X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=f24c5bc4162cb6480b3f232d69f338b86d663204;hp=59bb4e1fcf5126b76b0f2be2101843a8fd4f402a;hb=92ddbba2120c614f073ad3ccbf4c5c83597dea12;hpb=40ff648431dc1f2cb1e330d1f9a665c5f0a7cb68 diff --git a/main.c b/main.c index 59bb4e1..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 @@ -116,6 +115,10 @@ 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) @@ -130,10 +133,13 @@ int main(int argc, char *argv[]) terminate(quitgame); } -static bool fallback_handler(char *buf) +static bool fallback_handler(struct command_t command) /* fallback handler for commands not handled by FORTRANish parser */ { long sv; + char buf[LINESIZE]; + sprintf(buf, "%s %s", command.raw1, command.raw2); + if (sscanf(buf, "seed %ld", &sv) == 1) { set_seed(sv); printf("Seed set to %ld\n", sv); @@ -178,9 +184,9 @@ 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 +204,9 @@ 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 */ @@ -240,14 +246,14 @@ 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] >= 0) + game.prop[CHEST] != STATE_NOTFOUND) return true; int snarfed = 0; bool movechest = false, robplayer = false; @@ -315,16 +321,15 @@ 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. */ - if (game.loc == 0 || + * 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)) return true; @@ -337,7 +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) || @@ -380,9 +385,10 @@ 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; @@ -391,7 +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)) @@ -428,9 +435,7 @@ 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 +501,18 @@ 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 +548,11 @@ 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 +604,38 @@ 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; @@ -623,26 +644,26 @@ 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 (;;) { - 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 +679,17 @@ 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 @@ -706,15 +727,16 @@ 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; - 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); @@ -765,6 +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; @@ -787,10 +818,10 @@ 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); @@ -823,10 +854,10 @@ 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; @@ -836,13 +867,13 @@ 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++) { @@ -870,28 +901,29 @@ 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); - } } } @@ -946,12 +978,47 @@ static void listobjects(void) } } +static bool get_command_input(struct command_t *command) +{ + char inputbuf[LINESIZE]; + char word1[TOKLEN + 1]; + char word2[TOKLEN + 1]; + char* input; + + for (;;) { + input = get_input(); + if (input == NULL) + 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); + free(input); + + tokenize(inputbuf, command); + + packed_to_token(command->wd1, word1); + packed_to_token(command->wd2, word2); + command->id1 = get_vocab_id(word1); + command->id2 = get_vocab_id(word2); + + return true; +} + static bool do_command() /* Get and execute a command */ { long kmod, defn; - static long igo = 0; static struct command_t command; + char word1[TOKLEN + 1]; + command.verb = 0; /* Can't leave cave once it's closing (except by main office). */ @@ -1013,12 +1080,9 @@ static bool do_command() listobjects(); -L2012: - command.verb = 0; +Lclearobj: game.oldobj = command.obj; - command.obj = 0; -L2600: checkhints(); /* If closing time, check for any objects being toted with @@ -1037,56 +1101,13 @@ L2600: if (game.knfloc > 0 && game.knfloc != game.loc) game.knfloc = 0; - /* This is where we get a new command from the user */ - char* input; - char inputbuf[LINESIZE]; - - for (;;) { - input = get_input(); - if (input == NULL) - return (false); - if (word_count(input) > 2) { - rspeak(TWO_WORDS); - continue; - } - if (strcmp(input, "") != 0) - break; - } - - strncpy(inputbuf, input, LINESIZE - 1); - free(input); - - tokenize(inputbuf, &command); + // Get command input from user + if (!get_command_input(&command)) + return false; - 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); +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 (command.verb == SAY && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) - command.verb = 0; - if (command.verb == SAY) { - command.part = transitive; - goto Laction; - } if (closecheck()) { if (game.closed) return true; @@ -1095,16 +1116,14 @@ L2607: if (command.id1 == ENTER && (command.id2 == STREAM || command.id2 == PROMOTE_WORD(WATER))) { - if (LIQLOC(game.loc) == WATER) { + if (LIQLOC(game.loc) == WATER) rspeak(FEET_WET); - } else { + else rspeak(WHERE_QUERY); - } - goto L2012; + + 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 { @@ -1117,25 +1136,23 @@ L2607: if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD)) command.wd1 = token_to_packed("CATCH"); } -L2620: +Lookup: if (wordeq(command.wd1, token_to_packed("WEST"))) { - ++game.iwest; - if (game.iwest == 10) + if (++game.iwest == 10) rspeak(W_IS_WEST); } if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) { - if (++igo == 10) + if (++game.igo == 10) rspeak(GO_UNNEEDED); } -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(inputbuf)) + if (fallback_handler(command)) continue; + /* Gee, I don't understand. */ sspeak(DONT_KNOW, command.raw1); - goto L2600; + goto Lclearobj; } /* FIXME: magic numbers related to vocabulary */ kmod = MOD(defn, 1000); @@ -1153,12 +1170,11 @@ Lookup: break; case 3: speak(specials[kmod].message); - goto L2012; + goto Lclearobj; default: BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE } -Laction: switch (action(&command)) { case GO_TERMINATE: return true; @@ -1167,28 +1183,27 @@ Laction: return true; case GO_TOP: continue; /* back to top of main interpreter loop */ - case GO_CLEAROBJ: - goto L2012; - case GO_CHECKHINT: - goto L2600; case GO_CHECKFOO: - goto L2607; + goto Lclosecheck; case GO_LOOKUP: goto Lookup; 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'; - 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);