Pull more globals into the game state block.
This commit is contained in:
parent
91ad0185ff
commit
dda636bbc1
6 changed files with 141 additions and 134 deletions
158
main.c
158
main.c
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@ -14,8 +14,7 @@
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struct game_t game;
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long ABB[186], ATLOC[186],
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FIXED[NOBJECTS+1],
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long ATLOC[186], FIXED[NOBJECTS+1],
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LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
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PARMS[26], PLACE[NOBJECTS+1],
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SETUP = 0;
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@ -23,21 +22,18 @@ char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
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long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
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BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
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CLAM, CLSHNT, COINS, DALTLC,
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DOOR, DPRSSN, DRAGON, DWARF, EGGS,
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CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
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EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
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GRATE, HINT, HINTED[21], HINTLC[21],
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I, INVENT, IGO, J, JADE, K, K2, KEYS, KK,
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KNIFE, KQ, L, LAMP, LL, LOC, LOCK, LOOK,
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MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
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NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
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OGRE, OIL, OLDOBJ, OYSTER,
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PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
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RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
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NUGGET, NUL, OBJ, OGRE, OIL, OYSTER, PEARL, PILLOW,
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PLANT, PLANT2, PROP[NOBJECTS+1], PYRAM,
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RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY,
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SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
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STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT,
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TRNDEX, TRNLUZ, TROLL, TROLL2,
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TURNS, URN, V1, V2, VASE, VEND, VERB,
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STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2,
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URN, V1, V2, VASE, VEND, VERB,
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VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
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FILE *logfp;
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bool oldstyle = false;
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@ -94,10 +90,10 @@ int main(int argc, char *argv[]) {
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*
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* game.closed says whether we're all the way closed
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* game.closng says whether it's closing time yet
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* CLSHNT says whether he's read the clue in the endgame
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* game.clshnt says whether he's read the clue in the endgame
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* game.lmwarn says whether he's been warned about lamp going dim
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* NOVICE says whether he asked for instructions at start-up
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* PANIC says whether he's found out he's trapped in the cave
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* game.novice says whether he asked for instructions at start-up
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* game.panic says whether he's found out he's trapped in the cave
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* game.wzdark says whether the loc he's leaving was dark */
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#include "funcs.h"
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@ -130,11 +126,11 @@ int main(int argc, char *argv[]) {
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L1: SETUP= -1;
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I=0;
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game.zzword=RNDVOC(3,0);
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NOVICE=YES(stdin, 65,1,0);
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NEWLOC=1;
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game.novice=YES(stdin, 65,1,0);
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game.newloc=1;
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LOC=1;
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game.limit=330;
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if(NOVICE)game.limit=1000;
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if(game.novice)game.limit=1000;
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if (logfp)
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fprintf(logfp, "seed %ld\n", seedval);
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@ -154,7 +150,7 @@ static bool fallback_handler(char *buf)
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set_seed(sv);
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printf("Seed set to %ld\n", sv);
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// autogenerated, so don't charge user time for it.
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--TURNS;
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--game.turns;
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// here we reconfigure any global game state that uses random numbers
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game.zzword=RNDVOC(3,0);
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return true;
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@ -166,37 +162,37 @@ static bool do_command(FILE *cmdin) {
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/* Can't leave cave once it's closing (except by main office). */
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if(!OUTSID(NEWLOC) || NEWLOC == 0 || !game.closng) goto L71;
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if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
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RSPEAK(130);
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NEWLOC=LOC;
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if(!PANIC)game.clock2=15;
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PANIC=true;
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game.newloc=LOC;
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if(!game.panic)game.clock2=15;
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game.panic=true;
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/* See if a dwarf has seen him and has come from where he wants to go. If so,
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* the dwarf's blocking his way. If coming from place forbidden to pirate
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* (dwarves rooted in place) let him get out (and attacked). */
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L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
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L71: if(game.newloc == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
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/* 73 */ for (I=1; I<=NDWARVES-1; I++) {
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if(game.odloc[I] != NEWLOC || !game.dseen[I]) goto L73;
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NEWLOC=LOC;
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if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
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game.newloc=LOC;
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RSPEAK(2);
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goto L74;
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L73: /*etc*/ ;
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} /* end loop */
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L74: LOC=NEWLOC;
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L74: LOC=game.newloc;
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/* Dwarf stuff. See earlier comments for description of variables. Remember
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* sixth dwarf is pirate and is thus very different except for motion rules. */
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/* First off, don't let the dwarves follow him into a pit or a wall. Activate
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* the whole mess the first time he gets as far as the hall of mists (loc 15).
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* If NEWLOC is forbidden to pirate (in particular, if it's beyond the troll
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* If game.newloc is forbidden to pirate (in particular, if it's beyond the troll
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* bridge), bypass dwarf stuff. That way pirate can't steal return toll, and
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* dwarves can't meet the bear. Also means dwarves won't follow him into dead
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* end in maze, but c'est la vie. They'll wait for him outside the dead end. */
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if(LOC == 0 || FORCED(LOC) || CNDBIT(NEWLOC,3)) goto L2000;
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if(LOC == 0 || FORCED(LOC) || CNDBIT(game.newloc,3)) goto L2000;
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if(game.dflag != 0) goto L6000;
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if(INDEEP(LOC))game.dflag=1;
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goto L2000;
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@ -234,13 +230,13 @@ L6010: game.dtotal=0;
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KK=game.dloc[I];
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KK=KEY[KK];
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if(KK == 0) goto L6016;
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L6012: NEWLOC=MOD(labs(TRAVEL[KK])/1000,1000);
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L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000);
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{long x = J-1;
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if(NEWLOC > 300 || !INDEEP(NEWLOC) || NEWLOC == game.odloc[I] || (J > 1 &&
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NEWLOC == TK[x]) || J >= 20 || NEWLOC == game.dloc[I] ||
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FORCED(NEWLOC) || (I == 6 && CNDBIT(NEWLOC,3)) ||
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if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
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game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
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FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
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labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
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TK[J]=NEWLOC;
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TK[J]=game.newloc;
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J=J+1;
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L6014: KK=KK+1;
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{long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
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@ -267,7 +263,7 @@ L6016: TK[J]=game.odloc[I];
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if(TOTING(J)) goto L6021;
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L6020: if(HERE(J))K=1;
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} /* end loop */
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if(TALLY == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
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if(game.tally == 1 && K == 0 && PLACE[CHEST] == 0 && HERE(LAMP) && PROP[LAMP]
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== 1) goto L6025;
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if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
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goto L6030;
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@ -333,7 +329,7 @@ L6030: /*etc*/ ;
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L2000: if(LOC == 0) goto L99;
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KK=STEXT[LOC];
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if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
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if(MOD(game.abbrev[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
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if(FORCED(LOC) || !DARK(0)) goto L2001;
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if(game.wzdark && PCT(35)) goto L90;
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KK=RTEXT[16];
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@ -350,7 +346,7 @@ L2001: if(TOTING(BEAR))RSPEAK(141);
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* are because PROP=0 is needed to get full score. */
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if(DARK(0)) goto L2012;
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ABB[LOC]=ABB[LOC]+1;
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game.abbrev[LOC]=game.abbrev[LOC]+1;
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I=ATLOC[LOC];
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L2004: if(I == 0) goto L2012;
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OBJ=I;
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@ -360,7 +356,7 @@ L2004: if(I == 0) goto L2012;
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if(game.closed) goto L2008;
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PROP[OBJ]=0;
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if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
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TALLY=TALLY-1;
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game.tally=game.tally-1;
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/* Note: There used to be a test here to see whether the player had blown it
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* so badly that he could never ever see the remaining treasures, and if so
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* the lamp was zapped to 35 turns. But the tests were too simple-minded;
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@ -383,7 +379,7 @@ L2010: SPK=K;
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L2011: RSPEAK(SPK);
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L2012: VERB=0;
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OLDOBJ=OBJ;
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game.oldobj=OBJ;
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OBJ=0;
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/* Check if this loc is eligible for any hints. If been here long enough,
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@ -420,18 +416,18 @@ L2605: game.wzdark=DARK(0);
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* make neg. If neg, he skipped a word, so make it zero. */
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L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
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TURNS=TURNS+1;
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if(TURNS == THRESH) {
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SPEAK(TTEXT[TRNDEX]);
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TRNLUZ=TRNLUZ+TRNVAL[TRNDEX]/100000;
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TRNDEX=TRNDEX+1;
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THRESH= -1;
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if(TRNDEX <= TRNVLS)
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THRESH=MOD(TRNVAL[TRNDEX],100000)+1;
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game.turns=game.turns+1;
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if(game.turns == game.thresh) {
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SPEAK(TTEXT[game.trndex]);
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game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
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game.trndex=game.trndex+1;
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game.thresh= -1;
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if(game.trndex <= TRNVLS)
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game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
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}
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if(VERB == SAY && WD2 > 0)VERB=0;
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if(VERB == SAY) goto L4090;
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if(TALLY == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
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if(game.tally == 0 && INDEEP(LOC) && LOC != 33)game.clock1=game.clock1-1;
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if(game.clock1 == 0) goto L10000;
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if(game.clock1 < 0)game.clock2=game.clock2-1;
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if(game.clock2 == 0) goto L11000;
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@ -516,15 +512,15 @@ L8000: SETPRM(1,WD1,WD1X);
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/* Figure out the new location
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*
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* Given the current location in "LOC", and a motion verb number in
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* "K", put the new location in "NEWLOC". The current loc is saved
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* "K", put the new location in "game.newloc". The current loc is saved
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* in "game.olddloc" in case he wants to retreat. The current
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* game.oldloc is saved in game.oldlc2, in case he dies. (if he
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* does, NEWLOC will be limbo, and OLgame.dloc will be what killed
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* does, game.newloc will be limbo, and OLgame.dloc will be what killed
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* him, so we need game.oldlc2, which is the last place he was
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* safe.) */
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L8: KK=KEY[LOC];
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NEWLOC=LOC;
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game.newloc=LOC;
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if(KK == 0)BUG(26);
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if(K == NUL) return true;
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if(K == BACK) goto L20;
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@ -540,34 +536,34 @@ L9: LL=labs(TRAVEL[KK]);
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goto L9;
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L10: LL=LL/1000;
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L11: NEWLOC=LL/1000;
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K=MOD(NEWLOC,100); /* ESR: an instance of NOBJECTS? */
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if(NEWLOC <= 300) goto L13;
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if(PROP[K] != NEWLOC/100-3) goto L16;
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L11: game.newloc=LL/1000;
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K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
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if(game.newloc <= 300) goto L13;
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if(PROP[K] != game.newloc/100-3) goto L16;
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L12: if(TRAVEL[KK] < 0)BUG(25);
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KK=KK+1;
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NEWLOC=labs(TRAVEL[KK])/1000;
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if(NEWLOC == LL) goto L12;
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LL=NEWLOC;
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game.newloc=labs(TRAVEL[KK])/1000;
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if(game.newloc == LL) goto L12;
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LL=game.newloc;
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goto L11;
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L13: if(NEWLOC <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
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if(TOTING(K) || (NEWLOC > 200 && AT(K))) goto L16;
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L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
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if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
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goto L12;
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L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
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L16: NEWLOC=MOD(LL,1000);
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if(NEWLOC <= 300) return true;
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if(NEWLOC <= 500) goto L30000;
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RSPEAK(NEWLOC-500);
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NEWLOC=LOC;
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L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
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L16: game.newloc=MOD(LL,1000);
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if(game.newloc <= 300) return true;
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if(game.newloc <= 500) goto L30000;
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RSPEAK(game.newloc-500);
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game.newloc=LOC;
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return true;
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/* Special motions come here. Labelling convention: statement numbers NNNXX
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* (XX=00-99) are used for special case number NNN (NNN=301-500). */
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L30000: NEWLOC=NEWLOC-300;
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switch (NEWLOC) { case 1: goto L30100; case 2: goto L30200; case 3: goto
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L30000: game.newloc=game.newloc-300;
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switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
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L30300; }
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BUG(20);
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@ -575,9 +571,9 @@ L30000: NEWLOC=NEWLOC-300;
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* table must include "useless" entries going through passage, which can never
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* be used for actual motion, but can be spotted by "go back". */
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L30100: NEWLOC=99+100-LOC; /* ESR: an instance of NOBJECTS? */
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L30100: game.newloc=99+100-LOC; /* ESR: an instance of NOBJECTS? */
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if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
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NEWLOC=LOC;
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game.newloc=LOC;
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RSPEAK(117);
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return true;
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@ -602,19 +598,19 @@ L30300: if(PROP[TROLL] != 1) goto L30310;
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MOVE(TROLL,PLAC[TROLL]);
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MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
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JUGGLE(CHASM);
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NEWLOC=LOC;
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game.newloc=LOC;
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return true;
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L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
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L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
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if(PROP[TROLL] == 0)PROP[TROLL]=1;
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if(!TOTING(BEAR)) return true;
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RSPEAK(162);
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PROP[CHASM]=1;
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PROP[TROLL]=2;
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DROP(BEAR,NEWLOC);
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DROP(BEAR,game.newloc);
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FIXED[BEAR]= -1;
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PROP[BEAR]=3;
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game.oldlc2=NEWLOC;
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game.oldlc2=game.newloc;
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goto L99;
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/* End of specials. */
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@ -661,7 +657,7 @@ L23: KK=K2;
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L30: if(game.detail < 3)RSPEAK(15);
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game.detail=game.detail+1;
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game.wzdark=false;
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ABB[LOC]=0;
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game.abbrev[LOC]=0;
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return true;
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/* Cave. Different messages depending on whether above ground. */
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@ -709,9 +705,9 @@ L90: RSPEAK(23);
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/* Okay, he's dead. Let's get on with it. */
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L99: if(game.closng) goto L95;
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NUMDIE=NUMDIE+1;
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if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
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if(NUMDIE == MAXDIE) score(0);
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game.numdie=game.numdie+1;
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if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
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if(game.numdie == MAXDIE) score(0);
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PLACE[WATER]=0;
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PLACE[OIL]=0;
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if(TOTING(LAMP))PROP[LAMP]=0;
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@ -730,7 +726,7 @@ L98: /*etc*/ ;
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/* He died during closing time. No resurrection. Tally up a death and exit. */
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L95: RSPEAK(131);
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NUMDIE=NUMDIE+1;
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game.numdie=game.numdie+1;
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score(0);
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@ -766,7 +762,7 @@ L40030: goto L2602;
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L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
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goto L40020;
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L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && OLDOBJ == BIRD) goto L40010;
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L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
|
||||
goto L40030;
|
||||
|
||||
L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
|
||||
|
@ -793,7 +789,7 @@ L40900: I=ATDWRF(LOC);
|
|||
if(HERE(OGRE) && I == 0) goto L40010;
|
||||
goto L40030;
|
||||
|
||||
L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
|
||||
L41000: if(game.tally == 1 && PROP[JADE] < 0) goto L40010;
|
||||
goto L40020;
|
||||
|
||||
|
||||
|
@ -874,7 +870,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
|
|||
PROP[DWARF]=PUT(DWARF,115,0);
|
||||
LOC=115;
|
||||
game.oldloc=115;
|
||||
NEWLOC=115;
|
||||
game.newloc=115;
|
||||
|
||||
/* Leave the grate with normal (non-negative) property. Reuse sign. */
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue