X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=5edcc755389d593929cfac3da0eac26cefb37aa6;hp=3b48af3cf596e6700ff358a7859e141cce7f3b3c;hb=c35cf999660d640bcf839792fa280855cf45c31b;hpb=eba8015059c1ad2d20e55be9ed69c22aec1871be diff --git a/main.c b/main.c index 3b48af3..5edcc75 100644 --- a/main.c +++ b/main.c @@ -20,6 +20,7 @@ #include #include #include +#include #include "advent.h" #include "dungeon.h" @@ -293,7 +294,7 @@ static bool spotted_by_pirate(int i) continue; if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) { - if (AT(treasure) && game.fixed[treasure] == 0) + if (AT(treasure) && game.fixed[treasure] == IS_FREE) carry(treasure, game.loc); if (TOTING(treasure)) drop(treasure, game.chloc); @@ -670,12 +671,13 @@ static void playermove( int motion) game.newloc -= SPECIALBASE; switch (game.newloc) { case 1: - /* Travel 301. Plover-alcove passage. Can carry only + /* Special travel 1. 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; + game.newloc = (game.loc == LOC_PLOVER) + ? LOC_ALCOVE + : LOC_PLOVER; if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) { game.newloc = game.loc; @@ -683,7 +685,7 @@ static void playermove( int motion) } return; case 2: - /* Travel 302. Plover transport. Drop the + /* Special travel 2. 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 @@ -699,11 +701,11 @@ static void playermove( int motion) travel_entry = te_tmp; 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 + /* Special travel 3. 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 @@ -728,7 +730,7 @@ static void playermove( int motion) game.prop[CHASM] = BRIDGE_WRECKED; game.prop[TROLL] = TROLL_GONE; drop(BEAR, game.newloc); - game.fixed[BEAR] = -1; + game.fixed[BEAR] = IS_FIXED; game.prop[BEAR] = BEAR_DEAD; game.oldlc2 = game.newloc; croak(); @@ -764,6 +766,7 @@ static bool closecheck(void) * problems arise from the use of negative prop numbers to suppress * the object descriptions until he's actually moved the objects. */ { + /* Don't tick game.clock1 unless well into cave (and not at Y2). */ if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) --game.clock1; @@ -795,9 +798,9 @@ static bool closecheck(void) if (game.prop[BEAR] != BEAR_DEAD) DESTROY(BEAR); game.prop[CHAIN] = CHAIN_HEAP; - game.fixed[CHAIN] = CHAIN_HEAP; - game.prop[AXE] = 0; - game.fixed[AXE] = 0; + game.fixed[CHAIN] = IS_FREE; + game.prop[AXE] = AXE_HERE; + game.fixed[AXE] = IS_FREE; rspeak(CAVE_CLOSING); game.clock1 = -1; game.closng = true; @@ -913,7 +916,7 @@ static void listobjects(void) if (game.prop[obj] < 0) { if (game.closed) continue; - game.prop[obj] = 0; + game.prop[obj] = STATE_FOUND; if (obj == RUG) game.prop[RUG] = RUG_DRAGON; if (obj == CHAIN) @@ -935,8 +938,10 @@ static void listobjects(void) * (so goes the rationalisation). */ } int kk = game.prop[obj]; - if (obj == STEPS && game.loc == game.fixed[STEPS]) - kk = 1; + if (obj == STEPS) + kk = (game.loc == game.fixed[STEPS]) + ? STEPS_UP + : STEPS_DOWN; pspeak(obj, look, kk, true); } } @@ -945,7 +950,6 @@ static void listobjects(void) static bool do_command() /* Get and execute a command */ { - long V1, V2; long kmod, defn; static long igo = 0; static struct command_t command; @@ -1003,7 +1007,7 @@ static bool do_command() speak(msg); if (FORCED(game.loc)) { playermove(HERE); - return true; + return true; } if (game.loc == LOC_Y2 && PCT(25) && !game.closng) rspeak(SAYS_PLUGH); @@ -1019,16 +1023,15 @@ L2600: checkhints(); /* If closing time, check for any objects being toted with - * game.prop < 0 and set the prop to -1-game.prop. This way - * objects won't be described until they've been picked up - * and put down separate from their respective piles. Don't - * tick game.clock1 unless well into cave (and not at Y2). */ + * 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, 1, true); for (size_t i = 1; i <= NOBJECTS; i++) { if (TOTING(i) && game.prop[i] < 0) - game.prop[i] = -1 - game.prop[i]; + game.prop[i] = STASHED(i); } } game.wzdark = DARK(game.loc); @@ -1054,12 +1057,14 @@ L2600: strncpy(inputbuf, input, LINESIZE - 1); free(input); - long tokens[4]; - tokenize(inputbuf, tokens); - command.wd1 = tokens[0]; - command.wd1x = tokens[1]; - command.wd2 = tokens[2]; - command.wd2x = tokens[3]; + tokenize(inputbuf, &command); + + char word1[TOKLEN + 1]; + char word2[TOKLEN + 1]; + packed_to_token(command.wd1, word1); + packed_to_token(command.wd2, word2); + command.id1 = get_vocab_id(word1); + command.id2 = get_vocab_id(word2); /* Every input, check "game.foobar" flag. If zero, nothing's * going on. If pos, make neg. If neg, he skipped a word, @@ -1077,7 +1082,7 @@ L2607: } } - if (command.verb == SAY && command.wd2 > 0) + if (command.verb == SAY && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) command.verb = 0; if (command.verb == SAY) { command.part = transitive; @@ -1089,14 +1094,8 @@ L2607: } else lampcheck(); - char word1[TOKLEN+1]; - char word2[TOKLEN+1]; - packed_to_token(command.wd1, word1); - packed_to_token(command.wd2, word2); - V1 = get_vocab_id(word1); - V2 = get_vocab_id(word2); - if (V1 == ENTER && (V2 == STREAM || - V2 == PROMOTE_WORD(WATER))) { + if (command.id1 == ENTER && (command.id2 == STREAM || + command.id2 == PROMOTE_WORD(WATER))) { if (LIQLOC(game.loc) == WATER) { rspeak(FEET_WET); } else { @@ -1104,18 +1103,19 @@ L2607: } goto L2012; } - if (V1 == ENTER && command.wd2 > 0) { - command.wd1 = command.wd2; - command.wd1x = command.wd2x; - wordclear(&command.wd2); + if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) { + /* command.wd1 = command.wd2; */ + /* wordclear(&command.wd2); */ + command.id1 = command.id2; + command.id2 = WORD_EMPTY; } else { /* 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))) + if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) || + (command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) { + if (AT(DEMOTE_WORD(command.id2))) command.wd2 = token_to_packed("POUR"); } - if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD)) + if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD)) command.wd1 = token_to_packed("CATCH"); } L2620: @@ -1131,11 +1131,11 @@ L2620: Lookup: packed_to_token(command.wd1, word1); defn = get_vocab_id(word1); - if (defn == -1) { + if (defn == WORD_NOT_FOUND) { /* Gee, I don't understand. */ if (fallback_handler(inputbuf)) continue; - rspeak(DONT_KNOW, command.wd1, command.wd1x); + sspeak(DONT_KNOW, command.raw1); goto L2600; } /* FIXME: magic numbers related to vocabulary */ @@ -1143,7 +1143,7 @@ Lookup: switch (defn / 1000) { case 0: playermove(kmod); - return true; + return true; case 1: command.part = unknown; command.obj = kmod; @@ -1179,13 +1179,15 @@ Laction: case GO_WORD2: /* Get second word for analysis. */ command.wd1 = command.wd2; - command.wd1x = command.wd2x; + strcpy(command.raw1, command.raw2); wordclear(&command.wd2); + command.raw2[0] = '\0'; goto L2620; case GO_UNKNOWN: /* Random intransitive verbs come here. Clear obj just in case * (see attack()). */ - rspeak(DO_WHAT, command.wd1, command.wd1x); + command.raw1[0] = toupper(command.raw1[0]); + sspeak(DO_WHAT, command.raw1); command.obj = 0; goto L2600; case GO_DWARFWAKE: