X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=a36ffce8d3f78e1f1117fb4af17e65701c005459;hp=b7219d1d3b63f934c755c1375a62b0411a176ec9;hb=f5719f1abaab6728c098756c2441d21801b4b6a3;hpb=894b3de9493d26d7dec33aac7b820783c108803b diff --git a/main.c b/main.c index b7219d1..a36ffce 100644 --- a/main.c +++ b/main.c @@ -27,17 +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) / 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; @@ -425,7 +414,7 @@ static bool dwarfmove(void) } ++kk; } while - (travel[kk - 1] >= 0); + (!travel[kk - 1].stop); tk[j] = game.odloc[i]; if (j >= 2) --j; @@ -555,7 +544,7 @@ static bool playermove(token_t verb, int motion) if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion) k2 = kk; } - if (travel[kk] >= 0) { + if (!travel[kk].stop) { ++kk; /* go to next travel entry for this location */ continue; } @@ -567,7 +556,7 @@ 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 */ } @@ -595,12 +584,12 @@ 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 (travel[kk] < 0) { + if (travel[kk].stop) { /* FIXME: Magic numbers! */ /* Couldn't find an entry matching the motion word passed * in. Various messages depending on word given. */ @@ -609,7 +598,7 @@ 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); @@ -617,14 +606,18 @@ static bool playermove(token_t verb, int motion) } ++kk; } - scratchloc = labs(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 (;;) { @@ -636,16 +629,17 @@ static bool playermove(token_t verb, int motion) break; /* else fall through */ } + /* handles the YAML "with" clause */ if (TOTING(motion) || (game.newloc > 200 && AT(motion))) break; /* else fall through */ } else if (game.prop[motion] != game.newloc / 100 - 3) break; do { - if (travel[kk] < 0) + if (travel[kk].stop) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); ++kk; - game.newloc = labs(travel[kk]) / 1000; + game.newloc = T_HIGH(travel[kk]); } while (game.newloc == scratchloc); scratchloc = game.newloc; @@ -654,14 +648,20 @@ static bool playermove(token_t verb, int motion) game.newloc = MOD(scratchloc, 1000); if (!SPECIAL(game.newloc)) return true; - if (game.newloc <= 500) { - game.newloc -= SPECIALBASE; + + if (game.newloc > 500) { + /* Execute a speak rule */ + rspeak(L_SPEAK(game.newloc)); + game.newloc = game.loc; + return true; + } else { + 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". */ + /* 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))) { @@ -670,28 +670,31 @@ static bool playermove(token_t verb, int motion) } 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. */ + /* 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) + if (travel[kk].stop) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); ++kk; - game.newloc = labs(travel[kk]) / 1000; + game.newloc = T_HIGH(travel[kk]); } 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. */ + /* 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; @@ -716,18 +719,14 @@ static bool playermove(token_t verb, int motion) croak(); return true; } + default: + 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); - - /* Execute a speak rule */ - rspeak(L_SPEAK(game.newloc)); - game.newloc = game.loc; - return true; } static bool closecheck(void) @@ -741,15 +740,14 @@ 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;