Various cleanups.
* Remove disused macro. * GCC doesn't seem to mind if IGNORE() is left off. * Enumify phase codes. * Use EXIT_* macros in all exit() calls. * How did this even work without extern? * Give advent.h a much-needed makeover. * Use the chomp indicator in YAML string blocks to avoid code ugliness.
This commit is contained in:
parent
31f27b672c
commit
8bc08773fa
7 changed files with 186 additions and 201 deletions
157
advent.h
157
advent.h
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@ -18,9 +18,41 @@
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#define PANICTIME 15 // time left after closing
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#define BATTERYLIFE 2500 // turn limit increment from batteries
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#define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
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#define CARRIED -1 // Player is toting it
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#define READ_MODE "rb" // b is not needed for POSIX but harmless
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#define WRITE_MODE "wb" // b is not needed for POSIX but harmless
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typedef long token_t; // word token - someday this will be char[TOKLEN+1]
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typedef long vocab_t; // index into a vocabulary array */
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/*
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* MOD(N,M) = Arithmetic modulus
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* AT(OBJ) = true if on either side of two-placed object
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* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
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* DARK(LOC) = true if location "LOC" is dark
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* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
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* FOREST(LOC) = true if LOC is part of the forest
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* GSTONE(OBJ) = true if OBJ is a gemstone
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* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
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* LIQUID() = object number of liquid in bottle
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* LIQLOC(LOC) = object number of liquid (if any) at LOC
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* PCT(N) = true N% of the time (N integer from 0 to 100)
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* TOTING(OBJ) = true if the OBJ is being carried */
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#define DESTROY(N) move(N, LOC_NOWHERE)
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#define MOD(N,M) ((N) % (M))
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#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
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#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
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#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
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#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
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#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
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#define CNDBIT(L,N) (tstbit(conditions[L],N))
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#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
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#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
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#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
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#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
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#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
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#define BUG(x) bug(x, #x)
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enum bugtype {
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SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
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@ -34,9 +66,34 @@ enum bugtype {
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ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
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};
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/* Alas, declaring this static confuses the coverage analyzer */
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void bug(enum bugtype, const char *) __attribute__((__noreturn__));
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#define BUG(x) bug(x, #x)
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enum speaktype {touch, look, hear, study, change};
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enum termination {endgame, quitgame, scoregame};
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enum speechpart {unknown, intransitive, transitive};
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/* Phase codes for action returns.
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* These were at one time FORTRAN line numbers.
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* The values don't matter, but perturb their order at your peril.
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*/
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enum phase_codes {
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GO_TERMINATE,
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GO_MOVE,
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GO_TOP,
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GO_CLEAROBJ,
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GO_CHECKHINT,
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GO_CHECKFOO,
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GO_DIRECTION,
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GO_LOOKUP,
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GO_WORD2,
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GO_SPECIALS,
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GO_UNKNOWN,
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GO_ACTION,
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GO_DWARFWAKE,
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};
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typedef long token_t; // word token - someday this will be char[TOKLEN+1]
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typedef long vocab_t; // index into a vocabulary array */
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struct game_t {
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unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
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@ -91,16 +148,18 @@ struct game_t {
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long prop[NOBJECTS + 1];
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};
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extern struct game_t game;
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struct command_t {
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enum speechpart part;
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vocab_t verb;
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vocab_t obj;
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token_t wd1, wd1x;
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token_t wd2, wd2x;
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};
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extern struct game_t game;
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extern FILE *logfp;
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extern bool oldstyle, editline, prompt;
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enum speaktype {touch, look, hear, study, change};
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/* b is not needed for POSIX but harmless */
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#define READ_MODE "rb"
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#define WRITE_MODE "wb"
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extern char* xstrdup(const char* s);
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extern void* xmalloc(size_t size);
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extern void packed_to_token(long, char token[]);
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@ -133,9 +192,6 @@ extern long setbit(long);
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extern bool tstbit(long, int);
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extern void make_zzword(char*);
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extern void datime(long*, long*);
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enum termination {endgame, quitgame, scoregame};
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extern void set_seed(long);
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extern unsigned long get_next_lcg_value(void);
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extern long randrange(long);
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@ -145,75 +201,10 @@ extern int savefile(FILE *, long);
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extern int suspend(void);
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extern int resume(void);
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extern int restore(FILE *);
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extern void initialise(void);
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extern int action(struct command_t *command);
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/*
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* MOD(N,M) = Arithmetic modulus
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* AT(OBJ) = true if on either side of two-placed object
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* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
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* DARK(LOC) = true if location "LOC" is dark
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* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
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* FOREST(LOC) = true if LOC is part of the forest
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* GSTONE(OBJ) = true if OBJ is a gemstone
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* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
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* LIQUID() = object number of liquid in bottle
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* LIQLOC(LOC) = object number of liquid (if any) at LOC
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* PCT(N) = true N% of the time (N integer from 0 to 100)
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* TOTING(OBJ) = true if the OBJ is being carried */
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#define DESTROY(N) move(N, LOC_NOWHERE)
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#define MOD(N,M) ((N) % (M))
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#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
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#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
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#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
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#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
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#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
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#define CNDBIT(L,N) (tstbit(conditions[L],N))
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#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
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#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
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#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
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#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
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#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
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enum speechpart {unknown, intransitive, transitive};
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struct command_t {
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enum speechpart part;
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vocab_t verb;
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vocab_t obj;
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token_t wd1, wd1x;
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token_t wd2, wd2x;
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};
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void initialise(void);
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int action(struct command_t *command);
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/* Phase codes for action returns.
