X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=92f4206f89981493c89904188fe26b7b90da898f;hp=0dca0d845e23df7c07a2982b183b0db864eadc20;hb=2fac8d1aefb3526618ba0f1e7d25c7c7c81dddf4;hpb=fd02259c7f5d3b0fb245575981031a63bfb8b6de diff --git a/main.c b/main.c index 0dca0d8..92f4206 100644 --- a/main.c +++ b/main.c @@ -25,23 +25,35 @@ #include "linenoise/linenoise.h" #include "newdb.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) + 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; @@ -77,7 +89,14 @@ 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 +110,7 @@ int main(int argc, char *argv[]) oldstyle = true; editline = prompt = false; break; +#ifndef ADVENT_NOSAVE case 'r': rfp = fopen(optarg, "r"); if (rfp == NULL) @@ -99,20 +119,23 @@ int main(int argc, char *argv[]) optarg); signal(SIGINT, sig_handler); break; +#endif case 's': editline = false; break; default: fprintf(stderr, - "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n", argv[0]); + usage, argv[0]); fprintf(stderr, - " where -l creates a log file of your game named as specified'\n"); + " -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 indicates restoring from specified saved game file\n"); + " -r restore from specified saved game file\n"); +#endif fprintf(stderr, - " -s indicates playing with command editing suppressed\n"); + " -s suppress command editing\n"); exit(-1); break; } @@ -120,16 +143,6 @@ int main(int argc, char *argv[]) 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; @@ -143,13 +156,14 @@ int main(int argc, char *argv[]) initialise(); /* Start-up, dwarf stuff */ - game.zzword = RNDVOC(3, 0); + game.zzword = rndvoc(3, 0); game.newloc = LOC_START; game.loc = LOC_START; - game.limit = 330; + game.limit = GAMELIMIT; if (!rfp) { - game.novice = YES(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); } @@ -176,35 +190,33 @@ 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); + game.zzword = rndvoc(3, 0); return true; } 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). - */ +/* 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++) { + if (conditions[game.loc] >= game.conds) { + for (int hint = 0; hint < NHINTS; hint++) { if (game.hinted[hint]) continue; - if (!CNDBIT(game.loc, hint + HBASE)) + if (!CNDBIT(game.loc, hint + 1 + COND_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)) + if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS)) break; game.hintlc[hint] = 0; return; @@ -226,7 +238,7 @@ static void checkhints(void) 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; @@ -244,7 +256,7 @@ static void checkhints(void) break; return; case 8: /* ogre */ - i = ATDWRF(game.loc); + i = atdwrf(game.loc); if (i < 0) { game.hintlc[hint] = 0; return; @@ -264,13 +276,12 @@ static void checkhints(void) /* Fall through to hint display */ game.hintlc[hint] = 0; - if (!YES(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(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; } } } @@ -284,17 +295,19 @@ 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) return true; int snarfed = 0; bool movechest = false, robplayer = false; - for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { + for (int treasure = 1; treasure <= NOBJECTS; treasure++) { + if (!objects[treasure].is_treasure) + continue; /* 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 == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) { continue; } if (TOTING(treasure) || HERE(treasure)) @@ -305,15 +318,15 @@ 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] == LAMP_BRIGHT) { + rspeak(PIRATE_SPOTTED); movechest = true; } /* Do things in this order (chest move before robbery) so chest is listed * last at the maze location. */ if (movechest) { - MOVE(CHEST, game.chloc); - MOVE(MESSAG, game.chloc2); + move(CHEST, game.chloc); + move(MESSAG, game.chloc2); game.dloc[PIRATE] = game.chloc; game.odloc[PIRATE] = game.chloc; game.dseen[PIRATE] = false; @@ -321,16 +334,18 @@ 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); - for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { - if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { + rspeak(PIRATE_POUNCES); + 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); + carry(treasure, game.loc); if (TOTING(treasure)) - DROP(treasure, game.chloc); + drop(treasure, game.chloc); } } } @@ -357,7 +372,7 @@ static bool dwarfmove(void) * 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 (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR)) + if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) return true; /* Dwarf activity level ratchets up */ @@ -371,7 +386,7 @@ static bool dwarfmove(void) * the 5 dwarves. If any of the survivors is at loc, * replace him with the alternate. */ if (game.dflag == 1) { - if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85)))) + if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) return true; game.dflag = 2; for (int i = 1; i <= 2; i++) { @@ -384,8 +399,8 @@ static bool dwarfmove(void) game.dloc[i] = DALTLC; game.odloc[i] = game.dloc[i]; } - RSPEAK(DWARF_RAN); - DROP(AXE, game.loc); + rspeak(DWARF_RAN); + drop(AXE, game.loc); return true; } @@ -402,21 +417,21 @@ static bool dwarfmove(void) if (game.dloc[i] == 0) continue; /* Fill tk array with all the places this dwarf might go. */ - int j = 1; - kk = KEY[game.dloc[i]]; + unsigned int j = 1; + kk = TKEY[game.dloc[i]]; if (kk != 0) do { - game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000); + game.newloc = T_DESTINATION(TRAVEL[kk]); /* Have we avoided a dwarf encounter? */ bool avoided = (SPECIAL(game.newloc) || !INDEEP(game.newloc) || game.newloc == game.odloc[i] || (j > 1 && game.newloc == tk[j - 1]) || - j >= 20 || + j >= DIM(tk) - 1 || game.newloc == game.dloc[i] || FORCED(game.newloc) || - (i == PIRATE && CNDBIT(game.newloc, NOARRR)) || - labs(TRAVEL[kk]) / 1000000 == 100); + (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) || + T_NODWARVES(TRAVEL[kk])); if (!avoided) { tk[j++] = game.newloc; } @@ -447,20 +462,20 @@ 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; @@ -470,7 +485,7 @@ 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. NDEATHS 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 @@ -490,25 +505,25 @@ static bool dwarfmove(void) 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(WATCH_IT + game.numdie * 2, WHICH_WAY + game.numdie * 2, OK_MAN)) + } else if (game.numdie == NDEATHS || !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; + game.prop[LAMP] = LAMP_DARK; for (int j = 1; j <= NOBJECTS; j++) { int i = NOBJECTS + 1 - j; if (TOTING(i)) { /* Always leave lamp where it's accessible aboveground */ - DROP(i, (i == LAMP) ? LOC_START : game.oldlc2); + drop(i, (i == LAMP) ? LOC_START : game.oldlc2); } } game.loc = LOC_BUILDING; @@ -526,7 +541,7 @@ static void croak(void) static bool playermove(token_t verb, int motion) { - int scratchloc, k2, kk = KEY[game.loc]; + int scratchloc, k2, kk = TKEY[game.loc]; game.newloc = game.loc; if (kk == 0) BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); @@ -543,32 +558,33 @@ static bool playermove(token_t verb, int motion) game.oldloc = game.loc; k2 = 0; if (motion == game.loc)k2 = FORGOT_PATH; - if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN; + if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN; if (k2 == 0) { for (;;) { - scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000); + scratchloc = T_DESTINATION(TRAVEL[kk]); if (scratchloc != motion) { if (!SPECIAL(scratchloc)) { - if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion) + if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[TKEY[scratchloc]]) == motion) k2 = kk; } if (TRAVEL[kk] >= 0) { - ++kk; + ++kk; /* go to next travel entry for this location */ continue; } - kk = k2; + /* we've reached the end of travel entries for game.loc */ + kk = k2; if (kk == 0) { - RSPEAK(NOT_CONNECTED); + rspeak(NOT_CONNECTED); return true; } } - motion = MOD(labs(TRAVEL[kk]), 1000); - kk = KEY[game.loc]; + motion = T_MOTION(TRAVEL[kk]); + kk = TKEY[game.loc]; break; /* fall