X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=3f4140971fcc09d5d4134f28c7d0682e592b71bf;hp=069c8651c808ea312a150a4b9246713226a7a52a;hb=b729853e7a6c49a7f4dbb54a92913710f5a51a69;hpb=c3a2816821512b59a09866a594a9bec699193271 diff --git a/main.c b/main.c index 069c865..3f41409 100644 --- a/main.c +++ b/main.c @@ -25,28 +25,20 @@ #include "linenoise/linenoise.h" #include "newdb.h" +#define DIM(a) (sizeof(a)/sizeof(a[0])) + struct game_t game; long LNLENG, LNPOSN; char rawbuf[LINESIZE], INLINE[LINESIZE + 1]; -long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD, - BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, - CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS, - EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD, - GRATE, HINT, INVENT, JADE, KEYS, - KNIFE, LAMP, LOCK, LOOK, MAGAZINE, - MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER, - PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2, - RUBY, RUG, SAPPH, SAY, SIGN, SNAKE, - STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2, - URN, VASE, VEND, VOLCANO, WATER; - FILE *logfp = NULL, *rfp = NULL; bool oldstyle = false; bool editline = true; bool prompt = true; +// LCOV_EXCL_START +// exclude from coverage analysis because it requires interactivity to test static void sig_handler(int signo) { if (signo == SIGINT) { @@ -55,6 +47,7 @@ static void sig_handler(int signo) } exit(0); } +// LCOV_EXCL_STOP /* * MAIN PROGRAM @@ -143,12 +136,12 @@ int main(int argc, char *argv[]) initialise(); /* Start-up, dwarf stuff */ - game.zzword = RNDVOC(3, 0); + game.zzword = rndvoc(3, 0); game.newloc = LOC_START; game.loc = LOC_START; game.limit = GAMELIMIT; if (!rfp) { - game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); + game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); if (game.novice) game.limit = NOVICELIMIT; } else { @@ -177,7 +170,7 @@ static bool fallback_handler(char *buf) // autogenerated, so don't charge user time for it. --game.turns; // here we reconfigure any global game state that uses random numbers - game.zzword = RNDVOC(3, 0); + game.zzword = rndvoc(3, 0); return true; } return false; @@ -243,7 +236,7 @@ static void checkhints(void) break; return; case 8: /* ogre */ - i = ATDWRF(game.loc); + i = atdwrf(game.loc); if (i < 0) { game.hintlc[hint] = 0; return; @@ -257,16 +250,16 @@ static void checkhints(void) game.hintlc[hint] = 0; return; default: - BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); + BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE break; } /* Fall through to hint display */ game.hintlc[hint] = 0; - if (!YES(hints[hint].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].penalty, hints[hint].penalty); - game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]); + 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].penalty; } @@ -290,11 +283,11 @@ static bool spotted_by_pirate(int i) int snarfed = 0; bool movechest = false, robplayer = false; for (int treasure = 1; treasure <= NOBJECTS; treasure++) { - if (!object_descriptions[treasure].is_treasure) + if (!objects[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])) { + if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) { continue; } if (TOTING(treasure) || HERE(treasure)) @@ -312,8 +305,8 @@ static bool spotted_by_pirate(int i) /* 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); + move(CHEST, game.chloc); + move(MESSAG, game.chloc2); game.dloc[PIRATE] = game.chloc; game.odloc[PIRATE] = game.chloc; game.dseen[PIRATE] = false; @@ -326,13 +319,13 @@ static bool spotted_by_pirate(int i) if (robplayer) { rspeak(PIRATE_POUNCES); for (int treasure = 1; treasure <= NOBJECTS; treasure++) { - if (!object_descriptions[treasure].is_treasure) + if (!objects[treasure].is_treasure) continue; - if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) { + if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) { if (AT(treasure) && game.fixed[treasure] == 0) - CARRY(treasure, game.loc); + carry(treasure, game.loc); if (TOTING(treasure)) - DROP(treasure, game.chloc); + drop(treasure, game.chloc); } } } @@ -387,7 +380,7 @@ static bool dwarfmove(void) game.odloc[i] = game.dloc[i]; } rspeak(DWARF_RAN); - DROP(AXE, game.loc); + drop(AXE, game.loc); return true; } @@ -404,27 +397,27 @@ static bool dwarfmove(void) if (game.dloc[i] == 0) continue; /* Fill tk array with all the places this dwarf might go. */ - int j = 1; - kk = KEY[game.dloc[i]]; + unsigned int j = 1; + kk = tkey[game.dloc[i]]; if (kk != 0) do { - game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000); + game.newloc = T_DESTINATION(travel[kk]); /* 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 >= 20 || + j >= DIM(tk) - 1 || game.newloc == game.dloc[i] || FORCED(game.newloc) || (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) || - labs(TRAVEL[kk]) / 1000000 == 100); + T_NODWARVES(travel[kk])); if (!avoided) { tk[j++] = game.newloc; } ++kk; } while - (TRAVEL[kk - 1] >= 0); + (!travel[kk - 1].stop); tk[j] = game.odloc[i]; if (j >= 2) --j; @@ -500,7 +493,7 @@ 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; @@ -510,7 +503,7 @@ static void croak(void) int i = NOBJECTS + 1 - j; if (TOTING(i)) { /* Always leave lamp where it's accessible aboveground */ - DROP(i, (i == LAMP) ? LOC_START : game.oldlc2); + drop(i, (i == LAMP) ? LOC_START : game.oldlc2); } } game.loc = LOC_BUILDING; @@ -528,10 +521,10 @@ static void croak(void) static bool playermove(token_t verb, int motion) { - int scratchloc, k2, kk = KEY[game.loc]; + int scratchloc, k2, kk = tkey[game.loc]; game.newloc = game.loc; if (kk == 0) - BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); + BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE if (motion == NUL) return true; else if (motion == BACK) { @@ -548,25 +541,26 @@ static bool playermove(token_t verb, int motion) if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN; if (k2 == 0) { for (;;) { - scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000); + scratchloc = T_DESTINATION(travel[kk]); if (scratchloc != motion) { if (!SPECIAL(scratchloc)) { - if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion) + if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion) k2 = kk; } - if (TRAVEL[kk] >= 0) { - ++kk; + if (!travel[kk].stop) { + ++kk; /* go to next travel entry for this location */ continue; } - kk = k2; + /* we've reached the end of travel entries for game.loc */ + kk = k2; if (kk == 0) { rspeak(NOT_CONNECTED); return true; } } - motion = MOD(labs(TRAVEL[kk]), 1000); - kk = KEY[game.loc]; + motion = travel[kk].motion; + kk = tkey[game.loc]; break; /* fall through to ordinary travel */ } } else { @@ -593,21 +587,21 @@ static bool playermove(token_t verb, int motion) game.oldloc = game.loc; } - /* ordinary travel */ + /* Look for a way to fulfil the motion verb passed in - kk indexes + * the beginning of the motion entries for here (game.loc). */ for (;;) { - scratchloc = labs(TRAVEL[kk]); - if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion) + if (T_TERMINATE(travel[kk]) || travel[kk].motion == motion) break; - if (TRAVEL[kk] < 0) { + if (travel[kk].stop) { /* FIXME: Magic numbers! */ - /* Non-applicable motion. Various messages depending on - * word given. */ + /* 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 == INVENT)spk = NEARBY; + if (verb == FIND || verb == INVENTORY)spk = NEARBY; if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS; if (motion == 17)spk = WHICH_WAY; rspeak(spk); @@ -615,14 +609,18 @@ static bool playermove(token_t verb, int motion) } ++kk; } - scratchloc = scratchloc / 1000; + + /* (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. */ + scratchloc = T_HIGH(travel[kk]); do { /* - * (ESR) This special-travel loop may have to be repeated if it includes - * the plover passage. Same deal for any future cases where we need to - * block travel and then redo it once the blocking condition has been - * removed. + * (ESR) This conditional-skip loop may have to be repeated if + * it includes the plover passage. Same deal for any future + * cases where we need to block travel and then redo it once + * the blocking condition has been removed. */ for (;;) { /* L12 loop */ for (;;) { @@ -634,16 +632,17 @@ static bool playermove(token_t verb, int motion) break; /* else fall through */ } + /* handles the YAML "with" clause */ 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(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); + if (travel[kk].stop) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE ++kk; - game.newloc = labs(TRAVEL[kk]) / 1000; + game.newloc = T_HIGH(travel[kk]); } while (game.newloc == scratchloc); scratchloc = game.newloc; @@ -652,14 +651,20 @@ static bool playermove(token_t verb, int motion) game.newloc = MOD(scratchloc, 1000); if (!SPECIAL(game.newloc)) return true; - if (game.newloc <= 500) { - game.newloc -= SPECIALBASE; + + if (game.newloc > 500) { + /* Execute a speak rule */ + rspeak(L_SPEAK(game.newloc)); + game.newloc = game.loc; + return true; + } else { + 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". */ + /* 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". */ /* FIXME: Arithmetic on location numbers */ game.newloc = 99 + 100 - game.loc; if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) { @@ -668,63 +673,63 @@ static bool playermove(token_t verb, int motion) } 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(EMERALD, game.loc); + /* 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(EMERALD, game.loc); do { - if (TRAVEL[kk] < 0) - BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); + if (travel[kk].stop) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE ++kk; - game.newloc = labs(TRAVEL[kk]) / 1000; + game.newloc = T_HIGH(travel[kk]); } while (game.newloc == scratchloc); scratchloc = game.newloc; continue; /* 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. */ + /* 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,look, 1); game.prop[TROLL] = 0; - MOVE(TROLL2, 0); - MOVE(TROLL2 + NOBJECTS, 0); - MOVE(TROLL, PLAC[TROLL]); - MOVE(TROLL + NOBJECTS, FIXD[TROLL]); - JUGGLE(CHASM); + move(TROLL2, 0); + move(TROLL2 + NOBJECTS, 0); + move(TROLL, objects[TROLL].plac); + move(TROLL + NOBJECTS, objects[TROLL].fixd); + juggle(CHASM); game.newloc = game.loc; return true; } else { - game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc; + game.newloc = objects[TROLL].plac + objects[TROLL].fixd - 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); + drop(BEAR, game.newloc); game.fixed[BEAR] = -1; game.prop[BEAR] = 3; game.oldlc2 = game.newloc; croak(); return true; } + default: + BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } - BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); } break; /* Leave L12 loop */ } } while (false); - /* FIXME: Arithmetic on location number, becoming a message number */ - rspeak(game.newloc - 500); - game.newloc = game.loc; - return true; } static bool closecheck(void) @@ -738,17 +743,16 @@ static bool closecheck(void) * to get out. If he doesn't within clock2 turns, we close the cave; * if he does try, we assume he panics, and give him a few additional * turns to get frantic before we close. When clock2 hits zero, we - * branch to 11000 to transport him into the final puzzle. Note that - * the puzzle depends upon all sorts of random things. For instance, - * there must be no water or oil, since there are beanstalks which we - * don't want to be able to water, since the code can't handle it. - * Also, we can have no keys, since there is a grate (having moved - * the fixed object!) there separating him from all the treasures. - * Most of these problems arise from the use of negative prop numbers - * to suppress the object descriptions until he's actually moved the - * objects. */ + * transport him into the final puzzle. Note that the puzzle depends + * upon all sorts of random things. For instance, there must be no + * water or oil, since there are beanstalks which we don't want to be + * able to water, since the code can't handle it. Also, we can have + * no keys, since there is a grate (having moved the fixed object!) + * there separating him from all the treasures. Most of these + * problems arise from the use of negative prop numbers to suppress + * the object descriptions until he's actually moved the objects. */ { - if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) + if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) --game.clock1; /* When the first warning comes, we lock the grate, destroy @@ -771,11 +775,11 @@ static bool closecheck(void) game.dseen[i] = false; game.dloc[i] = 0; } - MOVE(TROLL, 0); - MOVE(TROLL + NOBJECTS, 0); - MOVE(TROLL2, PLAC[TROLL]); - MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]); - JUGGLE(CHASM); + move(TROLL, 0); + move(TROLL + NOBJECTS, 0); + move(TROLL2, objects[TROLL].plac); + move(TROLL2 + NOBJECTS, objects[TROLL].fixd); + juggle(CHASM); if (game.prop[BEAR] != 3)DESTROY(BEAR); game.prop[CHAIN] = 0; game.fixed[CHAIN] = 0; @@ -790,7 +794,7 @@ static bool closecheck(void) if (game.clock2 == 0) { /* Once he's panicked, and clock2 has run out, we come here * to set up the storage room. The room has two locs, - * hardwired as 115 (ne) and 116 (sw). At the ne end, we + * hardwired as LOC_NE and LOC_SW. At the ne end, we * place empty bottles, a nursery of plants, a bed of * oysters, a pile of lamps, rods with stars, sleeping * dwarves, and him. At the sw end we place grate over @@ -803,27 +807,27 @@ 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, EMPTY_BOTTLE); - game.prop[PLANT] = PUT(PLANT, LOC_NE, 0); - game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0); - 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.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE); + game.prop[PLANT] = put(PLANT, LOC_NE, 0); + game.prop[OYSTER] = put(OYSTER, LOC_NE, 0); + 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, LOC_SW, 0); - PUT(SIGN, LOC_SW, 0); + put(GRATE, LOC_SW, 0); + put(SIGN, LOC_SW, 0); 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); - game.prop[ROD2] = PUT(ROD2, LOC_SW, 0); - game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 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, LOC_NE, 0); + game.prop[MIRROR] = put(MIRROR, LOC_NE, 0); game.fixed[MIRROR] = LOC_SW; for (int i = 1; i <= NOBJECTS; i++) { @@ -855,7 +859,7 @@ static void lampcheck(void) rspeak(REPLACE_BATTERIES); game.prop[BATTERY] = DEAD_BATTERIES; if (TOTING(BATTERY)) - DROP(BATTERY, game.loc); + drop(BATTERY, game.loc); game.limit += BATTERYLIFE; game.lmwarn = false; } else if (game.limit == 0) { @@ -1047,8 +1051,8 @@ L2607: } else lampcheck(); - V1 = VOCAB(command.wd1, -1); - V2 = VOCAB(command.wd2, -1); + V1 = vocab(command.wd1, -1); + V2 = vocab(command.wd2, -1); if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) { if (LIQLOC(game.loc) == WATER) { rspeak(FEET_WET); @@ -1082,7 +1086,7 @@ L2620: rspeak(GO_UNNEEDED); } Lookup: - defn = VOCAB(command.wd1, -1); + defn = vocab(command.wd1, -1); if (defn == -1) { /* Gee, I don't understand. */ if (fallback_handler(rawbuf)) @@ -1109,7 +1113,7 @@ Lookup: rspeak(kmod); goto L2012; default: - BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); + BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE } Laction: @@ -1146,7 +1150,7 @@ Laction: rspeak(DWARVES_AWAKEN); terminate(endgame); default: - BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); + BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE } } }