X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=faa353b514be4001c04d0506170d0e660fbc47ef;hp=4869d9b70715b511d481ae9303b18506fa095823;hb=a3c159660bb03f220b7de52ba0ac4977098f389e;hpb=b29f56f595f92f2d92fad58e3c7c8df8fbfe3966 diff --git a/main.c b/main.c index 4869d9b..faa353b 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 @@ -138,7 +137,8 @@ static bool fallback_handler(struct command_t command) /* fallback handler for commands not handled by FORTRANish parser */ { long sv; - char buf[LINESIZE]; + turn_t turnlimit; + char buf[DIM(command.raw1) + DIM(command.raw2) + 1]; sprintf(buf, "%s %s", command.raw1, command.raw2); if (sscanf(buf, "seed %ld", &sv) == 1) { @@ -147,6 +147,10 @@ static bool fallback_handler(struct command_t command) // autogenerated, so don't charge user time for it. --game.turns; return true; + } else if (sscanf(buf, "waste %ld", &turnlimit) == 1) { + game.limit -= turnlimit; + printf("Game limit is now %ld\n", game.limit); + return true; } return false; } @@ -224,9 +228,8 @@ static void checkhints(void) break; game.hintlc[hint] = 0; return; - default: + default: // LCOV_EXCL_LINE BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE - break; } /* Fall through to hint display */ @@ -247,12 +250,12 @@ 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; @@ -316,21 +319,20 @@ static bool dwarfmove(void) /* Dwarves move. Return true if player survives, false if he dies. */ { int kk, stick, attack; - long tk[21]; + loc_t tk[21]; /* Dwarf stuff. See earlier comments for description of * 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 +346,7 @@ 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 +401,8 @@ 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)) @@ -449,7 +452,7 @@ static bool dwarfmove(void) rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick); } else { rspeak(KNIFE_THROWN); - rspeak(MISSES_YOU); + rspeak(stick ? GETS_YOU : MISSES_YOU); } if (stick == 0) return true; @@ -488,8 +491,8 @@ static void croak(void) * death and exit. */ rspeak(DEATH_CLOSING); terminate(endgame); - } else if (game.numdie == NDEATHS || - !yes(query, yes_response, arbitrary_messages[OK_MAN])) + } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN]) + || game.numdie == NDEATHS) terminate(endgame); else { game.place[WATER] = game.place[OIL] = LOC_NOWHERE; @@ -506,7 +509,7 @@ static void croak(void) } } -static bool traveleq(long a, long b) +static bool traveleq(int a, int b) /* Are two travel entries equal for purposes of skip after failed condition? */ { return (travel[a].condtype == travel[b].condtype) @@ -541,40 +544,39 @@ static void playermove( int motion) motion = game.oldlc2; game.oldlc2 = game.oldloc; game.oldloc = game.loc; - int spk = 0; - if (motion == game.loc) - spk = FORGOT_PATH; - if (CNDBIT(game.loc, COND_NOBACK)) - spk = TWIST_TURN; - if (spk == 0) { - int te_tmp = 0; - for (;;) { - 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) { - ++travel_entry; /* go to next travel entry for this location */ - continue; - } - /* we've reached the end of travel entries for game.loc */ - travel_entry = te_tmp; - if (travel_entry == 0) { - rspeak(NOT_CONNECTED); - return; - } - } + if (CNDBIT(game.loc, COND_NOBACK)) { + rspeak(TWIST_TURN); + return; + } + if (motion == game.loc) { + rspeak(FORGOT_PATH); + return; + } - motion = travel[travel_entry].motion; - travel_entry = tkey[game.loc]; - break; /* fall through to ordinary travel */ + int te_tmp = 0; + for (;;) { + 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) { + ++travel_entry; /* go to next travel entry for this location */ + continue; + } + /* we've reached the end of travel entries for game.loc */ + travel_entry = te_tmp; + if (travel_entry == 0) { + rspeak(NOT_CONNECTED); + return; + } } - } else { - rspeak(spk); - return; + + motion = travel[travel_entry].motion; + travel_entry = tkey[game.loc]; + break; /* fall through to ordinary travel */ } } else if (motion == LOOK) { /* Look. Can't give more detail. Pretend it wasn't dark @@ -645,7 +647,6 @@ 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 (;;) { @@ -670,7 +671,7 @@ static void playermove( int motion) /* We arrive here on conditional failure. * Skip to next non-matching destination */ - long te_tmp = travel_entry; + int