X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=c18803605493f35f506df5262185652e47fbaa9c;hp=94eca9848fec8f838af05af302962752de24692f;hb=c2df849dade5bb7d8214c6abb6c0856b84d0d1d1;hpb=409ffe4a8672f41501667941cf10bd2dee1bb743 diff --git a/main.c b/main.c index 94eca98..c188036 100644 --- a/main.c +++ b/main.c @@ -30,17 +30,17 @@ struct game_t game; long LNLENG, LNPOSN, PARMS[MAXPARMS + 1]; 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; + STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2, + URN, VASE, VEND, VOLCANO, WATER; long WD1, WD1X, WD2, WD2X; FILE *logfp = NULL, *rfp = NULL; @@ -66,7 +66,7 @@ static void sig_handler(int signo) * 15-treasure version (adventure) by Don Woods, April-June 1977 * 20-treasure version (rev 2) by Don Woods, August 1978 * Errata fixed: 78/12/25 - * Revived 2017 as Open Advebture. + * Revived 2017 as Open Adventure. */ static bool do_command(FILE *); @@ -102,6 +102,19 @@ int main(int argc, char *argv[]) case 's': editline = false; break; + default: + fprintf(stderr, + "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n", argv[0]); + fprintf(stderr, + " where -l creates a log file of your game named as specified'\n"); + fprintf(stderr, + " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n"); + fprintf(stderr, + " -r indicates restoring from specified saved game file\n"); + fprintf(stderr, + " -s indicates playing with command editing suppressed\n"); + exit(-1); + break; } } @@ -135,7 +148,7 @@ int main(int argc, char *argv[]) game.loc = LOC_START; game.limit = 330; if (!rfp) { - game.novice = YES(stdin, WELCOME_YOU, CAVE_NEARBY, NO_MESSAGE); + game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); if (game.novice)game.limit = 1000; } else { restore(rfp); @@ -174,7 +187,7 @@ static bool fallback_handler(char *buf) * all come back here eventually to finish the loop. Ignore * "HINTS" < 4 (special stuff, see database notes). */ -static void checkhints(FILE *cmdin) +static void checkhints(void) { if (COND[game.loc] >= game.conds) { for (int hint = 1; hint <= HNTMAX; hint++) { @@ -213,7 +226,7 @@ static void checkhints(FILE *cmdin) 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; @@ -245,17 +258,17 @@ static void checkhints(FILE *cmdin) game.hintlc[hint] = 0; return; default: - BUG(27); + BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); break; } /* Fall through to hint display */ game.hintlc[hint] = 0; - if (!YES(cmdin, HINTS[hint][3], NO_MESSAGE, OK_MAN)) + if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) return; SETPRM(1, HINTS[hint][2], HINTS[hint][2]); RSPEAK(HINT_COST); - game.hinted[hint] = YES(cmdin, WANT_HINT, HINTS[hint][4], OK_MAN); + game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]); if (game.hinted[hint] && game.limit > WARNTIME) game.limit += WARNTIME * HINTS[hint][2]; } @@ -281,7 +294,7 @@ static bool spotted_by_pirate(int i) for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { /* 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 == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) { continue; } if (TOTING(treasure) || HERE(treasure)) @@ -313,7 +326,7 @@ static bool spotted_by_pirate(int i) if (robplayer) { RSPEAK(PIRATE_POUNCES); for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { - if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { + if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) { if (AT(treasure) && game.fixed[treasure] == 0) CARRY(treasure, game.loc); if (TOTING(treasure)) @@ -457,7 +470,7 @@ 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. maximum_deaths 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 @@ -474,9 +487,11 @@ static bool dwarfmove(void) * without the lamp!). game.oldloc is zapped so he can't just * "retreat". */ -static void croak(FILE *cmdin) +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 @@ -484,8 +499,7 @@ static void croak(FILE *cmdin) RSPEAK(DEATH_CLOSING); terminate(endgame); } - /* FIXME: Arithmetic on message numbers */ - else if (game.numdie == MAXDIE || !YES(cmdin, WATCH_IT + game.numdie * 2, WHICH_WAY + game.numdie * 2, OK_MAN)) + else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN])) terminate(endgame); else { game.place[WATER] = game.place[OIL] = NOWHERE; @@ -511,12 +525,12 @@ static void croak(FILE *cmdin) * him, so we need game.oldlc2, which is the last place he was * safe.) */ -static bool