Place1TBS mandatory braces.
This commit is contained in:
parent
258b7703f2
commit
c11938aed5
4 changed files with 438 additions and 343 deletions
381
actions.c
381
actions.c
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@ -14,12 +14,11 @@
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static phase_codes_t fill(verb_t, obj_t);
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static phase_codes_t attack(command_t command)
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static phase_codes_t attack(command_t command) {
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/* Attack. Assume target if unambiguous. "Throw" also links here.
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* Attackable objects fall into two categories: enemies (snake,
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* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
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* enemies, or no enemies but 2 others. */
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{
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verb_t verb = command.verb;
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obj_t obj = command.obj;
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@ -137,9 +136,9 @@ static phase_codes_t attack(command_t command)
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if (obj == OGRE) {
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rspeak(OGRE_DODGE);
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if (atdwrf(game.loc) == 0)
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if (atdwrf(game.loc) == 0) {
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return GO_CLEAROBJ;
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}
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rspeak(KNIFE_THROWN);
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DESTROY(OGRE);
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int dwarves = 0;
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@ -185,12 +184,11 @@ static phase_codes_t attack(command_t command)
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return GO_CLEAROBJ;
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}
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static phase_codes_t bigwords(vocab_t id)
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static phase_codes_t bigwords(vocab_t id) {
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/* Only called on FEE FIE FOE FOO (AND FUM). Advance to next state if given
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* in proper order. Look up foo in special section of vocab to determine which
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* word we've got. Last word zips the eggs back to the giant room (unless
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* already there). */
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{
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int foobar = abs(game.foobar);
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/* Only FEE can start a magic-word sequence. */
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@ -219,30 +217,31 @@ static phase_codes_t bigwords(vocab_t id)
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if (game.objects[EGGS].place == LOC_NOWHERE && game.objects[TROLL].place == LOC_NOWHERE
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&& game.objects[TROLL].prop == TROLL_UNPAID)
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game.objects[TROLL].prop = TROLL_PAIDONCE;
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if (HERE(EGGS))
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if (HERE(EGGS)) {
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pspeak(EGGS, look, true, EGGS_VANISHED);
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else if (game.loc == objects[EGGS].plac)
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} else if (game.loc == objects[EGGS].plac) {
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pspeak(EGGS, look, true, EGGS_HERE);
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else
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} else {
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pspeak(EGGS, look, true, EGGS_DONE);
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}
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move(EGGS, objects[EGGS].plac);
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return GO_CLEAROBJ;
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}
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} else {
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/* Magic-word sequence was started but is incorrect */
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if (settings.oldstyle || game.seenbigwords)
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rspeak(START_OVER);
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else
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if (settings.oldstyle || game.seenbigwords) {
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rspeak(START_OVER);
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} else {
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rspeak(WELL_POINTLESS);
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}
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game.foobar = WORD_EMPTY;
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return GO_CLEAROBJ;
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}
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}
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static void blast(void)
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static void blast(void) {
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/* Blast. No effect unless you've got dynamite, which is a neat trick! */
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{
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if (PROP_IS_NOTFOUND(ROD2) || !game.closed)
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rspeak(REQUIRES_DYNAMITE);
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else {
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@ -260,9 +259,8 @@ static void blast(void)
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}
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}
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static phase_codes_t vbreak(verb_t verb, obj_t obj)
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static phase_codes_t vbreak(verb_t verb, obj_t obj) {
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/* Break. Only works for mirror in repository and, of course, the vase. */
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{
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switch (obj) {
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case MIRROR:
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if (game.closed) {
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@ -287,26 +285,25 @@ static phase_codes_t vbreak(verb_t verb, obj_t obj)
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return (GO_CLEAROBJ);
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}
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static phase_codes_t brief(void)
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static phase_codes_t brief(void) {
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/* Brief. Intransitive only. Suppress full descriptions after first time. */
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{
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game.abbnum = 10000;
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game.detail = 3;
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rspeak(BRIEF_CONFIRM);
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return GO_CLEAROBJ;
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}
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static phase_codes_t vcarry(verb_t verb, obj_t obj)
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static phase_codes_t vcarry(verb_t verb, obj_t obj) {
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/* Carry an object. Special cases for bird and cage (if bird in cage, can't
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* take one without the other). Liquids also special, since they depend on
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* status of bottle. Also various side effects, etc. */
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{
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if (obj == INTRANSITIVE) {
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/* Carry, no object given yet. OK if only one object present. */
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if (game.locs[game.loc].atloc == NO_OBJECT ||
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game.link[game.locs[game.loc].atloc] != 0 ||
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atdwrf(game.loc) > 0)
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atdwrf(game.loc) > 0) {
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return GO_UNKNOWN;
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}
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obj = game.locs[game.loc].atloc;
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}
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@ -362,8 +359,9 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj)
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}
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if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) {
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return (fill(verb, BOTTLE));
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} else
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} else {
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rspeak(BOTTLE_FULL);
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}
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return GO_CLEAROBJ;
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}
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obj = BOTTLE;
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@ -399,8 +397,9 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj)
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carry(obj, game.loc);
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if (obj == BOTTLE && LIQUID() != NO_OBJECT)
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if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
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game.objects[LIQUID()].place = CARRIED;
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}
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if (GSTONE(obj) && !PROP_IS_FOUND(obj)) {
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PROP_SET_FOUND(obj);
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@ -410,9 +409,8 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj)
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return GO_CLEAROBJ;
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}
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static int chain(verb_t verb)
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static int chain(verb_t verb) {
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/* Do something to the bear's chain */
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{
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if (verb != LOCK) {
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if (game.objects[BEAR].prop == UNTAMED_BEAR) {
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rspeak(BEAR_BLOCKS);
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@ -462,11 +460,10 @@ static int chain(verb_t verb)
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return GO_CLEAROBJ;
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}
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static phase_codes_t discard(verb_t verb, obj_t obj)
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static phase_codes_t discard(verb_t verb, obj_t obj) {
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/* Discard object. "Throw" also comes here for most objects. Special cases for
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* bird (might attack snake or dragon) and cage (might contain bird) and vase.
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* Drop coins at vending machine for extra batteries. */
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{
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if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
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obj = ROD2;
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}
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@ -482,17 +479,19 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
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game.objects[CAVITY].prop = CAVITY_FULL;
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if (HERE(RUG) && ((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) ||
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(obj == RUBY && game.objects[RUG].prop == RUG_HOVER))) {
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if (obj == RUBY)
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rspeak(RUG_SETTLES);
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else if (TOTING(RUG))
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rspeak(RUG_WIGGLES);
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else
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rspeak(RUG_RISES);
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if (obj == RUBY) {
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rspeak(RUG_SETTLES);
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} else if (TOTING(RUG)) {
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rspeak(RUG_WIGGLES);
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} else {
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rspeak(RUG_RISES);
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}
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if (!TOTING(RUG) || obj == RUBY) {
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int k = (game.objects[RUG].prop == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
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game.objects[RUG].prop = k;
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if (k == RUG_HOVER)
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if (k == RUG_HOVER) {
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k = objects[SAPPH].plac;
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}
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move(RUG + NOBJECTS, k);
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}
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}
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@ -507,8 +506,9 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
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return GO_CLEAROBJ;
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}
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if (LIQUID() == obj)
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if (LIQUID() == obj) {
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obj = BOTTLE;
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}
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if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
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game.objects[LIQUID()].place = LOC_NOWHERE;
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}
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@ -529,8 +529,9 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
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state_change(VASE, AT(PILLOW)
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? VASE_WHOLE
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: VASE_DROPPED);
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if (game.objects[VASE].prop != VASE_WHOLE)
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if (game.objects[VASE].prop != VASE_WHOLE) {
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game.objects[VASE].fixed = IS_FIXED;
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}
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drop(obj, game.loc);
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return GO_CLEAROBJ;
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}
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@ -548,13 +549,15 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
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}
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if (HERE(SNAKE)) {
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rspeak(BIRD_ATTACKS);
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if (game.closed)
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if (game.closed) {
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return GO_DWARFWAKE;
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}
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DESTROY(SNAKE);
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/* Set game.prop for use by travel options */
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game.objects[SNAKE].prop = SNAKE_CHASED;
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} else
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} else {
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rspeak(OK_MAN);
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}
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game.objects[BIRD].prop = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
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drop(obj, game.loc);
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return GO_CLEAROBJ;
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}
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static phase_codes_t drink(verb_t verb, obj_t obj)
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static phase_codes_t drink(verb_t verb, obj_t obj) {
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/* Drink. If no object, assume water and look for it here. If water is in
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* the bottle, drink that, else must be at a water loc, so drink stream. */
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{
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if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER &&
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(LIQUID() != WATER || !HERE(BOTTLE))) {
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return GO_UNKNOWN;
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return GO_CLEAROBJ;
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}
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static phase_codes_t eat(verb_t verb, obj_t obj)
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static phase_codes_t eat(verb_t verb, obj_t obj) {
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/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
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* ok, some things lose appetite, rest are ridiculous. */
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{
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switch (obj) {
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case INTRANSITIVE:
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if (!HERE(FOOD))
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@ -626,16 +627,18 @@ static phase_codes_t eat(verb_t verb, obj_t obj)
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return GO_CLEAROBJ;
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}
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static phase_codes_t extinguish(verb_t verb, obj_t obj)
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static phase_codes_t extinguish(verb_t verb, obj_t obj) {
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/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
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{
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if (obj == INTRANSITIVE) {
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if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT)
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obj = LAMP;
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if (HERE(URN) && game.objects[URN].prop == URN_LIT)
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obj = URN;
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if (obj == INTRANSITIVE)
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return GO_UNKNOWN;
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if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) {
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obj = LAMP;
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}
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if (HERE(URN) && game.objects[URN].prop == URN_LIT) {
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obj = URN;
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}
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if (obj == INTRANSITIVE) {
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return GO_UNKNOWN;
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}
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}
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switch (obj) {
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@ -662,26 +665,27 @@ static phase_codes_t extinguish(verb_t verb, obj_t obj)
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return GO_CLEAROBJ;
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}
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static phase_codes_t feed(verb_t verb, obj_t obj)
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static phase_codes_t feed(verb_t verb, obj_t obj) {
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/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
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* mad. Bear, special. */
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{
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switch (obj) {
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case BIRD:
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rspeak(BIRD_PINING);
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break;
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case DRAGON:
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if (game.objects[DRAGON].prop != DRAGON_BARS)
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rspeak(RIDICULOUS_ATTEMPT);
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else
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rspeak(NOTHING_EDIBLE);
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if (game.objects[DRAGON].prop != DRAGON_BARS) {
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rspeak(RIDICULOUS_ATTEMPT);
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} else {
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rspeak(NOTHING_EDIBLE);
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}
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break;
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case SNAKE:
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if (!game.closed && HERE(BIRD)) {
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DESTROY(BIRD);
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rspeak(BIRD_DEVOURED);
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} else
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} else {
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rspeak(NOTHING_EDIBLE);
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}
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break;
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case TROLL:
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rspeak(TROLL_VICES);
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@ -690,8 +694,9 @@ static phase_codes_t feed(verb_t verb, obj_t obj)
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if (HERE(FOOD)) {
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game.dflag += 2;
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rspeak(REALLY_MAD);
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} else
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} else {
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speak(actions[verb].message);
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}
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break;
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case BEAR:
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if (game.objects[BEAR].prop == BEAR_DEAD) {
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@ -704,17 +709,19 @@ static phase_codes_t feed(verb_t verb, obj_t obj)
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game.objects[AXE].fixed = IS_FREE;
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game.objects[AXE].prop = AXE_HERE;
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state_change(BEAR, SITTING_BEAR);
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} else
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} else {
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rspeak(NOTHING_EDIBLE);
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}
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break;
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}
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speak(actions[verb].message);
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break;
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case OGRE:
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if (HERE(FOOD))
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rspeak(OGRE_FULL);
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else
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speak(actions[verb].message);
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if (HERE(FOOD)) {
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rspeak(OGRE_FULL);
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} else {
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speak(actions[verb].message);
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}
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break;
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default:
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rspeak(AM_GAME);
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@ -722,10 +729,9 @@ static phase_codes_t feed(verb_t verb, obj_t obj)
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return GO_CLEAROBJ;
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}
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phase_codes_t fill(verb_t verb, obj_t obj)
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phase_codes_t fill(verb_t verb, obj_t obj) {
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/* Fill. Bottle or urn must be empty, and liquid available. (Vase
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* is nasty.) */
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{
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if (obj == VASE) {
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if (LIQLOC(game.loc) == NO_OBJECT) {
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rspeak(FILL_INVALID);
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@ -793,14 +799,14 @@ phase_codes_t fill(verb_t verb, obj_t obj)
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state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
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? OIL_BOTTLE
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: WATER_BOTTLE);
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if (TOTING(BOTTLE))
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if (TOTING(BOTTLE)) {
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game.objects[LIQUID()].place = CARRIED;
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}
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return GO_CLEAROBJ;
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}
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static phase_codes_t find(verb_t verb, obj_t obj)
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static phase_codes_t find(verb_t verb, obj_t obj) {
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/* Find. Might be carrying it, or it might be here. Else give caveat. */
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{
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if (TOTING(obj)) {
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rspeak(ALREADY_CARRYING);
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return GO_CLEAROBJ;
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@ -822,9 +828,8 @@ static phase_codes_t find(verb_t verb, obj_t obj)
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return GO_CLEAROBJ;
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}
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static phase_codes_t fly(verb_t verb, obj_t obj)
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static phase_codes_t fly(verb_t verb, obj_t obj) {
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/* Fly. Snide remarks unless hovering rug is here. */
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{
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if (obj == INTRANSITIVE) {
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if (!HERE(RUG)) {
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rspeak(FLAP_ARMS);
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@ -865,9 +870,8 @@ static phase_codes_t fly(verb_t verb, obj_t obj)
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return GO_TERMINATE;
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}
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static phase_codes_t inven(void)
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static phase_codes_t inven(void) {
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/* Inventory. If object, treat same as find. Else report on current burden. */
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{
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bool empty = true;
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for (obj_t i = 1; i <= NOBJECTS; i++) {
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if (i == BEAR || !TOTING(i))
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@ -885,9 +889,8 @@ static phase_codes_t inven(void)
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return GO_CLEAROBJ;
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}
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static phase_codes_t light(verb_t verb, obj_t obj)
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static phase_codes_t light(verb_t verb, obj_t obj) {
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/* Light. Applicable only to lamp and urn. */
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{
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if (obj == INTRANSITIVE) {
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int selects = 0;
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if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_DARK && game.limit >= 0) {
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@ -914,8 +917,9 @@ static phase_codes_t light(verb_t verb, obj_t obj)
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break;
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}
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state_change(LAMP, LAMP_BRIGHT);
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if (game.wzdark)
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if (game.wzdark) {
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return GO_TOP;
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}
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break;
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default:
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speak(actions[verb].message);
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||||
|
@ -923,53 +927,61 @@ static phase_codes_t light(verb_t verb, obj_t obj)
|
|||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
||||
static phase_codes_t listen(void)
|
||||
static phase_codes_t listen(void) {
|
||||
/* Listen. Intransitive only. Print stuff based on object sound properties. */
|
||||
{
|
||||
bool soundlatch = false;
|
||||
vocab_t sound = locations[game.loc].sound;
|
||||
if (sound != SILENT) {
|
||||
rspeak(sound);
|
||||
if (!locations[game.loc].loud)
|
||||
if (!locations[game.loc].loud) {
|
||||
rspeak(NO_MESSAGE);
|
||||
}
|
||||
soundlatch = true;
|
||||
}
|
||||
for (obj_t i = 1; i <= NOBJECTS; i++) {
|
||||
if (!HERE(i) || objects[i].sounds[0] == NULL || PROP_IS_STASHED_OR_UNSEEN(i))
|
||||
continue;
|
||||
if (!HERE(i) || objects[i].sounds[0] == NULL || PROP_IS_STASHED_OR_UNSEEN(i)) {
|
||||
continue;
|
||||
}
|
||||
int mi = game.objects[i].prop;
|
||||
/* (ESR) Some unpleasant magic on object states here. Ideally
|
||||
* we'd have liked the bird to be a normal object that we can
|
||||
* use state_change() on; can't do it, because there are
|
||||
* actually two different series of per-state birdsounds
|
||||
* depending on whether player has drunk dragon's blood. */
|
||||
if (i == BIRD)
|
||||
if (i == BIRD) {
|
||||
mi += 3 * game.blooded;
|
||||
}
|
||||
pspeak(i, hear, true, mi, game.zzword);
|
||||
rspeak(NO_MESSAGE);
|
||||
if (i == BIRD && mi == BIRD_ENDSTATE)
|
||||
if (i == BIRD && mi == BIRD_ENDSTATE) {
|
||||
DESTROY(BIRD);
|
||||
}
|
||||
soundlatch = true;
|
||||
}
|
||||
if (!soundlatch)
|
||||
if (!soundlatch) {
|
||||
rspeak(ALL_SILENT);
|
||||
}
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
||||
static phase_codes_t lock(verb_t verb, obj_t obj)
|
||||
static phase_codes_t lock(verb_t verb, obj_t obj) {
|
||||
/* Lock, unlock, no object given. Assume various things if present. */
|
||||
{
|
||||
if (obj == INTRANSITIVE) {
|
||||
if (HERE(CLAM))
|
||||
obj = CLAM;
|
||||
if (HERE(OYSTER))
|
||||
obj = OYSTER;
|
||||
if (AT(DOOR))
|
||||
obj = DOOR;
|
||||
if (AT(GRATE))
|
||||
obj = GRATE;
|
||||
if (HERE(CHAIN))
|
||||
obj = CHAIN;
|
||||
if (HERE(CLAM)) {
|
||||
obj = CLAM;
|
||||
}
|
||||
if (HERE(OYSTER)) {
|
||||
obj = OYSTER;
|
||||
}
|
||||
if (AT(DOOR)) {
|
||||
obj = DOOR;
|
||||
}
|
||||
if (AT(GRATE)) {
|
||||
obj = GRATE;
|
||||
}
|
||||
if (HERE(CHAIN)) {
|
||||
obj = CHAIN;
|
||||
}
|
||||
if (obj == INTRANSITIVE) {
|
||||
rspeak(NOTHING_LOCKED);
|
||||
return GO_CLEAROBJ;
|
||||
|
@ -983,32 +995,35 @@ static phase_codes_t lock(verb_t verb, obj_t obj)
|
|||
case CHAIN:
|
||||
if (HERE(KEYS)) {
|
||||
return chain(verb);
|
||||
} else
|
||||
} else {
|
||||
rspeak(NO_KEYS);
|
||||
}
|
||||
break;
|
||||
case GRATE:
|
||||
if (HERE(KEYS)) {
|
||||
if (game.closng) {
|
||||
rspeak(EXIT_CLOSED);
|
||||
if (!game.panic)
|
||||
if (!game.panic) {
|
||||
game.clock2 = PANICTIME;
|
||||
}
|
||||
game.panic = true;
|
||||
} else {
|
||||
state_change(GRATE, (verb == LOCK) ?
