X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=8a58c5770035dfa8815d1c28ccb41c26a198f260;hp=3239fc32d6f05ab4dd088aaee269bf53e6f194f0;hb=dda636bbc1c15fc28e5d52ad08ef3bcc30a3e682;hpb=91ad0185ffcbda83f115433c630b40e4ea6f7a41 diff --git a/main.c b/main.c index 3239fc3..8a58c57 100644 --- a/main.c +++ b/main.c @@ -14,8 +14,7 @@ struct game_t game; -long ABB[186], ATLOC[186], - FIXED[NOBJECTS+1], +long ATLOC[186], FIXED[NOBJECTS+1], LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN, PARMS[26], PLACE[NOBJECTS+1], SETUP = 0; @@ -23,21 +22,18 @@ char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, - CLAM, CLSHNT, COINS, DALTLC, - DOOR, DPRSSN, DRAGON, DWARF, EGGS, + CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS, EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, HINTED[21], HINTLC[21], I, INVENT, IGO, J, JADE, K, K2, KEYS, KK, KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK, MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR, - NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, - OGRE, OIL, OLDOBJ, OYSTER, - PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM, - RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY, + NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW, + PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM, + RESER, ROD, ROD2, RUBY, RUG, SAPPH, 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, + STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2, + URN, V1, V2, VASE, VEND, VERB, VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X; FILE *logfp; bool oldstyle = false; @@ -94,10 +90,10 @@ int main(int argc, char *argv[]) { * * game.closed says whether we're all the way closed * game.closng says whether it's closing time yet - * CLSHNT says whether he's read the clue in the endgame + * game.clshnt says whether he's read the clue in the endgame * game.lmwarn says whether he's been warned about lamp going dim - * NOVICE says whether he asked for instructions at start-up - * PANIC says whether he's found out he's trapped in the cave + * 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 */ #include "funcs.h" @@ -130,11 +126,11 @@ int main(int argc, char *argv[]) { L1: SETUP= -1; I=0; game.zzword=RNDVOC(3,0); - NOVICE=YES(stdin, 65,1,0); - NEWLOC=1; + game.novice=YES(stdin, 65,1,0); + game.newloc=1; LOC=1; game.limit=330; - if(NOVICE)game.limit=1000; + if(game.novice)game.limit=1000; if (logfp) fprintf(logfp, "seed %ld\n", seedval); @@ -154,7 +150,7 @@ static bool fallback_handler(char *buf) set_seed(sv); printf("Seed set to %ld\n", sv); // autogenerated, so don't charge user time for it. - --TURNS; + --game.turns; // here we reconfigure any global game state that uses random numbers game.zzword=RNDVOC(3,0); return true; @@ -166,37 +162,37 @@ static bool do_command(FILE *cmdin) { /* Can't leave cave once it's closing (except by main office). */ - if(!OUTSID(NEWLOC) || NEWLOC == 0 || !game.closng) goto L71; + if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71; RSPEAK(130); - NEWLOC=LOC; - if(!PANIC)game.clock2=15; - PANIC=true; + game.newloc=LOC; + if(!game.panic)game.clock2=15; + game.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 * (dwarves rooted in place) let him get out (and attacked). */ -L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; +L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74; /* 73 */ for (I=1; I<=NDWARVES-1; I++) { - if(game.odloc[I] != NEWLOC || !game.dseen[I]) goto L73; - NEWLOC=LOC; + if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73; + game.newloc=LOC; RSPEAK(2); goto L74; L73: /*etc*/ ; } /* end loop */ -L74: LOC=NEWLOC; +L74: LOC=game.newloc; /* Dwarf stuff. See earlier comments for description of variables. Remember * sixth dwarf is pirate and is thus very different except for motion rules. */ /* First off, don't let the dwarves follow him into a pit or a wall. Activate * the whole mess the first time he gets as far as the hall of mists (loc 15). - * If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll + * If game.newloc is forbidden to pirate (in particular, if it's beyond the troll * bridge), bypass dwarf stuff. That way pirate can't steal return toll, and * dwarves can't meet the bear. Also means dwarves won't follow him into dead * end in maze, but c'est la vie. They'll wait for him outside the dead end. */ - if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000; + if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000; if(game.dflag != 0) goto L6000; if(INDEEP(LOC))game.dflag=1; goto L2000; @@ -234,13 +230,13 @@ L6010: game.dtotal=0; KK=game.dloc[I]; KK=KEY[KK]; if(KK == 0) goto L6016; -L6012: NEWLOC=MOD(labs(TRAVEL[KK])/1000,1000); +L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000); {long x = J-1; - if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == game.odloc[I] || (J > 1 && - NEWLOC == TK[x]) || J >= 20 || NEWLOC == game.dloc[I] || - FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) || + if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 && + game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] || + FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) || labs(TRAVEL[KK])/1000000 == 100) goto L6014;} - TK[J]=NEWLOC; + TK[J]=game.newloc; J=J+1; L6014: KK=KK+1; {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;} @@ -267,7 +263,7 @@ L6016: TK[J]=game.odloc[I]; if(TOTING(J)) goto L6021; L6020: if(HERE(J))K=1; } /* end loop */ - if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP] + if(game.tally == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP] == 1) goto L6025; if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127); goto L6030; @@ -333,7 +329,7 @@ L6030: /*etc*/ ; L2000: if(LOC == 0) goto L99; KK=STEXT[LOC]; - if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC]; + if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC]; if(FORCED(LOC) || !DARK(0)) goto L2001; if(game.wzdark && PCT(35)) goto L90; KK=RTEXT[16]; @@ -350,7 +346,7 @@ L2001: if(TOTING(BEAR))RSPEAK(141); * are because PROP=0 is needed to get full score. */ if(DARK(0)) goto L2012; - ABB[LOC]=ABB[LOC]+1; + game.abbrev[LOC]=game.abbrev[LOC]+1; I=ATLOC[LOC]; L2004: if(I == 0) goto L2012; OBJ=I; @@ -360,7 +356,7 @@ L2004: if(I == 0) goto L2012; if(game.closed) goto L2008; PROP[OBJ]=0; if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1; - TALLY=TALLY-1; + game.tally=game.tally-1; /* Note: There used to be a test here to see whether the player had blown it * so badly that he could never ever see the remaining treasures, and if so * the lamp was zapped to 35 turns. But the tests were too simple-minded; @@ -383,7 +379,7 @@ L2010: SPK=K; L2011: RSPEAK(SPK); L2012: VERB=0; - OLDOBJ=OBJ; + game.oldobj=OBJ; OBJ=0; /* Check if this loc is eligible for any hints. If been here long enough, @@ -420,18 +416,18 @@ L2605: game.wzdark=DARK(0); * make neg. If neg, he skipped a word, so make it zero. */ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); - TURNS=TURNS+1; - if(TURNS == THRESH) { - SPEAK(TTEXT[TRNDEX]); - TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000; - TRNDEX=TRNDEX+1; - THRESH= -1; - if(TRNDEX <= TRNVLS) - THRESH=MOD(TRNVAL[TRNDEX],100000)+1; + game.turns=game.turns+1; + if(game.turns == game.thresh) { + SPEAK(TTEXT[game.trndex]); + game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; + game.trndex=game.trndex+1; + 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) goto L4090; - if(TALLY == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1; + if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1; if(game.clock1 == 0) goto L10000; if(game.clock1 < 0)game.clock2=game.clock2-1; if(game.clock2 == 0) goto L11000; @@ -516,15 +512,15 @@ 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 + * "K", put the new location in "game.newloc". The current loc is saved * in "game.olddloc" in case he wants to retreat. The current * game.oldloc is saved in game.oldlc2, in case he dies. (if he - * does, NEWLOC will be limbo, and OLgame.dloc will be what killed + * does, game.newloc will be limbo, and OLgame.dloc will be what killed * him, so we need game.oldlc2, which is the last place he was * safe.) */ L8: KK=KEY[LOC]; - NEWLOC=LOC; + game.newloc=LOC; if(KK == 0)BUG(26); if(K == NUL) return true; if(K == BACK) goto L20; @@ -540,34 +536,34 @@ L9: LL=labs(TRAVEL[KK]); goto L9; L10: LL=LL/1000; -L11: NEWLOC=LL/1000; - K=MOD(NEWLOC,100); /* ESR: an instance of NOBJECTS? */ - if(NEWLOC <= 300) goto L13; - if(PROP[K] != NEWLOC/100-3) goto L16; +L11: game.newloc=LL/1000; + K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */ + if(game.newloc <= 300) goto L13; + if(PROP[K] != game.newloc/100-3) goto L16; L12: if(TRAVEL[KK] < 0)BUG(25); KK=KK+1; - NEWLOC=labs(TRAVEL[KK])/1000; - if(NEWLOC == LL) goto L12; - LL=NEWLOC; + game.newloc=labs(TRAVEL[KK])/1000; + if(game.newloc == LL) goto L12; + LL=game.newloc; goto L11; -L13: if(NEWLOC <= 100) goto L14; /* ESR: an instance of NOBJECTS? */ - if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16; +L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */ + if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16; goto L12; -L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12; -L16: NEWLOC=MOD(LL,1000); - if(NEWLOC <= 300) return true; - if(NEWLOC <= 500) goto L30000; - RSPEAK(NEWLOC-500); - NEWLOC=LOC; +L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12; +L16: game.newloc=MOD(LL,1000); + if(game.newloc <= 300) return true; + if(game.newloc <= 500) goto L30000; + RSPEAK(game.newloc-500); + game.newloc=LOC; return true; /* 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; - switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto +L30000: game.newloc=game.newloc-300; + switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto L30300; } BUG(20); @@ -575,9 +571,9 @@ L30000: NEWLOC=NEWLOC-300; * table must include "useless" entries going through passage, which can never * be used for actual motion, but can be spotted by "go back". */ -L30100: NEWLOC=99+100-LOC; /* ESR: an instance of NOBJECTS? */ +L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */ if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true; - NEWLOC=LOC; + game.newloc=LOC; RSPEAK(117); return true; @@ -602,19 +598,19 @@ L30300: if(PROP[TROLL] != 1) goto L30310; MOVE(TROLL,PLAC[TROLL]); MOVE(TROLL+NOBJECTS,FIXD[TROLL]); JUGGLE(CHASM); - NEWLOC=LOC; + game.newloc=LOC; return true; -L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC; +L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC; if(PROP[TROLL] == 0)PROP[TROLL]=1; if(!TOTING(BEAR)) return true; RSPEAK(162); PROP[CHASM]=1; PROP[TROLL]=2; - DROP(BEAR,NEWLOC); + DROP(BEAR,game.newloc); FIXED[BEAR]= -1; PROP[BEAR]=3; - game.oldlc2=NEWLOC; + game.oldlc2=game.newloc; goto L99; /* End of specials. */ @@ -661,7 +657,7 @@ L23: KK=K2; L30: if(game.detail < 3)RSPEAK(15); game.detail=game.detail+1; game.wzdark=false; - ABB[LOC]=0; + game.abbrev[LOC]=0; return true; /* Cave. Different messages depending on whether above ground. */ @@ -709,9 +705,9 @@ L90: RSPEAK(23); /* Okay, he's dead. Let's get on with it. */ L99: if(game.closng) goto L95; - NUMDIE=NUMDIE+1; - if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0); - if(NUMDIE == MAXDIE) score(0); + game.numdie=game.numdie+1; + if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0); + if(game.numdie == MAXDIE) score(0); PLACE[WATER]=0; PLACE[OIL]=0; if(TOTING(LAMP))PROP[LAMP]=0; @@ -730,7 +726,7 @@ L98: /*etc*/ ; /* He died during closing time. No resurrection. Tally up a death and exit. */ L95: RSPEAK(131); - NUMDIE=NUMDIE+1; + game.numdie=game.numdie+1; score(0); @@ -766,7 +762,7 @@ L40030: goto L2602; L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010; goto L40020; -L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010; +L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010; goto L40030; L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010; @@ -793,7 +789,7 @@ L40900: I=ATDWRF(LOC); if(HERE(OGRE) && I == 0) goto L40010; goto L40030; -L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; +L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010; goto L40020; @@ -874,7 +870,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1); PROP[DWARF]=PUT(DWARF,115,0); LOC=115; game.oldloc=115; - NEWLOC=115; + game.newloc=115; /* Leave the grate with normal (non-negative) property. Reuse sign. */