X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=dbdaef9c9d081d900c7f579bab267e38056fee08;hp=a0c6cbf7e36c7bbdd837a9490a55fa0c7144b156;hb=6ae7d0bf1628f3d61cb06d7e4ce93df36acde586;hpb=c48c330883b30423517015e6e697d2c25023b53a diff --git a/main.c b/main.c index a0c6cbf..dbdaef9 100644 --- a/main.c +++ b/main.c @@ -116,6 +116,10 @@ int main(int argc, char *argv[]) } else { restore(rfp); } +#else + game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); + if (game.novice) + game.limit = NOVICELIMIT; #endif if (settings.logfp) @@ -178,9 +182,9 @@ static void checkhints(void) game.hintlc[hint] = 0; return; case 3: /* maze */ - if (game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0 && + if (game.atloc[game.loc] == NO_OBJECT && + game.atloc[game.oldloc] == NO_OBJECT && + game.atloc[game.oldlc2] == NO_OBJECT && game.holdng > 1) break; game.hintlc[hint] = 0; @@ -198,9 +202,9 @@ static void checkhints(void) game.hintlc[hint] = 0; return; case 7: /* woods */ - if (game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0) + if (game.atloc[game.loc] == NO_OBJECT && + game.atloc[game.oldloc] == NO_OBJECT && + game.atloc[game.oldlc2] == NO_OBJECT) break; return; case 8: /* ogre */ @@ -247,7 +251,7 @@ static bool spotted_by_pirate(int i) * 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) + game.prop[CHEST] != STATE_NOTFOUND) return true; int snarfed = 0; bool movechest = false, robplayer = false; @@ -294,7 +298,7 @@ static bool spotted_by_pirate(int i) continue; if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) { - if (AT(treasure) && game.fixed[treasure] == 0) + if (AT(treasure) && game.fixed[treasure] == IS_FREE) carry(treasure, game.loc); if (TOTING(treasure)) drop(treasure, game.chloc); @@ -324,7 +328,7 @@ 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 || + if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) return true; @@ -380,9 +384,10 @@ static bool dwarfmove(void) kk = tkey[game.dloc[i]]; if (kk != 0) do { - game.newloc = travel[kk].dest; + enum desttype_t desttype = travel[kk].desttype; + game.newloc = travel[kk].destval; /* Have we avoided a dwarf encounter? */ - if (SPECIAL(game.newloc)) + if (desttype != dest_goto) continue; else if (!INDEEP(game.newloc)) continue; @@ -428,9 +433,7 @@ 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. */ + /* Now we know what's happening. Let's tell the poor sucker about it. */ if (game.dtotal == 0) return true; rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal); @@ -496,16 +499,18 @@ static void croak(void) drop(i, (i == LAMP) ? LOC_START : game.oldlc2); } } - game.loc = LOC_BUILDING; - game.oldloc = game.loc; + game.oldloc = game.loc = game.newloc = LOC_BUILDING; } } static bool traveleq(long a, long b) /* Are two travel entries equal for purposes of skip after failed condition? */ { - return (travel[a].cond == travel[b].cond) - && (travel[a].dest == travel[b].dest); + return (travel[a].condtype == travel[b].condtype) + && (travel[a].condarg1 == travel[b].condarg1) + && (travel[a].condarg2 == travel[b].condarg2) + && (travel[a].desttype == travel[b].desttype) + && (travel[a].destval == travel[b].destval); } /* Given the current location in "game.loc", and a motion verb number in @@ -541,10 +546,11 @@ static void playermove( int motion) if (spk == 0) { int te_tmp = 0; for (;;) { - scratchloc = travel[travel_entry].dest; - if (scratchloc != motion) { - if (!SPECIAL(scratchloc)) { - if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == motion) + enum desttype_t desttype = travel[travel_entry].desttype; + scratchloc = travel[travel_entry].destval; + if (desttype != dest_goto || scratchloc != motion) { + if (desttype == dest_goto) { + if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion) te_tmp = travel_entry; } if (!travel[travel_entry].stop) { @@ -596,25 +602,38 @@ static void playermove( int motion) if (travel[travel_entry].stop) { /* Couldn't find an entry matching the motion word passed * in. Various messages depending on word given. */ - int spk = CANT_APPLY; - if (motion >= EAST && motion <= NW) - spk = BAD_DIRECTION; - if (motion == UP || - motion == DOWN) - spk = BAD_DIRECTION; - if (motion == FORWARD || - motion == LEFT || - motion == RIGHT) - spk = UNSURE_FACING; - if (motion == OUTSIDE || - motion == INSIDE) - spk = NO_INOUT_HERE; - if (motion == XYZZY || - motion == PLUGH) - spk = NOTHING_HAPPENS; - if (motion == CRAWL) - spk = WHICH_WAY; - rspeak(spk); + switch (motion) { + case EAST: + case WEST: + case SOUTH: + case NORTH: + case NE: + case NW: + case SW: + case SE: + case UP: + case DOWN: + rspeak(BAD_DIRECTION); + break; + case FORWARD: + case LEFT: + case RIGHT: + rspeak(UNSURE_FACING); + break; + case OUTSIDE: + case INSIDE: + rspeak(NO_INOUT_HERE); + break; + case XYZZY: + case PLUGH: + rspeak(NOTHING_HAPPENS); + break; + case CRAWL: + rspeak(WHICH_WAY); + break; + default: + rspeak(CANT_APPLY); + } return; } ++travel_entry; @@ -627,22 +646,23 @@ static void playermove( int motion) do { for (;;) { /* L12 loop */ for (;;) { - long cond = travel[travel_entry].cond; - long arg = MOD(cond, 100); - if (!SPECIAL(cond)) { + enum condtype_t condtype = travel[travel_entry].condtype; + long condarg1 = travel[travel_entry].condarg1; + long condarg2 = travel[travel_entry].condarg2; + if (condtype < cond_not) { /* YAML N and [pct N] conditionals */ - if (cond <= 100) { - if (cond == 0 || - PCT(cond)) + if (condtype == cond_goto || condtype == cond_pct) { + if (condarg1 == 0 || + PCT(condarg1)) break; /* else fall through */ } /* YAML [with OBJ] clause */ - if (TOTING(arg) || - (cond > 200 && AT(arg))) + else if (TOTING(condarg1) || + (condtype == cond_with && AT(condarg1))) break; /* else fall through to check [not OBJ STATE] */ - } else if (game.prop[arg] != cond / 100 - 3) + } else if (game.prop[condarg1] != condarg2) break; /* We arrive here on conditional failure. @@ -658,17 +678,17 @@ static void playermove( int motion) } /* Found an eligible rule, now execute it */ - game.newloc = travel[travel_entry].dest; - if (!SPECIAL(game.newloc)) + enum desttype_t desttype = travel[travel_entry].desttype; + game.newloc = travel[travel_entry].destval; + if (desttype == dest_goto) return; - if (game.newloc > 500) { + if (desttype == dest_speak) { /* Execute a speak rule */ - rspeak(L_SPEAK(game.newloc)); + rspeak(game.newloc); game.newloc = game.loc; return; } else { - game.newloc -= SPECIALBASE; switch (game.newloc) { case 1: /* Special travel 1. Plover-alcove passage. Can carry only @@ -676,8 +696,8 @@ static void playermove( int motion) * entries going through passage, which can never be used * for actual motion, but can be spotted by "go back". */ game.newloc = (game.loc == LOC_PLOVER) - ? LOC_ALCOVE - : LOC_PLOVER; + ? LOC_ALCOVE + : LOC_PLOVER; if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) { game.newloc = game.loc; @@ -713,8 +733,8 @@ static void playermove( int motion) if (game.prop[TROLL] == TROLL_PAIDONCE) { pspeak(TROLL, look, TROLL_PAIDONCE, true); game.prop[TROLL] = TROLL_UNPAID; - move(TROLL2, 0); - move(TROLL2 + NOBJECTS, 0); + move(TROLL2, LOC_NOWHERE); + move(TROLL2 + NOBJECTS, IS_FREE); move(TROLL, objects[TROLL].plac); move(TROLL + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); @@ -726,11 +746,10 @@ static void playermove( int motion) game.prop[TROLL] = TROLL_PAIDONCE; if (!TOTING(BEAR)) return; - rspeak(BRIDGE_COLLAPSE); - game.prop[CHASM] = BRIDGE_WRECKED; + state_change(CHASM, BRIDGE_WRECKED); game.prop[TROLL] = TROLL_GONE; drop(BEAR, game.newloc); - game.fixed[BEAR] = -1; + game.fixed[BEAR] = IS_FIXED; game.prop[BEAR] = BEAR_DEAD; game.oldlc2 = game.newloc; croak(); @@ -788,19 +807,19 @@ static bool closecheck(void) game.prop[FISSURE] = UNBRIDGED; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; - game.dloc[i] = 0; + game.dloc[i] = LOC_NOWHERE; } - move(TROLL, 0); - move(TROLL + NOBJECTS, 0); + move(TROLL, LOC_NOWHERE); + move(TROLL + NOBJECTS, IS_FREE); move(TROLL2, objects[TROLL].plac); move(TROLL2 + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); if (game.prop[BEAR] != BEAR_DEAD) DESTROY(BEAR); game.prop[CHAIN] = CHAIN_HEAP; - game.fixed[CHAIN] = CHAIN_HEAP; - game.prop[AXE] = 0; - game.fixed[AXE] = 0; + game.fixed[CHAIN] = IS_FREE; + game.prop[AXE] = AXE_HERE; + game.fixed[AXE] = IS_FREE; rspeak(CAVE_CLOSING); game.clock1 = -1; game.closng = true; @@ -824,10 +843,10 @@ static bool closecheck(void) * could cause trouble, such as the keys). We describe the * flash of light and trundle back. */ 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[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY); + game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND); + game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK); + game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND); game.prop[DWARF] = put(DWARF, LOC_NE, 0); game.loc = LOC_NE; game.oldloc = LOC_NE; @@ -837,13 +856,13 @@ static bool closecheck(void) 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[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED); + game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED); + game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND); + game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND); + game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND); - game.prop[MIRROR] = put(MIRROR, LOC_NE, 0); + game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND); game.fixed[MIRROR] = LOC_SW; for (int i = 1; i <= NOBJECTS; i++) { @@ -871,28 +890,29 @@ static void lampcheck(void) * here, in which case we replace the batteries and continue. * 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) { + if (game.limit <= WARNTIME) { + if (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.lmwarn && HERE(LAMP)) { + game.lmwarn = true; + if (game.prop[BATTERY] == DEAD_BATTERIES) + rspeak(MISSING_BATTERIES); + else if (game.place[BATTERY] == LOC_NOWHERE) + rspeak(LAMP_DIM); + else + rspeak(GET_BATTERIES); + } + } + if (game.limit == 0) { game.limit = -1; game.prop[LAMP] = LAMP_DARK; if (HERE(LAMP)) rspeak(LAMP_OUT); - } else if (game.limit <= WARNTIME) { - if (!game.lmwarn && HERE(LAMP)) { - game.lmwarn = true; - int spk = GET_BATTERIES; - if (game.place[BATTERY] == LOC_NOWHERE) - spk = LAMP_DIM; - if (game.prop[BATTERY] == DEAD_BATTERIES) - spk = MISSING_BATTERIES; - rspeak(spk); - } } } @@ -939,9 +959,9 @@ static void listobjects(void) } int kk = game.prop[obj]; if (obj == STEPS) - kk = (game.loc == game.fixed[STEPS]) - ? STEPS_UP - : STEPS_DOWN; + kk = (game.loc == game.fixed[STEPS]) + ? STEPS_UP + : STEPS_DOWN; pspeak(obj, look, kk, true); } } @@ -1007,7 +1027,7 @@ static bool do_command() speak(msg); if (FORCED(game.loc)) { playermove(HERE); - return true; + return true; } if (game.loc == LOC_Y2 && PCT(25) && !game.closng) rspeak(SAYS_PLUGH); @@ -1015,9 +1035,7 @@ static bool do_command() listobjects(); L2012: - command.verb = 0; game.oldobj = command.obj; - command.obj = 0; L2600: checkhints(); @@ -1048,10 +1066,12 @@ L2600: return (false); if (word_count(input) > 2) { rspeak(TWO_WORDS); + free(input); continue; } if (strcmp(input, "") != 0) break; + free(input); } strncpy(inputbuf, input, LINESIZE - 1); @@ -1059,18 +1079,14 @@ L2600: tokenize(inputbuf, &command); - char word1[TOKLEN+1]; - char word2[TOKLEN+1]; + char word1[TOKLEN + 1]; + char word2[TOKLEN + 1]; packed_to_token(command.wd1, word1); packed_to_token(command.wd2, word2); command.id1 = get_vocab_id(word1); command.id2 = get_vocab_id(word2); - /* Every input, check "game.foobar" flag. If zero, nothing's - * going on. If pos, make neg. If neg, he skipped a word, - * so make it zero. */ L2607: - game.foobar = (game.foobar > 0 ? -game.foobar : 0); ++game.turns; /* If a turn threshold has been met, apply penalties and tell @@ -1095,7 +1111,7 @@ L2607: lampcheck(); if (command.id1 == ENTER && (command.id2 == STREAM || - command.id2 == PROMOTE_WORD(WATER))) { + command.id2 == PROMOTE_WORD(WATER))) { if (LIQLOC(game.loc) == WATER) { rspeak(FEET_WET); } else { @@ -1106,8 +1122,8 @@ L2607: if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) { /* command.wd1 = command.wd2; */ /* wordclear(&command.wd2); */ - command.id1 = command.id2; - command.id2 = WORD_EMPTY; + command.id1 = command.id2; + command.id2 = WORD_EMPTY; } else { /* FIXME: Magic numbers related to vocabulary */ if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) || @@ -1143,7 +1159,7 @@ Lookup: switch (defn / 1000) { case 0: playermove(kmod); - return true; + return true; case 1: command.part = unknown; command.obj = kmod; @@ -1179,14 +1195,14 @@ Laction: case GO_WORD2: /* Get second word for analysis. */ command.wd1 = command.wd2; - strcpy(command.raw1, command.raw2); + strncpy(command.raw1, command.raw2, LINESIZE - 1); wordclear(&command.wd2); - command.raw2[0] = '\0'; + command.raw2[0] = '\0'; goto L2620; case GO_UNKNOWN: /* Random intransitive verbs come here. Clear obj just in case * (see attack()). */ - command.raw1[0] = toupper(command.raw1[0]); + command.raw1[0] = toupper(command.raw1[0]); sspeak(DO_WHAT, command.raw1); command.obj = 0; goto L2600;