X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=f24c5bc4162cb6480b3f232d69f338b86d663204;hp=4869d9b70715b511d481ae9303b18506fa095823;hb=92ddbba2120c614f073ad3ccbf4c5c83597dea12;hpb=b29f56f595f92f2d92fad58e3c7c8df8fbfe3966 diff --git a/main.c b/main.c index 4869d9b..f24c5bc 100644 --- a/main.c +++ b/main.c @@ -9,9 +9,8 @@ * to idiomatic C, the following is more appropriate: * * ESR apologizes for the remaing gotos (now confined to one function - * in this file - there used to be over 350 of them, *everywhere*), - * and for the offensive globals. Applying the Structured Program - * Theorem can be hard. + * in this file - there used to be over 350 of them, *everywhere*). + * Applying the Structured Program Theorem can be hard. */ #include @@ -247,12 +246,12 @@ static bool spotted_by_pirate(int i) if (i != PIRATE) return false; - /* The pirate's spotted him. He leaves him alone once we've + /* The pirate's spotted him. Pirate 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] = LOC_NOWHERE might mean that he's thrown * it to the troll, but in that case he's seen the chest - * (game.prop=0). */ + * (game.prop[CHEST] == STATE_FOUND). */ if (game.loc == game.chloc || game.prop[CHEST] != STATE_NOTFOUND) return true; @@ -322,15 +321,14 @@ static bool dwarfmove(void) * variables. Remember sixth dwarf is pirate and is thus * very different except for motion rules. */ - /* First off, don't let the dwarves follow him into a pit or - * a wall. Activate the whole mess the first time he gets as - * far as the hall of mists (loc 15). If game.newloc is - * forbidden to pirate (in particular, if it's beyond the + /* First off, don't let the dwarves follow him into a pit or a + * wall. Activate the whole mess the first time he gets as far + * as the Hall of Mists (what INDEEP() tests). If game.newloc + * is forbidden to pirate (in particular, if it's beyond the * troll bridge), bypass dwarf stuff. That way pirate can't * steal return toll, and dwarves can't meet the bear. Also * 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. */ + * c'est la vie. They'll wait for him outside the dead end. */ if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) @@ -344,7 +342,7 @@ static bool dwarfmove(void) } /* When we encounter the first dwarf, we kill 0, 1, or 2 of - * the 5 dwarves. If any of the survivors is at loc, + * the 5 dwarves. If any of the survivors is at game.loc, * replace him with the alternate. */ if (game.dflag == 1) { if (!INDEEP(game.loc) || @@ -399,7 +397,8 @@ static bool dwarfmove(void) else if (j > 1 && game.newloc == tk[j - 1]) continue; else if (j >= DIM(tk) - 1) - continue; + /* This can't actually happen. */ + continue; // LCOV_EXCL_LINE else if (game.newloc == game.dloc[i]) continue; else if (FORCED(game.newloc)) @@ -645,7 +644,6 @@ static void playermove( int motion) /* (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. */ - /* FIXME: Magic numbers related to move opcodes */ do { for (;;) { /* L12 loop */ for (;;) { @@ -729,10 +727,11 @@ static void playermove( int motion) * 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. */ + * game.prop[TROLL]=TROLL_PAIDONCE, he's crossed + * since paying, so step out and block him. + * (standard travel entries check for + * game.prop[TROLL]=TROLL_UNPAID.) Special stuff + * for bear. */ if (game.prop[TROLL] == TROLL_PAIDONCE) { pspeak(TROLL, look, TROLL_PAIDONCE, true); game.prop[TROLL] = TROLL_UNPAID; @@ -788,6 +787,15 @@ static bool closecheck(void) * problems arise from the use of negative prop numbers to suppress * the object descriptions until he's actually moved the objects. */ { + /* If a turn threshold has been met, apply penalties and tell + * the player about it. */ + for (int i = 0; i < NTHRESHOLDS; ++i) { + if (game.turns == turn_thresholds[i].threshold + 1) { + game.trnluz += turn_thresholds[i].point_loss; + speak(turn_thresholds[i].message); + } + } + /* Don't tick game.clock1 unless well into cave (and not at Y2). */ if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) --game.clock1; @@ -1000,7 +1008,7 @@ static bool get_command_input(struct command_t *command) packed_to_token(command->wd2, word2); command->id1 = get_vocab_id(word1); command->id2 = get_vocab_id(word2); - + return true; } @@ -1008,11 +1016,8 @@ static bool do_command() /* Get and execute a command */ { long kmod, defn; - static long igo = 0; static struct command_t command; - //char inputbuf[LINESIZE]; char word1[TOKLEN + 1]; - //char word2[TOKLEN + 1]; command.verb = 0; @@ -1078,7 +1083,6 @@ static bool do_command() Lclearobj: game.oldobj = command.obj; -L2600: checkhints(); /* If closing time, check for any objects being toted with @@ -1096,98 +1100,81 @@ L2600: game.wzdark = DARK(game.loc); if (game.knfloc > 0 && game.knfloc != game.loc) game.knfloc = 0; - - if(!get_command_input(&command)) { + + // Get command input from user + if (!get_command_input(&command)) return false; - } -L2607: + +Lclosecheck: ++game.turns; - /* If a turn threshold has been met, apply penalties and tell - * the player about it. */ - for (int i = 0; i < NTHRESHOLDS; ++i) { - if (game.turns == turn_thresholds[i].threshold + 1) { - game.trnluz += turn_thresholds[i].point_loss; - speak(turn_thresholds[i].message); - } - } + if (closecheck()) { + if (game.closed) + return true; + } else + lampcheck(); - if (command.verb == SAY && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) - command.verb = 0; - if (command.verb == SAY) { - command.part = transitive; + if (command.id1 == ENTER && (command.id2 == STREAM || + command.id2 == PROMOTE_WORD(WATER))) { + if (LIQLOC(game.loc) == WATER) + rspeak(FEET_WET); + else + rspeak(WHERE_QUERY); + + goto Lclearobj; + } + if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) { + command.id1 = command.id2; + command.id2 = WORD_EMPTY; } else { - if (closecheck()) { - if (game.closed) - return true; - } else - lampcheck(); - - if (command.id1 == ENTER && (command.id2 == STREAM || - command.id2 == PROMOTE_WORD(WATER))) { - if (LIQLOC(game.loc) == WATER) { - rspeak(FEET_WET); - } else { - rspeak(WHERE_QUERY); - } - goto Lclearobj; - } - 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; - } else { - /* FIXME: Magic numbers related to vocabulary */ - if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) || - (command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) { - if (AT(DEMOTE_WORD(command.id2))) - command.wd2 = token_to_packed("POUR"); - } - if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD)) - command.wd1 = token_to_packed("CATCH"); - } -L2620: - if (wordeq(command.wd1, token_to_packed("WEST"))) { - ++game.iwest; - if (game.iwest == 10) - rspeak(W_IS_WEST); - } - if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) { - if (++igo == 10) - rspeak(GO_UNNEEDED); + /* FIXME: Magic numbers related to vocabulary */ + if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) || + (command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) { + if (AT(DEMOTE_WORD(command.id2))) + command.wd2 = token_to_packed("POUR"); } + if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD)) + command.wd1 = token_to_packed("CATCH"); + } Lookup: - packed_to_token(command.wd1, word1); - defn = get_vocab_id(word1); - if (defn == WORD_NOT_FOUND) { - /* Gee, I don't understand. */ - if (fallback_handler(command)) - continue; - sspeak(DONT_KNOW, command.raw1); - goto L2600; - } - /* FIXME: magic numbers related to vocabulary */ - kmod = MOD(defn, 1000); - switch (defn / 1000) { - case 0: - playermove(kmod); - return true; - case 1: - command.part = unknown; - command.obj = kmod; - break; - case 2: - command.part = intransitive; - command.verb = kmod; - break; - case 3: - speak(specials[kmod].message); - goto Lclearobj; - default: - BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE - } + if (wordeq(command.wd1, token_to_packed("WEST"))) { + if (++game.iwest == 10) + rspeak(W_IS_WEST); + } + if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) { + if (++game.igo == 10) + rspeak(GO_UNNEEDED); + } + packed_to_token(command.wd1, word1); + defn = get_vocab_id(word1); + if (defn == WORD_NOT_FOUND) { + if (fallback_handler(command)) + continue; + /* Gee, I don't understand. */ + sspeak(DONT_KNOW, command.raw1); + goto Lclearobj; } + /* FIXME: magic numbers related to vocabulary */ + kmod = MOD(defn, 1000); + switch (defn / 1000) { + case 0: + playermove(kmod); + return true; + case 1: + command.part = unknown; + command.obj = kmod; + break; + case 2: + command.part = intransitive; + command.verb = kmod; + break; + case 3: + speak(specials[kmod].message); + goto Lclearobj; + default: + BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE + } + switch (action(&command)) { case GO_TERMINATE: return true; @@ -1196,12 +1183,8 @@ Lookup: return true; case GO_TOP: continue; /* back to top of main interpreter loop */ - case GO_CLEAROBJ: - goto Lclearobj; - case GO_CHECKHINT: - goto L2600; case GO_CHECKFOO: - goto L2607; + goto Lclosecheck; case GO_LOOKUP: goto Lookup; case GO_WORD2: @@ -1210,14 +1193,17 @@ Lookup: strncpy(command.raw1, command.raw2, LINESIZE - 1); wordclear(&command.wd2); command.raw2[0] = '\0'; - goto L2620; + goto Lookup; case GO_UNKNOWN: /* Random intransitive verbs come here. Clear obj just in case * (see attack()). */ command.raw1[0] = toupper(command.raw1[0]); sspeak(DO_WHAT, command.raw1); command.obj = 0; - goto L2600; + // Fallthrough + case GO_CHECKHINT: // Fallthrough + case GO_CLEAROBJ: + goto Lclearobj; case GO_DWARFWAKE: /* Oh dear, he's disturbed the dwarves. */ rspeak(DWARVES_AWAKEN);