X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=5f803f6c55c6454cf75581e81378788ad698e2e5;hp=5ad7d90ffe203396e7844b8a0a599b5d0c4ee491;hb=bf2fa227f0786952ae4a632a1520bf1cf6663c98;hpb=d53f1255559f00d3662be93e17fd4c9ccba8f299 diff --git a/main.c b/main.c index 5ad7d90..5f803f6 100644 --- a/main.c +++ b/main.c @@ -20,26 +20,13 @@ #include #include #include +#include #include "advent.h" -#include "database.h" #include "linenoise/linenoise.h" -#include "newdb.h" +#include "dungeon.h" #define DIM(a) (sizeof(a)/sizeof(a[0])) -/* Abstract out the encoding of words in the travel array. Gives us - * some hope of getting to a less cryptic representation than we - * inherited from FORTRAN, someday. To understand these, read the - * encoding description for travel. - */ -#define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000) -#define T_NODWARVES(entry) labs(entry) / 1000000 == 100 -#define T_MOTION(entry) MOD(labs(entry), 1000) -#define L_SPEAK(loc) ((loc) - 500) -#define T_TERMINATE(entry) (T_MOTION(entry) == 1) -#define T_STOP(entry) ((entry) < 0) -#define T_OPCODE(entry) (entry) - struct game_t game; long LNLENG, LNPOSN; @@ -50,6 +37,8 @@ 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) { @@ -58,12 +47,13 @@ static void sig_handler(int signo) } exit(0); } +// LCOV_EXCL_STOP /* * 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 @@ -71,7 +61,7 @@ static void sig_handler(int signo) * Revived 2017 as Open Adventure. */ -static bool do_command(FILE *); +static bool do_command(void); int main(int argc, char *argv[]) { @@ -146,7 +136,7 @@ int main(int argc, char *argv[]) initialise(); /* Start-up, dwarf stuff */ - game.zzword = rndvoc(3, 0); + make_zzword(game.zzword); game.newloc = LOC_START; game.loc = LOC_START; game.limit = GAMELIMIT; @@ -163,7 +153,7 @@ int main(int argc, char *argv[]) /* interpret commands until EOF or interrupt */ for (;;) { - if (!do_command(stdin)) + if (!do_command()) break; } /* show score and exit */ @@ -180,7 +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); + make_zzword(game.zzword); return true; } return false; @@ -260,7 +250,7 @@ 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; } @@ -293,8 +283,8 @@ static bool spotted_by_pirate(int i) int snarfed = 0; bool movechest = false, robplayer = false; for (int treasure = 1; treasure <= NOBJECTS; treasure++) { - if (!objects[treasure].is_treasure) - continue; + if (!objects[treasure].is_treasure) + continue; /* Pirate won't take pyramid from plover room or dark * room (too easy!). */ if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) { @@ -328,9 +318,9 @@ static bool spotted_by_pirate(int i) } if (robplayer) { rspeak(PIRATE_POUNCES); - for (int treasure = 1; treasure <= NOBJECTS; treasure++) { - if (!objects[treasure].is_treasure) - continue; + for (int treasure = 1; treasure <= NOBJECTS; treasure++) { + if (!objects[treasure].is_treasure) + continue; if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) { if (AT(treasure) && game.fixed[treasure] == 0) carry(treasure, game.loc); @@ -411,7 +401,7 @@ static bool dwarfmove(void) kk = tkey[game.dloc[i]]; if (kk != 0) do { - game.newloc = T_DESTINATION(travel[kk]); + game.newloc = T_DESTINATION(travel[kk]); /* Have we avoided a dwarf encounter? */ bool avoided = (SPECIAL(game.newloc) || !INDEEP(game.newloc) || @@ -427,7 +417,7 @@ static bool dwarfmove(void) } ++kk; } while - (!T_STOP(travel[kk - 1])); + (!travel[kk - 1].stop); tk[j] = game.odloc[i]; if (j >= 2) --j; @@ -482,8 +472,8 @@ static bool dwarfmove(void) * 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 + * 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 @@ -534,7 +524,7 @@ static bool playermove(token_t verb, int motion) 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) { @@ -557,19 +547,19 @@ static bool playermove(token_t verb, int motion) if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion) k2 = kk; } - if (!T_STOP(travel[kk])) { + if (!travel[kk].stop) { ++kk; /* go to next travel entry for this location */ continue; } - /* we've reached the end of travel entries for game.loc */ - kk = k2; + /* we've reached the end of travel entries for game.loc */ + kk = k2; if (kk == 0) { rspeak(NOT_CONNECTED); return true; } } - motion = T_MOTION(travel[kk]); + motion = travel[kk].motion; kk = tkey[game.loc]; break; /* fall through to ordinary travel */ } @@ -597,12 +587,12 @@ static bool playermove(token_t verb, int motion) game.oldloc = game.loc; } - /* Look for a way to fulfil the motion - kk indexes the beginning - * of the motion entries for here (game.loc). */ + /* Look for a way to fulfil the motion verb passed in - kk indexes + * the beginning of the motion entries for here (game.loc). */ for (;;) { - if (T_TERMINATE(travel[kk]) || T_MOTION(travel[kk]) == motion) + if (T_TERMINATE(travel[kk]) || travel[kk].motion == motion) break; - if (T_STOP(travel[kk])) { + if (travel[kk].stop) { /* FIXME: Magic numbers! */ /* Couldn't find an entry matching the motion word passed * in. Various messages depending on word given. */ @@ -611,7 +601,7 @@ static bool playermove(token_t verb, int motion) 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); @@ -619,52 +609,53 @@ static bool playermove(token_t verb, int motion) } ++kk; } - scratchloc = labs(T_OPCODE(travel[kk])) / 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. */ 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. - */ for (;;) { /* L12 loop */ 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)) + long cond = T_CONDITION(travel[kk]); + long arg = MOD(cond, 100); + if (!SPECIAL(cond)) { + /* YAML N and [pct N] conditionals */ + if (cond <= 100) { + if (cond == 0 || PCT(cond)) break; /* else fall through */ } - /* handles the YAML "with" clause */ - if (TOTING(motion) || (game.newloc > 200 && AT(motion))) + /* YAML [with OBJ] clause */ + if (TOTING(arg) || (cond > 200 && AT(arg))) break; - /* else fall through */ - } else if (game.prop[motion] != game.newloc / 100 - 3) + /* else fall through to check [not OBJ STATE] */ + } else if (game.prop[arg] != cond / 100 - 3) break; + + /* We arrive here on conditional failure. + * Skip to next non-matching destination */ + long k3 = kk; do { - if (T_STOP(travel[kk])) - BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); - ++kk; - game.newloc = labs(T_OPCODE(travel[kk])) / 1000; + if (travel[k3].stop) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE + ++k3; } while - (game.newloc == scratchloc); - scratchloc = game.newloc; + (T_HIGH(travel[kk]) == T_HIGH(travel[k3])); + kk = k3; } - game.newloc = MOD(scratchloc, 1000); + /* Found an eligible rule, now execute it */ + game.newloc = T_DESTINATION(travel[kk]); if (!SPECIAL(game.newloc)) return true; - if (game.newloc > 500) { - /* Execute a speak rule */ - rspeak(L_SPEAK(game.newloc)); - game.newloc = game.loc; - return true; - } else { - 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 @@ -685,14 +676,14 @@ static bool playermove(token_t verb, int motion) * to get it out. Having dropped it, go back and * pretend he wasn't carrying it after all. */ drop(EMERALD, game.loc); + k2 = kk; do { - if (T_STOP(travel[kk])) - BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); - ++kk; - game.newloc = labs(T_OPCODE(travel[kk])) / 1000; + if (travel[k2].stop) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE + ++k2; } while - (game.newloc == scratchloc); - scratchloc = game.newloc; + (T_HIGH(travel[kk]) == T_HIGH(travel[k2])); + kk = k2; continue; /* goto L12 */ case 3: /* Travel 303. Troll bridge. Must be done only @@ -705,7 +696,7 @@ static bool playermove(token_t verb, int motion) * entries check for game.prop(TROLL)=0.) Special * stuff for bear. */ if (game.prop[TROLL] == 1) { - pspeak(TROLL,look, 1); + pspeak(TROLL, look, 1); game.prop[TROLL] = 0; move(TROLL2, 0); move(TROLL2 + NOBJECTS, 0); @@ -723,13 +714,13 @@ static bool playermove(token_t verb, int motion) game.prop[TROLL] = 2; drop(BEAR, game.newloc); game.fixed[BEAR] = -1; - game.prop[BEAR] = 3; + game.prop[BEAR] = BEAR_DEAD; game.oldlc2 = game.newloc; croak(); return true; } - default: - BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); + default: + BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } } break; /* Leave L12 loop */ @@ -749,15 +740,14 @@ 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 != LOC_Y2) --game.clock1; @@ -787,7 +777,8 @@ static bool closecheck(void) move(TROLL2, objects[TROLL].plac); move(TROLL2 + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); - if (game.prop[BEAR] != 3)DESTROY(BEAR); + if (game.prop[BEAR] != BEAR_DEAD) + DESTROY(BEAR); game.prop[CHAIN] = 0; game.fixed[CHAIN] = 0; game.prop[AXE] = 0; @@ -880,7 +871,7 @@ static void lampcheck(void) int spk = GET_BATTERIES; if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM; if (game.prop[BATTERY] == DEAD_BATTERIES) - spk = MISSING_BATTERIES; + spk = MISSING_BATTERIES; rspeak(spk); } } @@ -932,7 +923,7 @@ static void listobjects(void) } } -static bool do_command(FILE *cmdin) +static bool do_command() /* Get and execute a command */ { long V1, V2; @@ -1025,8 +1016,24 @@ L2600: game.knfloc = 0; /* This is where we get a new command from the user */ - if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x)) - return false; + char* input; + for (;;) { + input = get_input(); + if (input == NULL) + return (false); + if (word_count(input) > 2) { + rspeak(TWO_WORDS); + continue; + } + if (strcmp(input, "") != 0) + break; + } + long tokens[4]; + tokenize(input, tokens); + command.wd1 = tokens[0]; + command.wd1x = tokens[1]; + command.wd2 = tokens[2]; + command.wd2x = tokens[3]; /* Every input, check "game.foobar" flag. If zero, nothing's * going on. If pos, make neg. If neg, he skipped a word, @@ -1035,16 +1042,14 @@ L2607: game.foobar = (game.foobar > 0 ? -game.foobar : 0); ++game.turns; - /* If a turn threshold has been met, apply penalties and tell - * the player about it. */ - for (int i = 0; i < NTHRESHOLDS; ++i) - { - if (game.turns == turn_thresholds[i].threshold + 1) - { - game.trnluz += turn_thresholds[i].point_loss; - speak(turn_thresholds[i].message); - } - } + /* If a turn threshold has been met, apply penalties and tell + * the player about it. */ + for (int i = 0; i < NTHRESHOLDS; ++i) { + if (game.turns == turn_thresholds[i].threshold + 1) { + game.trnluz += turn_thresholds[i].point_loss; + speak(turn_thresholds[i].message); + } + } if (command.verb == SAY && command.wd2 > 0) command.verb = 0; @@ -1058,8 +1063,12 @@ L2607: } else lampcheck(); - V1 = vocab(command.wd1, -1); - V2 = vocab(command.wd2, -1); + char word1[6]; + char word2[6]; + 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 == 1000 + WATER)) { if (LIQLOC(game.loc) == WATER) { rspeak(FEET_WET); @@ -1077,26 +1086,27 @@ L2607: if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) || (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) { if (AT(V2 - 1000)) - command.wd2 = MAKEWD(WORD_POUR); + command.wd2 = token_to_packed("POUR"); } if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD)) - command.wd1 = MAKEWD(WORD_CATCH); + command.wd1 = token_to_packed("CATCH"); } L2620: - if (wordeq(command.wd1, MAKEWD(WORD_WEST))) { + if (wordeq(command.wd1, token_to_packed("WEST"))) { ++game.iwest; if (game.iwest == 10) rspeak(W_IS_WEST); } - if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) { + if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) { if (++igo == 10) rspeak(GO_UNNEEDED); } Lookup: - defn = vocab(command.wd1, -1); + packed_to_token(command.wd1, word1); + defn = get_vocab_id(word1); if (defn == -1) { /* Gee, I don't understand. */ - if (fallback_handler(rawbuf)) + if (fallback_handler(input)) continue; rspeak(DONT_KNOW, command.wd1, command.wd1x); goto L2600; @@ -1117,14 +1127,14 @@ Lookup: command.verb = kmod; break; case 3: - rspeak(kmod); + rspeak(specials[kmod].message); 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: - switch (action(cmdin, &command)) { + switch (action(&command)) { case GO_TERMINATE: return true; case GO_MOVE: @@ -1157,8 +1167,9 @@ 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 } + linenoiseFree(input); } }