X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=1dc395eccab8fb6205c356d14e76cb7a88422320;hp=a74aa6b2b44ca76b811910f1ecaca8e029b82bb6;hb=1896e0f88660f0f589a065c7ce2f9d98c1f161b8;hpb=66c22301edf3126e7525e1c52efdde8fb69e0257 diff --git a/main.c b/main.c index a74aa6b..1dc395e 100644 --- a/main.c +++ b/main.c @@ -3,16 +3,17 @@ * * The author - Don Woods - apologises for the style of the code; it * is a result of running the original Fortran IV source through a - * home-brew Fortran-to-C converter.) + * home-brew Fortran-to-C converter. * * Now that the code has been restructured into something much closer * to idiomatic C, the following is more appropriate: * - * ESR apologizes for the remaing gotos (now confined to two functions - * in this file - there used to be hundreds of them, *everywhere*), - * and the offensive globals. Applying the Structured Program Theorem - * can be hard. + * ESR apologizes for the remaing gotos (now confined to one function + * in this file - there used to be over 350 of them, *everywhere*), + * and for the offensive globals. Applying the Structured Program + * Theorem can be hard. */ +#define DEFINE_GLOBALS_FROM_INCLUDES #include #include #include @@ -46,7 +47,6 @@ FILE *logfp; bool oldstyle = false; bool editline = true; bool prompt = true; -lcg_state lcgstate; extern void initialise(); extern void score(long); @@ -114,39 +114,28 @@ int main(int argc, char *argv[]) /* Initialize our LCG PRNG with parameters tested against * Knuth vol. 2. by the original authors */ - lcgstate.a = 1093; - lcgstate.c = 221587; - lcgstate.m = 1048576; + 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 */ - if (!game.setup) - initialise(); - - /* Unlike earlier versions, adventure is no longer restartable. (This - * lets us get away with modifying things such as OBJSND(BIRD) without - * having to be able to undo the changes later.) If a "used" copy is - * rerun, we come here and tell the player to run a fresh copy. */ - if (game.setup <= 0) { - RSPEAK(201); - exit(0); - } + initialise(); /* Start-up, dwarf stuff */ - game.setup= -1; game.zzword=RNDVOC(3,0); - game.novice=YES(stdin, 65,1,0); - game.newloc=1; - game.loc=1; + game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,ARB_0); + game.newloc = LOC_START; + game.loc = LOC_START; game.limit=330; if (game.novice)game.limit=1000; if (logfp) fprintf(logfp, "seed %ld\n", seedval); - /* interpret commands ubtil EOF or interrupt */ + /* interpret commands until EOF or interrupt */ for (;;) { if (!do_command(stdin)) break; @@ -182,12 +171,12 @@ static void checkhints(FILE *cmdin) for (int hint=1; hint<=HNTMAX; hint++) { if (game.hinted[hint]) continue; - if (!CNDBIT(game.loc,hint+10)) + if (!CNDBIT(game.loc,hint+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]) + if (game.hintlc[hint] >= HINTS[hint][1]) { int i; @@ -255,11 +244,11 @@ static void checkhints(FILE *cmdin) /* Fall through to hint display */ game.hintlc[hint]=0; - if (!YES(cmdin,HINTS[hint][3],0,54)) + if (!YES(cmdin,HINTS[hint][3],ARB_0,OK_MAN)) return; SETPRM(1,HINTS[hint][2],HINTS[hint][2]); - RSPEAK(261); - game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54); + RSPEAK(HINT_COST); + game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],OK_MAN); if (game.hinted[hint] && game.limit > 30) game.limit=game.limit+30*HINTS[hint][2]; } @@ -267,11 +256,73 @@ static void checkhints(FILE *cmdin) } } +bool spotted_by_pirate(int i) +{ + if (i != PIRATE) + return false; + + /* 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]=0 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) + return true; + int snarfed=0; + bool movechest = false, robplayer = false; + for (int j=MINTRS; j<=MAXTRS; j++) { + /* Pirate won't take pyramid from plover room or dark + * room (too easy!). */ + if (j==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) { + continue; + } + if (TOTING(j) || HERE(j)) + ++snarfed; + if (TOTING(j)) { + movechest = true; + robplayer = true; + } + } + /* Force chest placement before player finds last treasure */ + if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { + RSPEAK(PIRATE_SPOTTED); + movechest = true; + } + /* 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); + game.dloc[PIRATE]=game.chloc; + game.odloc[PIRATE]=game.chloc; + game.dseen[PIRATE]=false; + } else { + /* You might get a hint of the pirate's presence even if the + * chest doesn't move... */ + if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) + RSPEAK(PIRATE_RUSTLES); + } + if (robplayer) { + RSPEAK(PIRATE_POUNCES); + for (int j=MINTRS; j<=MAXTRS; j++) { + if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { + if (AT(j) && game.fixed[j] == 0) + CARRY(j,game.loc); + if (TOTING(j)) + DROP(j,game.chloc); + } + } + } + + return true; +} + static bool dwarfmove(void) /* Dwarves move. Return true if player survives, false if he dies. */ { int kk, stick, attack; - long TK[21]; + long tk[21]; /* Dwarf stuff. See earlier comments for description of * variables. Remember sixth dwarf is pirate and is thus @@ -286,7 +337,7 @@ 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,3)) + if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,NOARRR)) return true; /* Dwarf activity level ratchets up */ @@ -300,7 +351,7 @@ 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,4) || PCT(85)))) + if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,NOBACK) || PCT(85)))) return true; game.dflag=2; for (int i=1; i<=2; i++) { @@ -313,7 +364,7 @@ static bool dwarfmove(void) game.dloc[i]=DALTLC; game.odloc[i]=game.dloc[i]; } - RSPEAK(3); + RSPEAK(DWARF_RAN); DROP(AXE,game.loc); return true; } @@ -328,97 +379,41 @@ static bool dwarfmove(void) attack=0; stick=0; for (int i=1; i<=NDWARVES; i++) { - int k; if (game.dloc[i] == 0) continue; - /* Fill TK array with all the places this dwarf might go. */ + /* Fill tk array with all the places this dwarf might go. */ int j=1; kk=KEY[game.dloc[i]]; if (kk != 0) do { game.newloc=MOD(labs(TRAVEL[kk])/1000,1000); - /* Have we avoided a dwarf enciounter? */ - bool avoided = (game.newloc > 300 || + /* 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 > 1 && game.newloc == tk[j-1]) || j >= 20 || game.newloc == game.dloc[i] || FORCED(game.newloc) || - (i == PIRATE && CNDBIT(game.newloc,3)) || + (i == PIRATE && CNDBIT(game.newloc,NOARRR)) || labs(TRAVEL[kk])/1000000 == 100); if (!avoided) { - TK[j++] = game.newloc; + tk[j++] = game.newloc; } ++kk; } while (TRAVEL[kk-1] >= 0); - TK[j]=game.odloc[i]; + tk[j]=game.odloc[i]; if (j >= 2) --j; j=1+randrange(j); game.odloc[i]=game.dloc[i]; - game.dloc[i]=TK[j]; + 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; game.dloc[i]=game.loc; - if (i == PIRATE) { - /* 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)=0 