679,7 @@ static bool playermove(token_t verb, int motion) ++kk; game.newloc = labs(TRAVEL[kk]) / 1000; } while - (game.newloc == scratchloc); + (game.newloc == scratchloc); scratchloc = game.newloc; continue; /* goto L12 */ case 3: @@ -711,7 +712,7 @@ static bool playermove(token_t verb, int motion) game.prop[BEAR] = 3; game.oldlc2 = game.newloc; croak(); - return true; + return true; } } BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); @@ -846,12 +847,11 @@ static void lampcheck(void) --game.limit; /* Another way we can force an end to things is by having the - * lamp give out. When it gets close, we come here to warn - * him. First following ar, if the lamp and fresh batteries are + * lamp give out. When it gets close, we come here to warn him. + * First following arm checks if the lamp and fresh batteries are * here, in which case we replace the batteries and continue. - * Second is for other cases of lamp dying. 12400 is when it - * goes out. Even then, he can explore outside for a while - * if desired. */ + * Second is for other cases of lamp dying. Eve after it goes + * out, he can explore outside for a while if desired. */ if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) { RSPEAK(REPLACE_BATTERIES); game.prop[BATTERY] = 1; @@ -868,7 +868,7 @@ static void lampcheck(void) if (!game.lmwarn && HERE(LAMP)) { game.lmwarn = true; int spk = GET_BATTERIES; - if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM; + if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM; if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES; RSPEAK(spk); } @@ -924,11 +924,11 @@ static void listobjects(void) static bool do_command(FILE *cmdin) /* Get and execute a command */ { - long verb = 0, V1, V2; + long V1, V2; long kmod, defn; static long igo = 0; - static long obj = 0; - enum speechpart part; + static struct command_t command; + command.verb = 0; /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { @@ -978,20 +978,20 @@ static bool do_command(FILE *cmdin) if (TOTING(BEAR))RSPEAK(TAME_BEAR); speak(msg); if (FORCED(game.loc)) { - if (playermove(verb, 1)) + if (playermove(command.verb, 1)) return true; else continue; /* back to top of main interpreter loop */ } if (game.loc == LOC_Y2 && PCT(25) && !game.closng) - RSPEAK(SAYS_PLUGH); + RSPEAK(SAYS_PLUGH); listobjects(); L2012: - verb = 0; - game.oldobj = obj; - obj = 0; + command.verb = 0; + game.oldobj = command.obj; + command.obj = 0; L2600: checkhints(); @@ -1014,7 +1014,7 @@ L2600: game.knfloc = 0; /* This is where we get a new command from the user */ - if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X)) + if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x)) return false; /* Every input, check "game.foobar" flag. If zero, nothing's @@ -1023,18 +1023,22 @@ L2600: L2607: game.foobar = (game.foobar > 0 ? -game.foobar : 0); ++game.turns; - if (game.turns == game.thresh) { - speak(turn_threshold_messages[game.trndex]); - game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000; - ++game.trndex; - game.thresh = -1; - if (game.trndex <= TRNVLS) - game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1; - } - if (verb == SAY && WD2 > 0) - verb = 0; - if (verb == SAY) { - part = transitive; + + /* If a turn threshold has been met, apply penalties and tell + * the player about it. */ + for (int i = 0; i < turn_threshold_count; ++i) + { + if (game.turns == turn_thresholds[i].threshold + 1) + { + game.trnluz += turn_thresholds[i].point_loss; + speak(turn_thresholds[i].message); + } + } + + if (command.verb == SAY && command.wd2 > 0) + command.verb = 0; + if (command.verb == SAY) { + command.part = transitive; goto Laction; } if (closecheck()) { @@ -1043,8 +1047,8 @@ L2607: } else lampcheck(); - V1 = VOCAB(WD1, -1); - V2 = VOCAB(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); @@ -1053,53 +1057,54 @@ L2607: } goto L2012; } - if (V1 == ENTER && WD2 > 0) { - WD1 = WD2; - WD1X = WD2X; - WD2 = 0; + if (V1 == ENTER && command.wd2 > 0) { + command.wd1 = command.wd2; + command.wd1x = command.wd2x; + wordclear(&command.wd2); } else { + /* FIXME: Magic numbers */ if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) || (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) { if (AT(V2 - 1000)) - WD2 = MAKEWD(16152118); + command.wd2 = MAKEWD(WORD_POUR); } if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD)) - WD1 = MAKEWD(301200308); + command.wd1 = MAKEWD(WORD_CATCH); } L2620: - if (WD1 == MAKEWD(23051920)) { + if (wordeq(command.wd1, MAKEWD(WORD_WEST))) { ++game.iwest; if (game.iwest == 10) RSPEAK(W_IS_WEST); } - if (WD1 == MAKEWD( 715) && WD2 != 0) { + if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) { if (++igo == 10) RSPEAK(GO_UNNEEDED); } Lookup: - defn = VOCAB(WD1, -1); + defn = VOCAB(command.wd1, -1); if (defn == -1) { /* Gee, I don't understand. */ if (fallback_handler(rawbuf)) continue; - SETPRM(1, WD1, WD1X); + SETPRM(1, command.wd1, command.wd1x); RSPEAK(DONT_KNOW); goto L2600; } kmod = MOD(defn, 1000); switch (defn / 1000) { case 0: - if (playermove(verb, kmod)) + if (playermove(command.verb, kmod)) return true; else continue; /* back to top of main interpreter loop */ case 1: - part = unknown; - obj = kmod; + command.part = unknown; + command.obj = kmod; break; case 2: - part = intransitive; - verb = kmod; + command.part = intransitive; + command.verb = kmod; break; case 3: RSPEAK(kmod); @@ -1109,11 +1114,11 @@ Lookup: } Laction: - switch (action(cmdin, part, verb, obj)) { + switch (action(cmdin, &command)) { case GO_TERMINATE: return true; case GO_MOVE: - playermove(verb, NUL); + playermove(command.verb, NUL); return true; case GO_TOP: continue; /* back to top of main interpreter loop */ @@ -1127,16 +1132,16 @@ Laction: goto Lookup; case GO_WORD2: /* Get second word for analysis. */ - WD1 = WD2; - WD1X = WD2X; - WD2 = 0; + command.wd1 = command.wd2; + command.wd1x = command.wd2x; + wordclear(&command.wd2); goto L2620; case GO_UNKNOWN: /* Random intransitive verbs come here. Clear obj just in case * (see attack()). */ - SETPRM(1, WD1, WD1X); + SETPRM(1, command.wd1, command.wd1x); RSPEAK(DO_WHAT); - obj = 0; + command.obj = 0; goto L2600; case GO_DWARFWAKE: /* Oh dear, he's disturbed the dwarves. */