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* These were at one time FORTRAN line numbers.
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* The values don't matter, but perturb their order at your peril.
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*/
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#define GO_TERMINATE 2
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#define GO_MOVE 8
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#define GO_TOP 2000
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#define GO_CLEAROBJ 2012
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#define GO_CHECKHINT 2600
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#define GO_CHECKFOO 2607
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#define GO_DIRECTION 2620
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#define GO_LOOKUP 2630
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#define GO_WORD2 2800
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#define GO_SPECIALS 1900
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#define GO_UNKNOWN 8000
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#define GO_ACTION 40000
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#define GO_DWARFWAKE 19000
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/* Special object statuses in game.place - can also be a location number (> 0) */
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#define CARRIED -1 /* Player is toting it */
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/* hack to ignore GCC Unused Result */
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#define IGNORE(r) do{if (r){}}while(0)
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/* Alas, declaring this static confuses the coverage analyzer */
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void bug(enum bugtype, const char *) __attribute__((__noreturn__));
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/* end */
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202
adventure.yaml
202
adventure.yaml
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@ -469,7 +469,7 @@ hints:
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turns: 4
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penalty: 2
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question: 'Are you trying to get into the cave?'
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hint: |
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hint: |-
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The grate is very solid and has a hardened steel lock. You cannot
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enter without a key, and there are no keys nearby. I would recommend
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looking elsewhere for the keys.
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@ -479,7 +479,7 @@ hints:
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turns: 5
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penalty: 2
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question: 'Are you trying to catch the bird?'
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hint: |
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hint: |-
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Something about you seems to be frightening the bird. Perhaps you
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might figure out what it is.
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- hint: &snake
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@ -488,7 +488,7 @@ hints:
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turns: 8
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penalty: 2
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question: 'Are you trying to somehow deal with the snake?'
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hint: |
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hint: |-
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You can't kill the snake, or drive it away, or avoid it, or anything
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like that. There is a way to get by, but you don't have the necessary
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resources right now.
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@ -505,7 +505,7 @@ hints:
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turns: 25
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penalty: 5
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question: 'Are you trying to explore beyond the plover room?'
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hint: |
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hint: |-
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There is a way to explore that region without having to worry about
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falling into a pit. None of the objects available is immediately
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useful in discovering the secret.
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@ -529,7 +529,7 @@ hints:
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turns: 25
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penalty: 2
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question: 'Would you like to be shown out of the forest?'
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hint: |
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hint: |-
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Go east ten times. If that doesn't get you out, then go south, then
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west twice, then south.
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- hint: &ogre
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@ -538,7 +538,7 @@ hints:
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turns: 10
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penalty: 4
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question: 'Do you need help dealing with the ogre?'
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hint: |
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hint: |-
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There is nothing the presence of which will prevent you from defeating
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him; thus it can't hurt to fetch everything you possibly can.
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- hint: &jade
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@ -547,7 +547,7 @@ hints:
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turns: 1
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penalty: 4
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question: 'You''re missing only one other treasure. Do you need help finding it?'
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hint: |
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hint: |-
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Once you''ve found all the other treasures, it is no longer possible to
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locate the one you''re now missing.'
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locations: !!omap
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@ -560,7 +560,7 @@ locations: !!omap
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]
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- LOC_START:
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description:
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long: |
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long: |-
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You are standing at the end of a road before a small brick building.
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Around you is a forest. A small stream flows out of the building and
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down a gully.
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@ -577,7 +577,7 @@ locations: !!omap
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]
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- LOC_HILL:
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description:
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long: |
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long: |-
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You have walked up a hill, still in the forest. The road slopes back
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down the other side of the hill. There is a building in the distance.
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short: 'You''re at hill in road.'
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@ -603,7 +603,7 @@ locations: !!omap
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]
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- LOC_VALLEY:
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description:
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long: |
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long: |-
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You are in a valley in the forest beside a stream tumbling along a
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rocky bed.
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short: 'You''re in valley.'
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@ -631,7 +631,7 @@ locations: !!omap
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]
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- LOC_CLIFF:
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description:
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long: |
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long: |-
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The forest thins out here to reveal a steep cliff. There is no way
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down, but a small ledge can be seen to the west across the chasm.
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short: 'You''re at cliff.'
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@ -644,7 +644,7 @@ locations: !!omap
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]
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- LOC_SLIT:
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description:
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long: |
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long: |-
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At your feet all the water of the stream splashes into a 2-inch slit
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in the rock. Downstream the streambed is bare rock.
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short: 'You''re at slit in streambed.'
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@ -661,7 +661,7 @@ locations: !!omap
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]
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- LOC_GRATE:
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description:
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long: |
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long: |-
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You are in a 20-foot depression floored with bare dirt. Set into the
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dirt is a strong steel grate mounted in concrete. A dry streambed
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leads into the depression.
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@ -681,7 +681,7 @@ locations: !!omap
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]
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- LOC_BELOWGRATE:
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description:
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long: |
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long: |-
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You are in a small chamber beneath a 3x3 steel grate to the surface.
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A low crawl over cobbles leads inward to the west.
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short: 'You''re below the grate.'
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|
@ -695,7 +695,7 @@ locations: !!omap
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]
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- LOC_COBBLE:
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description:
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long: |
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long: |-
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You are crawling over cobbles in a low passage. There is a dim light
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at the east end of the passage.
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short: 'You''re in cobble crawl.'
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@ -707,7 +707,7 @@ locations: !!omap
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]
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- LOC_DEBRIS:
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description:
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long: |
|
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long: |-
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You are in a debris room filled with stuff washed in from the surface.
|
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A low wide passage with cobbles becomes plugged with mud and debris
|
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here, but an awkward canyon leads upward and west. In the mud someone
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|
@ -737,7 +737,7 @@ locations: !!omap
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]
|
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- LOC_BIRD:
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description:
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long: |
|
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long: |-
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You are in a splendid chamber thirty feet high. The walls are frozen
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rivers of orange stone. An awkward canyon and a good passage exit
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from east and west sides of the chamber.
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|
@ -753,7 +753,7 @@ locations: !!omap
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]
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- LOC_PITTOP:
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description:
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long: |
|
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long: |-
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At your feet is a small pit breathing traces of white mist. An east
|
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passage ends here except for a small crack leading on.
|
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short: 'You''re at top of small pit.'
|
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|
@ -769,7 +769,7 @@ locations: !!omap
|
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]
|
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- LOC_MISTHALL:
|
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description:
|
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long: |
|
||||
long: |-
|
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You are at one end of a vast hall stretching forward out of sight to
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the west. There are openings to either side. Nearby, a wide stone
|
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staircase leads downward. The hall is filled with wisps of white mist
|
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|
@ -790,7 +790,7 @@ locations: !!omap
|
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]
|
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- LOC_CRACK:
|
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description:
|
||||
long: |
|
||||
long: |-
|
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The crack is far too small for you to follow. At its widest it is
|
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barely wide enough to admit your foot.'
|
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short: !!null
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|
@ -800,7 +800,7 @@ locations: !!omap
|
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]
|
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- LOC_EASTBANK:
|
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description:
|
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long: |
|
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long: |-
|
||||
You are on the east bank of a fissure slicing clear across the hall.
|
||||
The mist is quite thick here, and the fissure is too wide to jump.
|
||||
short: 'You''re on east bank of fissure.'
|
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|
@ -818,7 +818,7 @@ locations: !!omap
|
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]
|
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- LOC_NUGGET:
|
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description:
|
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long: |
|
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long: |-
|
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This is a low room with a crude note on the wall. The note says,
|
||||
"You won't get it up the steps".
|
||||
short: 'You''re in nugget-of-gold room.'
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|
@ -828,7 +828,7 @@ locations: !!omap
|
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]
|
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- LOC_KINGHALL:
|
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description:
|
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long: |
|
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long: |-
|
||||
You are in the Hall of the Mountain King, with passages off in all
|
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directions.
|
||||
short: 'You''re in Hall of Mt King.'
|
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|
@ -873,7 +873,7 @@ locations: !!omap
|
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]
|
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- LOC_WESTEND:
|
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description:
|
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long: |
|
||||
long: |-
|
||||
You are at the west end of the Twopit Room. There is a large hole in
|
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the wall above the pit at this end of the room.
|
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short: 'You''re at west end of Twopit Room.'