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) - continue; - k=0; - for (int j=MINTRS; j<=MAXTRS; j++) { - /* Pirate won't take pyramid from plover room or dark - * room (too easy!). */ - if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) { - if (HERE(j)) - k=1; - continue; - } - if (TOTING(j)) { - if (game.place[CHEST] == 0) { - /* Install chest only once, to insure it is - * the last treasure in the list. */ - MOVE(CHEST,game.chloc); - MOVE(MESSAG,game.chloc2); - } - RSPEAK(128); - for (int j=MINTRS; j<=MAXTRS; j++) { - if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { - if (AT(j) && game.fixed[j] == 0) - CARRY(j,game.loc); - if (TOTING(j)) - DROP(j,game.chloc); - } - } - game.dloc[PIRATE]=game.chloc; - game.odloc[PIRATE]=game.chloc; - game.dseen[PIRATE]=false; - goto jumpout; - } - if (HERE(j)) - k=1; - } - /* Force chest placement before player finds last treasure */ - if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { - RSPEAK(186); - MOVE(CHEST,game.chloc); - MOVE(MESSAG,game.chloc2); - game.dloc[PIRATE]=game.chloc; - game.odloc[PIRATE]=game.chloc; - game.dseen[PIRATE]=false; - continue; - } - if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) - RSPEAK(127); + if (spotted_by_pirate(i)) continue; - } - /* This threatening little dwarf is in the room with him! */ ++game.dtotal; if (game.odloc[i] == game.dloc[i]) { @@ -428,7 +423,6 @@ static bool dwarfmove(void) if (randrange(1000) < 95*(game.dflag-2)) ++stick; } - jumpout:; } /* Now we know what's happening. Let's tell the poor sucker about it. @@ -437,16 +431,16 @@ static bool dwarfmove(void) if (game.dtotal == 0) return true; SETPRM(1,game.dtotal,0); - RSPEAK(4+1/game.dtotal); + RSPEAK(DWARF_PACK+1/game.dtotal); /* FIXME: Arithmetic on message number */ if (attack == 0) return true; if (game.dflag == 2)game.dflag=3; SETPRM(1,attack,0); int k=6; - if (attack > 1)k=250; + if (attack > 1)k=THROWN_KNIVES; RSPEAK(k); SETPRM(1,stick,0); - RSPEAK(k+1+2/(1+stick)); + RSPEAK(k+1+2/(1+stick)); /* FIXME: Arithmetic on message number */ if (stick == 0) return true; game.oldlc2=game.loc; @@ -476,15 +470,15 @@ static bool dwarfmove(void) static void croak(FILE *cmdin) /* Okay, he's dead. Let's get on with it. */ { + ++game.numdie; if (game.closng) { /* He died during closing time. No resurrection. Tally up a * death and exit. */ - RSPEAK(131); - ++game.numdie; + RSPEAK(DEATH_CLOSING); score(0); } else { - ++game.numdie; - if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) + /* FIXME: Arithmetic on message numbers */ + if (!YES(cmdin,WATCH_IT+game.numdie*2,WHICH_WAY+game.numdie*2,OK_MAN)) score(0); if (game.numdie == MAXDIE) score(0); @@ -495,13 +489,11 @@ static void croak(FILE *cmdin) for (int j=1; j<=NOBJECTS; j++) { int i=NOBJECTS + 1 - j; if (TOTING(i)) { - int k=game.oldlc2; - if (i == LAMP) - k=1; - DROP(i,k); + /* Always leave lamp where it's accessible aboveground */ + DROP(i, (i == LAMP) ? 1 : game.oldlc2); } } - game.loc=3; + game.loc = LOC_BUILDING; game.oldloc=game.loc; } } @@ -516,49 +508,49 @@ static void croak(FILE *cmdin) static bool playermove(FILE *cmdin, token_t verb, int motion) { - int LL, K2, KK=KEY[game.loc]; + int scratchloc, k2, kk=KEY[game.loc]; game.newloc=game.loc; - if (KK == 0) + if (kk == 0) BUG(26); if (motion == NUL) return true; 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. - * K2 saves entry -> forced loc -> previous loc. */ + * k2 saves entry -> forced loc -> previous loc. */ motion=game.oldloc; if (FORCED(motion)) motion=game.oldlc2; game.oldlc2=game.oldloc; game.oldloc=game.loc; - K2=0; - if (motion == game.loc)K2=91; - if (CNDBIT(game.loc,4))K2=274; - if (K2 == 0) { + k2=0; + if (motion == game.loc)k2=FORGOT_PATH; + if (CNDBIT(game.loc,NOBACK))k2=TWIST_TURN; + if (k2 == 0) { for (;;) { - LL=MOD((labs(TRAVEL[KK])/1000),1000); - if (LL != motion) { - if (LL <= 300) { - if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion) - K2=KK; + scratchloc=MOD((labs(TRAVEL[kk])/1000),1000); + if (scratchloc != motion) { + if (!SPECIAL(scratchloc)) { + if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion) + k2=kk; } - if (TRAVEL[KK] >= 0) { - ++KK; + if (TRAVEL[kk] >= 0) { + ++kk; continue; } - KK=K2; - if (KK == 0) { - RSPEAK(140); + kk=k2; + if (kk == 0) { + RSPEAK(NOT_CONNECTED); return true; } } - motion=MOD(labs(TRAVEL[KK]),1000); - KK=KEY[game.loc]; + motion=MOD(labs(TRAVEL[kk]),1000); + kk=KEY[game.loc]; break; /* fall through to ordinary travel */ } } else { - RSPEAK(K2); + RSPEAK(k2); return true; } } @@ -566,7 +558,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) /* Look. Can't give more detail. Pretend it wasn't dark * (though it may "now" be dark) so he won't fall into a * pit while staring into the gloom. */ - if (game.detail < 3)RSPEAK(15); + if (game.detail < 3)RSPEAK(NO_MORE_DETAIL); ++game.detail; game.wzdark=false; game.abbrev[game.loc]=0; @@ -574,7 +566,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) } else if (motion == CAVE) { /* Cave. Different messages depending on whether above ground. */ - RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58); + RSPEAK((OUTSID(game.loc) && game.loc != 8) ? FOLLOW_STREAM : NEED_DETAIL); return true; } else { @@ -585,111 +577,125 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) /* ordinary travel */ for (;;) { - LL=labs(TRAVEL[KK]); - if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion) + scratchloc=labs(TRAVEL[kk]); + if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion) break; - if (TRAVEL[KK] < 0) { + if (TRAVEL[kk] < 0) { /* Non-applicable motion. Various messages depending on * word given. */ - int spk=12; - if (motion >= 43 && motion <= 50)spk=52; - if (motion == 29 || motion == 30)spk=52; - if (motion == 7 || motion == 36 || motion == 37)spk=10; - if (motion == 11 || motion == 19)spk=11; - if (verb == FIND || verb == INVENT)spk=59; - if (motion == 62 || motion == 65)spk=42; - if (motion == 17)spk=80; + 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 == INVENT)spk=NEreplace; + if (motion == 62 || motion == 65)spk=NOTHING_HAPPENS; + if (motion == 17)spk=WHICH_WAY; RSPEAK(spk); return true; } - ++KK; + ++kk; } - LL=LL/1000; + scratchloc=scratchloc/1000; - for (;;) { - game.newloc=LL/1000; - motion=MOD(game.newloc,100); - if (game.newloc <= 300) { - if (game.newloc <= 100) { - if (game.newloc == 0 || PCT(game.newloc)) - break; + do { + /* + * (ESR) This special-travel loop may have to be repeated if it includes + * the plover passage. Same deal for any future cases wgerw we beed to + * block travel and then redo it once the blocking condition has been + * removed. + */ + for (;;) { + game.newloc=scratchloc/1000; + motion=MOD(game.newloc,100); + if (!SPECIAL(game.newloc)) { + if (game.newloc <= 100) { + if (game.newloc == 0 || PCT(game.newloc)) + break; + /* else fall through */ + } if (TOTING(motion) || (game.newloc > 200 && AT(motion))) + break; /* else fall through */ - } if (TOTING(motion) || (game.newloc > 200 && AT(motion))) - break; - /* else fall through */ + } + else if (game.prop[motion] != game.newloc/100-3) + break; + do { + if (TRAVEL[kk] < 0)BUG(25); + ++kk; + game.newloc=labs(TRAVEL[kk])/1000; + } while + (game.newloc == scratchloc); + scratchloc=game.newloc; } - else if (game.prop[motion] != game.newloc/100-3) - break; - L12: - do { - if (TRAVEL[KK] < 0)BUG(25); - ++KK; - game.newloc=labs(TRAVEL[KK])/1000; - } while - (game.newloc == LL); - LL=game.newloc; - } - game.newloc=MOD(LL,1000); - if (game.newloc <= 300) - return true; - if (game.newloc <= 500) { - game.newloc=game.newloc-300; - switch (game.newloc) - { - case 1: - /* Travel 301. Plover-alcove passage. Can carry only - * emerald. Note: travel table must include "useless" - * entries going through passage, which can never be used for - * actual motion, but can be spotted by "go back". */ - game.newloc=99+100-game.loc; - if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) - return true; - game.newloc=game.loc; - RSPEAK(117); + game.newloc=MOD(scratchloc,1000); + if (!SPECIAL(game.newloc)) return true; - case 2: - /* Travel 302. Plover transport. Drop the emerald (only use - * 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(EMRALD,game.loc); - goto L12; - case 3: - /* Travel 303. Troll bridge. Must be done only as special - * motion so that dwarves won't wander across and encounter - * the bear. (They won't follow the player there because - * that region is forbidden to the pirate.) If - * game.prop(TROLL)=1, he's crossed since paying, 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,1); - game.prop[TROLL]=0; - MOVE(TROLL2,0); - MOVE(TROLL2+NOBJECTS,0); - MOVE(TROLL,PLAC[TROLL]); - MOVE(TROLL+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); + if (game.newloc <= 500) { + game.newloc=game.newloc-SPECIALBASE; + switch (game.newloc) + { + case 1: + /* Travel 301. Plover-alcove passage. Can carry only + * emerald. Note: travel table must include "useless" + * entries going through passage, which can never be used for + * actual motion, but can be spotted by "go back". */ + game.newloc=99+100-game.loc; + if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) + return true; game.newloc=game.loc; + RSPEAK(MUST_DROP); return true; - } else { - game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; - if (game.prop[TROLL] == 0)game.prop[TROLL]=1; - if (!TOTING(BEAR)) return true; - RSPEAK(162); - game.prop[CHASM]=1; - game.prop[TROLL]=2; - DROP(BEAR,game.newloc); - game.fixed[BEAR]= -1; - game.prop[BEAR]=3; - game.oldlc2=game.newloc; - croak(cmdin); - return false; + case 2: + /* Travel 302. Plover transport. Drop the emerald (only use + * 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(EMRALD,game.loc); + do { + if (TRAVEL[kk] < 0)BUG(25); + ++kk; + game.newloc=labs(TRAVEL[kk])/1000; + } while + (game.newloc == scratchloc); + continue; /* back to top of do/while loop */ + case 3: + /* Travel 303. Troll bridge. Must be done only as special + * motion so that dwarves won't wander across and encounter + * the bear. (They won't follow the player there because + * that region is forbidden to the pirate.) If + * game.prop(TROLL)=1, he's crossed since paying, 