|
||||
GRATE_CLOSED :
|
||||
GRATE_OPEN);
|
||||
}
|
||||
} else
|
||||
} else {
|
||||
rspeak(NO_KEYS);
|
||||
}
|
||||
break;
|
||||
case CLAM:
|
||||
if (verb == LOCK)
|
||||
rspeak(HUH_MAN);
|
||||
else if (TOTING(CLAM))
|
||||
rspeak(DROP_CLAM);
|
||||
else if (!TOTING(TRIDENT))
|
||||
rspeak(CLAM_OPENER);
|
||||
else {
|
||||
if (verb == LOCK) {
|
||||
rspeak(HUH_MAN);
|
||||
} else if (TOTING(CLAM)) {
|
||||
rspeak(DROP_CLAM);
|
||||
} else if (!TOTING(TRIDENT)) {
|
||||
rspeak(CLAM_OPENER);
|
||||
} else {
|
||||
DESTROY(CLAM);
|
||||
drop(OYSTER, game.loc);
|
||||
drop(PEARL, LOC_CULDESAC);
|
||||
|
@ -1016,14 +1031,15 @@ static phase_codes_t lock(verb_t verb, obj_t obj)
|
|||
}
|
||||
break;
|
||||
case OYSTER:
|
||||
if (verb == LOCK)
|
||||
rspeak(HUH_MAN);
|
||||
else if (TOTING(OYSTER))
|
||||
rspeak(DROP_OYSTER);
|
||||
else if (!TOTING(TRIDENT))
|
||||
rspeak(OYSTER_OPENER);
|
||||
else
|
||||
rspeak(OYSTER_OPENS);
|
||||
if (verb == LOCK) {
|
||||
rspeak(HUH_MAN);
|
||||
} else if (TOTING(OYSTER)) {
|
||||
rspeak(DROP_OYSTER);
|
||||
} else if (!TOTING(TRIDENT)) {
|
||||
rspeak(OYSTER_OPENER);
|
||||
} else {
|
||||
rspeak(OYSTER_OPENS);
|
||||
}
|
||||
break;
|
||||
case DOOR:
|
||||
rspeak((game.objects[DOOR].prop == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
|
||||
|
@ -1041,14 +1057,15 @@ static phase_codes_t lock(verb_t verb, obj_t obj)
|
|||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
||||
static phase_codes_t pour(verb_t verb, obj_t obj)
|
||||
static phase_codes_t pour(verb_t verb, obj_t obj) {
|
||||
/* Pour. If no object, or object is bottle, assume contents of bottle.
|
||||
* special tests for pouring water or oil on plant or rusty door. */
|
||||
{
|
||||
if (obj == BOTTLE || obj == INTRANSITIVE)
|
||||
obj = LIQUID();
|
||||
if (obj == NO_OBJECT)
|
||||
return GO_UNKNOWN;
|
||||
if (obj == BOTTLE || obj == INTRANSITIVE) {
|
||||
obj = LIQUID();
|
||||
}
|
||||
if (obj == NO_OBJECT) {
|
||||
return GO_UNKNOWN;
|
||||
}
|
||||
if (!TOTING(obj)) {
|
||||
speak(actions[verb].message);
|
||||
return GO_CLEAROBJ;
|
||||
|
@ -1058,8 +1075,9 @@ static phase_codes_t pour(verb_t verb, obj_t obj)
|
|||
rspeak(CANT_POUR);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
if (HERE(URN) && game.objects[URN].prop == URN_EMPTY)
|
||||
if (HERE(URN) && game.objects[URN].prop == URN_EMPTY) {
|
||||
return fill(verb, URN);
|
||||
}
|
||||
game.objects[BOTTLE].prop = EMPTY_BOTTLE;
|
||||
game.objects[obj].place = LOC_NOWHERE;
|
||||
if (!(AT(PLANT) || AT(DOOR))) {
|
||||
|
@ -1084,11 +1102,11 @@ static phase_codes_t pour(verb_t verb, obj_t obj)
|
|||
}
|
||||
}
|
||||
|
||||
static phase_codes_t quit(void)
|
||||
static phase_codes_t quit(void) {
|
||||
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
|
||||
{
|
||||
if (yes_or_no(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
|
||||
terminate(quitgame);
|
||||
if (yes_or_no(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) {
|
||||
terminate(quitgame);
|
||||
}
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
||||
|
@ -1098,11 +1116,13 @@ static phase_codes_t read(command_t command)
|
|||
if (command.obj == INTRANSITIVE) {
|
||||
command.obj = NO_OBJECT;
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
if (HERE(i) && objects[i].texts[0] != NULL && !PROP_IS_STASHED(i))
|
||||
command.obj = command.obj * NOBJECTS + i;
|
||||
if (HERE(i) && objects[i].texts[0] != NULL && !PROP_IS_STASHED(i)) {
|
||||
command.obj = command.obj * NOBJECTS + i;
|
||||
}
|
||||
}
|
||||
if (command.obj > NOBJECTS || command.obj == NO_OBJECT || DARK(game.loc))
|
||||
if (command.obj > NOBJECTS || command.obj == NO_OBJECT || DARK(game.loc)) {
|
||||
return GO_UNKNOWN;
|
||||
}
|
||||
}
|
||||
|
||||
if (DARK(game.loc)) {
|
||||
|
@ -1117,14 +1137,14 @@ static phase_codes_t read(command_t command)
|
|||
}
|
||||
} else if (objects[command.obj].texts[0] == NULL || PROP_IS_NOTFOUND(command.obj)) {
|
||||
speak(actions[command.verb].message);
|
||||
} else
|
||||
} else {
|
||||
pspeak(command.obj, study, true, game.objects[command.obj].prop);
|
||||
}
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
||||
static phase_codes_t reservoir(void)
|
||||
static phase_codes_t reservoir(void) {
|
||||
/* Z'ZZZ (word gets recomputed at startup; different each game). */
|
||||
{
|
||||
if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
|
||||
rspeak(NOTHING_HAPPENS);
|
||||
return GO_CLEAROBJ;
|
||||
|
@ -1142,9 +1162,8 @@ static phase_codes_t reservoir(void)
|
|||
}
|
||||
}
|
||||
|
||||
static phase_codes_t rub(verb_t verb, obj_t obj)
|
||||
static phase_codes_t rub(verb_t verb, obj_t obj) {
|
||||
/* Rub. Yields various snide remarks except for lit urn. */
|
||||
{
|
||||
if (obj == URN && game.objects[URN].prop == URN_LIT) {
|
||||
DESTROY(URN);
|
||||
drop(AMBER, game.loc);
|
||||
|
@ -1160,17 +1179,17 @@ static phase_codes_t rub(verb_t verb, obj_t obj)
|
|||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
||||
static phase_codes_t say(command_t command)
|
||||
static phase_codes_t say(command_t command) {
|
||||
/* Say. Echo WD2. Magic words override. */
|
||||
{
|
||||
if (command.word[1].type == MOTION &&
|
||||
(command.word[1].id == XYZZY ||
|
||||
command.word[1].id == PLUGH ||
|
||||
command.word[1].id == PLOVER)) {
|
||||
return GO_WORD2;
|
||||
}
|
||||
if (command.word[1].type == ACTION && command.word[1].id == PART)
|
||||
if (command.word[1].type == ACTION && command.word[1].id == PART) {
|
||||
return reservoir();
|
||||
}
|
||||
|
||||
if (command.word[1].type == ACTION &&
|
||||
(command.word[1].id == FEE ||
|
||||
|
@ -1192,12 +1211,11 @@ static phase_codes_t throw_support(vocab_t spk)
|
|||
return GO_MOVE;
|
||||
}
|
||||
|
||||
static phase_codes_t throwit(command_t command)
|
||||
static phase_codes_t throwit(command_t command) {
|
||||
/* Throw. Same as discard unless axe. Then same as attack except
|
||||
* ignore bird, and if dwarf is present then one might be killed.