te_tmp = travel_entry; do { if (travel[te_tmp].stop) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE @@ -729,10 +730,11 @@ 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; @@ -758,7 +760,7 @@ static void playermove( int motion) croak(); return; } - default: + default: // LCOV_EXCL_LINE BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } } @@ -788,6 +790,15 @@ 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; @@ -891,14 +902,20 @@ static void lampcheck(void) * 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. Eve after it goes + * 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)) { @@ -931,7 +948,7 @@ static void listobjects(void) if (!DARK(game.loc)) { ++game.abbrev[game.loc]; for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) { - long obj = i; + obj_t obj = i; if (obj > NOBJECTS) obj = obj - NOBJECTS; if (obj == STEPS && TOTING(NUGGET)) @@ -970,49 +987,10 @@ 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 inputbuf[LINESIZE]; - char word1[TOKLEN + 1]; - //char word2[TOKLEN + 1]; command.verb = 0; @@ -1078,7 +1056,6 @@ static bool do_command() Lclearobj: game.oldobj = command.obj; -L2600: checkhints(); /* If closing time, check for any objects being toted with @@ -1096,98 +1073,95 @@ 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: + ++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.type1 == MOTION && command.id1 == ENTER + && (command.id2 == STREAM || command.id2 == WATER)) { + if (LIQLOC(game.loc) == WATER) + rspeak(FEET_WET); + else + rspeak(WHERE_QUERY); + + goto Lclearobj; } - if (command.verb == SAY && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) - command.verb = 0; - if (command.verb == SAY) { - command.part = transitive; - } 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); + if (command.type1 == OBJECT) { + if (command.id1 == GRATE) { + command.type1 = MOTION; + if (game.loc == LOC_START || + game.loc == LOC_VALLEY || + game.loc == LOC_SLIT) { + command.id1 = DEPRESSION; } - 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 (game.loc == LOC_COBBLE || + game.loc == LOC_DEBRIS || + game.loc == LOC_AWKWARD || + game.loc == LOC_BIRD || + game.loc == LOC_PITTOP) { + command.id1 = ENTRANCE; } - 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 (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) { + if (AT(command.id2)) { + command.id2 = POUR; + command.type2 = ACTION; + strncpy(command.raw2, "POUR", LINESIZE - 1); + } } - if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) { - if (++igo == 10) - rspeak(GO_UNNEEDED); + if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD)) { + command.id1 = CARRY; + command.type1 = ACTION; + strncpy(command.raw2, "CATCH", LINESIZE - 1); } + } + 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 (strncasecmp(command.raw1, "west", sizeof("west")) == 0) { + if (++game.iwest == 10) + rspeak(W_IS_WEST); + } + if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) { + if (++game.igo == 10) + rspeak(GO_UNNEEDED); + } + if (command.id1 == WORD_NOT_FOUND) { + if (fallback_handler(command)) + continue; + /* Gee, I don't understand. */ + sspeak(DONT_KNOW, command.raw1); + goto Lclearobj; + } + switch (command.type1) { + case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing + case MOTION: + playermove(command.id1); + return true; + case OBJECT: + command.part = unknown; + command.obj = command.id1; + break; + case ACTION: + command.part = intransitive; + command.verb = command.id1; + break; + case SPECIAL: + speak(specials[command.id1].message); + goto Lclearobj; + default: // LCOV_EXCL_LINE + BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE } + switch (action(&command)) { case GO_TERMINATE: return true; @@ -1196,33 +1170,30 @@ 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; - case GO_LOOKUP: - goto Lookup; case GO_WORD2: /* Get second word for analysis. */ - command.wd1 = command.wd2; + command.id1 = command.id2; + command.type1 = command.type2; strncpy(command.raw1, command.raw2, LINESIZE - 1); - wordclear(&command.wd2); + command.id2 = WORD_EMPTY; + command.type2 = NO_WORD_TYPE; 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); terminate(endgame); - default: + default: // LCOV_EXCL_LINE BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE } }