X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=00b8e4617b8e22e47eb61a6d974c809a451dad8e;hp=1269efaf935fcc289b6023d4deb151d90c3300b0;hb=f37a4135246fef3f10112bf16fda181c31178588;hpb=7eaefce61d74fbc73daabd3f42f048038366b5ad diff --git a/main.c b/main.c index 1269efa..00b8e46 100644 --- a/main.c +++ b/main.c @@ -20,6 +20,7 @@ #include #include #include +#include #include "advent.h" #include "dungeon.h" @@ -185,7 +186,7 @@ static void checkhints(void) game.hintlc[hint] = 0; return; case 4: /* dark */ - if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1) + if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND) break; game.hintlc[hint] = 0; return; @@ -245,7 +246,8 @@ static bool spotted_by_pirate(int i) * 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) + if (game.loc == game.chloc || + game.prop[CHEST] >= 0) return true; int snarfed = 0; bool movechest = false, robplayer = false; @@ -254,10 +256,12 @@ static bool spotted_by_pirate(int i) continue; /* Pirate won't take pyramid from plover room or dark * room (too easy!). */ - if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) { + if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || + game.loc == objects[EMERALD].plac)) { continue; } - if (TOTING(treasure) || HERE(treasure)) + if (TOTING(treasure) || + HERE(treasure)) ++snarfed; if (TOTING(treasure)) { movechest = true; @@ -288,7 +292,8 @@ static bool spotted_by_pirate(int i) 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 (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || + game.loc == objects[EMERALD].plac))) { if (AT(treasure) && game.fixed[treasure] == 0) carry(treasure, game.loc); if (TOTING(treasure)) @@ -319,7 +324,9 @@ static bool dwarfmove(void) * means dwarves won't follow him into dead end in maze, but * c'est la vie. They'll wait for him outside the dead * end. */ - if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) + if (game.loc == 0 || + FORCED(game.loc) || + CNDBIT(game.newloc, COND_NOARRR)) return true; /* Dwarf activity level ratchets up */ @@ -333,7 +340,9 @@ static bool dwarfmove(void) * the 5 dwarves. If any of the survivors is at loc, * replace him with the alternate. */ if (game.dflag == 1) { - if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) + if (!INDEEP(game.loc) || + (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || + PCT(85)))) return true; game.dflag = 2; for (int i = 1; i <= 2; i++) { @@ -400,7 +409,9 @@ static bool dwarfmove(void) j = 1 + randrange(j); game.odloc[i] = game.dloc[i]; game.dloc[i] = tk[j]; - game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc); + 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; @@ -471,7 +482,8 @@ 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; @@ -504,14 +516,14 @@ static bool traveleq(long a, long b) * him, so we need game.oldlc2, which is the last place he was * safe.) */ -static bool playermove( int motion) +static void playermove( int motion) { int scratchloc, travel_entry = tkey[game.loc]; game.newloc = game.loc; if (travel_entry == 0) BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE if (motion == NUL) - return true; + return; 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. @@ -543,7 +555,7 @@ static bool playermove( int motion) travel_entry = te_tmp; if (travel_entry == 0) { rspeak(NOT_CONNECTED); - return true; + return; } } @@ -553,7 +565,7 @@ static bool playermove( int motion) } } else { rspeak(spk); - return true; + return; } } else if (motion == LOOK) { /* Look. Can't give more detail. Pretend it wasn't dark @@ -564,11 +576,11 @@ static bool playermove( int motion) ++game.detail; game.wzdark = false; game.abbrev[game.loc] = 0; - return true; + return; } else if (motion == CAVE) { /* Cave. Different messages depending on whether above ground. */ rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL); - return true; + return; } else { /* none of the specials */ game.oldlc2 = game.oldloc; @@ -578,7 +590,8 @@ static bool playermove( int motion) /* Look for a way to fulfil the motion verb passed in - travel_entry indexes * the beginning of the motion entries for here (game.loc). */ for (;;) { - if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion) + if (T_TERMINATE(travel[travel_entry]) || + travel[travel_entry].motion == motion) break; if (travel[travel_entry].stop) { /* Couldn't find an entry matching the motion word passed @@ -586,18 +599,23 @@ static bool playermove( int motion) int spk = CANT_APPLY; if (motion >= EAST && motion <= NW) spk = BAD_DIRECTION; - if (motion == UP || motion == DOWN) + if (motion == UP || + motion == DOWN) spk = BAD_DIRECTION; - if (motion == FORWARD || motion == LEFT || motion == RIGHT) + if (motion == FORWARD || + motion == LEFT || + motion == RIGHT) spk = UNSURE_FACING; - if (motion == OUTSIDE || motion == INSIDE) + if (motion == OUTSIDE || + motion == INSIDE) spk = NO_INOUT_HERE; - if (motion == XYZZY || motion == PLUGH) + if (motion == XYZZY || + motion == PLUGH) spk = NOTHING_HAPPENS; if (motion == CRAWL) spk = WHICH_WAY; rspeak(spk); - return true; + return; } ++travel_entry; } @@ -614,12 +632,14 @@ static bool playermove( int motion) if (!SPECIAL(cond)) { /* YAML N and [pct N] conditionals */ if (cond <= 100) { - if (cond == 0 || PCT(cond)) + if (cond == 0 || + PCT(cond)) break; /* else fall through */ } /* YAML [with OBJ] clause */ - if (TOTING(arg) || (cond > 200 && AT(arg))) + if (TOTING(arg) || + (cond > 200 && AT(arg))) break; /* else fall through to check [not OBJ STATE] */ } else if (game.prop[arg] != cond / 100 - 3) @@ -640,13 +660,13 @@ static bool playermove( int motion) /* Found an eligible rule, now execute it */ game.newloc = travel[travel_entry].dest; if (!SPECIAL(game.newloc)) - return true; + return; if (game.newloc > 500) { /* Execute a speak rule */ rspeak(L_SPEAK(game.newloc)); game.newloc = game.loc; - return true; + return; } else { game.newloc -= SPECIALBASE; switch (game.newloc) { @@ -657,11 +677,12 @@ static bool playermove( int motion) * 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))) { + if (game.holdng > 1 || + (game.holdng == 1 && !TOTING(EMERALD))) { game.newloc = game.loc; rspeak(MUST_DROP); } - return true; + return; case 2: /* Travel 302. Plover transport. Drop the * emerald (only use special travel if toting @@ -689,7 +710,7 @@ static bool playermove( int motion) * entries check for game.prop(TROLL)=0.) Special * stuff for bear. */ if (game.prop[TROLL] == TROLL_PAIDONCE) { - pspeak(TROLL, look, TROLL_PAIDONCE); + pspeak(TROLL, look, TROLL_PAIDONCE, true); game.prop[TROLL] = TROLL_UNPAID; move(TROLL2, 0); move(TROLL2 + NOBJECTS, 0); @@ -697,13 +718,13 @@ static bool playermove( int motion) move(TROLL + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); game.newloc = game.loc; - return true; + return; } else { game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc; if (game.prop[TROLL] == TROLL_UNPAID) game.prop[TROLL] = TROLL_PAIDONCE; if (!TOTING(BEAR)) - return true; + return; rspeak(BRIDGE_COLLAPSE); game.prop[CHASM] = BRIDGE_WRECKED; game.prop[TROLL] = TROLL_GONE; @@ -712,7 +733,7 @@ static bool playermove( int motion) game.prop[BEAR] = BEAR_DEAD; game.oldlc2 = game.newloc; croak(); - return true; + return; } default: BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE @@ -744,6 +765,7 @@ static bool closecheck(void) * problems arise from the use of negative prop numbers to suppress * the object descriptions until he's actually moved the objects. */ { + /* Don't tick game.clock1 unless well into cave (and not at Y2). */ if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) --game.clock1; @@ -915,9 +937,11 @@ static void listobjects(void) * (so goes the rationalisation). */ } int kk = game.prop[obj]; - if (obj == STEPS && game.loc == game.fixed[STEPS]) - kk = 1; - pspeak(obj, look, kk); + if (obj == STEPS) + kk = (game.loc == game.fixed[STEPS]) + ? STEPS_UP + : STEPS_DOWN; + pspeak(obj, look, kk, true); } } } @@ -925,7 +949,6 @@ static void listobjects(void) static bool do_command() /* Get and execute a command */ { - long V1, V2; long kmod, defn; static long igo = 0; static struct command_t command; @@ -964,7 +987,8 @@ static bool do_command() if (game.loc == 0) croak(); const char* msg = locations[game.loc].description.small; - if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0) + if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || + msg == 0) msg = locations[game.loc].description.big; if (!FORCED(game.loc) && DARK(game.loc)) { /* The easiest way to get killed is to fall into a pit in @@ -981,10 +1005,8 @@ static bool do_command() rspeak(TAME_BEAR); speak(msg); if (FORCED(game.loc)) { - if (playermove(HERE)) - return true; - else - continue; /* back to top of main interpreter loop */ + playermove(HERE); + return true; } if (game.loc == LOC_Y2 && PCT(25) && !game.closng) rspeak(SAYS_PLUGH); @@ -1000,16 +1022,15 @@ L2600: checkhints(); /* If closing time, check for any objects being toted with - * game.prop < 0 and set the prop to -1-game.prop. This way - * objects won't be described until they've been picked up - * and put down separate from their respective piles. Don't - * tick game.clock1 unless well into cave (and not at Y2). */ + * game.prop < 0 and stash them. This way objects won't be + * described until they've been picked up and put down + * separate from their respective piles. */ if (game.closed) { if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) - pspeak(OYSTER, look, 1); + pspeak(OYSTER, look, 1, true); for (size_t i = 1; i <= NOBJECTS; i++) { if (TOTING(i) && game.prop[i] < 0) - game.prop[i] = -1 - game.prop[i]; + game.prop[i] = STASHED(i); } } game.wzdark = DARK(game.loc); @@ -1035,12 +1056,14 @@ L2600: strncpy(inputbuf, input, LINESIZE - 1); free(input); - long tokens[4]; - tokenize(inputbuf, tokens); - command.wd1 = tokens[0]; - command.wd1x = tokens[1]; - command.wd2 = tokens[2]; - command.wd2x = tokens[3]; + tokenize(inputbuf, &command); + + char word1[TOKLEN+1]; + char word2[TOKLEN+1]; + packed_to_token(command.wd1, word1); + packed_to_token(command.wd2, word2); + command.id1 = get_vocab_id(word1); + command.id2 = get_vocab_id(word2); /* Every input, check "game.foobar" flag. If zero, nothing's * going on. If pos, make neg. If neg, he skipped a word, @@ -1058,7 +1081,7 @@ L2607: } } - if (command.verb == SAY && command.wd2 > 0) + if (command.verb == SAY && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) command.verb = 0; if (command.verb == SAY) { command.part = transitive; @@ -1070,13 +1093,8 @@ L2607: } else lampcheck(); - char word1[6]; - char word2[6]; - packed_to_token(command.wd1, word1); - packed_to_token(command.wd2, word2); - V1 = get_vocab_id(word1); - V2 = get_vocab_id(word2); - if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) { + if (command.id1 == ENTER && (command.id2 == STREAM || + command.id2 == PROMOTE_WORD(WATER))) { if (LIQLOC(game.loc) == WATER) { rspeak(FEET_WET); } else { @@ -1084,18 +1102,19 @@ L2607: } goto L2012; } - if (V1 == ENTER && command.wd2 > 0) { - command.wd1 = command.wd2; - command.wd1x = command.wd2x; - wordclear(&command.wd2); + if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) { + /* command.wd1 = command.wd2; */ + /* wordclear(&command.wd2); */ + command.id1 = command.id2; + command.id2 = WORD_EMPTY; } else { /* FIXME: Magic numbers related to vocabulary */ - if (!((V1 != PROMOTE_WORD(WATER) && V1 != PROMOTE_WORD(OIL)) || - (V2 != PROMOTE_WORD(PLANT) && V2 != PROMOTE_WORD(DOOR)))) { - if (AT(DEMOTE_WORD(V2))) + if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) || + (command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) { + if (AT(DEMOTE_WORD(command.id2))) command.wd2 = token_to_packed("POUR"); } - if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD)) + if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD)) command.wd1 = token_to_packed("CATCH"); } L2620: @@ -1111,21 +1130,19 @@ L2620: Lookup: packed_to_token(command.wd1, word1); defn = get_vocab_id(word1); - if (defn == -1) { + if (defn == WORD_NOT_FOUND) { /* Gee, I don't understand. */ if (fallback_handler(inputbuf)) continue; - rspeak(DONT_KNOW, command.wd1, command.wd1x); + sspeak(DONT_KNOW, command.raw1); goto L2600; } /* FIXME: magic numbers related to vocabulary */ kmod = MOD(defn, 1000); switch (defn / 1000) { case 0: - if (playermove(kmod)) - return true; - else - continue; /* back to top of main interpreter loop */ + playermove(kmod); + return true; case 1: command.part = unknown; command.obj = kmod; @@ -1161,13 +1178,15 @@ Laction: case GO_WORD2: /* Get second word for analysis. */ command.wd1 = command.wd2; - command.wd1x = command.wd2x; + strcpy(command.raw1, command.raw2); wordclear(&command.wd2); + command.raw2[0] = '\0'; goto L2620; case GO_UNKNOWN: /* Random intransitive verbs come here. Clear obj just in case * (see attack()). */ - rspeak(DO_WHAT, command.wd1, command.wd1x); + command.raw1[0] = toupper(command.raw1[0]); + sspeak(DO_WHAT, command.raw1); command.obj = 0; goto L2600; case GO_DWARFWAKE: