X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=2840f438cd395812ee2650ee24d7cc0b659a6ec3;hp=1c1c6c4385299a0e7986fd2c91751d666dfb6761;hb=81af59974bcc0c619437cb83064d7c18e27614ec;hpb=9475552be419a8a018a27d524f6cdf64c0e26e4b diff --git a/main.c b/main.c index 1c1c6c4..2840f43 100644 --- a/main.c +++ b/main.c @@ -40,6 +40,7 @@ static void sig_handler(int signo) */ static bool do_command(void); +static bool do_move(void); int main(int argc, char *argv[]) { @@ -95,7 +96,7 @@ int main(int argc, char *argv[]) } /* Initialize game variables */ - long seedval = initialise(); + int seedval = initialise(); #ifndef ADVENT_NOSAVE if (!rfp) { @@ -112,10 +113,15 @@ int main(int argc, char *argv[]) #endif if (settings.logfp) - fprintf(settings.logfp, "seed %ld\n", seedval); + fprintf(settings.logfp, "seed %d\n", seedval); /* interpret commands until EOF or interrupt */ for (;;) { + // if we're supposed to move, move + if (!do_move()) + continue; + + // get command if (!do_command()) break; } @@ -123,7 +129,7 @@ int main(int argc, char *argv[]) terminate(quitgame); } -/* Check if this loc is eligible for any hints. If been here long +/* Check if this loc is eligible for any hints. If been here int * enough, display. Ignore "HINTS" < 4 (special stuff, see database * notes). */ static void checkhints(void) @@ -135,7 +141,7 @@ static void checkhints(void) 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 + /* Come here if he's been int enough at required loc(s) for some * unused hint. */ if (game.hintlc[hint] >= hints[hint].turns) { int i; @@ -211,8 +217,6 @@ static void checkhints(void) } } } - - } static bool spotted_by_pirate(int i) @@ -452,20 +456,25 @@ static bool dwarfmove(void) static void croak(void) /* Okay, he's dead. Let's get on with it. */ { - if (game.numdie < 0) - game.numdie = 0; // LCOV_EXCL_LINE const char* query = obituaries[game.numdie].query; const char* yes_response = obituaries[game.numdie].yes_response; + ++game.numdie; + if (game.closng) { /* He died during closing time. No resurrection. Tally up a * death and exit. */ rspeak(DEATH_CLOSING); terminate(endgame); - } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN]) - || game.numdie == NDEATHS) + } else if (!yes(query, yes_response, arbitrary_messages[OK_MAN]) + || game.numdie == NDEATHS) { + /* Player is asked if he wants to try again. If not, or if + * he's already used all of his lives, we end the game */ terminate(endgame); - else { + } else { + /* If player wishes to continue, we empty the liquids in the + * user's inventory, turn off the lamp, and drop all items + * where he died. */ game.place[WATER] = game.place[OIL] = LOC_NOWHERE; if (TOTING(LAMP)) game.prop[LAMP] = LAMP_DARK; @@ -480,6 +489,29 @@ static void croak(void) } } +static void describe_location(void) +/* Describe the location to the user */ +{ + const char* msg = locations[game.loc].description.small; + + if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || + msg == NO_MESSAGE) + msg = locations[game.loc].description.big; + + if (!FORCED(game.loc) && DARK(game.loc)) { + msg = arbitrary_messages[PITCH_DARK]; + } + + if (TOTING(BEAR)) + rspeak(TAME_BEAR); + + speak(msg); + + if (game.loc == LOC_Y2 && PCT(25) && !game.closng) + rspeak(SAYS_PLUGH); +} + + static bool traveleq(int a, int b) /* Are two travel entries equal for purposes of skip after failed condition? */ { @@ -497,7 +529,7 @@ static bool traveleq(int a, int b) * does, game.newloc will be limbo, and game.oldloc will be what killed * him, so we need game.oldlc2, which is the last place he was * safe.) */ -static void playermove( int motion) +static void playermove(int motion) { int scratchloc, travel_entry = tkey[game.loc]; game.newloc = game.loc; @@ -621,8 +653,8 @@ static void playermove( int motion) for (;;) { /* L12 loop */ for (;;) { enum condtype_t condtype = travel[travel_entry].condtype; - long condarg1 = travel[travel_entry].condarg1; - long condarg2 = travel[travel_entry].condarg2; + int condarg1 = travel[travel_entry].condarg1; + int condarg2 = travel[travel_entry].condarg2; if (condtype < cond_not) { /* YAML N and [pct N] conditionals */ if (condtype == cond_goto || condtype == cond_pct) { @@ -710,7 +742,7 @@ static void playermove( int motion) if (game.prop[TROLL] == TROLL_PAIDONCE) { pspeak(TROLL, look, true, TROLL_PAIDONCE); game.prop[TROLL] = TROLL_UNPAID; - move(TROLL2, LOC_NOWHERE); + DESTROY(TROLL2); move(TROLL2 + NOBJECTS, IS_FREE); move(TROLL, objects[TROLL].plac); move(TROLL + NOBJECTS, objects[TROLL].fixd); @@ -839,7 +871,7 @@ static bool closecheck(void) game.dseen[i] = false; game.dloc[i] = LOC_NOWHERE; } - move(TROLL, LOC_NOWHERE); + DESTROY(TROLL); move(TROLL + NOBJECTS, IS_FREE); move(TROLL2, objects[TROLL].plac); move(TROLL2 + NOBJECTS, objects[TROLL].fixd); @@ -960,29 +992,6 @@ static void listobjects(void) } } -void clear_command(command_t *cmd) -{ - cmd->verb = ACT_NULL; - game.oldobj = cmd->obj; - cmd->obj = NO_OBJECT; -} - -void close_cleanup_before_command(void) -/* If closing time, check for any objects being toted with - * 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, true, 1); - for (size_t i = 1; i <= NOBJECTS; i++) { - if (TOTING(i) && game.prop[i] < 0) - game.prop[i] = STASHED(i); - } - } -} - bool preprocess_command(command_t *command) /* Pre-processes a command input to see if we need to tease out a few specific cases: * - "enter water" or "enter stream": @@ -1046,18 +1055,19 @@ bool preprocess_command(command_t *command) } } + /* If no word type is given for the first word, we assume it's a motion. */ + if(command->word[0].type == NO_WORD_TYPE) + command->word[0].type = MOTION; + + command->state = PREPROCESSED; return true; } return false; } -static bool do_command() -/* Get and execute a command */ +static bool do_move(void) +/* Actually execute the move to the new location and dwarf movement */ { - static command_t command; - bool command_given = false; - bool command_executed = false; - /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { rspeak(EXIT_CLOSED); @@ -1085,76 +1095,92 @@ static bool do_command() if (!dwarfmove()) croak(); - /* Describe the current location and (maybe) get next command. */ - for (;;) { - if (game.loc == 0) - croak(); - const char* msg = locations[game.loc].description.small; - 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 - * pitch darkness. */ - if (game.wzdark && PCT(35)) { - rspeak(PIT_FALL); - game.oldlc2 = game.loc; - croak(); - continue; /* back to top of main interpreter loop */ - } - msg = arbitrary_messages[PITCH_DARK]; - } - if (TOTING(BEAR)) - rspeak(TAME_BEAR); - speak(msg); + if (game.loc == LOC_NOWHERE) + croak(); + + /* The easiest way to get killed is to fall into a pit in + * pitch darkness. */ + if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(35)) { // FIXME: magic number + rspeak(PIT_FALL); + game.oldlc2 = game.loc; + croak(); + return false; + } + + return true; +} + +static bool do_command() +/* Get and execute a command */ +{ + static command_t command; + clear_command(&command); + + /* Describe the current location and (maybe) get next command. */ + while (command.state != EXECUTED) { + describe_location(); + if (FORCED(game.loc)) { playermove(HERE); return true; } - if (game.loc == LOC_Y2 && PCT(25) && !game.closng) - rspeak(SAYS_PLUGH); listobjects(); + + /* Command not yet given; keep getting commands from user + * until valid command is both given and executed. */ clear_command(&command); + while (command.state <= GIVEN) { + + if (game.closed) { + /* If closing time, check for any objects being toted with + * 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.prop[OYSTER] < 0 && TOTING(OYSTER)) + pspeak(OYSTER, look, true, 1); + for (size_t i = 1; i <= NOBJECTS; i++) { + if (TOTING(i) && game.prop[i] < 0) + game.prop[i] = STASHED(i); + } + } - // Keep getting commands from user until valid command is both given and executed. - do { - // Check some quick-time game state items, get input from user, increment turn, - // and pre-process commands. Keep going until pre-processing is done. - do { - checkhints(); - close_cleanup_before_command(); + /* Check to see if the room is dark. If the knife is here, + * and it's dark, the knife permanently disappears */ + game.wzdark = DARK(game.loc); + if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc) + game.knfloc = LOC_NOWHERE; - game.wzdark = DARK(game.loc); - if (game.knfloc > 0 && game.knfloc != game.loc) - game.knfloc = 0; + /* Check some for hints, get input from user, increment + * turn, and pre-process commands. Keep going until + * pre-processing is done. */ + while ( command.state < PREPROCESSED ) { + checkhints(); - // Get command input from user + /* Get command input from user */ if (!get_command_input(&command)) return false; ++game.turns; - } while ( !preprocess_command(&command)); - command_given = true; + preprocess_command(&command); + } - // check if game is closed + /* check if game is closed, and exit if it is */ if (closecheck() ) return true; - // loop until all words in command are procesed - do { - // assume all words in command are processed, until proven otherwise - command_executed = true; + /* loop until all words in command are procesed */ + while (command.state == PREPROCESSED ) { + command.state = PROCESSING; if (command.word[0].id == WORD_NOT_FOUND) { /* Gee, I don't understand. */ sspeak(DONT_KNOW, command.word[0].raw); clear_command(&command); - command_given = false; continue; } - // Give user hints of shortcuts + /* Give user hints of shortcuts */ if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) { if (++game.iwest == 10) rspeak(W_IS_WEST); @@ -1165,10 +1191,10 @@ static bool do_command() } switch (command.word[0].type) { - case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing case MOTION: playermove(command.word[0].id); - return true; + command.state = EXECUTED; + continue; case OBJECT: command.part = unknown; command.obj = command.word[0].id; @@ -1184,7 +1210,6 @@ static bool do_command() if (!settings.oldstyle) { sspeak(DONT_KNOW, command.word[0].raw); clear_command(&command); - command_given = false; continue; } break; @@ -1194,17 +1219,11 @@ static bool do_command() switch (action(command)) { case GO_TERMINATE: - return true; + command.state = EXECUTED; + break; case GO_MOVE: playermove(NUL); - return true; - case GO_TOP: - continue; /* back to top of main interpreter loop */ - case GO_CLEAROBJ: - clear_command(&command); - /* FALL THROUGH */ - case GO_CHECKHINT: - command_given = false; + command.state = EXECUTED; break; case GO_WORD2: #ifdef GDEBUG @@ -1213,26 +1232,39 @@ static bool do_command() /* Get second word for analysis. */ command.word[0] = command.word[1]; command.word[1] = empty_command_word; - command_executed = false; + command.state = PREPROCESSED; break; case GO_UNKNOWN: /* Random intransitive verbs come here. Clear obj just in case * (see attack()). */ command.word[0].raw[0] = toupper(command.word[0].raw[0]); sspeak(DO_WHAT, command.word[0].raw); - command.obj = 0; - command_given = false; + command.obj = NO_OBJECT; + + /* object cleared; we need to go back to the preprocessing step */ + command.state = GIVEN; + break; + case GO_CHECKHINT: // FIXME: re-name to be more contextual; this was previously a label + command.state = GIVEN; break; case GO_DWARFWAKE: /* Oh dear, he's disturbed the dwarves. */ rspeak(DWARVES_AWAKEN); terminate(endgame); + case GO_CLEAROBJ: // FIXME: re-name to be more contextual; this was previously a label + clear_command(&command); + break; + case GO_TOP: // FIXME: re-name to be more contextual; this was previously a label + break; default: // LCOV_EXCL_LINE BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE } - } while (!command_executed); - } while (!command_given); - } + } /* while command has nob been fully processed */ + } /* while command is not yet given */ + } /* while command is not executed */ + + /* command completely executed; we return true. */ + return true; } /* end */