X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=069c8651c808ea312a150a4b9246713226a7a52a;hp=f9d0284e8b775eea35b2bf08965676f60e71ca8d;hb=c3a2816821512b59a09866a594a9bec699193271;hpb=c8f6ff3701534e6c1ce59cf3e33aec5e824ed144 diff --git a/main.c b/main.c index f9d0284..069c865 100644 --- a/main.c +++ b/main.c @@ -188,22 +188,22 @@ static bool fallback_handler(char *buf) * notes). */ static void checkhints(void) { - if (COND[game.loc] >= game.conds) { - for (int hint = 1; hint <= HINT_COUNT; hint++) { + if (conditions[game.loc] >= game.conds) { + for (int hint = 0; hint < NHINTS; hint++) { if (game.hinted[hint]) continue; - if (!CNDBIT(game.loc, hint + HBASE)) + if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) game.hintlc[hint] = -1; ++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].turns) { + if (game.hintlc[hint] >= hints[hint].turns) { int i; - switch (hint - 1) { + switch (hint) { case 0: /* cave */ - if (game.prop[GRATE] == 0 && !HERE(KEYS)) + if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS)) break; game.hintlc[hint] = 0; return; @@ -263,12 +263,12 @@ static void checkhints(void) /* Fall through to hint display */ game.hintlc[hint] = 0; - if (!YES(hints[hint-1].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-1].penalty, hints[hint-1].penalty); - game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint-1].hint, arbitrary_messages[OK_MAN]); + rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty); + 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-1].penalty; + game.limit += WARNTIME * hints[hint].penalty; } } } @@ -289,7 +289,9 @@ 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 (!object_descriptions[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])) { @@ -303,7 +305,7 @@ static bool spotted_by_pirate(int i) } } /* Force chest placement before player finds last treasure */ - if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) { + if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) { rspeak(PIRATE_SPOTTED); movechest = true; } @@ -323,7 +325,9 @@ static bool spotted_by_pirate(int i) } if (robplayer) { rspeak(PIRATE_POUNCES); - for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { + for (int treasure = 1; treasure <= NOBJECTS; treasure++) { + if (!object_descriptions[treasure].is_treasure) + continue; if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) { if (AT(treasure) && game.fixed[treasure] == 0) CARRY(treasure, game.loc); @@ -355,7 +359,7 @@ 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, NOARRR)) + if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) return true; /* Dwarf activity level ratchets up */ @@ -369,7 +373,7 @@ 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, 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++) { @@ -413,7 +417,7 @@ static bool dwarfmove(void) j >= 20 || game.newloc == game.dloc[i] || FORCED(game.newloc) || - (i == PIRATE && CNDBIT(game.newloc, NOARRR)) || + (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) || labs(TRAVEL[kk]) / 1000000 == 100); if (!avoided) { tk[j++] = game.newloc; @@ -468,7 +472,7 @@ static bool dwarfmove(void) /* "You're dead, Jim." * * If the current loc is zero, it means the clown got himself killed. - * We'll allow this maxdie times. maximum_deaths is automatically set based + * We'll allow this maxdie times. NDEATHS is automatically set based * on the number of snide messages available. Each death results in * a message (81, 83, etc.) which offers reincarnation; if accepted, * this results in message 82, 84, etc. The last time, if he wants @@ -496,12 +500,12 @@ 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 == NDEATHS || !YES(query, yes_response, arbitrary_messages[OK_MAN])) terminate(endgame); else { game.place[WATER] = game.place[OIL] = LOC_NOWHERE; if (TOTING(LAMP)) - game.prop[LAMP] = 0; + game.prop[LAMP] = LAMP_DARK; for (int j = 1; j <= NOBJECTS; j++) { int i = NOBJECTS + 1 - j; if (TOTING(i)) { @@ -541,7 +545,7 @@ static bool playermove(token_t verb, int motion) game.oldloc = game.loc; k2 = 0; if (motion == game.loc)k2 = FORGOT_PATH; - if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN; + if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN; if (k2 == 0) { for (;;) { scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000); @@ -687,7 +691,7 @@ static bool playermove(token_t verb, int motion) * and block him. (standard travel entries check for * game.prop(TROLL)=0.) Special stuff for bear. */ if (game.prop[TROLL] == 1) { - pspeak(TROLL, 1); + pspeak(TROLL,look, 1); game.prop[TROLL] = 0; MOVE(TROLL2, 0); MOVE(TROLL2 + NOBJECTS, 0); @@ -761,7 +765,7 @@ static bool closecheck(void) * know the bivalve is an oyster. *And*, the dwarves must * have been activated, since we've found chest. */ if (game.clock1 == 0) { - game.prop[GRATE] = 0; + game.prop[GRATE] = GRATE_CLOSED; game.prop[FISSURE] = 0; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; @@ -799,10 +803,9 @@ 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, 1); + 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); - OBJTXT[OYSTER] = 3; game.prop[LAMP] = PUT(LAMP, LOC_NE, 0); game.prop[ROD] = PUT(ROD, LOC_NE, 0); game.prop[DWARF] = PUT(DWARF, LOC_NE, 0); @@ -813,7 +816,7 @@ static bool closecheck(void) * Reuse sign. */ PUT(GRATE, LOC_SW, 0); PUT(SIGN, LOC_SW, 0); - ++OBJTXT[SIGN]; + 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); @@ -839,7 +842,7 @@ static bool closecheck(void) static void lampcheck(void) /* Check game limit and lamp timers */ { - if (game.prop[LAMP] == 1) + if (game.prop[LAMP] == LAMP_BRIGHT) --game.limit; /* Another way we can force an end to things is by having the @@ -848,16 +851,16 @@ static void lampcheck(void) * here, in which case we replace the batteries and continue. * 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)) { + if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) { rspeak(REPLACE_BATTERIES); - game.prop[BATTERY] = 1; + game.prop[BATTERY] = DEAD_BATTERIES; if (TOTING(BATTERY)) DROP(BATTERY, game.loc); game.limit += BATTERYLIFE; game.lmwarn = false; } else if (game.limit == 0) { game.limit = -1; - game.prop[LAMP] = 0; + game.prop[LAMP] = LAMP_DARK; if (HERE(LAMP)) rspeak(LAMP_OUT); } else if (game.limit <= WARNTIME) { @@ -865,7 +868,8 @@ static void lampcheck(void) game.lmwarn = true; int spk = GET_BATTERIES; if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM; - if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES; + if (game.prop[BATTERY] == DEAD_BATTERIES) + spk = MISSING_BATTERIES; rspeak(spk); } } @@ -912,7 +916,7 @@ static void listobjects(void) int kk = game.prop[obj]; if (obj == STEPS && game.loc == game.fixed[STEPS]) kk = 1; - pspeak(obj, kk); + pspeak(obj, look, kk); } } } @@ -938,7 +942,7 @@ static bool do_command(FILE *cmdin) * wants to go. If so, the dwarf's blocking his way. If * coming from place forbidden to pirate (dwarves rooted in * place) let him get out (and attacked). */ - if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) { + if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) { for (size_t i = 1; i <= NDWARVES - 1; i++) { if (game.odloc[i] == game.newloc && game.dseen[i]) { game.newloc = game.loc; @@ -999,7 +1003,7 @@ L2600: * tick game.clock1 unless well into cave (and not at Y2). */ if (game.closed) { if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) - pspeak(OYSTER, 1); + pspeak(OYSTER, look, 1); for (size_t i = 1; i <= NOBJECTS; i++) { if (TOTING(i) && game.prop[i] < 0) game.prop[i] = -1 - game.prop[i]; @@ -1022,7 +1026,7 @@ L2607: /* If a turn threshold has been met, apply penalties and tell * the player about it. */ - for (int i = 0; i < turn_threshold_count; ++i) + for (int i = 0; i < NTHRESHOLDS; ++i) { if (game.turns == turn_thresholds[i].threshold + 1) {