X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=1cff0d1648db7fb827b29fb6f3859ada02bcf16e;hp=75bb83cc16cce838b043726e534e0ccee926355c;hb=85f8334e17b9e3118a73f2e9405e9db5f94ad648;hpb=e7d1388c4212412fd83a8ae420937b8c3fb1b991 diff --git a/main.c b/main.c index 75bb83c..1cff0d1 100644 --- a/main.c +++ b/main.c @@ -13,28 +13,20 @@ * and for the offensive globals. Applying the Structured Program * Theorem can be hard. */ -#define DEFINE_GLOBALS_FROM_INCLUDES + #include #include #include #include #include -#include #include #include "advent.h" -#include "linenoise/linenoise.h" #include "dungeon.h" #define DIM(a) (sizeof(a)/sizeof(a[0])) -struct game_t game; - -long LNLENG, LNPOSN; -char rawbuf[LINESIZE], INLINE[LINESIZE + 1]; - FILE *logfp = NULL, *rfp = NULL; bool oldstyle = false; -bool editline = true; bool prompt = true; // LCOV_EXCL_START @@ -45,7 +37,7 @@ static void sig_handler(int signo) if (logfp != NULL) fflush(logfp); } - exit(0); + exit(EXIT_FAILURE); } // LCOV_EXCL_STOP @@ -53,7 +45,6 @@ static void sig_handler(int signo) * MAIN PROGRAM * * Adventure (rev 2: 20 treasures) -Here's what we think. * * History: Original idea & 5-treasure version (adventures) by Willie Crowther * 15-treasure version (adventure) by Don Woods, April-June 1977 * 20-treasure version (rev 2) by Don Woods, August 1978 @@ -70,11 +61,11 @@ int main(int argc, char *argv[]) /* Options. */ #ifndef ADVENT_NOSAVE - const char* opts = "l:or:s"; - const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n"; + const char* opts = "l:or:"; + const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n"; #else - const char* opts = "l:os"; - const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n"; + const char* opts = "l:o"; + const char* usage = "Usage: %s [-l logfilename] [-o]\n"; #endif while ((ch = getopt(argc, argv, opts)) != EOF) { switch (ch) { @@ -88,7 +79,7 @@ int main(int argc, char *argv[]) break; case 'o': oldstyle = true; - editline = prompt = false; + prompt = false; break; #ifndef ADVENT_NOSAVE case 'r': @@ -100,9 +91,6 @@ int main(int argc, char *argv[]) signal(SIGINT, sig_handler); break; #endif - case 's': - editline = false; - break; default: fprintf(stderr, usage, argv[0]); @@ -114,32 +102,15 @@ int main(int argc, char *argv[]) fprintf(stderr, " -r restore from specified saved game file\n"); #endif - fprintf(stderr, - " -s suppress command editing\n"); - exit(-1); + exit(EXIT_FAILURE); break; } } - linenoiseHistorySetMaxLen(350); - - /* Initialize our LCG PRNG with parameters tested against - * Knuth vol. 2. by the original authors */ - game.lcg_a = 1093; - game.lcg_c = 221587; - game.lcg_m = 1048576; - srand(time(NULL)); - long seedval = (long)rand(); - set_seed(seedval); - /* Initialize game variables */ - initialise(); + long seedval = initialise(); - /* Start-up, dwarf stuff */ - make_zzword(game.zzword); - game.newloc = LOC_START; - game.loc = LOC_START; - game.limit = GAMELIMIT; +#ifndef ADVENT_NOSAVE if (!rfp) { game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); if (game.novice) @@ -147,6 +118,7 @@ int main(int argc, char *argv[]) } else { restore(rfp); } +#endif if (logfp) fprintf(logfp, "seed %ld\n", seedval); @@ -169,8 +141,6 @@ static bool fallback_handler(char *buf) printf("Seed set to %ld\n", sv); // autogenerated, so don't charge user time for it. --game.turns; - // here we reconfigure any global game state that uses random numbers - make_zzword(game.zzword); return true; } return false; @@ -374,9 +344,12 @@ static bool dwarfmove(void) if (PCT(50)) game.dloc[j] = 0; } + + /* Alternate initial loc for dwarf, in case one of them + * starts out on top of the adventurer. */ for (int i = 1; i <= NDWARVES - 1; i++) { if (game.dloc[i] == game.loc) - game.dloc[i] = DALTLC; + game.dloc[i] = DALTLC; // game.odloc[i] = game.dloc[i]; } rspeak(DWARF_RAN); @@ -401,23 +374,29 @@ static bool dwarfmove(void) kk = tkey[game.dloc[i]]; if (kk != 0) do { - game.newloc = T_DESTINATION(travel[kk]); + game.newloc = travel[kk].dest; /* 