X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=7a065b2fd91ca3dc4f955be85b93f893f99ca558;hp=378c1886e1ac4947c8b4e771f2f0aa47b37b8822;hb=28583348450b28bd4811d37fa5fe50bcbcfcfb12;hpb=943b3a62e680e733ffe57552657d22ce148fed5f diff --git a/main.c b/main.c index 378c188..7a065b2 100644 --- a/main.c +++ b/main.c @@ -7,49 +7,63 @@ #include #include #include +#include +#include #include "main.h" - +#include "database.h" #include "misc.h" -long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG, +long ABB[186], ATLOC[186], BLKLIN = true, DFLAG, DLOC[7], FIXED[101], HOLDNG, - KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN, - PARMS[26], PLACE[101], PTEXT[101], RTEXT[278], - SETUP = 0, TABSIZ = 330; -signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129]; + LINK[201], LNLENG, LNPOSN, + PARMS[26], PLACE[101], + SETUP = 0; +signed char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; -long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, +long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2, - CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES, - COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL, + CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, + COINS, CONDS, DALTLC, DETAIL, DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS, - EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD, - GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX, - HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK, - KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL, - LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186], - MAGZIN, MAXDIE, MAXTRS, MESH = 123456789, + EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD, + GRATE, HINT, HINTED[21], HINTLC[21], + I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK, + KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LL, + LMWARN, LOC, LOCK, LOOK, + MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, - NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101], - OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER, - PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM, - RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY, - SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK, - STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT, - TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS, - TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB, - VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X, + NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, + ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER, + PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[101], PYRAM, + RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY, + SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK, + STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT, + TRNDEX, TRNLUZ, TROLL, TROLL2, + TURNS, URN, V1, V2, VASE, VEND, VERB, + VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X, WZDARK = false, ZZWORD; FILE *logfp; +bool oldstyle = false; +lcg_state lcgstate; extern void initialise(); extern void score(long); -extern int action(long); +extern int action(FILE *, long); + +void sig_handler(int signo) +{ + if (signo == SIGINT) + if (logfp != NULL) + fflush(logfp); + exit(0); +} /* * MAIN PROGRAM */ +static bool do_command(FILE *); + int main(int argc, char *argv[]) { int ch; @@ -63,15 +77,19 @@ int main(int argc, char *argv[]) { /* Options. */ - while ((ch = getopt(argc, argv, "l:")) != EOF) { + while ((ch = getopt(argc, argv, "l:o")) != EOF) { switch (ch) { case 'l': - logfp = fopen(optarg, "w+"); + logfp = fopen(optarg, "w"); if (logfp == NULL) fprintf(stderr, "advent: can't open logfile %s for write\n", optarg); + signal(SIGINT, sig_handler); break; + case 'o': + oldstyle = true; + break; } } @@ -87,13 +105,15 @@ int main(int argc, char *argv[]) { #include "funcs.h" -/* Read the database if we have not yet done so */ +/* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */ - LINES = (long *)calloc(LINSIZ+1,sizeof(long)); - if(!LINES){ - printf("Not enough memory!\n"); - exit(1); - } + lcgstate.a = 1093; + lcgstate.c = 221587; + lcgstate.m = 1048576; + long seedval = (long)time(NULL); + set_seed(seedval); + +/* Read the database if we have not yet done so */ MAP2[1] = 0; if(!SETUP)initialise(); @@ -110,24 +130,50 @@ int main(int argc, char *argv[]) { /* Start-up, dwarf stuff */ L1: SETUP= -1; - I=RAN(-1); - ZZWORD=RNDVOC(3,0)+MESH*2; - NOVICE=YES(65,1,0); + I=0; + ZZWORD=RNDVOC(3,0); + NOVICE=YES(stdin, 65,1,0); NEWLOC=1; LOC=1; LIMIT=330; if(NOVICE)LIMIT=1000; + if (logfp) + fprintf(logfp, "seed %ld\n", seedval); + + for (;;) { + if (!do_command(stdin)) + break; + } + score(1); +} + +static bool fallback_handler(signed char *buf) +/* fallback handler for commands not handled by FORTRANish parser */ +{ + long sv; + if (sscanf(buf, "seed %ld", &sv) == 1) { + set_seed(sv); + printf("Seed set to %ld\n", sv); + // here we reconfigure any global game state that uses random numbers + ZZWORD=RNDVOC(3,0); + return true; + } + return false; +} + +static bool do_command(FILE *cmdin) { + /* Can't leave cave once it's closing (except by main office). */ -L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71; + if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71; RSPEAK(130); NEWLOC=LOC; if(!PANIC)CLOCK2=15; PANIC=true; /* See if a dwarf has seen him and has come from where he wants to go. If so, - * the dwarf's blocking his way. if coming from place forbidden to pirate + * the dwarf's blocking his way. If coming from place forbidden to pirate * (dwarves rooted in place) let him get out (and attacked). */ L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; @@ -162,7 +208,7 @@ L6000: if(DFLAG != 1) goto L6010; if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000; DFLAG=2; for (I=1; I<=2; I++) { - J=1+RAN(5); + J=1+randrange(5); if(PCT(50))DLOC[J]=0; } /* end loop */ for (I=1; I<=5; I++) { @@ -173,7 +219,7 @@ L6000: if(DFLAG != 1) goto L6010; DROP(AXE,LOC); goto L2000; -/* Things are in full swing. move each dwarf at random, except if he's seen us +/* Things are in full swing. Move each dwarf at random, except if he's seen us * he sticks with us. Dwarves stay deep inside. If wandering at random, * they don't back up unless there's no alternative. If they don't have to * move, they attack. And, of course, dead dwarves don't do much of anything. */ @@ -200,7 +246,7 @@ L6014: KK=KK+1; {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} L6016: TK[J]=ODLOC[I]; if(J >= 2)J=J-1; - J=1+RAN(J); + J=1+randrange(J); ODLOC[I]=DLOC[I]; DLOC[I]=TK[J]; DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC); @@ -253,7 +299,7 @@ L6027: DTOTAL=DTOTAL+1; if(ODLOC[I] != DLOC[I]) goto L6030; ATTACK=ATTACK+1; if(KNFLOC >= 0)KNFLOC=LOC; - if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1; + if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1; L6030: /*etc*/ ; } /* end loop */ @@ -367,8 +413,9 @@ L2603: if(!CLOSED) goto L2605; } /* end loop */ L2605: WZDARK=DARK(0); if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0; - I=RAN(1); - GETIN(WD1,WD1X,WD2,WD2X); + I=0; + if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X)) + return false; /* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos, * make neg. If neg, he skipped a word, so make it zero. */ @@ -427,6 +474,8 @@ L2800: WD1=WD2; /* Gee, I don't understand. */ L3000: SETPRM(1,WD1,WD1X); + if (fallback_handler(rawbuf)) + return true; RSPEAK(254); goto L2600; @@ -436,8 +485,8 @@ L4000: I=4000; goto Laction; L4090: I=4090; goto Laction; L5000: I=5000; Laction: - switch (action(I)) { - case 2: goto L2; + switch (action(cmdin, I)) { + case 2: return true; case 8: goto L8; case 2000: goto L2000; case 2009: goto L2009; @@ -465,15 +514,15 @@ L8000: SETPRM(1,WD1,WD1X); /* Figure out the new location * * Given the current location in "LOC", and a motion verb number in "K", put - * the new location in "NEWLOC". the current loc is saved in "OLDLOC" in case - * he wants to retreat. the current OLDLOC is saved in OLDLC2, in case he + * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case + * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he * dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed * him, so we need OLDLC2, which is the last place he was safe.) */ L8: KK=KEY[LOC]; NEWLOC=LOC; if(KK == 0)BUG(26); - if(K == NUL) goto L2; + if(K == NUL) return true; if(K == BACK) goto L20; if(K == LOOK) goto L30; if(K == CAVE) goto L40; @@ -504,13 +553,13 @@ L13: if(NEWLOC <= 100) goto L14; L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12; L16: NEWLOC=MOD(LL,1000); - if(NEWLOC <= 300) goto L2; + if(NEWLOC <= 300) return true; if(NEWLOC <= 500) goto L30000; RSPEAK(NEWLOC-500); NEWLOC=LOC; - goto L2; + return true; -/* Special motions come here. labelling convention: statement numbers NNNXX +/* Special motions come here. Labelling convention: statement numbers NNNXX * (XX=00-99) are used for special case number NNN (NNN=301-500). */ L30000: NEWLOC=NEWLOC-300; @@ -523,10 +572,10 @@ L30000: NEWLOC=NEWLOC-300; * be used for actual motion, but can be spotted by "go back". */ L30100: NEWLOC=99+100-LOC; - if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) goto L2; + if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true; NEWLOC=LOC; RSPEAK(117); - goto L2; + return true; /* 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 @@ -550,11 +599,11 @@ L30300: if(PROP[TROLL] != 1) goto L30310; MOVE(TROLL+100,FIXD[TROLL]); JUGGLE(CHASM); NEWLOC=LOC; - goto L2; + return true; L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; if(PROP[TROLL] == 0)PROP[TROLL]=1; - if(!TOTING(BEAR)) goto L2; + if(!TOTING(BEAR)) return true; RSPEAK(162); PROP[CHASM]=1; PROP[TROLL]=2; @@ -578,7 +627,7 @@ L20: K=OLDLOC; if(CNDBIT(LOC,4))K2=274; if(K2 == 0) goto L21; RSPEAK(K2); - goto L2; + return true; L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000); if(LL == K) goto L25; @@ -592,7 +641,7 @@ L22: if(TRAVEL[KK] < 0) goto L23; L23: KK=K2; if(KK != 0) goto L25; RSPEAK(140); - goto L2; + return true; L25: K=MOD(IABS(TRAVEL[KK]),1000); KK=KEY[LOC]; @@ -605,14 +654,14 @@ L30: if(DETAIL < 3)RSPEAK(15); DETAIL=DETAIL+1; WZDARK=false; ABB[LOC]=0; - goto L2; + return true; /* Cave. Different messages depending on whether above ground. */ L40: K=58; if(OUTSID(LOC) && LOC != 8)K=57; RSPEAK(K); - goto L2; + return true; /* Non-applicable motion. Various messages depending on word given. */ @@ -625,16 +674,12 @@ L50: SPK=12; if(K == 62 || K == 65)SPK=42; if(K == 17)SPK=80; RSPEAK(SPK); - goto L2; - - - - + return true; /* "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 on the number of + * If the current loc is zero, it means the clown got himself killed. We'll + * allow this maxdie times. MAXDIE 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 another chance, he gets a snide remark as @@ -657,7 +702,7 @@ L90: RSPEAK(23); L99: if(CLOSNG) goto L95; NUMDIE=NUMDIE+1; - if(!YES(79+NUMDIE*2,80+NUMDIE*2,54)) score(0); + if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0); if(NUMDIE == MAXDIE) score(0); PLACE[WATER]=0; PLACE[OIL]=0; @@ -700,10 +745,10 @@ L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: g BUG(27); L40010: HINTLC[HINT]=0; - if(!YES(HINTS[HINT][3],0,54)) goto L2602; + if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602; SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]); RSPEAK(261); - HINTED[HINT]=YES(175,HINTS[HINT][4],54); + HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54); if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2]; L40020: HINTLC[HINT]=0; L40030: goto L2602; @@ -750,31 +795,31 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; /* Cave closing and scoring */ -/* These sections handle the closing of the cave. The cave closes "CLOCK1" +/* These sections handle the closing of the cave. The cave closes "clock1" * turns after the last treasure has been located (including the pirate's * chest, which may of course never show up). Note that the treasures need not - * have been taken yet, just located. Hence CLOCK1 must be large enough to get + * have been taken yet, just located. Hence clock1 must be large enough to get * out of the cave (it only ticks while inside the cave). When it hits zero, * we branch to 10000 to start closing the cave, and then sit back and wait for - * him to try to get out. If he doesn't within CLOCK2 turns, we close the + * him to try 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 + * 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 + * 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. */ /* When the first warning comes, we lock the grate, destroy the bridge, kill * all the dwarves (and the pirate), remove the troll and bear (unless dead), - * and set "CLOSNG" to true. Leave the dragon; too much trouble to move it. - * from now until CLOCK2 runs out, he cannot unlock the grate, move to any + * and set "closng" to true. Leave the dragon; too much trouble to move it. + * from now until clock2 runs out, he cannot unlock the grate, move to any * location outside the cave, or create the bridge. Nor can he be * resurrected if he dies. Note that the snake is already gone, since he got - * to the treasure accessible only via the hall of the mt. king. Also, he's + * to the treasure accessible only via the hall of the mountain king. Also, he's * been in giant room (to get eggs), so we can refer to it. Also also, he's * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves * must have been activated, since we've found chest. */ @@ -800,17 +845,17 @@ L10000: PROP[GRATE]=0; CLOSNG=true; goto L19999; -/* 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 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 TREASURES, SNAKE PIT, COVEY OF CAGED BIRDS, - * MORE RODS, AND PILLOWS. A MIRROR STRETCHES ACROSS ONE WALL. MANY OF THE - * OBJECTS COME FROM KNOWN LOCATIONS AND/OR STATES (E.G. THE SNAKE IS KNOWN TO - * HAVE BEEN DESTROYED AND NEEDN'T BE CARRIED AWAY FROM ITS OLD "PLACE"), - * MAKING THE VARIOUS OBJECTS BE HANDLED DIFFERENTLY. WE ALSO DROP ALL OTHER - * 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. */ +/* 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 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 treasures, snake pit, covey of caged birds, + * more rods, and pillows. A mirror stretches across one wall. Many of the + * objects come from known locations and/or states (e.g. the snake is known to + * have been destroyed and needn't be carried away from its old "place"), + * making the various objects be handled differently. We also drop all other + * 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. */ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[PLANT]=PUT(PLANT,115,0); @@ -823,7 +868,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); OLDLOC=115; NEWLOC=115; -/* Leave the grate with normal (non-negative) property. reuse sign. */ +/* Leave the grate with normal (non-negative) property. Reuse sign. */ I=PUT(GRATE,116,0); I=PUT(SIGN,116,0); @@ -843,7 +888,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); RSPEAK(132); CLOSED=true; - goto L2; + return true; /* 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. We go to 12000 if the lamp @@ -876,4 +921,5 @@ L12400: LIMIT= -1; L18999: RSPEAK(SPK); L19000: RSPEAK(136); score(0); + return true; }