X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=724194df110d6f73d5434a47f4b9980e8daf8963;hp=6eb783ac46a1b715a4bb17f293e6bf74bc41d150;hb=236abc8cab5a6f8d0b1d1921800a8645dcda98a2;hpb=704b86afbbf1f60af53a3edd27dafc795674d694 diff --git a/main.c b/main.c index 6eb783a..724194d 100644 --- a/main.c +++ b/main.c @@ -27,21 +27,20 @@ struct game_t game; -long LNLENG, LNPOSN, PARMS[MAXPARMS + 1]; +long LNLENG, LNPOSN; char rawbuf[LINESIZE], INLINE[LINESIZE + 1]; -long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, +long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS, - EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, + EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD, GRATE, HINT, INVENT, JADE, KEYS, - KNIFE, LAMP, LOCK, LOOK, MAGZIN, + KNIFE, LAMP, LOCK, LOOK, MAGAZINE, MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER, - PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, + PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE, - STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2, - URN, VASE, VEND, VOLCAN, WATER; -long WD1, WD1X, WD2, WD2X; + STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2, + URN, VASE, VEND, VOLCANO, WATER; FILE *logfp = NULL, *rfp = NULL; bool oldstyle = false; @@ -66,7 +65,7 @@ static void sig_handler(int signo) * 15-treasure version (adventure) by Don Woods, April-June 1977 * 20-treasure version (rev 2) by Don Woods, August 1978 * Errata fixed: 78/12/25 - * Revived 2017 as Open Advebture. + * Revived 2017 as Open Adventure. */ static bool do_command(FILE *); @@ -77,7 +76,14 @@ int main(int argc, char *argv[]) /* Options. */ - while ((ch = getopt(argc, argv, "l:or:s")) != EOF) { +#ifndef ADVENT_NOSAVE + const char* opts = "l:or:s"; + const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n"; +#else + const char* opts = "l:os"; + const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n"; +#endif + while ((ch = getopt(argc, argv, opts)) != EOF) { switch (ch) { case 'l': logfp = fopen(optarg, "w"); @@ -91,6 +97,7 @@ int main(int argc, char *argv[]) oldstyle = true; editline = prompt = false; break; +#ifndef ADVENT_NOSAVE case 'r': rfp = fopen(optarg, "r"); if (rfp == NULL) @@ -99,24 +106,30 @@ int main(int argc, char *argv[]) optarg); signal(SIGINT, sig_handler); break; +#endif case 's': editline = false; break; + default: + fprintf(stderr, + usage, argv[0]); + fprintf(stderr, + " -l create a log file of your game named as specified'\n"); + fprintf(stderr, + " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n"); +#ifndef ADVENT_NOSAVE + fprintf(stderr, + " -r restore from specified saved game file\n"); +#endif + fprintf(stderr, + " -s suppress command editing\n"); + exit(-1); + break; } } linenoiseHistorySetMaxLen(350); - /* Logical variables: - * - * game.closed says whether we're all the way closed - * game.closng says whether it's closing time yet - * game.clshnt says whether he's read the clue in the endgame - * game.lmwarn says whether he's been warned about lamp going dim - * game.novice says whether he asked for instructions at start-up - * game.panic says whether he's found out he's trapped in the cave - * game.wzdark says whether the loc he's leaving was dark */ - /* Initialize our LCG PRNG with parameters tested against * Knuth vol. 2. by the original authors */ game.lcg_a = 1093; @@ -133,10 +146,11 @@ int main(int argc, char *argv[]) game.zzword = RNDVOC(3, 0); game.newloc = LOC_START; game.loc = LOC_START; - game.limit = 330; + game.limit = GAMELIMIT; if (!rfp) { - game.novice = YES(stdin, WELCOME_YOU, CAVE_NEARBY, NO_MESSAGE); - if (game.novice)game.limit = 1000; + game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); + if (game.novice) + game.limit = NOVICELIMIT; } else { restore(rfp); } @@ -169,26 +183,24 @@ static bool fallback_handler(char *buf) return false; } -/* Check if this loc is eligible for any hints. If been here - * long enough, branch to help section (on later page). Hints - * all come back here eventually to finish the loop. Ignore - * "HINTS" < 4 (special stuff, see database notes). - */ -static void checkhints(FILE *cmdin) +/* Check if this loc is eligible for any hints. If been here long + * enough, display. Ignore "HINTS" < 4 (special stuff, see database + * notes). */ +static void checkhints(void) { if (COND[game.loc] >= game.conds) { - for (int hint = 1; hint <= HNTMAX; hint++) { + for (int hint = 0; hint < HINT_COUNT; hint++) { if (game.hinted[hint]) continue; - if (!CNDBIT(game.loc, hint + HBASE)) + if (!CNDBIT(game.loc, hint + 1 + 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].turns) { int i; - switch (hint - 1) { + switch (hint) { case 0: /* cave */ if (game.prop[GRATE] == 0 && !HERE(KEYS)) @@ -213,7 +225,7 @@ static void checkhints(FILE *cmdin) game.hintlc[hint] = 0; return; case 4: /* dark */ - if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) + if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1) break; game.hintlc[hint] = 0; return; @@ -245,19 +257,18 @@ static void checkhints(FILE *cmdin) game.hintlc[hint] = 0; return; default: - BUG(27); + BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); break; } /* Fall through to hint display */ game.hintlc[hint] = 0; - if (!YES(cmdin, HINTS[hint][3], NO_MESSAGE, OK_MAN)) + if (!YES(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) return; - SETPRM(1, HINTS[hint][2], HINTS[hint][2]); - RSPEAK(HINT_COST); - game.hinted[hint] = YES(cmdin, WANT_HINT, HINTS[hint][4], OK_MAN); + rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty); + 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][2]; + game.limit += WARNTIME * hints[hint].penalty; } } } @@ -271,7 +282,7 @@ static bool spotted_by_pirate(int i) /* 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] = NOWHERE might mean that he's thrown + * that game.place[CHEST] = LOC_NOWHERE 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) @@ -281,7 +292,7 @@ static bool spotted_by_pirate(int i) for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { /* Pirate won't take pyramid from plover room or dark * room (too easy!). */ - if (treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) { + if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) { continue; } if (TOTING(treasure) || HERE(treasure)) @@ -292,8 +303,8 @@ static bool spotted_by_pirate(int i) } } /* Force chest placement before player finds last treasure */ - if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) { - RSPEAK(PIRATE_SPOTTED); + if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) { + rspeak(PIRATE_SPOTTED); movechest = true; } /* Do things in this order (chest move before robbery) so chest is listed @@ -308,12 +319,12 @@ static bool spotted_by_pirate(int i) /* 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); + rspeak(PIRATE_RUSTLES); } if (robplayer) { - RSPEAK(PIRATE_POUNCES); + rspeak(PIRATE_POUNCES); for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { - if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { + if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) { if (AT(treasure) && game.fixed[treasure] == 0) CARRY(treasure, game.loc); if (TOTING(treasure)) @@ -371,7 +382,7 @@ static bool dwarfmove(void) game.dloc[i] = DALTLC; game.odloc[i] = game.dloc[i]; } - RSPEAK(DWARF_RAN); + rspeak(DWARF_RAN); DROP(AXE, game.loc); return true; } @@ -434,20 +445,20 @@ static bool dwarfmove(void) /* Now we know what's happening. Let's tell the poor sucker about it. * Note that various of the "knife" messages must have specific relative - * positions in the RSPEAK database. */ + * positions in the rspeak database. */ if (game.dtotal == 0) return true; - SETPRM(1, game.dtotal, 0); - RSPEAK(DWARF_PACK + 1 / game.dtotal); /* FIXME: Arithmetic on message number */ + rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal); if (attack == 0) return true; if (game.dflag == 2)game.dflag = 3; - SETPRM(1, attack, 0); - int k = 6; - if (attack > 1)k = THROWN_KNIVES; - RSPEAK(k); - SETPRM(1, stick, 0); - RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */ + if (attack > 1) { + rspeak(THROWN_KNIVES, attack); + rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick); + } else { + rspeak(KNIFE_THROWN); + rspeak(MISSES_YOU); + } if (stick == 0) return true; game.oldlc2 = game.loc; @@ -457,7 +468,7 @@ static bool dwarfmove(void) /* "You're dead, Jim." * * If the current loc is zero, it means the clown got himself killed. - * We'll allow this maxdie times. MAXDIE is automatically set based + * We'll allow this maxdie times. maximum_deaths is automatically set based * on the number of snide messages available. Each death results in * a message (81, 83, etc.) which offers reincarnation; if accepted, * this results in message 82, 84, etc. The last time, if he wants @@ -474,21 +485,21 @@ static bool dwarfmove(void) * without the lamp!). game.oldloc is zapped so he can't just * "retreat". */ -static void croak(FILE *cmdin) +static void croak(void) /* Okay, he's dead. Let's get on with it. */ { + 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); + rspeak(DEATH_CLOSING); terminate(endgame); - } - /* FIXME: Arithmetic on message numbers */ - else if (game.numdie == MAXDIE || !YES(cmdin, WATCH_IT + game.numdie * 2, WHICH_WAY + game.numdie * 2, OK_MAN)) + } else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN])) terminate(endgame); else { - game.place[WATER] = game.place[OIL] = NOWHERE; + game.place[WATER] = game.place[OIL] = LOC_NOWHERE; if (TOTING(LAMP)) game.prop[LAMP] = 0; for (int j = 1; j <= NOBJECTS; j++) { @@ -511,12 +522,12 @@ static void croak(FILE *cmdin) * him, so we need game.oldlc2, which is the last place he was * safe.) */ -static bool playermove(FILE *cmdin, token_t verb, int motion) +static bool playermove(token_t verb, int motion) { int scratchloc, k2, kk = KEY[game.loc]; game.newloc = game.loc; if (kk == 0) - BUG(26); + BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); if (motion == NUL) return true; else if (motion == BACK) { @@ -545,7 +556,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) } kk = k2; if (kk == 0) { - RSPEAK(NOT_CONNECTED); + rspeak(NOT_CONNECTED); return true; } } @@ -555,7 +566,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) break; /* fall through to ordinary travel */ } } else { - RSPEAK(k2); + rspeak(k2); return true; } } else if (motion == LOOK) { @@ -563,14 +574,14 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) * (though it may now be dark) so he won't fall into a * pit while staring into the gloom. */ if (game.detail < 3) - RSPEAK(NO_MORE_DETAIL); + rspeak(NO_MORE_DETAIL); ++game.detail; game.wzdark = false; game.abbrev[game.loc] = 0; return true; } else if (motion == CAVE) { /* Cave. Different messages depending on whether above ground. */ - RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL); + rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL); return true; } else { /* none of the specials */ @@ -592,10 +603,10 @@ static bool playermove(FILE *cmdin, 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 = NEreplace; + if (verb == FIND || verb == INVENT)spk = NEARBY; if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS; if (motion == 17)spk = WHICH_WAY; - RSPEAK(spk); + rspeak(spk); return true; } ++kk; @@ -605,103 +616,109 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) 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 + * 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 (;;) { - game.newloc = scratchloc / 1000; - motion = MOD(game.newloc, 100); - if (!SPECIAL(game.newloc)) { - if (game.newloc <= 100) { - if (game.newloc == 0 || PCT(game.newloc)) + 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)) + break; + /* else fall through */ + } + if (TOTING(motion) || (game.newloc > 200 && AT(motion))) break; /* else fall through */ - } - if (TOTING(motion) || (game.newloc > 200 && AT(motion))) + } else if (game.prop[motion] != game.newloc / 100 - 3) 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; - } - - game.newloc = MOD(scratchloc, 1000); - if (!SPECIAL(game.newloc)) - return true; - 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". */ - /* FIXME: Arithmetic on location numbers */ - 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; - 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); + if (TRAVEL[kk] < 0) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); ++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; + scratchloc = game.newloc; + } + + game.newloc = MOD(scratchloc, 1000); + if (!SPECIAL(game.newloc)) + return true; + if (game.newloc <= 500) { + 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". */ + /* FIXME: Arithmetic on location numbers */ + game.newloc = 99 + 100 - game.loc; + if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) { + 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(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; + 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); + do { + if (TRAVEL[kk] < 0) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); + ++kk; + game.newloc = labs(TRAVEL[kk]) / 1000; + } 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. */ + 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(); + return true; + } } + BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); } - BUG(20); + break; /* Leave L12 loop */ } } while (false); /* FIXME: Arithmetic on location number, becoming a message number */ - RSPEAK(game.newloc - 500); + rspeak(game.newloc - 500); game.newloc = game.loc; return true; } @@ -745,7 +762,7 @@ static bool closecheck(void) * have been activated, since we've found chest. */ if (game.clock1 == 0) { game.prop[GRATE] = 0; - game.prop[FISSUR] = 0; + game.prop[FISSURE] = 0; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; game.dloc[i] = 0; @@ -760,7 +777,7 @@ static bool closecheck(void) game.fixed[CHAIN] = 0; game.prop[AXE] = 0; game.fixed[AXE] = 0; - RSPEAK(CAVE_CLOSING); + rspeak(CAVE_CLOSING); game.clock1 = -1; game.closng = true; return true; @@ -811,7 +828,7 @@ static bool closecheck(void) DESTROY(i); } - RSPEAK(CAVE_CLOSED); + rspeak(CAVE_CLOSED); game.closed = true; return true; } @@ -826,31 +843,30 @@ static void lampcheck(void) --game.limit; /* Another way we can force an end to things is by having the - * lamp give out. When it gets close, we come here to warn - * him. First following ar, if the lamp and fresh batteries are + * lamp give out. When it gets close, we come here to warn him. + * First following arm checks if the lamp and fresh batteries are * here, in which case we replace the batteries and continue. - * Second is for other cases of lamp dying. 12400 is when it - * goes out. Even then, he can explore outside for a while - * if desired. */ - if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) { - RSPEAK(REPLACE_BATTERIES); - game.prop[BATTER] = 1; - if (TOTING(BATTER)) - DROP(BATTER, game.loc); - game.limit = game.limit + 2500; + * Second is for other cases of lamp dying. Eve after it goes + * out, he can explore outside for a while if desired. */ + if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) { + rspeak(REPLACE_BATTERIES); + game.prop[BATTERY] = 1; + if (TOTING(BATTERY)) + DROP(BATTERY, game.loc); + game.limit += BATTERYLIFE; game.lmwarn = false; } else if (game.limit == 0) { game.limit = -1; game.prop[LAMP] = 0; if (HERE(LAMP)) - RSPEAK(LAMP_OUT); + rspeak(LAMP_OUT); } else if (game.limit <= WARNTIME) { if (!game.lmwarn && HERE(LAMP)) { game.lmwarn = true; int spk = GET_BATTERIES; - if (game.place[BATTER] == NOWHERE)spk = LAMP_DIM; - if (game.prop[BATTER] == 1)spk = MISSING_BATTERIES; - RSPEAK(spk); + if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM; + if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES; + rspeak(spk); } } } @@ -896,7 +912,7 @@ static void listobjects(void) int kk = game.prop[obj]; if (obj == STEPS && game.loc == game.fixed[STEPS]) kk = 1; - PSPEAK(obj, kk); + pspeak(obj, kk); } } } @@ -904,15 +920,15 @@ static void listobjects(void) static bool do_command(FILE *cmdin) /* Get and execute a command */ { - long verb = 0, V1, V2; + long V1, V2; long kmod, defn; static long igo = 0; - static long obj = 0; - enum speechpart part; + static struct command_t command; + command.verb = 0; /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { - RSPEAK(EXIT_CLOSED); + rspeak(EXIT_CLOSED); game.newloc = game.loc; if (!game.panic)game.clock2 = PANICTIME; game.panic = true; @@ -926,7 +942,7 @@ static bool do_command(FILE *cmdin) for (size_t i = 1; i <= NDWARVES - 1; i++) { if (game.odloc[i] == game.newloc && game.dseen[i]) { game.newloc = game.loc; - RSPEAK(DWARF_BLOCK); + rspeak(DWARF_BLOCK); break; } } @@ -934,13 +950,13 @@ static bool do_command(FILE *cmdin) game.loc = game.newloc; if (!dwarfmove()) - croak(cmdin); + croak(); /* Describe the current location and (maybe) get next command. */ for (;;) { if (game.loc == 0) - croak(cmdin); + 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; @@ -948,32 +964,33 @@ static bool do_command(FILE *cmdin) /* The easiest way to get killed is to fall into a pit in * pitch darkness. */ if (game.wzdark && PCT(35)) { - RSPEAK(PIT_FALL); + rspeak(PIT_FALL); game.oldlc2 = game.loc; - croak(cmdin); + croak(); continue; /* back to top of main interpreter loop */ } msg = arbitrary_messages[PITCH_DARK]; } - if (TOTING(BEAR))RSPEAK(TAME_BEAR); - newspeak(msg); + if (TOTING(BEAR))rspeak(TAME_BEAR); + speak(msg); if (FORCED(game.loc)) { - if (playermove(cmdin, verb, 1)) + if (playermove(command.verb, 1)) return true; else continue; /* back to top of main interpreter loop */ } - if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH); + if (game.loc == LOC_Y2 && PCT(25) && !game.closng) + rspeak(SAYS_PLUGH); listobjects(); L2012: - verb = 0; - game.oldobj = obj; - obj = 0; + command.verb = 0; + game.oldobj = command.obj; + command.obj = 0; L2600: - checkhints(cmdin); + checkhints(); /* If closing time, check for any objects being toted with * game.prop < 0 and set the prop to -1-game.prop. This way @@ -982,7 +999,7 @@ L2600: * tick game.clock1 unless well into cave (and not at Y2). */ if (game.closed) { if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) - PSPEAK(OYSTER, 1); + pspeak(OYSTER, 1); for (size_t i = 1; i <= NOBJECTS; i++) { if (TOTING(i) && game.prop[i] < 0) game.prop[i] = -1 - game.prop[i]; @@ -993,7 +1010,7 @@ L2600: game.knfloc = 0; /* This is where we get a new command from the user */ - if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X)) + if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x)) return false; /* Every input, check "game.foobar" flag. If zero, nothing's @@ -1002,18 +1019,22 @@ L2600: L2607: game.foobar = (game.foobar > 0 ? -game.foobar : 0); ++game.turns; - if (game.turns == game.thresh) { - newspeak(turn_threshold_messages[game.trndex]); - game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000; - ++game.trndex; - game.thresh = -1; - if (game.trndex <= TRNVLS) - game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1; - } - if (verb == SAY && WD2 > 0) - verb = 0; - if (verb == SAY) { - part = transitive; + + /* If a turn threshold has been met, apply penalties and tell + * the player about it. */ + for (int i = 0; i < turn_threshold_count; ++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; + if (command.verb == SAY) { + command.part = transitive; goto Laction; } if (closecheck()) { @@ -1022,77 +1043,77 @@ L2607: } else lampcheck(); - V1 = VOCAB(WD1, -1); - V2 = VOCAB(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); + rspeak(FEET_WET); } else { - RSPEAK(WHERE_QUERY); + rspeak(WHERE_QUERY); } goto L2012; } - if (V1 == ENTER && WD2 > 0) { - WD1 = WD2; - WD1X = WD2X; - WD2 = 0; + if (V1 == ENTER && command.wd2 > 0) { + command.wd1 = command.wd2; + command.wd1x = command.wd2x; + wordclear(&command.wd2); } else { + /* FIXME: Magic numbers */ if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) || (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) { if (AT(V2 - 1000)) - WD2 = MAKEWD(16152118); + command.wd2 = MAKEWD(WORD_POUR); } if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD)) - WD1 = MAKEWD(301200308); + command.wd1 = MAKEWD(WORD_CATCH); } L2620: - if (WD1 == MAKEWD(23051920)) { + if (wordeq(command.wd1, MAKEWD(WORD_WEST))) { ++game.iwest; if (game.iwest == 10) - RSPEAK(W_IS_WEST); + rspeak(W_IS_WEST); } - if (WD1 == MAKEWD( 715) && WD2 != 0) { + if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) { if (++igo == 10) - RSPEAK(GO_UNNEEDED); + rspeak(GO_UNNEEDED); } Lookup: - defn = VOCAB(WD1, -1); + defn = VOCAB(command.wd1, -1); if (defn == -1) { /* Gee, I don't understand. */ if (fallback_handler(rawbuf)) continue; - SETPRM(1, WD1, WD1X); - RSPEAK(DONT_KNOW); + rspeak(DONT_KNOW, command.wd1, command.wd1x); goto L2600; } kmod = MOD(defn, 1000); switch (defn / 1000) { case 0: - if (playermove(cmdin, verb, kmod)) + if (playermove(command.verb, kmod)) return true; else continue; /* back to top of main interpreter loop */ case 1: - part = unknown; - obj = kmod; + command.part = unknown; + command.obj = kmod; break; case 2: - part = intransitive; - verb = kmod; + command.part = intransitive; + command.verb = kmod; break; case 3: - RSPEAK(kmod); + rspeak(kmod); goto L2012; default: - BUG(22); + BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); } Laction: - switch (action(cmdin, part, verb, obj)) { + switch (action(cmdin, &command)) { case GO_TERMINATE: return true; case GO_MOVE: - playermove(cmdin, verb, NUL); + playermove(command.verb, NUL); return true; case GO_TOP: continue; /* back to top of main interpreter loop */ @@ -1106,23 +1127,22 @@ Laction: goto Lookup; case GO_WORD2: /* Get second word for analysis. */ - WD1 = WD2; - WD1X = WD2X; - WD2 = 0; + command.wd1 = command.wd2; + command.wd1x = command.wd2x; + wordclear(&command.wd2); goto L2620; case GO_UNKNOWN: /* Random intransitive verbs come here. Clear obj just in case * (see attack()). */ - SETPRM(1, WD1, WD1X); - RSPEAK(DO_WHAT); - obj = 0; + rspeak(DO_WHAT, command.wd1, command.wd1x); + command.obj = 0; goto L2600; case GO_DWARFWAKE: /* Oh dear, he's disturbed the dwarves. */ - RSPEAK(DWARVES_AWAKEN); + rspeak(DWARVES_AWAKEN); terminate(endgame); default: - BUG(99); + BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); } } }