playermove(FILE *cmdin, token_t verb, int motion) +static bool playermove(token_t verb, int motion) { int scratchloc, k2, kk = KEY[game.loc]; game.newloc = game.loc; if (kk == 0) - BUG(26); + BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); if (motion == NUL) return true; else if (motion == BACK) { @@ -623,8 +637,10 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) /* else fall through */ } else if (game.prop[motion] != game.newloc / 100 - 3) break; +L12: do { - if (TRAVEL[kk] < 0)BUG(25); + if (TRAVEL[kk] < 0) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); ++kk; game.newloc = labs(TRAVEL[kk]) / 1000; } while @@ -645,24 +661,18 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) * 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); - } + if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) { + game.newloc = game.loc; + RSPEAK(MUST_DROP); + } 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); - do { - if (TRAVEL[kk] < 0)BUG(25); - ++kk; - game.newloc = labs(TRAVEL[kk]) / 1000; - } while - (game.newloc == scratchloc); - continue; /* back to top of do/while loop */ + DROP(EMERALD, 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 @@ -692,13 +702,13 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) game.fixed[BEAR] = -1; game.prop[BEAR] = 3; game.oldlc2 = game.newloc; - croak(cmdin); + croak(); } } - BUG(20); + BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); } } while - (false); + (false); /* FIXME: Arithmetic on location number, becoming a message number */ RSPEAK(game.newloc - 500); game.newloc = game.loc; @@ -744,7 +754,7 @@ static bool closecheck(void) * have been activated, since we've found chest. */ if (game.clock1 == 0) { game.prop[GRATE] = 0; - game.prop[FISSUR] = 0; + game.prop[FISSURE] = 0; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; game.dloc[i] = 0; @@ -831,11 +841,11 @@ static void lampcheck(void) * 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)) { + if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) { RSPEAK(REPLACE_BATTERIES); - game.prop[BATTER] = 1; - if (TOTING(BATTER)) - DROP(BATTER, game.loc); + game.prop[BATTERY] = 1; + if (TOTING(BATTERY)) + DROP(BATTERY, game.loc); game.limit = game.limit + 2500; game.lmwarn = false; } else if (game.limit == 0) { @@ -847,8 +857,8 @@ static void lampcheck(void) 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; + if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM; + if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES; RSPEAK(spk); } } @@ -933,13 +943,13 @@ static bool do_command(FILE *cmdin) game.loc = game.newloc; if (!dwarfmove()) - croak(cmdin); + croak(); /* Describe the current location and (maybe) get next command. */ for (;;) { if (game.loc == 0) - croak(cmdin); + croak(); const char* msg = locations[game.loc].description.small; if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0) msg = locations[game.loc].description.big; @@ -949,7 +959,7 @@ static bool do_command(FILE *cmdin) if (game.wzdark && PCT(35)) { RSPEAK(PIT_FALL); game.oldlc2 = game.loc; - croak(cmdin); + croak(); continue; /* back to top of main interpreter loop */ } msg = arbitrary_messages[PITCH_DARK]; @@ -957,7 +967,7 @@ static bool do_command(FILE *cmdin) if (TOTING(BEAR))RSPEAK(TAME_BEAR); speak(msg); if (FORCED(game.loc)) { - if (playermove(cmdin, verb, 1)) + if (playermove(verb, 1)) return true; else continue; /* back to top of main interpreter loop */ @@ -972,7 +982,7 @@ L2012: obj = 0; L2600: - checkhints(cmdin); + checkhints(); /* If closing time, check for any objects being toted with * game.prop < 0 and set the prop to -1-game.prop. This way @@ -1067,7 +1077,7 @@ Lookup: kmod = MOD(defn, 1000); switch (defn / 1000) { case 0: - if (playermove(cmdin, verb, kmod)) + if (playermove(verb, kmod)) return true; else continue; /* back to top of main interpreter loop */ @@ -1083,7 +1093,7 @@ Lookup: RSPEAK(kmod); goto L2012; default: - BUG(22); + BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); } Laction: @@ -1091,7 +1101,7 @@ Laction: case GO_TERMINATE: return true; case GO_MOVE: - playermove(cmdin, verb, NUL); + playermove(verb, NUL); return true; case GO_TOP: continue; /* back to top of main interpreter loop */ @@ -1121,7 +1131,7 @@ Laction: RSPEAK(DWARVES_AWAKEN); terminate(endgame); default: - BUG(99); + BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); } } }