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 >= DIM(tk) - 1 || - game.newloc == game.dloc[i] || - FORCED(game.newloc) || - (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) || - T_NODWARVES(travel[kk])); - if (!avoided) { - tk[j++] = game.newloc; - } - ++kk; + if (SPECIAL(game.newloc)) + continue; + else if (!INDEEP(game.newloc)) + continue; + else if (game.newloc == game.odloc[i]) + continue; + else if (j > 1 && game.newloc == tk[j - 1]) + continue; + else if (j >= DIM(tk) - 1) + continue; + else if (game.newloc == game.dloc[i]) + continue; + else if (FORCED(game.newloc)) + continue; + else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) + continue; + else if (travel[kk].nodwarves) + continue; + tk[j++] = game.newloc; } while - (!travel[kk - 1].stop); + (!travel[kk++].stop); tk[j] = game.odloc[i]; if (j >= 2) --j; @@ -425,7 +404,8 @@ static bool dwarfmove(void) 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); - if (!game.dseen[i]) continue; + if (!game.dseen[i]) + continue; game.dloc[i] = game.loc; if (spotted_by_pirate(i)) continue; @@ -448,7 +428,8 @@ static bool dwarfmove(void) rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal); if (attack == 0) return true; - if (game.dflag == 2)game.dflag = 3; + if (game.dflag == 2) + game.dflag = 3; if (attack > 1) { rspeak(THROWN_KNIVES, attack); rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick); @@ -468,17 +449,17 @@ static bool dwarfmove(void) * We'll allow this maxdie times. NDEATHS is automatically set based * on the number of snide messages available. Each death results in * a message (obituaries[n]) which offers reincarnation; if accepted, - * this results in message obituaries[0], obituaries[2], etc. The - * last time, if he wants another chance, he gets a snide remark as - * we exit. When reincarnated, all objects being carried get dropped - * at game.oldlc2 (presumably the last place prior to being killed) - * without change of props. The loop runs backwards to assure that + * this results in message obituaries[0], obituaries[2], etc. The + * last time, if he wants another chance, he gets a snide remark as + * we exit. When reincarnated, all objects being carried get dropped + * at game.oldlc2 (presumably the last place prior to being killed) + * without change of props. The loop runs backwards to assure that * the bird is dropped before the cage. (This kluge could be changed - * once we're sure all references to bird and cage are done by - * keywords.) The lamp is a special case (it wouldn't do to leave it - * in the cave). It is turned off and left outside the building (only - * if he was carrying it, of course). He himself is left inside the - * building (and heaven help him if he tries to xyzzy back into the + * once we're sure all references to bird and cage are done by + * keywords.) The lamp is a special case (it wouldn't do to leave it + * in the cave). It is turned off and left outside the building (only + * if he was carrying it, of course). He himself is left inside the + * building (and heaven help him if he tries to xyzzy back into the * cave without the lamp!). game.oldloc is zapped so he can't just * "retreat". */ @@ -511,6 +492,13 @@ static void croak(void) } } +static bool traveleq(long a, long b) +/* Are two travel entries equal for purposes of skip after failed condition? */ +{ + return (travel[a].cond == travel[b].cond) + && (travel[a].dest == travel[b].dest); +} + /* Given the current location in "game.loc", and a motion verb number in * "motion", put the new location in "game.newloc". The current loc is saved * in "game.oldloc" in case he wants to retreat. The current @@ -519,7 +507,7 @@ static void croak(void) * him, so we need game.oldlc2, which is the last place he was * safe.) */ -static bool playermove(token_t verb, int motion) +static bool playermove( int motion) { int scratchloc, travel_entry = tkey[game.loc]; game.newloc = game.loc; @@ -544,10 +532,10 @@ static bool playermove(token_t verb, int motion) if (spk == 0) { int te_tmp = 0; for (;;) { - scratchloc = T_DESTINATION(travel[travel_entry]); + scratchloc = travel[travel_entry].dest; if (scratchloc != motion) { if (!SPECIAL(scratchloc)) { - if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion) + if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == motion) te_tmp = travel_entry; } if (!travel[travel_entry].stop) { @@ -596,17 +584,21 @@ static bool playermove(token_t verb, int motion) if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion) break; if (travel[travel_entry].stop) { - /* FIXME: Magic numbers! */ /* 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; - if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING; - if (motion == 11 || motion == 19)spk = NO_INOUT_HERE; - if (verb == FIND || verb == INVENTORY)spk = NEARBY; - if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS; - if (motion == 17)spk = WHICH_WAY; + if (motion >= EAST && motion <= NW) + spk = BAD_DIRECTION; + if (motion == UP || motion == DOWN) + spk = BAD_DIRECTION; + if (motion == FORWARD || motion == LEFT || motion == RIGHT) + spk = UNSURE_FACING; + if (motion == OUTSIDE || motion == INSIDE) + spk = NO_INOUT_HERE; + if (motion == XYZZY || motion == PLUGH) + spk = NOTHING_HAPPENS; + if (motion == CRAWL) + spk = WHICH_WAY; rspeak(spk); return true; } @@ -616,10 +608,11 @@ static bool playermove(token_t verb, int motion) /* (ESR) We've found a destination that goes with the motion verb. * Next we need to check any conditional(s) on this destination, and * possibly on following entries. */ + /* FIXME: Magic numbers related to move opcodes */ do { for (;;) { /* L12 loop */ for (;;) { - long cond = T_CONDITION(travel[travel_entry]); + long cond = travel[travel_entry].cond; long arg = MOD(cond, 100); if (!SPECIAL(cond)) { /* YAML N and [pct N] conditionals */ @@ -643,12 +636,12 @@ static bool playermove(token_t verb, int motion) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE ++te_tmp; } while - (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp])); + (traveleq(travel_entry, te_tmp)); travel_entry = te_tmp; } /* Found an eligible rule, now execute it */ - game.newloc = T_DESTINATION(travel[travel_entry]); + game.newloc = travel[travel_entry].dest; if (!SPECIAL(game.newloc)) return true; @@ -685,7 +678,7 @@ static bool playermove(token_t verb, int motion) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE ++te_tmp; } while - (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp])); + (traveleq(travel_entry, te_tmp)); travel_entry = te_tmp; continue; /* goto L12 */ case 3: @@ -698,9 +691,9 @@ static bool playermove(token_t verb, int motion) * 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, look, 1); - game.prop[TROLL] = 0; + if (game.prop[TROLL] == TROLL_PAIDONCE) { + pspeak(TROLL, look, TROLL_PAIDONCE); + game.prop[TROLL] = TROLL_UNPAID; move(TROLL2, 0); move(TROLL2 + NOBJECTS, 0); move(TROLL, objects[TROLL].plac); @@ -710,11 +703,13 @@ static bool playermove(token_t verb, int motion) return true; } else { game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc; - if (game.prop[TROLL] == 0)game.prop[TROLL] = 1; - if (!TOTING(BEAR)) return true; + if (game.prop[TROLL] == TROLL_UNPAID) + game.prop[TROLL] = TROLL_PAIDONCE; + if (!TOTING(BEAR)) + return true; rspeak(BRIDGE_COLLAPSE); - game.prop[CHASM] = 1; - game.prop[TROLL] = 2; + game.prop[CHASM] = BRIDGE_WRECKED; + game.prop[TROLL] = TROLL_GONE; drop(BEAR, game.newloc); game.fixed[BEAR] = -1; game.prop[BEAR] = BEAR_DEAD; @@ -770,7 +765,7 @@ static bool closecheck(void) * have been activated, since we've found chest. */ if (game.clock1 == 0) { game.prop[GRATE] = GRATE_CLOSED; - game.prop[FISSURE] = 0; + game.prop[FISSURE] = UNBRIDGED; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; game.dloc[i] = 0; @@ -782,8 +777,8 @@ static bool closecheck(void) juggle(CHASM); if (game.prop[BEAR] != BEAR_DEAD) DESTROY(BEAR); - game.prop[CHAIN] = 0; - game.fixed[CHAIN] = 0; + game.prop[CHAIN] = CHAIN_HEAP; + game.fixed[CHAIN] = CHAIN_HEAP; game.prop[AXE] = 0; game.fixed[AXE] = 0; rspeak(CAVE_CLOSING); @@ -872,7 +867,8 @@ static void lampcheck(void) if (!game.lmwarn && HERE(LAMP)) { game.lmwarn = true; int spk = GET_BATTERIES; - if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM; + if (game.place[BATTERY] == LOC_NOWHERE) + spk = LAMP_DIM; if (game.prop[BATTERY] == DEAD_BATTERIES) spk = MISSING_BATTERIES; rspeak(spk); @@ -884,8 +880,8 @@ static void listobjects(void) /* Print out descriptions of objects at this location. If * not closing and property value is negative, tally off * another treasure. Rug is special case; once seen, its - * game.prop is 1 (dragon on it) till dragon is killed. - * Similarly for chain; game.prop is initially 1 (locked to + * game.prop is RUG_DRAGON (dragon on it) till dragon is killed. + * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to * bear). These hacks are because game.prop=0 is needed to * get full score. */ { @@ -893,15 +889,18 @@ static void listobjects(void) ++game.abbrev[game.loc]; for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) { long obj = i; - if (obj > NOBJECTS)obj = obj - NOBJECTS; + if (obj > NOBJECTS) + obj = obj - NOBJECTS; if (obj == STEPS && TOTING(NUGGET)) continue; if (game.prop[obj] < 0) { if (game.closed) continue; game.prop[obj] = 0; - if (obj == RUG || obj == CHAIN) - game.prop[obj] = 1; + if (obj == RUG) + game.prop[RUG] = RUG_DRAGON; + if (obj == CHAIN) + game.prop[CHAIN] = CHAINING_BEAR; --game.tally; /* Note: There used to be a test here to see whether the * player had blown it so badly that he could never ever see @@ -939,7 +938,8 @@ static bool do_command() if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { rspeak(EXIT_CLOSED); game.newloc = game.loc; - if (!game.panic)game.clock2 = PANICTIME; + if (!game.panic) + game.clock2 = PANICTIME; game.panic = true; } @@ -980,10 +980,11 @@ static bool do_command() } msg = arbitrary_messages[PITCH_DARK]; } - if (TOTING(BEAR))rspeak(TAME_BEAR); + if (TOTING(BEAR)) + rspeak(TAME_BEAR); speak(msg); if (FORCED(game.loc)) { - if (playermove(command.verb, 1)) + if (playermove(HERE)) return true; else continue; /* back to top of main interpreter loop */ @@ -1020,6 +1021,8 @@ L2600: /* This is where we get a new command from the user */ char* input; + char inputbuf[LINESIZE]; + for (;;) { input = get_input(); if (input == NULL) @@ -1031,8 +1034,12 @@ L2600: if (strcmp(input, "") != 0) break; } + + strncpy(inputbuf, input, LINESIZE - 1); + free(input); + long tokens[4]; - tokenize(input, tokens); + tokenize(inputbuf, tokens); command.wd1 = tokens[0]; command.wd1x = tokens[1]; command.wd2 = tokens[2]; @@ -1085,13 +1092,13 @@ L2607: 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)) + /* 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))) command.wd2 = token_to_packed("POUR"); } - if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD)) + if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD)) command.wd1 = token_to_packed("CATCH"); } L2620: @@ -1109,15 +1116,16 @@ Lookup: defn = get_vocab_id(word1); if (defn == -1) { /* Gee, I don't understand. */ - if (fallback_handler(input)) + if (fallback_handler(inputbuf)) continue; rspeak(DONT_KNOW, command.wd1, command.wd1x); goto L2600; } + /* FIXME: magic numbers related to vocabulary */ kmod = MOD(defn, 1000); switch (defn / 1000) { case 0: - if (playermove(command.verb, kmod)) + if (playermove(kmod)) return true; else continue; /* back to top of main interpreter loop */ @@ -1130,7 +1138,7 @@ Lookup: command.verb = kmod; break; case 3: - rspeak(specials[kmod].message); + speak(specials[kmod].message); goto L2012; default: BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE @@ -1141,7 +1149,7 @@ Laction: case GO_TERMINATE: return true; case GO_MOVE: - playermove(command.verb, NUL); + playermove(NUL); return true; case GO_TOP: continue; /* back to top of main interpreter loop */ @@ -1172,7 +1180,6 @@ Laction: default: BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE } - linenoiseFree(input); } }