|
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|
@ -886,7 +886,7 @@ locations: !!omap
|
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]
|
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- LOC_EASTPIT:
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description:
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long: |
|
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long: |-
|
||||
You are at the bottom of the eastern pit in the Twopit Room. There is
|
||||
a small pool of oil in one corner of the pit.
|
||||
short: 'You''re in east pit.'
|
||||
|
@ -896,7 +896,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_WESTPIT:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are at the bottom of the western pit in the Twopit Room. There is
|
||||
a large hole in the wall about 25 feet above you.
|
||||
short: 'You''re in west pit.'
|
||||
|
@ -933,7 +933,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_FLOORHOLE:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a low n/s passage at a hole in the floor. The hole goes
|
||||
down to an e/w passage.
|
||||
short: 'You''re in n/s passage above e/w passage.'
|
||||
|
@ -953,7 +953,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_WESTSIDE:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in the west side chamber of the Hall of the Mountain King.
|
||||
A passage continues west and up here.
|
||||
short: 'You''re in the west side chamber.'
|
||||
|
@ -981,7 +981,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_Y2:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a large room, with a passage to the south, a passage to the
|
||||
west, and a wall of broken rock to the east. There is a large "Y2" on
|
||||
a rock in the room's center.
|
||||
|
@ -1006,7 +1006,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_WINDOW1:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You're at a low window overlooking a huge pit, which extends up out of
|
||||
sight. A floor is indistinctly visible over 50 feet below. Traces of
|
||||
white mist cover the floor of the pit, becoming thicker to the right.
|
||||
|
@ -1022,7 +1022,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_BROKEN:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a dirty broken passage. To the east is a crawl. To the
|
||||
west is a large passage. Above you is a hole to another passage.
|
||||
short: 'You''re in dirty passage.'
|
||||
|
@ -1035,7 +1035,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_SMALLPITBRINK:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are on the brink of a small clean climbable pit. A crawl leads
|
||||
west.
|
||||
short: 'You''re at brink of small pit.'
|
||||
|
@ -1046,7 +1046,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_SMALLPIT:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in the bottom of a small pit with a little stream, which
|
||||
enters and exits through tiny slits.
|
||||
short: 'You''re at bottom of pit with stream.'
|
||||
|
@ -1058,7 +1058,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_DUSTY:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a large room full of dusty rocks. There is a big hole in
|
||||
the floor. There are cracks everywhere, and a passage leading east.
|
||||
short: 'You''re in dusty rock room.'
|
||||
|
@ -1070,7 +1070,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_PARALLEL1:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You have crawled through a very low wide passage parallel to and north
|
||||
of the Hall of Mists.
|
||||
short: !!null
|
||||
|
@ -1080,7 +1080,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_MISTWEST:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are at the west end of the Hall of Mists. A low wide crawl
|
||||
continues west and another goes north. To the south is a little
|
||||
passage 6 feet off the floor.
|
||||
|
@ -1259,7 +1259,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_PITBRINK:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are on the brink of a thirty foot pit with a massive orange column
|
||||
down one wall. You could climb down here but you could not get back
|
||||
up. The maze continues at this level.
|
||||
|
@ -1282,7 +1282,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_PARALLEL2:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You have crawled through a very low wide passage parallel to and north
|
||||
of the Hall of Mists.
|
||||
short: !!null
|
||||
|
@ -1292,7 +1292,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_LONGEAST:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are at the east end of a very long hall apparently without side
|
||||
chambers. To the east a low wide crawl slants up. To the north a
|
||||
round two foot hole slants down.
|
||||
|
@ -1305,7 +1305,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_LONGWEST:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are at the west end of a very long featureless hall. The hall
|
||||
joins up with a narrow north/south passage.
|
||||
short: 'You''re at west end of long hall.'
|
||||
|
@ -1336,7 +1336,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_COMPLEX:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are at a complex junction. A low hands and knees passage from the
|
||||
north joins a higher crawl from the east to make a walking passage
|
||||
going west. There is also a large room above. The air is damp here.
|
||||
|
@ -1352,7 +1352,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_BEDQUILT:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in Bedquilt, a long east/west passage with holes everywhere.
|
||||
To explore at random select north, south, up, or down.
|
||||
short: 'You''re in Bedquilt.'
|
||||
|
@ -1373,7 +1373,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_SWISSCHEESE:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a room whose walls resemble swiss cheese. Obvious passages
|
||||
go west, east, ne, and nw. Part of the room is occupied by a large
|
||||
bedrock block.
|
||||
|
@ -1390,7 +1390,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_EASTEND:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are at the east end of the Twopit Room. The floor here is
|
||||
littered with thin rock slabs, which make it easy to descend the pits.
|
||||
There is a path here bypassing the pits to connect passages from east
|
||||
|
@ -1405,7 +1405,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_SLAB:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a large low circular chamber whose floor is an immense slab
|
||||
fallen from the ceiling (Slab Room). East and west there once were
|
||||
large passages, but they are now filled with boulders. Low small
|
||||
|
@ -1443,7 +1443,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_THREEJUNCTION:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a secret canyon at a junction of three canyons, bearing
|
||||
north, south, and se. The north one is as tall as the other two
|
||||
combined.
|
||||
|
@ -1475,7 +1475,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_SECRET3:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a secret canyon which here runs e/w. It crosses over a
|
||||
very tight canyon 15 feet below. If you go down you may not be able
|
||||
to get back up.
|
||||
|
@ -1506,7 +1506,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_TALL:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a tall e/w canyon. A low tight crawl goes 3 feet north and
|
||||
seems to open up.
|
||||
short: !!null
|
||||
|
@ -1526,7 +1526,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_SEWER:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
The stream flows out through a pair of 1 foot diameter sewer pipes.
|
||||
It would be advisable to use the exit.
|
||||
short: !!null
|
||||
|
@ -1612,7 +1612,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_NARROW:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a long, narrow corridor stretching out of sight to the
|
||||
west. At the eastern end is a hole through which you can see a
|
||||
profusion of leaves.
|
||||
|
@ -1641,7 +1641,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_INCLINE:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are at the top of a steep incline above a large room. You could
|
||||
climb down here, but you would not be able to climb up. There is a
|
||||
passage leading back to the north.
|
||||
|
@ -1653,7 +1653,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_GIANTROOM:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in the Giant Room. The ceiling here is too high up for your
|
||||
lamp to show it. Cavernous passages lead east, north, and south. On
|
||||
the west wall is scrawled the inscription, "FEE FIE FOE FOO" [sic].
|
||||
|
@ -1686,7 +1686,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_WATERFALL:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a magnificent cavern with a rushing stream, which cascades
|
||||
over a sparkling waterfall into a roaring whirlpool which disappears
|
||||
through a hole in the floor. Passages exit to the south and west.
|
||||
|
@ -1700,7 +1700,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_SOFTROOM:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in the Soft Room. The walls are covered with heavy curtains,
|
||||
the floor with a thick pile carpet. Moss covers the ceiling.
|
||||
short: 'You''re in Soft Room.'
|
||||
|
@ -1710,7 +1710,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_ORIENTAL:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
This is the Oriental Room. Ancient oriental cave drawings cover the
|
||||
walls. A gently sloping passage leads upward to the north, another
|
||||
passage leads se, and a hands and knees crawl leads west.
|
||||
|
@ -1723,7 +1723,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_MISTY:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are following a wide path around the outer edge of a large cavern.
|
||||
Far below, through a heavy white mist, strange splashing noises can be
|
||||
heard. The mist rises up through a fissure in the ceiling. The path
|
||||
|
@ -1737,7 +1737,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_ALCOVE:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in an alcove. A small nw path seems to widen after a short
|
||||
distance. An extremely tight tunnel leads east. It looks like a very
|
||||
tight squeeze. An eerie light can be seen at the other end.
|
||||
|
@ -1751,7 +1751,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_PLOVER:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You're in a small chamber lit by an eerie green light. An extremely
|
||||
narrow tunnel exits to the west. A dark corridor leads ne.
|
||||
short: 'You''re in Plover Room.'
|
||||
|
@ -1775,7 +1775,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_ARCHED:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in an arched hall. A coral passage once continued up and east
|
||||
from here, but is now blocked by debris. The air smells of sea water.
|
||||
short: 'You''re in arched hall.'
|
||||
|
@ -1785,7 +1785,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_SHELLROOM:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You're in a large room carved out of sedimentary rock. The floor and
|
||||
walls are littered with bits of shells imbedded in the stone. A
|
||||
shallow passage proceeds downward, and a somewhat steeper one leads
|
||||
|
@ -1821,7 +1821,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_ANTEROOM:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in an anteroom leading to a large passage to the east. Small
|
||||
passages go west and up. The remnants of recent digging are evident.
|
||||
A sign in midair here says "Cave under construction beyond this point.
|
||||
|
@ -1863,7 +1863,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_MIRRORCANYON:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a north/south canyon about 25 feet across. The floor is
|
||||
covered by white mist seeping in from the north. The walls extend
|
||||
upward for well over 100 feet. Suspended from some unseen point far
|
||||
|
@ -1881,7 +1881,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_WINDOW2:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You're at a low window overlooking a huge pit, which extends up out of
|
||||
sight. A floor is indistinctly visible over 50 feet below. Traces of
|
||||
white mist cover the floor of the pit, becoming thicker to the left.
|
||||
|
@ -1897,7 +1897,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_TOPSTALACTITE:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
A large stalactite extends from the roof and almost reaches the floor
|
||||
below. You could climb down it, and jump from it to the floor, but
|
||||
having done so you would be unable to reach it to climb back up.
|
||||
|
@ -1929,7 +1929,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_RESERVOIR:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are at the edge of a large underground reservoir. An opaque cloud
|
||||
of white mist fills the room and rises rapidly upward. The lake is
|
||||
fed by a stream, which tumbles out of a hole in the wall about 10 feet
|
||||
|
@ -1953,7 +1953,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_NE:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are at the northeast end of an immense room, even larger than the
|
||||
Giant Room. It appears to be a repository for the "Adventure"
|
||||
program. Massive torches far overhead bathe the room with smoky
|
||||
|
@ -1973,7 +1973,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_SW:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are at the southwest end of the repository. To one side is a pit
|
||||
full of fierce green snakes. On the other side is a row of small
|
||||
wicker cages, each of which contains a little sulking bird. In one
|
||||
|
@ -1991,7 +1991,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_SWCHASM:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are on one side of a large, deep chasm. A heavy white mist rising
|
||||
up from below obscures all view of the far side. A sw path leads away
|
||||
from the chasm into a winding corridor.
|
||||
|
@ -2010,7 +2010,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_WINDING:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a long winding corridor sloping out of sight in both
|
||||
directions.
|
||||
short: 'You''re in sloping corridor.'
|
||||
|
@ -2048,7 +2048,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_NECHASM:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are on the far side of the chasm. A ne path leads away from the
|
||||
chasm on this side.
|
||||
short: 'You''re on ne side of chasm.'
|
||||
|
@ -2064,7 +2064,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_CORRIDOR:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You're in a long east/west corridor. A faint rumbling noise can be
|
||||
heard in the distance.
|
||||
short: 'You''re in corridor.'
|
||||
|
@ -2078,7 +2078,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_FORK:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
The path forks here. The left fork leads northeast. A dull rumbling
|
||||
seems to get louder in that direction. The right fork leads southeast
|
||||
down a gentle slope. The main corridor enters from the west.
|
||||
|
@ -2094,7 +2094,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_WARMWALLS:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
The walls are quite warm here. From the north can be heard a steady
|
||||
roar, so loud that the entire cave seems to be trembling. Another
|
||||
passage leads south, and a low crawl goes east.
|
||||
|
@ -2108,7 +2108,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_BREATHTAKING:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are on the edge of a breath-taking view. Far below you is an
|
||||
active volcano, from which great gouts of molten lava come surging
|
||||
out, cascading back down into the depths. The glowing rock fills the
|
||||
|
@ -2141,7 +2141,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_BOULDERS2:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are in a small chamber filled with large boulders. The walls are
|
||||
very warm, causing the air in the room to be almost stifling from the
|
||||
heat. The only exit is a crawl heading west, through which is coming
|
||||
|
@ -2168,7 +2168,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_BARRENFRONT:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are standing at the entrance to a large, barren room. A notice
|
||||
above the entrance reads: "Caution! Bear in room!"
|
||||
short: 'You''re in front of Barren Room.'
|
||||
|
@ -2182,7 +2182,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_BARRENROOM:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are inside a barren room. The center of the room is completely
|
||||
empty except for some dust. Marks in the dust lead away toward the
|
||||
far end of the room. The only exit is the way you came in.
|
||||
|
@ -2652,7 +2652,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_LEDGE:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are on a small ledge on one face of a sheer cliff. There are no
|
||||
paths away from the ledge. Across the chasm is a small clearing
|
||||
surrounded by forest.
|
||||
|
@ -2663,7 +2663,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_RESBOTTOM:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are walking across the bottom of the reservoir. Walls of water
|
||||
rear up on either side. The roar of the water cascading past is
|
||||
nearly deafening, and the mist is so thick you can barely see.
|
||||
|
@ -2677,7 +2677,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_RESNORTH:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are at the northern edge of the reservoir. A northwest passage
|
||||
leads sharply up from here.
|
||||
short: 'You''re north of reservoir.'
|
||||
|
@ -2708,7 +2708,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_CLIFFBASE:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are at the base of a nearly vertical cliff. There are some
|
||||
slim footholds which would enable you to climb up, but it looks
|
||||
extremely dangerous. Here at the base of the cliff lie the remains
|
||||
|
@ -2731,7 +2731,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_FOOTSLIP:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
Just as you reach the top, your foot slips on a loose rock and you
|
||||
tumble several hundred feet to join the other unlucky adventurers.