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,1); + game.prop[TROLL]=0; + MOVE(TROLL2,0); + MOVE(TROLL2+NOBJECTS,0); + MOVE(TROLL,PLAC[TROLL]); + MOVE(TROLL+NOBJECTS,FIXD[TROLL]); + JUGGLE(CHASM); + game.newloc=game.loc; + return true; + } else { + game.newloc=PLAC[TROLL]+FIXD[TROLL]-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); + game.fixed[BEAR]= -1; + game.prop[BEAR]=3; + game.oldlc2=game.newloc; + croak(cmdin); + return false; + } } + BUG(20); } - BUG(20); - } + } while + (false); RSPEAK(game.newloc-500); game.newloc=game.loc; return true; @@ -750,7 +756,7 @@ static bool closecheck(void) game.fixed[CHAIN]=0; game.prop[AXE]=0; game.fixed[AXE]=0; - RSPEAK(129); + RSPEAK(CAVE_CLOSING); game.clock1= -1; game.closng=true; return true; @@ -772,36 +778,36 @@ 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,115,1); - game.prop[PLANT]=PUT(PLANT,115,0); - game.prop[OYSTER]=PUT(OYSTER,115,0); + game.prop[BOTTLE]=PUT(BOTTLE,LOC_NE,1); + game.prop[PLANT]=PUT(PLANT,LOC_NE,0); + game.prop[OYSTER]=PUT(OYSTER,LOC_NE,0); OBJTXT[OYSTER]=3; - game.prop[LAMP]=PUT(LAMP,115,0); - game.prop[ROD]=PUT(ROD,115,0); - game.prop[DWARF]=PUT(DWARF,115,0); - game.loc=115; - game.oldloc=115; - game.newloc=115; + 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,116,0); - PUT(SIGN,116,0); + PUT(GRATE,LOC_SW,0); + PUT(SIGN,LOC_SW,0); ++OBJTXT[SIGN]; - game.prop[SNAKE]=PUT(SNAKE,116,1); - game.prop[BIRD]=PUT(BIRD,116,1); - game.prop[CAGE]=PUT(CAGE,116,0); - game.prop[ROD2]=PUT(ROD2,116,0); - game.prop[PILLOW]=PUT(PILLOW,116,0); + 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,115,0); - game.fixed[MIRROR]=116; + game.prop[MIRROR]=PUT(MIRROR,LOC_NE,0); + game.fixed[MIRROR]=LOC_SW; for (int i=1; i<=NOBJECTS; i++) { if (TOTING(i)) DSTROY(i); } - RSPEAK(132); + RSPEAK(CAVE_CLOSED); game.closed=true; return true; } @@ -824,7 +830,7 @@ static void lampcheck(void) * if desired. */ if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP)) { - RSPEAK(188); + RSPEAK(REPLACE_BATTERIES); game.prop[BATTER]=1; if (TOTING(BATTER)) DROP(BATTER,game.loc); @@ -834,13 +840,13 @@ static void lampcheck(void) game.limit= -1; game.prop[LAMP]=0; if (HERE(LAMP)) - RSPEAK(184); + RSPEAK(LAMP_OUT); } else if (game.limit <= 30) { if (!game.lmwarn && HERE(LAMP)) { game.lmwarn=true; - int spk=187; - if (game.place[BATTER] == 0)spk=183; - if (game.prop[BATTER] == 1)spk=189; + int spk=GET_BATTERIES; + if (game.place[BATTER] == 0)spk=LAMP_DIM; + if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES; RSPEAK(spk); } } @@ -856,10 +862,9 @@ static void listobjects(void) * get full score. */ { if (!DARK(game.loc)) { - long obj; ++game.abbrev[game.loc]; for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) { - obj=i; + long obj=i; if (obj > NOBJECTS)obj=obj-NOBJECTS; if (obj == STEPS && TOTING(NUGGET)) continue; @@ -896,7 +901,7 @@ static void listobjects(void) static bool do_command(FILE *cmdin) /* Get and execute a command */ { - long KQ, VERB, KK, V1, V2; + long KQ, verb, V1, V2; long i, k, KMOD; static long igo = 0; static long obj = 0; @@ -904,7 +909,7 @@ static bool do_command(FILE *cmdin) /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { - RSPEAK(130); + RSPEAK(EXIT_CLOSED); game.newloc=game.loc; if (!game.panic)game.clock2=15; game.panic=true; @@ -914,11 +919,11 @@ 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,3)) { + if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,NOARRR)) { for (i=1; i<=NDWARVES-1; i++) { if (game.odloc[i] == game.newloc && game.dseen[i]) { game.newloc=game.loc; - RSPEAK(2); + RSPEAK(DWARF_BLOCK); break; } } @@ -933,34 +938,34 @@ static bool do_command(FILE *cmdin) for (;;) { if (game.loc == 0) croak(cmdin); - char* msg = short_location_descriptions[game.loc]; + char* msg = locations[game.loc].description.small; if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0) - msg=long_location_descriptions[game.loc]; + 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 * pitch darkness. */ if (game.wzdark && PCT(35)) { - RSPEAK(23); + RSPEAK(PIT_FALL); game.oldlc2 = game.loc; croak(cmdin); continue; /* back to top of main interpreter loop */ } msg=arbitrary_messages[16]; } - if (TOTING(BEAR))RSPEAK(141); + if (TOTING(BEAR))RSPEAK(TAME_BEAR); newspeak(msg); if (FORCED(game.loc)) { - if (playermove(cmdin, VERB, 1)) + if (playermove(cmdin, verb, 1)) return true; else continue; /* back to top of main interpreter loop */ } - if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7); + if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH); listobjects(); L2012: - VERB=0; + verb=0; game.oldobj=obj; obj=0; @@ -1002,23 +1007,20 @@ static bool do_command(FILE *cmdin) if (game.trndex <= TRNVLS) game.thresh=MOD(TRNVAL[game.trndex],100000)+1; } - if (VERB == SAY && WD2 > 0) - VERB=0; - if (VERB == SAY) { + if (verb == SAY && WD2 > 0) + verb=0; + if (verb == SAY) { part=transitive; goto Laction; } - if (closecheck()) + if (closecheck()) { if (game.closed) return true; - else - goto L19999; - - lampcheck(); + } else + lampcheck(); - L19999: - k=43; - if (LIQLOC(game.loc) == WATER)k=70; + k=WHERE_QUERY; + if (LIQLOC(game.loc) == WATER)k=FEET_WET; V1=VOCAB(WD1,-1); V2=VOCAB(WD2,-1); if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) { @@ -1042,11 +1044,11 @@ static bool do_command(FILE *cmdin) if (WD1 == MAKEWD(23051920)) { ++game.iwest; if (game.iwest == 10) - RSPEAK(17); + RSPEAK(W_IS_WEST); } if (WD1 == MAKEWD( 715) && WD2 != 0) { if (++igo == 10) - RSPEAK(276); + RSPEAK(GO_UNNEEDED); } L2630: i=VOCAB(WD1,-1); @@ -1055,7 +1057,7 @@ static bool do_command(FILE *cmdin) if (fallback_handler(rawbuf)) return true; SETPRM(1,WD1,WD1X); - RSPEAK(254); + RSPEAK(DONT_KNOW); goto L2600; } KMOD=MOD(i,1000); @@ -1063,22 +1065,22 @@ static bool do_command(FILE *cmdin) switch (KQ-1) { case 0: - if (playermove(cmdin, VERB, KMOD)) + if (playermove(cmdin, verb, KMOD)) return true; else continue; /* back to top of main interpreter loop */ case 1: part=unknown; obj = KMOD; break; - case 2: part=intransitive; VERB = KMOD; break; + case 2: part=intransitive; verb = KMOD; break; case 3: RSPEAK(KMOD); goto L2012; default: BUG(22); } Laction: - switch (action(cmdin, part, VERB, obj)) { + switch (action(cmdin, part, verb, obj)) { case GO_TERMINATE: return true; case GO_MOVE: - playermove(cmdin, VERB, NUL); + playermove(cmdin, verb, NUL); return true; case GO_TOP: continue; /* back to top of main interpreter loop */ case GO_CLEAROBJ: goto L2012; @@ -1095,12 +1097,12 @@ static bool do_command(FILE *cmdin) /* Random intransitive verbs come here. Clear obj just in case * (see attack()). */ SETPRM(1,WD1,WD1X); - RSPEAK(257); + RSPEAK(DO_WHAT); obj=0; goto L2600; case GO_DWARFWAKE: /* Oh dear, he's disturbed the dwarves. */ - RSPEAK(136); + RSPEAK(DWARVES_AWAKEN); score(0); return true; default: