X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=ea9bf8fcb49dcdd370c044f334aa8751f4b2ade0;hp=1865483964d109c9a4aa7c5b7dd69d0d373d0d6a;hb=039c06882ea0631ca918424b66473bc545b60a99;hpb=6667ffd1f10e75ee4b75a3430d76e6f1b4e51090 diff --git a/main.c b/main.c index 1865483..ea9bf8f 100644 --- a/main.c +++ b/main.c @@ -40,6 +40,7 @@ static void sig_handler(int signo) */ static bool do_command(void); +static bool do_move(void); int main(int argc, char *argv[]) { @@ -95,7 +96,7 @@ int main(int argc, char *argv[]) } /* Initialize game variables */ - long seedval = initialise(); + int seedval = initialise(); #ifndef ADVENT_NOSAVE if (!rfp) { @@ -112,10 +113,15 @@ int main(int argc, char *argv[]) #endif if (settings.logfp) - fprintf(settings.logfp, "seed %ld\n", seedval); + fprintf(settings.logfp, "seed %d\n", seedval); /* interpret commands until EOF or interrupt */ for (;;) { + // if we're supposed to move, move + if (!do_move()) + continue; + + // get command if (!do_command()) break; } @@ -123,7 +129,7 @@ int main(int argc, char *argv[]) terminate(quitgame); } -/* Check if this loc is eligible for any hints. If been here long +/* Check if this loc is eligible for any hints. If been here int * enough, display. Ignore "HINTS" < 4 (special stuff, see database * notes). */ static void checkhints(void) @@ -135,7 +141,7 @@ static void checkhints(void) 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 + /* Come here if he's been int enough at required loc(s) for some * unused hint. */ if (game.hintlc[hint] >= hints[hint].turns) { int i; @@ -211,8 +217,6 @@ static void checkhints(void) } } } - - } static bool spotted_by_pirate(int i) @@ -449,24 +453,28 @@ static bool dwarfmove(void) * building (and heaven help him if he tries to xyzzy back into the * cave without the lamp!). game.oldloc is zapped so he can't just * "retreat". */ - static void croak(void) /* Okay, he's dead. Let's get on with it. */ { - if (game.numdie < 0) - game.numdie = 0; // LCOV_EXCL_LINE 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); - } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN]) - || game.numdie == NDEATHS) + } else if (!yes(query, yes_response, arbitrary_messages[OK_MAN]) + || game.numdie == NDEATHS) { + /* Player is asked if he wants to try again. If not, or if + * he's already used all of his lives, we end the game */ terminate(endgame); - else { + } else { + /* If player wishes to continue, we empty the liquids in the + * user's inventory, turn off the lamp, and drop all items + * where he died. */ game.place[WATER] = game.place[OIL] = LOC_NOWHERE; if (TOTING(LAMP)) game.prop[LAMP] = LAMP_DARK; @@ -481,6 +489,29 @@ static void croak(void) } } +static void describe_location(void) +/* Describe the location to the user */ +{ + const char* msg = locations[game.loc].description.small; + + if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || + msg == NO_MESSAGE) + msg = locations[game.loc].description.big; + + if (!FORCED(game.loc) && DARK(game.loc)) { + msg = arbitrary_messages[PITCH_DARK]; + } + + if (TOTING(BEAR)) + rspeak(TAME_BEAR); + + speak(msg); + + if (game.loc == LOC_Y2 && PCT(25) && !game.closng) + rspeak(SAYS_PLUGH); +} + + static bool traveleq(int a, int b) /* Are two travel entries equal for purposes of skip after failed condition? */ { @@ -498,8 +529,7 @@ static bool traveleq(int a, int b) * does, game.newloc will be limbo, and game.oldloc will be what killed * him, so we need game.oldlc2, which is the last place he was * safe.) */ - -static void playermove( int motion) +static void playermove(int motion) { int scratchloc, travel_entry = tkey[game.loc]; game.newloc = game.loc; @@ -623,8 +653,8 @@ static void playermove( int motion) for (;;) { /* L12 loop */ for (;;) { enum condtype_t condtype = travel[travel_entry].condtype; - long condarg1 = travel[travel_entry].condarg1; - long condarg2 = travel[travel_entry].condarg2; + int condarg1 = travel[travel_entry].condarg1; + int condarg2 = travel[travel_entry].condarg2; if (condtype < cond_not) { /* YAML N and [pct N] conditionals */ if (condtype == cond_goto || condtype == cond_pct) { @@ -712,7 +742,7 @@ static void playermove( int motion) if (game.prop[TROLL] == TROLL_PAIDONCE) { pspeak(TROLL, look, true, TROLL_PAIDONCE); game.prop[TROLL] = TROLL_UNPAID; - move(TROLL2, LOC_NOWHERE); + DESTROY(TROLL2); move(TROLL2 + NOBJECTS, IS_FREE); move(TROLL, objects[TROLL].plac); move(TROLL + NOBJECTS, objects[TROLL].fixd); @@ -744,6 +774,50 @@ static void playermove( int motion) (false); } +static void lampcheck(void) +/* Check game limit and lamp timers */ +{ + 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 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. Even after it goes + * out, he can explore outside for a while if desired. */ + if (game.limit <= WARNTIME) { + if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) { + rspeak(REPLACE_BATTERIES); + game.prop[BATTERY] = DEAD_BATTERIES; +#ifdef __unused__ + /* This code from the original game seems to have been faulty. + * No tests ever passed the guard, and with the guard removed + * the game hangs when the lamp limit is reached. + */ + if (TOTING(BATTERY)) + drop(BATTERY, game.loc); +#endif + 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); + } +} + static bool closecheck(void) /* Handle the closing of the cave. The cave closes "clock1" turns * after the last treasure has been located (including the pirate's @@ -797,7 +871,7 @@ static bool closecheck(void) game.dseen[i] = false; game.dloc[i] = LOC_NOWHERE; } - move(TROLL, LOC_NOWHERE); + DESTROY(TROLL); move(TROLL + NOBJECTS, IS_FREE); move(TROLL2, objects[TROLL].plac); move(TROLL2 + NOBJECTS, objects[TROLL].fixd); @@ -811,7 +885,7 @@ static bool closecheck(void) rspeak(CAVE_CLOSING); game.clock1 = -1; game.closng = true; - return true; + return game.closed; } else if (game.clock1 < 0) --game.clock2; if (game.clock2 == 0) { @@ -860,56 +934,13 @@ static bool closecheck(void) rspeak(CAVE_CLOSED); game.closed = true; - return true; + return game.closed; } + lampcheck(); return false; } -static void lampcheck(void) -/* Check game limit and lamp timers */ -{ - 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 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. Even after it goes - * out, he can explore outside for a while if desired. */ - if (game.limit <= WARNTIME) { - if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) { - rspeak(REPLACE_BATTERIES); - game.prop[BATTERY] = DEAD_BATTERIES; -#ifdef __unused__ - /* This code from the original game seems to have been faulty. - * No tests ever passed the guard, and with the guard removed - * the game hangs when the lamp limit is reached. - */ - if (TOTING(BATTERY)) - drop(BATTERY, game.loc); -#endif - 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); - } -} - static void listobjects(void) /* Print out descriptions of objects at this location. If * not closing and property value is negative, tally off @@ -961,84 +992,39 @@ static void listobjects(void) } } -void clear_command(command_t *cmd) -{ - cmd->verb = ACT_NULL; - game.oldobj = cmd->obj; - cmd->obj = NO_OBJECT; -} - -/* - * This function probably does too many disparate things. It checks for hints, - * sees if the gamed is closed, checks for darkness, gets user input, increments - * the turns in the game state, checks to see if we should be closing, gets the - * command input, and preprocesses some implied verbs in the case that the user - * put in a single word motion or object command. +bool preprocess_command(command_t *command) +/* Pre-processes a command input to see if we need to tease out a few specific cases: + * - "enter water" or "enter stream": + * wierd specific case that gets the user wet, and then kicks us back to get another command + * - : + * Irregular form of input, but should be allowed. We switch back to form for + * furtherprocessing. + * - "grate": + * If in location with grate, we move to that grate. If we're in a number of other places, + * we move to the entrance. + * - "water plant", "oil plant", "water door", "oil door": + * Change to "pour water" or "pour oil" based on context + * - "cage bird": + * If bird is present, we change to "carry bird" * - * This was the lesser evil -- it got rid of a really nasty goto in the main - * input parser/state transition engine. This should be refactored further. - */ -bool get_preprocessed_command_input(command_t *command) + * Returns true if pre-processing is complete, and we're ready to move to the primary command + * processing, false otherwise. */ { - bool preprocessed = false; - - do { - preprocessed = true; - checkhints(); - - /* If closing time, check for any objects being toted with - * game.prop < 0 and stash them. This way objects won't be - * described until they've been picked up and put down - * separate from their respective piles. */ - if (game.closed) { - if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) - pspeak(OYSTER, look, true, 1); - for (size_t i = 1; i <= NOBJECTS; i++) { - if (TOTING(i) && game.prop[i] < 0) - game.prop[i] = STASHED(i); + if (command->word[0].type == MOTION && command->word[0].id == ENTER + && (command->word[1].id == STREAM || command->word[1].id == WATER)) { + if (LIQLOC(game.loc) == WATER) + rspeak(FEET_WET); + else + rspeak(WHERE_QUERY); + } else { + if (command->word[0].type == OBJECT) { + /* From OV to VO form */ + if (command->word[1].type == ACTION) { + command_word_t stage = command->word[0]; + command->word[0] = command->word[1]; + command->word[1] = stage; } - } - game.wzdark = DARK(game.loc); - if (game.knfloc > 0 && game.knfloc != game.loc) - game.knfloc = 0; - // Get command input from user - if (!get_command_input(command)) - return false; - -#ifdef GDEBUG - /* Needs to stay synced with enum word_type_t */ - const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"}; - /* needs to stay synced with enum speechpart */ - const char *roles[] = {"unknown", "intransitive", "transitive"}; - printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n", - roles[command->part], - types[command->word[0].type], - command->word[0].id, - types[command->word[1].type], - command->word[1].id); -#endif - - ++game.turns; - - if (closecheck()) { - if (game.closed) - return false; - } else - lampcheck(); - - if (command->word[0].type == MOTION && command->word[0].id == ENTER - && (command->word[1].id == STREAM || command->word[1].id == WATER)) { - if (LIQLOC(game.loc) == WATER) - rspeak(FEET_WET); - else - rspeak(WHERE_QUERY); - - clear_command(command); - preprocessed = false; - } - - if (command->word[0].type == OBJECT) { if (command->word[0].id == GRATE) { command->word[0].type = MOTION; if (game.loc == LOC_START || @@ -1047,7 +1033,6 @@ bool get_preprocessed_command_input(command_t *command) command->word[0].id = DEPRESSION; } if (game.loc == LOC_COBBLE || - game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD || game.loc == LOC_BIRD || @@ -1055,7 +1040,8 @@ bool get_preprocessed_command_input(command_t *command) command->word[0].id = ENTRANCE; } } - if ((command->word[0].id == WATER || command->word[0].id == OIL) && (command->word[1].id == PLANT || command->word[1].id == DOOR)) { + if ((command->word[0].id == WATER || command->word[0].id == OIL) && + (command->word[1].id == PLANT || command->word[1].id == DOOR)) { if (AT(command->word[1].id)) { command->word[1] = command->word[0]; command->word[0].id = POUR; @@ -1067,27 +1053,21 @@ bool get_preprocessed_command_input(command_t *command) command->word[0].id = CARRY; command->word[0].type = ACTION; } - - /* From OV to VO form */ - if (command->word[0].type == OBJECT && command->word[1].type == ACTION) { - command_word_t stage = command->word[0]; - command->word[0] = command->word[1]; - command->word[1] = stage; - } } - } while (preprocessed == false); - return true; + /* If no word type is given for the first word, we assume it's a motion. */ + if(command->word[0].type == NO_WORD_TYPE) + command->word[0].type = MOTION; + + command->state = PREPROCESSED; + return true; + } + return false; } - -static bool do_command() -/* Get and execute a command */ +static bool do_move(void) +/* Actually execute the move to the new location and dwarf movement */ { - static command_t command; - bool command_given = false; - bool command_executed = false; - /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { rspeak(EXIT_CLOSED); @@ -1115,53 +1095,92 @@ static bool do_command() if (!dwarfmove()) croak(); - /* Describe the current location and (maybe) get next command. */ + if (game.loc == LOC_NOWHERE) + croak(); + + /* The easiest way to get killed is to fall into a pit in + * pitch darkness. */ + if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(35)) { // FIXME: magic number + rspeak(PIT_FALL); + game.oldlc2 = game.loc; + croak(); + return false; + } + + return true; +} + +static bool do_command() +/* Get and execute a command */ +{ + static command_t command; + clear_command(&command); + + /* Describe the current location and (maybe) get next command. */ + while (command.state != EXECUTED) { + describe_location(); - for (;;) { - command_given = false; - command_executed = false; - - if (game.loc == 0) - 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; - if (!FORCED(game.loc) && DARK(game.loc)) { - /* The easiest way to get killed is to fall into a pit in - * pitch darkness. */ - if (game.wzdark && PCT(35)) { - 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); - speak(msg); if (FORCED(game.loc)) { playermove(HERE); return true; } - if (game.loc == LOC_Y2 && PCT(25) && !game.closng) - rspeak(SAYS_PLUGH); listobjects(); + + /* Command not yet given; keep getting commands from user + * until valid command is both given and executed. */ clear_command(&command); + while (command.state <= GIVEN) { + + if (game.closed) { + /* If closing time, check for any objects being toted with + * game.prop < 0 and stash them. This way objects won't be + * described until they've been picked up and put down + * separate from their respective piles. */ + if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) + pspeak(OYSTER, look, true, 1); + for (size_t i = 1; i <= NOBJECTS; i++) { + if (TOTING(i) && game.prop[i] < 0) + game.prop[i] = STASHED(i); + } + } - do { - // Get pre-processed command input from user - command_given = get_preprocessed_command_input(&command); - if (!command_given) - return game.closed; + /* Check to see if the room is dark. If the knife is here, + * and it's dark, the knife permanently disappears */ + game.wzdark = DARK(game.loc); + if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc) + game.knfloc = LOC_NOWHERE; - // loop until all words in command are procesed - do { - // assume all words in command are processed, until proven otherwise - command_executed = true; + /* Check some for hints, get input from user, increment + * turn, and pre-process commands. Keep going until + * pre-processing is done. */ + while ( command.state < PREPROCESSED ) { + checkhints(); + + /* Get command input from user */ + if (!get_command_input(&command)) + return false; + + ++game.turns; + preprocess_command(&command); + } + + /* check if game is closed, and exit if it is */ + if (closecheck() ) + return true; + + /* loop until all words in command are procesed */ + while (command.state == PREPROCESSED ) { + command.state = PROCESSING; + + if (command.word[0].id == WORD_NOT_FOUND) { + /* Gee, I don't understand. */ + sspeak(DONT_KNOW, command.word[0].raw); + clear_command(&command); + continue; + } + /* Give user hints of shortcuts */ if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) { if (++game.iwest == 10) rspeak(W_IS_WEST); @@ -1170,19 +1189,12 @@ static bool do_command() if (++game.igo == 10) rspeak(GO_UNNEEDED); } - if (command.word[0].id == WORD_NOT_FOUND) { - /* Gee, I don't understand. */ - sspeak(DONT_KNOW, command.word[0].raw); - clear_command(&command); - command_given = false; - break; - } switch (command.word[0].type) { - case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing case MOTION: playermove(command.word[0].id); - return true; + command.state = EXECUTED; + continue; case OBJECT: command.part = unknown; command.obj = command.word[0].id; @@ -1198,56 +1210,61 @@ static bool do_command() if (!settings.oldstyle) { sspeak(DONT_KNOW, command.word[0].raw); clear_command(&command); - command_given = false; + continue; } - break; + break;// LCOV_EXCL_LINE default: // LCOV_EXCL_LINE BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE } - if (command_given) { - switch (action(command)) { - case GO_TERMINATE: - return true; - case GO_MOVE: - playermove(NUL); - return true; - case GO_TOP: - continue; /* back to top of main interpreter loop */ - case GO_CLEAROBJ: - clear_command(&command); - /* FALL THROUGH */ - case GO_CHECKHINT: - command_given = false; - break; - case GO_WORD2: + switch (action(command)) { + case GO_TERMINATE: + command.state = EXECUTED; + break; + case GO_MOVE: + playermove(NUL); + command.state = EXECUTED; + break; + case GO_WORD2: #ifdef GDEBUG - printf("Word shift\n"); + printf("Word shift\n"); #endif /* GDEBUG */ - /* Get second word for analysis. */ - command.word[0] = command.word[1]; - command.word[1] = empty_command_word; - command_executed = false; - break; - case GO_UNKNOWN: - /* Random intransitive verbs come here. Clear obj just in case - * (see attack()). */ - command.word[0].raw[0] = toupper(command.word[0].raw[0]); - sspeak(DO_WHAT, command.word[0].raw); - command.obj = 0; - command_given = false; - break; - case GO_DWARFWAKE: - /* Oh dear, he's disturbed the dwarves. */ - rspeak(DWARVES_AWAKEN); - terminate(endgame); - default: // LCOV_EXCL_LINE - BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE - } + /* Get second word for analysis. */ + command.word[0] = command.word[1]; + command.word[1] = empty_command_word; + command.state = PREPROCESSED; + break; + case GO_UNKNOWN: + /* Random intransitive verbs come here. Clear obj just in case + * (see attack()). */ + command.word[0].raw[0] = toupper(command.word[0].raw[0]); + sspeak(DO_WHAT, command.word[0].raw); + command.obj = NO_OBJECT; + + /* object cleared; we need to go back to the preprocessing step */ + command.state = GIVEN; + break; + case GO_CHECKHINT: // FIXME: re-name to be more contextual; this was previously a label + command.state = GIVEN; + break; + case GO_DWARFWAKE: + /* Oh dear, he's disturbed the dwarves. */ + rspeak(DWARVES_AWAKEN); + terminate(endgame); + case GO_CLEAROBJ: // FIXME: re-name to be more contextual; this was previously a label + clear_command(&command); + break; + case GO_TOP: // FIXME: re-name to be more contextual; this was previously a label + break; + default: // LCOV_EXCL_LINE + BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE } - } while (!command_executed); - } while (!command_given); - } + } /* while command has nob been fully processed */ + } /* while command is not yet given */ + } /* while command is not executed */ + + /* command completely executed; we return true. */ + return true; } /* end */