X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=f9d0284e8b775eea35b2bf08965676f60e71ca8d;hp=00a4d890e17ea25d7e450a88dcc536b8a750f237;hb=c8f6ff3701534e6c1ce59cf3e33aec5e824ed144;hpb=ddb0df85b315cf60c529d0566254beb2c42cab2b diff --git a/main.c b/main.c index 00a4d89..f9d0284 100644 --- a/main.c +++ b/main.c @@ -27,7 +27,7 @@ struct game_t game; -long LNLENG, LNPOSN, PARMS[MAXPARMS + 1]; +long LNLENG, LNPOSN; char rawbuf[LINESIZE], INLINE[LINESIZE + 1]; long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD, @@ -189,7 +189,7 @@ static bool fallback_handler(char *buf) static void checkhints(void) { if (COND[game.loc] >= game.conds) { - for (int hint = 1; hint <= HNTMAX; hint++) { + for (int hint = 1; hint <= HINT_COUNT; hint++) { if (game.hinted[hint]) continue; if (!CNDBIT(game.loc, hint + HBASE)) @@ -265,8 +265,7 @@ static void checkhints(void) game.hintlc[hint] = 0; if (!YES(hints[hint-1].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) return; - SETPRM(1, hints[hint-1].penalty, hints[hint-1].penalty); - RSPEAK(HINT_COST); + rspeak(HINT_COST, hints[hint-1].penalty, hints[hint-1].penalty); game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint-1].hint, arbitrary_messages[OK_MAN]); if (game.hinted[hint] && game.limit > WARNTIME) game.limit += WARNTIME * hints[hint-1].penalty; @@ -305,7 +304,7 @@ static bool spotted_by_pirate(int i) } /* Force chest placement before player finds last treasure */ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) { - RSPEAK(PIRATE_SPOTTED); + rspeak(PIRATE_SPOTTED); movechest = true; } /* Do things in this order (chest move before robbery) so chest is listed @@ -320,10 +319,10 @@ static bool spotted_by_pirate(int i) /* You might get a hint of the pirate's presence even if the * chest doesn't move... */ if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) - RSPEAK(PIRATE_RUSTLES); + rspeak(PIRATE_RUSTLES); } if (robplayer) { - RSPEAK(PIRATE_POUNCES); + rspeak(PIRATE_POUNCES); for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) { if (AT(treasure) && game.fixed[treasure] == 0) @@ -383,7 +382,7 @@ static bool dwarfmove(void) game.dloc[i] = DALTLC; game.odloc[i] = game.dloc[i]; } - RSPEAK(DWARF_RAN); + rspeak(DWARF_RAN); DROP(AXE, game.loc); return true; } @@ -446,22 +445,19 @@ 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. */ + * positions in the rspeak database. */ if (game.dtotal == 0) return true; - SETPRM(1, game.dtotal, 0); - RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK); + rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal); if (attack == 0) return true; if (game.dflag == 2)game.dflag = 3; - 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)); + if (attack > 1) { + rspeak(THROWN_KNIVES, attack); + rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick); } else { - RSPEAK(KNIFE_THROWN); - RSPEAK(MISSES_YOU); + rspeak(KNIFE_THROWN); + rspeak(MISSES_YOU); } if (stick == 0) return true; @@ -498,7 +494,7 @@ static void croak(void) if (game.closng) { /* He died during closing time. No resurrection. Tally up a * death and exit. */ - RSPEAK(DEATH_CLOSING); + rspeak(DEATH_CLOSING); terminate(endgame); } else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN])) terminate(endgame); @@ -560,7 +556,7 @@ static bool playermove(token_t verb, int motion) } kk = k2; if (kk == 0) { - RSPEAK(NOT_CONNECTED); + rspeak(NOT_CONNECTED); return true; } } @@ -570,7 +566,7 @@ static bool playermove(token_t verb, int motion) break; /* fall through to ordinary travel */ } } else { - RSPEAK(k2); + rspeak(k2); return true; } } else if (motion == LOOK) { @@ -578,14 +574,14 @@ static bool playermove(token_t verb, int motion) * (though it may now be dark) so he won't fall into a * pit while staring into the gloom. */ if (game.detail < 3) - RSPEAK(NO_MORE_DETAIL); + rspeak(NO_MORE_DETAIL); ++game.detail; game.wzdark = false; game.abbrev[game.loc] = 0; return true; } else if (motion == CAVE) { /* Cave. Different messages depending on whether above ground. */ - RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL); + rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL); return true; } else { /* none of the specials */ @@ -610,7 +606,7 @@ static bool playermove(token_t verb, int motion) if (verb == FIND || verb == INVENT)spk = NEARBY; if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS; if (motion == 17)spk = WHICH_WAY; - RSPEAK(spk); + rspeak(spk); return true; } ++kk; @@ -664,7 +660,7 @@ static bool playermove(token_t verb, int motion) game.newloc = 99 + 100 - game.loc; if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) { game.newloc = game.loc; - RSPEAK(MUST_DROP); + rspeak(MUST_DROP); } return true; case 2: @@ -691,7 +687,7 @@ static bool playermove(token_t verb, int motion) * and block him. (standard travel entries check for * game.prop(TROLL)=0.) Special stuff for bear. */ if (game.prop[TROLL] == 1) { - PSPEAK(TROLL, 1); + pspeak(TROLL, 1); game.prop[TROLL] = 0; MOVE(TROLL2, 0); MOVE(TROLL2 + NOBJECTS, 0); @@ -704,7 +700,7 @@ static bool playermove(token_t verb, int motion) 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); + rspeak(BRIDGE_COLLAPSE); game.prop[CHASM] = 1; game.prop[TROLL] = 2; DROP(BEAR, game.newloc); @@ -722,7 +718,7 @@ static bool playermove(token_t verb, int motion) } while (false); /* FIXME: Arithmetic on location number, becoming a message number */ - RSPEAK(game.newloc - 500); + rspeak(game.newloc - 500); game.newloc = game.loc; return true; } @@ -781,7 +777,7 @@ static bool closecheck(void) game.fixed[CHAIN] = 0; game.prop[AXE] = 0; game.fixed[AXE] = 0; - RSPEAK(CAVE_CLOSING); + rspeak(CAVE_CLOSING); game.clock1 = -1; game.closng = true; return true; @@ -832,7 +828,7 @@ static bool closecheck(void) DESTROY(i); } - RSPEAK(CAVE_CLOSED); + rspeak(CAVE_CLOSED); game.closed = true; return true; } @@ -853,7 +849,7 @@ static void lampcheck(void) * 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); + rspeak(REPLACE_BATTERIES); game.prop[BATTERY] = 1; if (TOTING(BATTERY)) DROP(BATTERY, game.loc); @@ -863,14 +859,14 @@ static void lampcheck(void) game.limit = -1; game.prop[LAMP] = 0; if (HERE(LAMP)) - RSPEAK(LAMP_OUT); + 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] == 1)spk = MISSING_BATTERYIES; - RSPEAK(spk); + rspeak(spk); } } } @@ -916,7 +912,7 @@ static void listobjects(void) int kk = game.prop[obj]; if (obj == STEPS && game.loc == game.fixed[STEPS]) kk = 1; - PSPEAK(obj, kk); + pspeak(obj, kk); } } } @@ -932,7 +928,7 @@ static bool do_command(FILE *cmdin) /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { - RSPEAK(EXIT_CLOSED); + rspeak(EXIT_CLOSED); game.newloc = game.loc; if (!game.panic)game.clock2 = PANICTIME; game.panic = true; @@ -946,7 +942,7 @@ static bool do_command(FILE *cmdin) for (size_t i = 1; i <= NDWARVES - 1; i++) { if (game.odloc[i] == game.newloc && game.dseen[i]) { game.newloc = game.loc; - RSPEAK(DWARF_BLOCK); + rspeak(DWARF_BLOCK); break; } } @@ -968,14 +964,14 @@ static bool do_command(FILE *cmdin) /* The easiest way to get killed is to fall into a pit in * pitch darkness. */ if (game.wzdark && PCT(35)) { - RSPEAK(PIT_FALL); + 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); + if (TOTING(BEAR))rspeak(TAME_BEAR); speak(msg); if (FORCED(game.loc)) { if (playermove(command.verb, 1)) @@ -984,7 +980,7 @@ static bool do_command(FILE *cmdin) continue; /* back to top of main interpreter loop */ } if (game.loc == LOC_Y2 && PCT(25) && !game.closng) - RSPEAK(SAYS_PLUGH); + rspeak(SAYS_PLUGH); listobjects(); @@ -1003,7 +999,7 @@ L2600: * tick game.clock1 unless well into cave (and not at Y2). */ if (game.closed) { if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) - PSPEAK(OYSTER, 1); + pspeak(OYSTER, 1); for (size_t i = 1; i <= NOBJECTS; i++) { if (TOTING(i) && game.prop[i] < 0) game.prop[i] = -1 - game.prop[i]; @@ -1051,9 +1047,9 @@ L2607: V2 = VOCAB(command.wd2, -1); if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) { if (LIQLOC(game.loc) == WATER) { - RSPEAK(FEET_WET); + rspeak(FEET_WET); } else { - RSPEAK(WHERE_QUERY); + rspeak(WHERE_QUERY); } goto L2012; } @@ -1062,7 +1058,7 @@ L2607: command.wd1x = command.wd2x; wordclear(&command.wd2); } else { - /* FIXME: Magic numbers */ + /* FIXME: Magic numbers */ if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) || (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) { if (AT(V2 - 1000)) @@ -1075,11 +1071,11 @@ L2620: if (wordeq(command.wd1, MAKEWD(WORD_WEST))) { ++game.iwest; if (game.iwest == 10) - RSPEAK(W_IS_WEST); + rspeak(W_IS_WEST); } if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) { if (++igo == 10) - RSPEAK(GO_UNNEEDED); + rspeak(GO_UNNEEDED); } Lookup: defn = VOCAB(command.wd1, -1); @@ -1087,8 +1083,7 @@ Lookup: /* Gee, I don't understand. */ if (fallback_handler(rawbuf)) continue; - SETPRM(1, command.wd1, command.wd1x); - RSPEAK(DONT_KNOW); + rspeak(DONT_KNOW, command.wd1, command.wd1x); goto L2600; } kmod = MOD(defn, 1000); @@ -1107,7 +1102,7 @@ Lookup: command.verb = kmod; break; case 3: - RSPEAK(kmod); + rspeak(kmod); goto L2012; default: BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); @@ -1139,13 +1134,12 @@ Laction: case GO_UNKNOWN: /* Random intransitive verbs come here. Clear obj just in case * (see attack()). */ - SETPRM(1, command.wd1, command.wd1x); - RSPEAK(DO_WHAT); + rspeak(DO_WHAT, command.wd1, command.wd1x); command.obj = 0; goto L2600; case GO_DWARFWAKE: /* Oh dear, he's disturbed the dwarves. */ - RSPEAK(DWARVES_AWAKEN); + rspeak(DWARVES_AWAKEN); terminate(endgame); default: BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);