X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=e16362a0c1b2c767259288744ae4cfe4409d3979;hp=b14e5ca09be2878f7b060a224673bbae5b564d5d;hb=e37f858b08e5cf3dfe5a1388e4d89c93527565ee;hpb=7675b5256274b56ff897a988c44aa74cb4e6b89f diff --git a/main.c b/main.c index b14e5ca..e16362a 100644 --- a/main.c +++ b/main.c @@ -41,7 +41,7 @@ long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE, STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2, URN, VASE, VEND, VOLCANO, WATER; -long WD1, WD1X, WD2, WD2X; +token_t WD1, WD1X, WD2, WD2X; FILE *logfp = NULL, *rfp = NULL; bool oldstyle = false; @@ -77,7 +77,14 @@ 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 +98,7 @@ 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 +107,23 @@ 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 +131,6 @@ 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; @@ -146,10 +147,11 @@ int main(int argc, char *argv[]) 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); } @@ -182,11 +184,9 @@ static bool fallback_handler(char *buf) 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) { @@ -264,11 +264,11 @@ static void checkhints(void) /* Fall through to hint display */ game.hintlc[hint] = 0; - if (!YES(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(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]; } @@ -284,7 +284,7 @@ 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) @@ -305,7 +305,7 @@ 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) { + if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) { RSPEAK(PIRATE_SPOTTED); movechest = true; } @@ -451,16 +451,19 @@ static bool dwarfmove(void) 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); 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){ + SETPRM(1, attack, 0); + RSPEAK(THROWN_KNIVES); + SETPRM(1, stick, 0); + RSPEAK(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT)); + } else { + RSPEAK(KNIFE_THROWN); + RSPEAK(MISSES_YOU); + } if (stick == 0) return true; game.oldlc2 = game.loc; @@ -470,7 +473,7 @@ 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 @@ -490,18 +493,18 @@ 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); 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 == maximum_deaths || !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; for (int j = 1; j <= NOBJECTS; j++) { @@ -605,7 +608,7 @@ 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 = NEreplace; + if (verb == FIND || verb == INVENT)spk = NEARBY; if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS; if (motion == 17)spk = WHICH_WAY; RSPEAK(spk); @@ -618,93 +621,104 @@ static bool playermove(token_t verb, int motion) 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(EMERALD))) { - 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(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 - * 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, 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; + 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(); + 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); @@ -834,18 +848,17 @@ static void lampcheck(void) --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. */ + * 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] == 0 && HERE(LAMP)) { RSPEAK(REPLACE_BATTERIES); game.prop[BATTERY] = 1; if (TOTING(BATTERY)) DROP(BATTERY, game.loc); - game.limit = game.limit + 2500; + game.limit += BATTERYLIFE; game.lmwarn = false; } else if (game.limit == 0) { game.limit = -1; @@ -856,7 +869,7 @@ static void lampcheck(void) if (!game.lmwarn && HERE(LAMP)) { game.lmwarn = true; int spk = GET_BATTERIES; - if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM; + if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM; if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES; RSPEAK(spk); } @@ -971,7 +984,8 @@ static bool do_command(FILE *cmdin) 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(); @@ -1043,23 +1057,24 @@ L2607: if (V1 == ENTER && WD2 > 0) { WD1 = WD2; WD1X = WD2X; - WD2 = 0; + wordclear(&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); + WD2 = MAKEWD(WORD_POUR); } if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD)) - WD1 = MAKEWD(301200308); + WD1 = MAKEWD(WORD_CATCH); } L2620: - if (WD1 == MAKEWD(23051920)) { + if (wordeq(WD1, MAKEWD(WORD_WEST))) { ++game.iwest; if (game.iwest == 10) RSPEAK(W_IS_WEST); } - if (WD1 == MAKEWD( 715) && WD2 != 0) { + if (wordeq(WD1, MAKEWD(WORD_GO)) && !wordempty(WD2)) { if (++igo == 10) RSPEAK(GO_UNNEEDED); } @@ -1116,7 +1131,7 @@ Laction: /* Get second word for analysis. */ WD1 = WD2; WD1X = WD2X; - WD2 = 0; + wordclear(&WD2); goto L2620; case GO_UNKNOWN: /* Random intransitive verbs come here. Clear obj just in case