through to ordinary travel */ } } else { - RSPEAK(k2); + rspeak(k2); return true; } } else if (motion == LOOK) { @@ -576,14 +592,14 @@ static bool playermove(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 */ @@ -591,125 +607,137 @@ static bool playermove(token_t verb, int motion) game.oldloc = game.loc; } - /* ordinary travel */ + /* Look for a way to fulfil the motion - kk indexes the beginning + * of the motion entries for here (game.loc). */ for (;;) { - scratchloc = labs(TRAVEL[kk]); - if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion) + if (T_TERMINATE(TRAVEL[kk]) || T_MOTION(TRAVEL[kk]) == motion) break; if (TRAVEL[kk] < 0) { /* FIXME: Magic numbers! */ - /* Non-applicable motion. Various messages depending on - * word given. */ + /* Couldn't find an entry matching the motion word passed + * in. Various messages depending on word given. */ int spk = CANT_APPLY; if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION; 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; } - scratchloc = scratchloc / 1000; + scratchloc = labs(TRAVEL[kk]) / 1000; 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; -L12: - 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; - } + 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; + } - 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 > 1 || (game.holdng == 1 && !TOTING(EMRALD))) { - game.newloc = game.loc; - RSPEAK(MUST_DROP); - } + game.newloc = MOD(scratchloc, 1000); + if (!SPECIAL(game.newloc)) 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); - 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; + 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(); + 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,look, 1); + game.prop[TROLL] = 0; + move(TROLL2, 0); + move(TROLL2 + NOBJECTS, 0); + move(TROLL, objects[TROLL].plac); + move(TROLL + NOBJECTS, objects[TROLL].fixd); + juggle(CHASM); + game.newloc = game.loc; + return true; + } else { + game.newloc = objects[TROLL].plac + objects[TROLL].fixd - 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(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); + break; /* Leave L12 loop */ } } while (false); - /* FIXME: Arithmetic on location number, becoming a message number */ - RSPEAK(game.newloc - 500); + + /* Execute a speak rule */ + rspeak(L_SPEAK(game.newloc)); game.newloc = game.loc; return true; } @@ -735,7 +763,7 @@ static bool closecheck(void) * to suppress the object descriptions until he's actually moved the * objects. */ { - if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) + if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) --game.clock1; /* When the first warning comes, we lock the grate, destroy @@ -752,23 +780,23 @@ static bool closecheck(void) * know the bivalve is an oyster. *And*, the dwarves must * have been activated, since we've found chest. */ if (game.clock1 == 0) { - game.prop[GRATE] = 0; - game.prop[FISSUR] = 0; + game.prop[GRATE] = GRATE_CLOSED; + game.prop[FISSURE] = 0; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; game.dloc[i] = 0; } - MOVE(TROLL, 0); - MOVE(TROLL + NOBJECTS, 0); - MOVE(TROLL2, PLAC[TROLL]); - MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]); - JUGGLE(CHASM); + move(TROLL, 0); + move(TROLL + NOBJECTS, 0); + move(TROLL2, objects[TROLL].plac); + move(TROLL2 + NOBJECTS, objects[TROLL].fixd); + juggle(CHASM); if (game.prop[BEAR] != 3)DESTROY(BEAR); game.prop[CHAIN] = 0; 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; @@ -777,7 +805,7 @@ static bool closecheck(void) if (game.clock2 == 0) { /* 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 + * hardwired as LOC_NE and LOC_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 @@ -790,28 +818,27 @@ static bool closecheck(void) * 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. */ - game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1); - game.prop[PLANT] = PUT(PLANT, LOC_NE, 0); - game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0); - OBJTXT[OYSTER] = 3; - game.prop[LAMP] = PUT(LAMP, LOC_NE, 0); - game.prop[ROD] = PUT(ROD, LOC_NE, 0); - game.prop[DWARF] = PUT(DWARF, LOC_NE, 0); + game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE); + game.prop[PLANT] = put(PLANT, LOC_NE, 0); + game.prop[OYSTER] = put(OYSTER, LOC_NE, 0); + game.prop[LAMP] = put(LAMP, LOC_NE, 0); + game.prop[ROD] = put(ROD, LOC_NE, 0); + game.prop[DWARF] = put(DWARF, LOC_NE, 0); game.loc = LOC_NE; game.oldloc = LOC_NE; game.newloc = LOC_NE; /* Leave the grate with normal (non-negative) property. * Reuse sign. */ - PUT(GRATE, LOC_SW, 0); - PUT(SIGN, LOC_SW, 0); - ++OBJTXT[SIGN]; - game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1); - game.prop[BIRD] = PUT(BIRD, LOC_SW, 1); - game.prop[CAGE] = PUT(CAGE, LOC_SW, 0); - game.prop[ROD2] = PUT(ROD2, LOC_SW, 0); - game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0); - - game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0); + put(GRATE, LOC_SW, 0); + put(SIGN, LOC_SW, 0); + game.prop[SIGN] = ENDGAME_SIGN; + game.prop[SNAKE] = put(SNAKE, LOC_SW, 1); + game.prop[BIRD] = put(BIRD, LOC_SW, 1); + game.prop[CAGE] = put(CAGE, LOC_SW, 0); + game.prop[ROD2] = put(ROD2, LOC_SW, 0); + game.prop[PILLOW] = put(PILLOW, LOC_SW, 0); + + game.prop[MIRROR] = put(MIRROR, LOC_NE, 0); game.fixed[MIRROR] = LOC_SW; for (int i = 1; i <= NOBJECTS; i++) { @@ -819,7 +846,7 @@ static bool closecheck(void) DESTROY(i); } - RSPEAK(CAVE_CLOSED); + rspeak(CAVE_CLOSED); game.closed = true; return true; } @@ -830,35 +857,35 @@ static bool closecheck(void) static void lampcheck(void) /* Check game limit and lamp timers */ { - if (game.prop[LAMP] == 1) + if (game.prop[LAMP] == LAMP_BRIGHT) --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] == FRESH_BATTERIES && HERE(LAMP)) { + rspeak(REPLACE_BATTERIES); + game.prop[BATTERY] = DEAD_BATTERIES; + 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; + game.prop[LAMP] = LAMP_DARK; 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] == DEAD_BATTERIES) + spk = MISSING_BATTERIES; + rspeak(spk); } } } @@ -904,7 +931,7 @@ static void listobjects(void) int kk = game.prop[obj]; if (obj == STEPS && game.loc == game.fixed[STEPS]) kk = 1; - PSPEAK(obj, kk); + pspeak(obj, look, kk); } } } @@ -912,15 +939,15 @@ 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; @@ -930,11 +957,11 @@ static bool do_command(FILE *cmdin) * 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). */ - if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) { + if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) { 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; } } @@ -956,29 +983,30 @@ 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(); continue; /* back to top of main interpreter loop */ } msg = arbitrary_messages[PITCH_DARK]; } - if (TOTING(BEAR))RSPEAK(TAME_BEAR); + if (TOTING(BEAR))rspeak(TAME_BEAR); speak(msg); if (FORCED(game.loc)) { - if (playermove(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(); @@ -990,7 +1018,7 @@ 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, look, 1); for (size_t i = 1; i <= NOBJECTS; i++) { if (TOTING(i) && game.prop[i] < 0) game.prop[i] = -1 - game.prop[i]; @@ -1001,7 +1029,7 @@ 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 @@ -1010,18 +1038,22 @@ L2600: L2607: game.foobar = (game.foobar > 0 ? -game.foobar : 0); ++game.turns; - if (game.turns == game.thresh) { - speak(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 < 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; + if (command.verb == SAY) { + command.part = transitive; goto Laction; } if (closecheck()) { @@ -1030,77 +1062,77 @@ 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(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(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(verb, NUL); + playermove(command.verb, NUL); return true; case GO_TOP: continue; /* back to top of main interpreter loop */ @@ -1114,20 +1146,19 @@ 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(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);