|
||||
* (Only way to do so!) Axe also special for dragon, bear, and
|
||||
* troll. Treasures special for troll. */
|
||||
{
|
||||
if (!TOTING(command.obj)) {
|
||||
speak(actions[command.verb].message);
|
||||
return GO_CLEAROBJ;
|
||||
|
@ -1218,16 +1236,18 @@ static phase_codes_t throwit(command_t command)
|
|||
command.obj = BEAR;
|
||||
return (feed(command.verb, command.obj));
|
||||
}
|
||||
if (command.obj != AXE)
|
||||
if (command.obj != AXE) {
|
||||
return (discard(command.verb, command.obj));
|
||||
else {
|
||||
} else {
|
||||
if (atdwrf(game.loc) <= 0) {
|
||||
if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS)
|
||||
return throw_support(DRAGON_SCALES);
|
||||
if (AT(TROLL))
|
||||
return throw_support(TROLL_RETURNS);
|
||||
if (AT(OGRE))
|
||||
if (AT(TROLL)) {
|
||||
return throw_support(TROLL_RETURNS);
|
||||
}
|
||||
if (AT(OGRE)) {
|
||||
return throw_support(OGRE_DODGE);
|
||||
}
|
||||
if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) {
|
||||
/* This'll teach him to throw the axe at the bear! */
|
||||
drop(AXE, game.loc);
|
||||
|
@ -1253,9 +1273,8 @@ static phase_codes_t throwit(command_t command)
|
|||
}
|
||||
}
|
||||
|
||||
static phase_codes_t wake(verb_t verb, obj_t obj)
|
||||
static phase_codes_t wake(verb_t verb, obj_t obj) {
|
||||
/* Wake. Only use is to disturb the dwarves. */
|
||||
{
|
||||
if (obj != DWARF || !game.closed) {
|
||||
speak(actions[verb].message);
|
||||
return GO_CLEAROBJ;
|
||||
|
@ -1265,9 +1284,8 @@ static phase_codes_t wake(verb_t verb, obj_t obj)
|
|||
}
|
||||
}
|
||||
|
||||
static phase_codes_t seed(verb_t verb, const char *arg)
|
||||
static phase_codes_t seed(verb_t verb, const char *arg) {
|
||||
/* Set seed */
|
||||
{
|
||||
int32_t seed = strtol(arg, NULL, 10);
|
||||
speak(actions[verb].message, seed);
|
||||
set_seed(seed);
|
||||
|
@ -1275,17 +1293,15 @@ static phase_codes_t seed(verb_t verb, const char *arg)
|
|||
return GO_TOP;
|
||||
}
|
||||
|
||||
static phase_codes_t waste(verb_t verb, turn_t turns)
|
||||
static phase_codes_t waste(verb_t verb, turn_t turns) {
|
||||
/* Burn turns */
|
||||
{
|
||||
game.limit -= turns;
|
||||
speak(actions[verb].message, (int)game.limit);
|
||||
return GO_TOP;
|
||||
}
|
||||
|
||||
static phase_codes_t wave(verb_t verb, obj_t obj)
|
||||
static phase_codes_t wave(verb_t verb, obj_t obj) {
|
||||
/* Wave. No effect unless waving rod at fissure or at bird. */
|
||||
{
|
||||
if (obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
|
||||
speak(((!TOTING(obj)) && (obj != ROD ||
|
||||
!TOTING(ROD2))) ?
|
||||
|
@ -1325,11 +1341,10 @@ static phase_codes_t wave(verb_t verb, obj_t obj)
|
|||
}
|
||||
}
|
||||
|
||||
phase_codes_t action(command_t command)
|
||||
phase_codes_t action(command_t command) {
|
||||
/* Analyse a verb. Remember what it was, go back for object if second word
|
||||
* unless verb is "say", which snarfs arbitrary second word.
|
||||
*/
|
||||
{
|
||||
/* Previously, actions that result in a message, but don't do anything
|
||||
* further were called "specials". Now they're handled here as normal
|
||||
* actions. If noaction is true, then we spit out the message and return */
|
||||
|
@ -1346,14 +1361,14 @@ phase_codes_t action(command_t command)
|
|||
* they are never actually dropped at any location, but might
|
||||
* be here inside the bottle or urn or as a feature of the
|
||||
* location. */
|
||||
if (HERE(command.obj))
|
||||
/* FALL THROUGH */;
|
||||
else if (command.obj == DWARF && atdwrf(game.loc) > 0)
|
||||
/* FALL THROUGH */;
|
||||
else if (!game.closed && ((LIQUID() == command.obj && HERE(BOTTLE)) ||
|
||||
command.obj == LIQLOC(game.loc)))
|
||||
/* FALL THROUGH */;
|
||||
else if (command.obj == OIL && HERE(URN) && game.objects[URN].prop != URN_EMPTY) {
|
||||
if (HERE(command.obj)) {
|
||||
/* FALL THROUGH */;
|
||||
} else if (command.obj == DWARF && atdwrf(game.loc) > 0) {
|
||||
/* FALL THROUGH */;
|
||||
} else if (!game.closed && ((LIQUID() == command.obj && HERE(BOTTLE)) ||
|
||||
command.obj == LIQLOC(game.loc))) {
|
||||
/* FALL THROUGH */;
|
||||
} else if (command.obj == OIL && HERE(URN) && game.objects[URN].prop != URN_EMPTY) {
|
||||
command.obj = URN;
|
||||
/* FALL THROUGH */;
|
||||
} else if (command.obj == PLANT && AT(PLANT2) && game.objects[PLANT2].prop != PLANT_THIRSTY) {
|
||||
|
@ -1367,26 +1382,29 @@ phase_codes_t action(command_t command)
|
|||
command.obj = ROD2;
|
||||
/* FALL THROUGH */;
|
||||
} else if ((command.verb == FIND ||
|
||||
command.verb == INVENTORY) && (command.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND))
|
||||
command.verb == INVENTORY) && (command.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND)) {
|
||||
/* FALL THROUGH */;
|
||||
else {
|
||||
} else {
|
||||
sspeak(NO_SEE, command.word[0].raw);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
||||
if (command.verb != 0)
|
||||
if (command.verb != 0) {
|
||||
command.part = transitive;
|
||||
}
|
||||
}
|
||||
|
||||
switch (command.part) {
|
||||
case intransitive:
|
||||
if (command.word[1].raw[0] != '\0' && command.verb != SAY)
|
||||
return GO_WORD2;
|
||||
if (command.verb == SAY)
|
||||
/* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
|
||||
* will do here. We're preventing interpretation as an intransitive
|
||||
* verb when the word is unknown. */
|
||||
command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT;
|
||||
if (command.word[1].raw[0] != '\0' && command.verb != SAY) {
|
||||
return GO_WORD2;
|
||||
}
|
||||
if (command.verb == SAY) {
|
||||
/* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
|
||||
* will do here. We're preventing interpretation as an intransitive
|
||||
* verb when the word is unknown. */
|
||||
command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT;
|
||||
}
|
||||
if (command.obj == NO_OBJECT || command.obj == INTRANSITIVE) {
|
||||
/* Analyse an intransitive verb (ie, no object given yet). */
|
||||
switch (command.verb) {
|
||||
|
@ -1522,10 +1540,9 @@ phase_codes_t action(command_t command)
|
|||
return rub(command.verb, command.obj);
|
||||
case THROW:
|
||||
return throwit(command);
|
||||
case QUIT: {
|
||||
case QUIT:
|
||||
speak(actions[command.verb].message);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
case FIND:
|
||||
return find(command.verb, command.obj);
|
||||
case INVENTORY:
|
||||
|
@ -1537,42 +1554,36 @@ phase_codes_t action(command_t command)
|
|||
case BLAST:
|
||||
blast();
|
||||
return GO_CLEAROBJ;
|
||||
case SCORE: {
|
||||
case SCORE:
|
||||
speak(actions[command.verb].message);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
case FEE:
|
||||
case FIE:
|
||||
case FOE:
|
||||
case FOO:
|
||||
case FUM: {
|
||||
case FUM:
|
||||
speak(actions[command.verb].message);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
case BRIEF: {
|
||||
case BRIEF:
|
||||
speak(actions[command.verb].message);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
case READ:
|
||||
return read(command);
|
||||
case BREAK:
|
||||
return vbreak(command.verb, command.obj);
|
||||
case WAKE:
|
||||
return wake(command.verb, command.obj);
|
||||
case SAVE: {
|
||||
case SAVE:
|
||||
speak(actions[command.verb].message);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
case RESUME: {
|
||||
case RESUME:
|
||||
speak(actions[command.verb].message);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
case FLY:
|
||||
return fly(command.verb, command.obj);
|
||||
case LISTEN: {
|
||||
case LISTEN:
|
||||
speak(actions[command.verb].message);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
// LCOV_EXCL_START
|
||||
// This case should never happen - here only as placeholder
|
||||
case PART:
|
||||
|
@ -1593,3 +1604,5 @@ phase_codes_t action(command_t command)
|
|||
BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
|
||||
// end
|
||||
|
|
9
init.c
9
init.c
|
@ -56,8 +56,9 @@ int initialise(void)
|
|||
for (int i = 1; i <= NLOCATIONS; i++) {
|
||||
if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
|
||||
int k = tkey[i];
|
||||
if (travel[k].motion == HERE)
|
||||
if (travel[k].motion == HERE) {
|
||||
conditions[i] |= (1 << COND_FORCED);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -77,8 +78,9 @@ int initialise(void)
|
|||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
int k = NOBJECTS + 1 - i;
|
||||
game.objects[k].fixed = objects[k].fixd;
|
||||
if (objects[k].plac != 0 && objects[k].fixd <= 0)
|
||||
if (objects[k].plac != 0 && objects[k].fixd <= 0) {
|
||||
drop(k, objects[k].plac);
|
||||
}
|
||||
}
|
||||
|
||||
/* Treasure props are initially STATE_NOTFOUND, and are set to
|
||||
|
@ -88,8 +90,9 @@ int initialise(void)
|
|||
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
|
||||
if (objects[treasure].is_treasure) {
|
||||
++game.tally;
|
||||
if (objects[treasure].inventory != 0)
|
||||
if (objects[treasure].inventory != 0) {
|
||||
PROP_SET_NOT_FOUND(treasure);
|
||||
}
|
||||
}
|
||||
}
|
||||
game.conds = setbit(COND_HBASE);
|
||||
|
|
319
main.c
319
main.c
|
@ -38,8 +38,9 @@ static void sig_handler(int signo)
|
|||
}
|
||||
|
||||
#if defined ADVENT_AUTOSAVE
|
||||
if (signo == SIGHUP || signo == SIGTERM)
|
||||
if (signo == SIGHUP || signo == SIGTERM) {
|
||||
autosave();
|
||||
}
|
||||
#endif
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
@ -71,12 +72,14 @@ char *myreadline(const char *prompt)
|
|||
|
||||
char *next = settings.argv[settings.optind++];
|
||||
|
||||
if (settings.scriptfp != NULL && feof(settings.scriptfp))
|
||||
if (settings.scriptfp != NULL && feof(settings.scriptfp)) {
|
||||
fclose(settings.scriptfp);
|
||||
if (strcmp(next, "-") == 0)
|
||||
}
|
||||
if (strcmp(next, "-") == 0) {
|
||||
settings.scriptfp = stdin; // LCOV_EXCL_LINE
|
||||
else
|
||||
} else {
|
||||
settings.scriptfp = fopen(next, "r");
|
||||
}
|
||||
}
|
||||
|
||||
if (isatty(fileno(settings.scriptfp))) {
|
||||
|
@ -102,10 +105,12 @@ static void checkhints(void)
|
|||
{
|
||||
if (conditions[game.loc] >= game.conds) {
|
||||
for (int hint = 0; hint < NHINTS; hint++) {
|
||||
if (game.hints[hint].used)
|
||||
continue;
|
||||
if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
|
||||
if (game.hints[hint].used) {
|
||||
continue;
|
||||
}
|
||||
if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) {
|
||||
game.hints[hint].lc = -1;
|
||||
}
|
||||
++game.hints[hint].lc;
|
||||
/* Come here if he's been int enough at required loc(s) for some
|
||||
* unused hint. */
|
||||
|
@ -115,17 +120,20 @@ static void checkhints(void)
|
|||
switch (hint) {
|
||||
case 0:
|
||||
/* cave */
|
||||
if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS))
|
||||
break;
|
||||
if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS)) {
|
||||
break;
|
||||
}
|
||||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
case 1: /* bird */
|
||||
if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD)
|
||||
break;
|
||||
if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD) {
|
||||
break;
|
||||
}
|
||||
return;
|
||||
case 2: /* snake */
|
||||
if (HERE(SNAKE) && !HERE(BIRD))
|
||||
break;
|
||||
if (HERE(SNAKE) && !HERE(BIRD)) {
|
||||
break;
|
||||
}
|
||||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
case 3: /* maze */
|
||||
|
@ -137,15 +145,17 @@ static void checkhints(void)
|
|||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
case 4: /* dark */
|
||||
if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID))
|
||||
break;
|
||||
if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID)) {
|
||||
break;
|
||||
}
|
||||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
case 5: /* witt */
|
||||
break;
|
||||
case 6: /* urn */
|
||||
if (game.dflag == 0)
|
||||
break;
|
||||
if (game.dflag == 0) {
|
||||
break;
|
||||
}
|
||||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
case 7: /* woods */
|
||||
|
@ -160,12 +170,14 @@ static void checkhints(void)
|
|||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
}
|
||||
if (HERE(OGRE) && i == 0)
|
||||
if (HERE(OGRE) && i == 0) {
|
||||
break;
|
||||
}
|
||||
return;
|
||||
case 9: /* jade */
|
||||
if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE))
|
||||
break;
|
||||
if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE)) {
|
||||
break;
|
||||
}
|
||||
game.hints[hint].lc = 0;
|
||||
return;
|
||||
default: // LCOV_EXCL_LINE
|
||||
|
@ -175,12 +187,14 @@ static void checkhints(void)
|
|||
|
||||
/* Fall through to hint display */
|
||||
game.hints[hint].lc = 0;
|
||||
if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
|
||||
if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) {
|
||||
return;
|
||||
}
|
||||
rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
|
||||
game.hints[hint].used = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
|
||||
if (game.hints[hint].used && game.limit > WARNTIME)
|
||||
if (game.hints[hint].used && game.limit > WARNTIME) {
|
||||
game.limit += WARNTIME * hints[hint].penalty;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -188,8 +202,9 @@ static void checkhints(void)
|
|||
|
||||
static bool spotted_by_pirate(int i)
|
||||
{
|
||||
if (i != PIRATE)
|
||||
return false;
|
||||
if (i != PIRATE) {
|
||||
return false;
|
||||
}
|
||||
|
||||
/* The pirate's spotted him. Pirate leaves him alone once we've
|
||||
* found chest. K counts if a treasure is here. If not, and
|
||||
|
@ -197,21 +212,24 @@ static bool spotted_by_pirate(int i)
|
|||
* that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's thrown
|
||||
* it to the troll, but in that case he's seen the chest
|
||||
* PROP_IS_FOUND(CHEST) == true. */
|
||||
if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST))
|
||||
if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST)) {
|
||||
return true;
|
||||
}
|
||||
int snarfed = 0;
|
||||
bool movechest = false, robplayer = false;
|
||||
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
|
||||
if (!objects[treasure].is_treasure)
|
||||
if (!objects[treasure].is_treasure) {
|
||||
continue;
|
||||
}
|
||||
/* Pirate won't take pyramid from plover room or dark
|
||||
* room (too easy!). */
|
||||
if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
|
||||
game.loc == objects[EMERALD].plac)) {
|
||||
continue;
|
||||
}
|
||||
if (TOTING(treasure) || HERE(treasure))
|
||||
if (TOTING(treasure) || HERE(treasure)) {
|
||||
++snarfed;
|
||||
}
|
||||
if (TOTING(treasure)) {
|
||||
movechest = true;
|
||||
robplayer = true;
|
||||
|
@ -233,20 +251,24 @@ static bool spotted_by_pirate(int i)
|
|||
} else {
|
||||
/* You might get a hint of the pirate's presence even if the
|
||||
* chest doesn't move... */
|
||||
if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20))
|
||||
rspeak(PIRATE_RUSTLES);
|
||||
if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20)) {
|
||||
rspeak(PIRATE_RUSTLES);
|
||||
}
|
||||
}
|
||||
if (robplayer) {
|
||||
rspeak(PIRATE_POUNCES);
|
||||
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
|
||||
if (!objects[treasure].is_treasure)
|
||||
continue;
|
||||
if (!objects[treasure].is_treasure) {
|
||||
continue;
|
||||
}
|
||||
if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
|
||||
game.loc == objects[EMERALD].plac))) {
|
||||
if (AT(treasure) && game.objects[treasure].fixed == IS_FREE)
|
||||
carry(treasure, game.loc);
|
||||
if (TOTING(treasure))
|
||||
drop(treasure, game.chloc);
|
||||
if (AT(treasure) && game.objects[treasure].fixed == IS_FREE) {
|
||||
carry(treasure, game.loc);
|
||||
}
|
||||
if (TOTING(treasure)) {
|
||||
drop(treasure, game.chloc);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -254,9 +276,8 @@ static bool spotted_by_pirate(int i)
|
|||
return true;
|
||||
}
|
||||
|
||||
static bool dwarfmove(void)
|
||||
static bool dwarfmove(void) {
|
||||
/* Dwarves move. Return true if player survives, false if he dies. */
|
||||
{
|
||||
int kk, stick, attack;
|
||||
loc_t tk[21];
|
||||
|
||||
|
@ -272,8 +293,9 @@ static bool dwarfmove(void)
|
|||
* 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 == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
|
||||
if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) {
|
||||
return true;
|
||||
}
|
||||
|
||||
/* Dwarf activity level ratchets up */
|
||||
if (game.dflag == 0) {
|
||||
|
@ -287,20 +309,23 @@ static bool dwarfmove(void)
|
|||
* replace him with the alternate. */
|
||||
if (game.dflag == 1) {
|
||||
if (!INDEEP(game.loc) ||
|
||||
(PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
|
||||
(PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) {
|
||||
return true;
|
||||
}
|
||||
game.dflag = 2;
|
||||
for (int i = 1; i <= 2; i++) {
|
||||
int j = 1 + randrange(NDWARVES - 1);
|
||||
if (PCT(50))
|
||||
if (PCT(50)) {
|
||||
game.dwarves[j].loc = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* Alternate initial loc for dwarf, in case one of them
|
||||
* starts out on top of the adventurer. */
|
||||
for (int i = 1; i <= NDWARVES - 1; i++) {
|
||||
if (game.dwarves[i].loc == game.loc)
|
||||
game.dwarves[i].loc = DALTLC; //
|
||||
if (game.dwarves[i].loc == game.loc) {
|
||||
game.dwarves[i].loc = DALTLC;
|
||||
}
|
||||
game.dwarves[i].oldloc = game.dwarves[i].loc;
|
||||
}
|
||||
rspeak(DWARF_RAN);
|
||||
|
@ -318,8 +343,9 @@ static bool dwarfmove(void)
|
|||
attack = 0;
|
||||
stick = 0;
|
||||
for (int i = 1; i <= NDWARVES; i++) {
|
||||
if (game.dwarves[i].loc == 0)
|
||||
continue;
|
||||
if (game.dwarves[i].loc == 0) {
|
||||
continue;
|
||||
}
|
||||
/* Fill tk array with all the places this dwarf might go. */
|
||||
unsigned int j = 1;
|
||||
kk = tkey[game.dwarves[i].loc];
|
||||
|
@ -351,38 +377,46 @@ static bool dwarfmove(void)
|
|||
} while
|
||||
(!travel[kk++].stop);
|
||||
tk[j] = game.dwarves[i].oldloc;
|
||||
if (j >= 2)
|
||||
if (j >= 2) {
|
||||
--j;
|
||||
}
|
||||
j = 1 + randrange(j);
|
||||
game.dwarves[i].oldloc = game.dwarves[i].loc;
|
||||
game.dwarves[i].loc = tk[j];
|
||||
game.dwarves[i].seen = (game.dwarves[i].seen && INDEEP(game.loc)) ||
|
||||
(game.dwarves[i].loc == game.loc ||
|
||||
game.dwarves[i].oldloc == game.loc);
|
||||
if (!game.dwarves[i].seen)
|
||||
if (!game.dwarves[i].seen) {
|
||||
continue;
|
||||
}
|
||||
game.dwarves[i].loc = game.loc;
|
||||
if (spotted_by_pirate(i))
|
||||
if (spotted_by_pirate(i)) {
|
||||
continue;
|
||||
}
|
||||
/* This threatening little dwarf is in the room with him! */
|
||||
++game.dtotal;
|
||||
if (game.dwarves[i].oldloc == game.dwarves[i].loc) {
|
||||
++attack;
|
||||
if (game.knfloc >= LOC_NOWHERE)
|
||||
if (game.knfloc >= LOC_NOWHERE) {
|
||||
game.knfloc = game.loc;
|
||||
if (randrange(1000) < 95 * (game.dflag - 2))
|
||||
}
|
||||
if (randrange(1000) < 95 * (game.dflag - 2)) {
|
||||
++stick;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Now we know what's happening. Let's tell the poor sucker about it. */
|
||||
if (game.dtotal == 0)
|
||||
if (game.dtotal == 0) {
|
||||
return true;
|
||||
}
|
||||
rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
|
||||
if (attack == 0)
|
||||
if (attack == 0) {
|
||||
return true;
|
||||
if (game.dflag == 2)
|
||||
}
|
||||
if (game.dflag == 2) {
|
||||
game.dflag = 3;
|
||||
}
|
||||
if (attack > 1) {
|
||||
rspeak(THROWN_KNIVES, attack);
|
||||
rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
|
||||
|
@ -390,8 +424,9 @@ static bool dwarfmove(void)
|
|||
rspeak(KNIFE_THROWN);
|
||||
rspeak(stick ? GETS_YOU : MISSES_YOU);
|
||||
}
|
||||
if (stick == 0)
|
||||
if (stick == 0) {
|
||||
return true;
|
||||
}
|
||||
game.oldlc2 = game.loc;
|
||||
return false;
|
||||
}
|
||||
|
@ -415,9 +450,8 @@ 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)
|
||||
static void croak(void) {
|
||||
/* Okay, he's dead. Let's get on with it. */
|
||||
{
|
||||
const char* query = obituaries[game.numdie].query;
|
||||
const char* yes_response = obituaries[game.numdie].yes_response;
|
||||
|
||||
|
@ -451,9 +485,8 @@ static void croak(void)
|
|||
}
|
||||
}
|
||||
|
||||
static void describe_location(void)
|
||||
static void describe_location(void) {
|
||||
/* Describe the location to the user */
|
||||
{
|
||||
const char* msg = locations[game.loc].description.small;
|
||||
|
||||
if (MOD(game.locs[game.loc].abbrev, game.abbnum) == 0 || msg == NO_MESSAGE)
|
||||
|
@ -463,8 +496,9 @@ static void describe_location(void)
|
|||
msg = arbitrary_messages[PITCH_DARK];
|
||||
}
|
||||
|
||||
if (TOTING(BEAR))
|
||||
if (TOTING(BEAR)) {
|
||||
rspeak(TAME_BEAR);
|
||||
}
|
||||
|
||||
speak(msg);
|
||||
|
||||
|
@ -473,9 +507,8 @@ static void describe_location(void)
|
|||
}
|
||||
|
||||
|
||||
static bool traveleq(int a, int 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)
|
||||
&& (travel[a].condarg1 == travel[b].condarg1)
|
||||
&& (travel[a].condarg2 == travel[b].condarg2)
|
||||
|
@ -494,11 +527,12 @@ static void playermove(int motion)
|
|||
{
|
||||
int scratchloc, travel_entry = tkey[game.loc];
|
||||
game.newloc = game.loc;
|
||||
if (travel_entry == 0)
|
||||
if (travel_entry == 0) {
|
||||
BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
|
||||
if (motion == NUL)
|
||||
}
|
||||
if (motion == NUL) {
|
||||
return;
|
||||
else if (motion == BACK) {
|
||||
} else if (motion == BACK) {
|
||||
/* Handle "go back". Look for verb which goes from game.loc to
|
||||
* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
|
||||
* te_tmp saves entry -> forced loc -> previous loc. */
|
||||
|
@ -545,8 +579,9 @@ static void playermove(int motion)
|
|||
/* Look. Can't give more detail. Pretend it wasn't dark
|
||||
* (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);
|
||||
if (game.detail < 3) {
|
||||
rspeak(NO_MORE_DETAIL);
|
||||
}
|
||||
++game.detail;
|
||||
game.wzdark = false;
|
||||
game.locs[game.loc].abbrev = 0;
|
||||
|
@ -626,8 +661,9 @@ static void playermove(int motion)
|
|||
else if (TOTING(condarg1) || (condtype == cond_with && AT(condarg1)))
|
||||
break;
|
||||
/* else fall through to check [not OBJ STATE] */
|
||||
} else if (game.objects[condarg1].prop != condarg2)
|
||||
} else if (game.objects[condarg1].prop != condarg2) {
|
||||
break;
|
||||
}
|
||||
|
||||
/* We arrive here on conditional failure.
|
||||
* Skip to next non-matching destination */
|
||||
|
@ -644,8 +680,9 @@ static void playermove(int motion)
|
|||
/* Found an eligible rule, now execute it */
|
||||
enum desttype_t desttype = travel[travel_entry].desttype;
|
||||
game.newloc = travel[travel_entry].destval;
|
||||
if (desttype == dest_goto)
|
||||
if (desttype == dest_goto) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (desttype == dest_speak) {
|
||||
/* Execute a speak rule */
|
||||
|
@ -710,8 +747,9 @@ static void playermove(int motion)
|
|||
game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
|
||||
if (game.objects[TROLL].prop == TROLL_UNPAID)
|
||||
game.objects[TROLL].prop = TROLL_PAIDONCE;
|
||||
if (!TOTING(BEAR))
|
||||
if (!TOTING(BEAR)) {
|
||||
return;
|
||||
}
|
||||
state_change(CHASM, BRIDGE_WRECKED);
|
||||
game.objects[TROLL].prop = TROLL_GONE;
|
||||
drop(BEAR, game.newloc);
|
||||
|
@ -731,11 +769,11 @@ static void playermove(int motion)
|
|||
(false);
|
||||
}
|
||||
|
||||
static void lampcheck(void)
|
||||
static void lampcheck(void) {
|
||||
/* Check game limit and lamp timers */
|
||||
{
|
||||
if (game.objects[LAMP].prop == LAMP_BRIGHT)
|
||||
--game.limit;
|
||||
if (game.objects[LAMP].prop == 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.
|
||||
|
@ -752,30 +790,32 @@ static void lampcheck(void)
|
|||
* No tests ever passed the guard, and with the guard removed
|
||||
* the game hangs when the lamp limit is reached.
|
||||
*/
|
||||
if (TOTING(BATTERY))
|
||||
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.objects[BATTERY].prop == DEAD_BATTERIES)
|
||||
if (game.objects[BATTERY].prop == DEAD_BATTERIES) {
|
||||
rspeak(MISSING_BATTERIES);
|
||||
else if (game.objects[BATTERY].place == LOC_NOWHERE)
|
||||
} else if (game.objects[BATTERY].place == LOC_NOWHERE) {
|
||||
rspeak(LAMP_DIM);
|
||||
else
|
||||
} else {
|
||||
rspeak(GET_BATTERIES);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (game.limit == 0) {
|
||||
game.limit = -1;
|
||||
game.objects[LAMP].prop = LAMP_DARK;
|
||||
if (HERE(LAMP))
|
||||
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
|
||||
* chest, which may of course never show up). Note that the
|
||||
|
@ -794,7 +834,7 @@ static bool closecheck(void)
|
|||
* separating him from all the treasures. Most of these problems
|
||||
* arise from the use of negative prop numbers to suppress the object
|
||||
* descriptions until he's actually moved the objects. */
|
||||
{
|
||||
static bool closecheck(void) {
|
||||
/* If a turn threshold has been met, apply penalties and tell
|
||||
* the player about it. */
|
||||
for (int i = 0; i < NTHRESHOLDS; ++i) {
|
||||
|
@ -805,8 +845,9 @@ static bool closecheck(void)
|
|||
}
|
||||
|
||||
/* Don't tick game.clock1 unless well into cave (and not at Y2). */
|
||||
if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
|
||||
if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) {
|
||||
--game.clock1;
|
||||
}
|
||||
|
||||
/* When the first warning comes, we lock the grate, destroy
|
||||
* the bridge, kill all the dwarves (and the pirate), remove
|
||||
|
@ -833,8 +874,9 @@ static bool closecheck(void)
|
|||
move(TROLL2, objects[TROLL].plac);
|
||||
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
|
||||
juggle(CHASM);
|
||||
if (game.objects[BEAR].prop != BEAR_DEAD)
|
||||
if (game.objects[BEAR].prop != BEAR_DEAD) {
|
||||
DESTROY(BEAR);
|
||||
}
|
||||
game.objects[CHAIN].prop = CHAIN_HEAP;
|
||||
game.objects[CHAIN].fixed = IS_FREE;
|
||||
game.objects[AXE].prop = AXE_HERE;
|
||||
|
@ -885,8 +927,9 @@ static bool closecheck(void)
|
|||
game.objects[MIRROR].fixed = LOC_SW;
|
||||
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
if (TOTING(i))
|
||||
DESTROY(i);
|
||||
if (TOTING(i)) {
|
||||
DESTROY(i);
|
||||
}
|
||||
}
|
||||
|
||||
rspeak(CAVE_CLOSED);
|
||||
|
@ -898,7 +941,7 @@ static bool closecheck(void)
|
|||
return false;
|
||||
}
|
||||
|
||||
static void listobjects(void)
|
||||
static void listobjects(void) {
|
||||
/* Print out descriptions of objects at this location. If
|
||||
* not closing and property value is negative, tally off
|
||||
* another treasure. Rug is special case; once seen, its
|
||||
|
@ -906,29 +949,34 @@ static void listobjects(void)
|
|||
* Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
|
||||
* bear). These hacks are because game.prop=0 is needed to
|
||||
* get full score. */
|
||||
{
|
||||
if (!DARK(game.loc)) {
|
||||
++game.locs[game.loc].abbrev;
|
||||
for (int i = game.locs[game.loc].atloc; i != 0; i = game.link[i]) {
|
||||
obj_t obj = i;
|
||||
if (obj > NOBJECTS)
|
||||
if (obj > NOBJECTS) {
|
||||
obj = obj - NOBJECTS;
|
||||
if (obj == STEPS && TOTING(NUGGET))
|
||||
}
|
||||
if (obj == STEPS && TOTING(NUGGET)) {
|
||||
continue;
|
||||
}
|
||||
/* (ESR) Warning: it looks like you could get away with
|
||||
* running this code only on objects with the treasure
|
||||
* property set. Nope. There is mystery here.
|
||||
*/
|
||||
if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
|
||||
if (game.closed)
|
||||
continue;
|
||||
if (game.closed) {
|
||||
continue;
|
||||
}
|
||||
PROP_SET_FOUND(obj);
|
||||
if (obj == RUG)
|
||||
if (obj == RUG) {
|
||||
game.objects[RUG].prop = RUG_DRAGON;
|
||||
if (obj == CHAIN)
|
||||
}
|
||||
if (obj == CHAIN) {
|
||||
game.objects[CHAIN].prop = CHAINING_BEAR;
|
||||
if (obj == EGGS)
|
||||
}
|
||||
if (obj == EGGS) {
|
||||
game.seenbigwords = true;
|
||||
}
|
||||
--game.tally;
|
||||
/* Note: There used to be a test here to see whether the
|
||||
* player had blown it so badly that he could never ever see
|
||||
|
@ -946,16 +994,16 @@ static void listobjects(void)
|
|||
* (so goes the rationalisation). */
|
||||
}
|
||||
int kk = game.objects[obj].prop;
|
||||
if (obj == STEPS)
|
||||
if (obj == STEPS) {
|
||||
kk = (game.loc == game.objects[STEPS].fixed)
|
||||
? STEPS_UP
|
||||
: STEPS_DOWN;
|
||||
}
|
||||
pspeak(obj, look, true, kk);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static 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":
|
||||
* weird specific case that gets the user wet, and then kicks us back to get another command
|
||||
|
@ -972,13 +1020,14 @@ static bool preprocess_command(command_t *command)
|
|||
*
|
||||
* Returns true if pre-processing is complete, and we're ready to move to the primary command
|
||||
* processing, false otherwise. */
|
||||
{
|
||||
static bool preprocess_command(command_t *command) {
|
||||
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);
|
||||
if (LIQLOC(game.loc) == WATER) {
|
||||
rspeak(FEET_WET);
|
||||
} else {
|
||||
rspeak(WHERE_QUERY);
|
||||
}
|
||||
} else {
|
||||
if (command->word[0].type == OBJECT) {
|
||||
/* From OV to VO form */
|
||||
|
@ -1028,15 +1077,15 @@ static bool preprocess_command(command_t *command)
|
|||
return false;
|
||||
}
|
||||
|
||||
static bool do_move(void)
|
||||
static bool do_move(void) {
|
||||
/* Actually execute the move to the new location and dwarf movement */
|
||||
{
|
||||
/* Can't leave cave once it's closing (except by main office). */
|
||||
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
|
||||
rspeak(EXIT_CLOSED);
|
||||
game.newloc = game.loc;
|
||||
if (!game.panic)
|
||||
if (!game.panic) {
|
||||
game.clock2 = PANICTIME;
|
||||
}
|
||||
game.panic = true;
|
||||
}
|
||||
|
||||
|
@ -1055,11 +1104,13 @@ static bool do_move(void)
|
|||
}
|
||||
game.loc = game.newloc;
|
||||
|
||||
if (!dwarfmove())
|
||||
if (!dwarfmove()) {
|
||||
croak();
|
||||
}
|
||||
|
||||
if (game.loc == LOC_NOWHERE)
|
||||
if (game.loc == LOC_NOWHERE) {
|
||||
croak();
|
||||
}
|
||||
|
||||
/* The easiest way to get killed is to fall into a pit in
|
||||
* pitch darkness. */
|
||||
|
@ -1073,9 +1124,8 @@ static bool do_move(void)
|
|||
return true;
|
||||
}
|
||||
|
||||
static bool do_command(void)
|
||||
static bool do_command(void) {
|
||||
/* Get and execute a command */
|
||||
{
|
||||
static command_t command;
|
||||
clear_command(&command);
|
||||
|
||||
|
@ -1101,8 +1151,9 @@ static bool do_command(void)
|
|||
* won't be described until they've been picked up
|
||||
* and put down separate from their respective
|
||||
* piles. */
|
||||
if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER))
|
||||
pspeak(OYSTER, look, true, 1);
|
||||
if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER)) {
|
||||
pspeak(OYSTER, look, true, 1);
|
||||
}
|
||||
for (size_t i = 1; i <= NOBJECTS; i++) {
|
||||
if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i)))
|
||||
game.objects[i].prop = PROP_STASHED(i);
|
||||
|
@ -1112,8 +1163,9 @@ static bool do_command(void)
|
|||
/* 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)
|
||||
if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc) {
|
||||
game.knfloc = LOC_NOWHERE;
|
||||
}
|
||||
|
||||
/* Check some for hints, get input from user, increment
|
||||
* turn, and pre-process commands. Keep going until
|
||||
|
@ -1122,8 +1174,9 @@ static bool do_command(void)
|
|||
checkhints();
|
||||
|
||||
/* Get command input from user */
|
||||
if (!get_command_input(&command))
|
||||
if (!get_command_input(&command)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Every input, check "foobar" flag. If zero, nothing's going
|
||||
* on. If pos, make neg. If neg, he skipped a word, so make it
|
||||
|
@ -1136,8 +1189,9 @@ static bool do_command(void)
|
|||
}
|
||||
|
||||
/* check if game is closed, and exit if it is */
|
||||
if (closecheck() )
|
||||
if (closecheck()) {
|
||||
return true;
|
||||
}
|
||||
|
||||
/* loop until all words in command are processed */
|
||||
while (command.state == PREPROCESSED ) {
|
||||
|
@ -1152,12 +1206,14 @@ static bool do_command(void)
|
|||
|
||||
/* Give user hints of shortcuts */
|
||||
if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
|
||||
if (++game.iwest == 10)
|
||||
rspeak(W_IS_WEST);
|
||||
if (++game.iwest == 10) {
|
||||
rspeak(W_IS_WEST);
|
||||
}
|
||||
}
|
||||
if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
|
||||
if (++game.igo == 10)
|
||||
rspeak(GO_UNNEEDED);
|
||||
if (++game.igo == 10) {
|
||||
rspeak(GO_UNNEEDED);
|
||||
}
|
||||
}
|
||||
|
||||
switch (command.word[0].type) {
|
||||
|
@ -1170,10 +1226,11 @@ static bool do_command(void)
|
|||
command.obj = command.word[0].id;
|
||||
break;
|
||||
case ACTION:
|
||||
if (command.word[1].type == NUMERIC)
|
||||
command.part = transitive;
|
||||
else
|
||||
command.part = intransitive;
|
||||
if (command.word[1].type == NUMERIC) {
|
||||
command.part = transitive;
|
||||
} else {
|
||||
command.part = intransitive;
|
||||
}
|
||||
command.verb = command.word[0].id;
|
||||
break;
|
||||
case NUMERIC:
|
||||
|
@ -1275,10 +1332,11 @@ int main(int argc, char *argv[])
|
|||
break; // LCOV_EXCL_LINE
|
||||
case 'l':
|
||||
settings.logfp = fopen(optarg, "w");
|
||||
if (settings.logfp == NULL)
|
||||
if (settings.logfp == NULL) {
|
||||
fprintf(stderr,
|
||||
"advent: can't open logfile %s for write\n",
|
||||
optarg);
|
||||
}
|
||||
signal(SIGINT, sig_handler);
|
||||
break;
|
||||
case 'o':
|
||||
|
@ -1295,10 +1353,11 @@ int main(int argc, char *argv[])
|
|||
#elif !defined ADVENT_NOSAVE
|
||||
case 'r':
|
||||
rfp = fopen(optarg, "r");
|
||||
if (rfp == NULL)
|
||||
if (rfp == NULL) {
|
||||
fprintf(stderr,
|
||||
"advent: can't open save file %s for read\n",
|
||||
optarg);
|
||||
}
|
||||
break;
|
||||
#endif
|
||||
default:
|
||||
|
@ -1331,8 +1390,9 @@ int main(int argc, char *argv[])
|
|||
#if !defined ADVENT_NOSAVE
|
||||
if (!rfp) {
|
||||
game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
|
||||
if (game.novice)
|
||||
if (game.novice) {
|
||||
game.limit = NOVICELIMIT;
|
||||
}
|
||||
} else {
|
||||
restore(rfp);
|
||||
#if defined ADVENT_AUTOSAVE
|
||||
|
@ -1354,18 +1414,21 @@ int main(int argc, char *argv[])
|
|||
game.limit = NOVICELIMIT;
|
||||
#endif
|
||||
|
||||
if (settings.logfp)
|
||||
if (settings.logfp) {
|
||||
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;
|
||||
if (!do_move()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// get command
|
||||
if (!do_command())
|
||||
break;
|
||||
// get command
|
||||
if (!do_command()) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
/* show score and exit */
|
||||
terminate(quitgame);
|
||||
|
|
72
score.c
72
score.c
|
@ -10,10 +10,9 @@
|
|||
|
||||
static int mxscor; /* ugh..the price for having score() not exit. */
|
||||
|
||||
int score(enum termination mode)
|
||||
int score(enum termination mode) {
|
||||
/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
|
||||
* or won */
|
||||
{
|
||||
int score = 0;
|
||||
|
||||
/* The present scoring algorithm is as follows:
|
||||
|
@ -39,18 +38,23 @@ int score(enum termination mode)
|
|||
* Give the poor guy 2 points just for finding each treasure. */
|
||||
mxscor = 0;
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
if (!objects[i].is_treasure)
|
||||
continue;
|
||||
if (!objects[i].is_treasure) {
|
||||
continue;
|
||||
}
|
||||
if (objects[i].inventory != 0) {
|
||||
int k = 12;
|
||||
if (i == CHEST)
|
||||
if (i == CHEST) {
|
||||
k = 14;
|
||||
if (i > CHEST)
|
||||
}
|
||||
if (i > CHEST) {
|
||||
k = 16;
|
||||
if (!PROP_IS_STASHED(i) && !PROP_IS_NOTFOUND(i))
|
||||
}
|
||||
if (!PROP_IS_STASHED(i) && !PROP_IS_NOTFOUND(i)) {
|
||||
score += 2;
|
||||
if (game.objects[i].place == LOC_BUILDING && PROP_IS_FOUND(i))
|
||||
}
|
||||
if (game.objects[i].place == LOC_BUILDING && PROP_IS_FOUND(i)) {
|
||||
score += k - 2;
|
||||
}
|
||||
mxscor += k;
|
||||
}
|
||||
}
|
||||
|
@ -63,30 +67,38 @@ int score(enum termination mode)
|
|||
* mundane exits or 133, 134, 135 if he blew it (so to speak). */
|
||||
score += (NDEATHS - game.numdie) * 10;
|
||||
mxscor += NDEATHS * 10;
|
||||
if (mode == endgame)
|
||||
if (mode == endgame) {
|
||||
score += 4;
|
||||
}
|
||||
mxscor += 4;
|
||||
if (game.dflag != 0)
|
||||
if (game.dflag != 0) {
|
||||
score += 25;
|
||||
}
|
||||
mxscor += 25;
|
||||
if (game.closng)
|
||||
if (game.closng) {
|
||||
score += 25;
|
||||
}
|
||||
mxscor += 25;
|
||||
if (game.closed) {
|
||||
if (game.bonus == none)
|
||||
score += 10;
|
||||
if (game.bonus == splatter)
|
||||
score += 25;
|
||||
if (game.bonus == defeat)
|
||||
score += 30;
|
||||
if (game.bonus == victory)
|
||||
score += 45;
|
||||
if (game.bonus == none) {
|
||||
score += 10;
|
||||
}
|
||||
if (game.bonus == splatter) {
|
||||
score += 25;
|
||||
}
|
||||
if (game.bonus == defeat) {
|
||||
score += 30;
|
||||
}
|
||||
if (game.bonus == victory) {
|
||||
score += 45;
|
||||
}
|
||||
}
|
||||
mxscor += 45;
|
||||
|
||||
/* Did he come to Witt's End as he should? */
|
||||
if (game.objects[MAGAZINE].place == LOC_WITTSEND)
|
||||
if (game.objects[MAGAZINE].place == LOC_WITTSEND) {
|
||||
score += 1;
|
||||
}
|
||||
mxscor += 1;
|
||||
|
||||
/* Round it off. */
|
||||
|
@ -95,13 +107,16 @@ int score(enum termination mode)
|
|||
|
||||
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
|
||||
for (int i = 0; i < NHINTS; i++) {
|
||||
if (game.hints[i].used)
|
||||
score = score - hints[i].penalty;
|
||||
if (game.hints[i].used) {
|
||||
score = score - hints[i].penalty;
|
||||
}
|
||||
}
|
||||
if (game.novice)
|
||||
if (game.novice) {
|
||||
score -= 5;
|
||||
if (game.clshnt)
|
||||
}
|
||||
if (game.clshnt) {
|
||||
score -= 10;
|
||||
}
|
||||
score = score - game.trnluz - game.saved;
|
||||
|
||||
/* Return to score command if that's where we came from. */
|
||||
|
@ -112,18 +127,19 @@ int score(enum termination mode)
|
|||
return score;
|
||||
}
|
||||
|
||||
void terminate(enum termination mode)
|
||||
void terminate(enum termination mode) {
|
||||
/* End of game. Let's tell him all about it. */
|
||||
{
|
||||
int points = score(mode);
|
||||
#if defined ADVENT_AUTOSAVE
|
||||
autosave();
|
||||
#endif
|
||||
|
||||
if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0)
|
||||
if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0) {
|
||||
rspeak(TOOK_LONG);
|
||||
if (points + game.saved + 1 >= mxscor && game.saved != 0)
|
||||
}
|
||||
if (points + game.saved + 1 >= mxscor && game.saved != 0) {
|
||||
rspeak(WITHOUT_SUSPENDS);
|
||||
}
|
||||
rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
|
||||
for (int i = 1; i <= (int)NCLASSES; i++) {
|
||||
if (classes[i].threshold >= points) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue