X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=8acae39e43bc2b94aea85d3147643a2f995dcf04;hp=c58281d157bcd32fb2ab1a97f3d72a617ac39d60;hb=94aca03203cbba94c25fba00b7ff80e529d275c7;hpb=8560122f01f82bd508b93a0d27105bf415203803 diff --git a/main.c b/main.c index c58281d..8acae39 100644 --- a/main.c +++ b/main.c @@ -27,19 +27,6 @@ #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).opcode) / 1000, 1000) -#define T_NODWARVES(entry) labs((entry).opcode) / 1000000 == 100 -#define T_MOTION(entry) MOD(labs((entry).opcode), 1000) -#define T_TERMINATE(entry) (T_MOTION(entry) == 1) -#define T_STOP(entry) ((entry).stop) -#define T_OPCODE(entry) ((entry).opcode) -#define L_SPEAK(loc) ((loc) - 500) - 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) { @@ -58,6 +47,7 @@ static void sig_handler(int signo) } exit(0); } +// LCOV_EXCL_STOP /* * MAIN PROGRAM @@ -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; @@ -557,7 +547,7 @@ 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; } @@ -569,7 +559,7 @@ static bool playermove(token_t verb, int motion) } } - 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); @@ -619,14 +609,18 @@ 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. */ + scratchloc = T_HIGH(travel[kk]); 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. + * (ESR) This conditional-skip 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 (;;) { @@ -645,10 +639,10 @@ static bool playermove(token_t verb, int motion) } else if (game.prop[motion] != game.newloc / 100 - 3) break; do { - if (T_STOP(travel[kk])) + if (travel[kk].stop) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); ++kk; - game.newloc = labs(T_OPCODE(travel[kk])) / 1000; + game.newloc = T_HIGH(travel[kk]); } while (game.newloc == scratchloc); scratchloc = game.newloc; @@ -686,10 +680,10 @@ static bool playermove(token_t verb, int motion) * pretend he wasn't carrying it after all. */ drop(EMERALD, game.loc); do { - if (T_STOP(travel[kk])) + if (travel[kk].stop) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); ++kk; - game.newloc = labs(T_OPCODE(travel[kk])) / 1000; + game.newloc = T_HIGH(travel[kk]); } while (game.newloc == scratchloc); scratchloc = game.newloc; @@ -749,15 +743,14 @@ 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;