|
||||
short: !!null
|
||||
|
@ -2741,7 +2741,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_CLIFFTOP:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
Just as you reach the top, your foot slips on a loose rock and you
|
||||
make one last desperate grab. Your luck holds, as does your grip.
|
||||
With an enormous heave, you lift yourself to the ledge above.
|
||||
|
@ -2752,7 +2752,7 @@ locations: !!omap
|
|||
]
|
||||
- LOC_CLIFFLEDGE:
|
||||
description:
|
||||
long: |
|
||||
long: |-
|
||||
You are on a small ledge at the top of a nearly vertical cliff.
|
||||
There is a low crawl leading off to the northeast.
|
||||
short: 'You''re at top of cliff.'
|
||||
|
@ -2828,7 +2828,7 @@ locations: !!omap
|
|||
|
||||
arbitrary_messages: !!omap
|
||||
- NO_MESSAGE: !!null
|
||||
- CAVE_NEARBY: |
|
||||
- CAVE_NEARBY: |-
|
||||
Somewhere nearby is Colossal Cave, where others have found fortunes in
|
||||
treasure and gold, though it is rumored that some who enter are never
|
||||
seen again. Magic is said to work in the cave. I will be your eyes
|
||||
|
@ -2841,7 +2841,7 @@ arbitrary_messages: !!omap
|
|||
This program was originally developed by Willie Crowther. Most of the
|
||||
features of the current program were added by Don Woods.
|
||||
- DWARF_BLOCK: 'A little dwarf with a big knife blocks your way.'
|
||||
- DWARF_RAN: |
|
||||
- DWARF_RAN: |-
|
||||
A little dwarf just walked around a corner, saw you, threw a little
|
||||
axe at you which missed, cursed, and ran away.
|
||||
- DWARF_PACK: 'There are %d threatening little dwarves in the room with you.'
|
||||
|
@ -2855,7 +2855,7 @@ arbitrary_messages: !!omap
|
|||
- CANT_APPLY: 'I don''t know how to apply that word here.'
|
||||
- YOUR_WELCOME: 'You''re quite welcome.'
|
||||
- AM_GAME: 'I''m game. Would you care to explain how?'
|
||||
- NO_MORE_DETAIL: |
|
||||
- NO_MORE_DETAIL: |-
|
||||
Sorry, but I am not allowed to give more detail. I will repeat the
|
||||
long description of your location.
|
||||
- PITCH_DARK: 'It is now pitch dark. If you proceed you will likely fall into a pit.'
|
||||
|
@ -2885,7 +2885,7 @@ arbitrary_messages: !!omap
|
|||
- DWARF_DODGES: 'You attack a little dwarf, but he dodges out of the way.'
|
||||
- BARE_HANDS_QUERY: 'With what? Your bare hands?'
|
||||
- WORN_OUT: 'Good try, but that is an old worn-out magic word.'
|
||||
- VOCAB_DESCRIPTION: |
|
||||
- VOCAB_DESCRIPTION: |-
|
||||
I know of places, actions, and things. Most of my vocabulary
|
||||
describes places and is used to move you there. To move, try words
|
||||
like forest, building, downstream, enter, east, west, north, south,
|
||||
|
@ -2919,19 +2919,19 @@ arbitrary_messages: !!omap
|
|||
- TWO_WORDS: 'Please stick to 1- and 2-word commands.'
|
||||
- OK_MAN: 'OK'
|
||||
- CANNOT_UNLOCK: 'You can''t unlock the keys.'
|
||||
- FUTILE_CRAWL: |
|
||||
- FUTILE_CRAWL: |-
|
||||
You have crawled around in some little holes and wound up back in the
|
||||
main passage.
|
||||
- FOLLOW_STREAM: |
|
||||
- FOLLOW_STREAM: |-
|
||||
I don't know where the cave is, but hereabouts no stream can run on
|
||||
the surface for long. I would try the stream.
|
||||
- NEED_DETAIL: 'I need more detailed instructions to do that.'
|
||||
- NEARBY: |
|
||||
- NEARBY: |-
|
||||
I can only tell you what you see as you move about and manipulate
|
||||
things. I cannot tell you where remote things are.
|
||||
- OGRE_SNARL: 'The ogre snarls and shoves you back.'
|
||||
- HUH_MAN: 'Huh?'
|
||||
- FOREST_LOOK: |
|
||||
- FOREST_LOOK: |-
|
||||
The trees of the forest are large hardwood oak and maple, with an
|
||||
occasional grove of pine or spruce. There is quite a bit of under-
|
||||
growth, largely birch and ash saplings plus nondescript bushes of
|
||||
|
@ -2939,12 +2939,12 @@ arbitrary_messages: !!omap
|
|||
all the leaves, but travel is quite easy if you detour around the
|
||||
spruce and berry bushes.
|
||||
- WELCOME_YOU: 'Welcome to Adventure!! Would you like instructions?'
|
||||
- DIGGING_FUTILE: |
|
||||
- DIGGING_FUTILE: |-
|
||||
Digging without a shovel is quite impractical. Even with a shovel
|
||||
progress is unlikely.
|
||||
- REQUIRES_DYNAMITE: 'Blasting requires dynamite.'
|
||||
- IM_CONFUSED: 'I''m as confused as you are.'
|
||||
- EXPLAIN_MIST: |
|
||||
- EXPLAIN_MIST: |-
|
||||
Mist is a white vapor, usually water, seen from time to time in
|
||||
caverns. It can be found anywhere but is frequently a sign of a deep
|
||||
pit leading down to water.'
|
||||
|
@ -3010,7 +3010,7 @@ arbitrary_messages: !!omap
|
|||
- STOP_UNKNOWN: 'I don''t know the word "stop". Use "quit" if you want to give up.'
|
||||
- NOT_CONNECTED: 'You can''t get there from here.'
|
||||
- TAME_BEAR: 'You are being followed by a very large, tame bear.'
|
||||
- QUICK_START: |
|
||||
- QUICK_START: |-
|
||||
For a summary of the most recent changes to the game, say "news".
|
||||
If you want to end your adventure early, say "quit". To suspend your
|
||||
adventure such that you can continue later, say "suspend" (or "pause"
|
||||
|
@ -3038,7 +3038,7 @@ arbitrary_messages: !!omap
|
|||
- BEYOND_POWER: 'It is beyond your power to do that.'
|
||||
- NOT_KNOWHOW: 'I don''t know how.'
|
||||
- TOO_FAR: 'It is too far up for you to reach.'
|
||||
- DWARF_SMOKE: |
|
||||
- DWARF_SMOKE: |-
|
||||
You killed a little dwarf. The body vanishes in a cloud of greasy
|
||||
black smoke.
|
||||
- SHELL_IMPERVIOUS: 'The shell is very strong and is impervious to attack.'
|
||||
|
@ -3764,22 +3764,22 @@ objects: !!omap
|
|||
- 'There is a richly-carved ebony statuette here!'
|
||||
|
||||
obituaries:
|
||||
- query: |
|
||||
- query: |-
|
||||
Oh dear, you seem to have gotten yourself killed. I might be able to
|
||||
help you out, but I've never really done this before. Do you want me
|
||||
to try to reincarnate you?
|
||||
yes_response: |
|
||||
yes_response: |-
|
||||
All right. But don't blame me if something goes wr......
|
||||
--- POOF!! ---
|
||||
You are engulfed in a cloud of orange smoke. Coughing and gasping,
|
||||
you emerge from the smoke and find....
|
||||
- query: |
|
||||
- query: |-
|
||||
You clumsy oaf, you've done it again! I don''t know how long I can
|
||||
keep this up. Do you want me to try reincarnating you again?
|
||||
yes_response: |
|
||||
yes_response: |-
|
||||
Okay, now where did I put my orange smoke?.... >POOF!<
|
||||
Everything disappears in a dense cloud of orange smoke.
|
||||
- query: |
|
||||
- query: |-
|
||||
Now you''ve really done it! I'm out of orange smoke! You don''t expect
|
||||
me to do a decent reincarnation without any orange smoke, do you?
|
||||
yes_response: 'Okay, if you''re so smart, do it yourself! I''m leaving!'
|
||||
|
|
7
cheat.c
7
cheat.c
|
@ -1,4 +1,3 @@
|
|||
#define DEFINE_GLOBALS_FROM_INCLUDES
|
||||
#include <getopt.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
|
@ -51,7 +50,7 @@ int main(int argc, char *argv[])
|
|||
" -v version number of save format.\n");
|
||||
fprintf(stderr,
|
||||
" -o file name of save game to write.\n");
|
||||
exit(-1);
|
||||
exit(EXIT_FAILURE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -61,7 +60,7 @@ int main(int argc, char *argv[])
|
|||
usage, argv[0]);
|
||||
fprintf(stderr,
|
||||
"ERROR: filename required\n");
|
||||
exit(-1);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
FILE *fp = NULL;
|
||||
|
@ -89,7 +88,7 @@ int main(int argc, char *argv[])
|
|||
if (fp == NULL) {
|
||||
fprintf(stderr,
|
||||
"Can't open file %s. Exiting.\n", savefilename);
|
||||
exit(-1);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
savefile(fp, version);
|
||||
|
|
6
main.c
6
main.c
|
@ -13,7 +13,7 @@
|
|||
* and for the offensive globals. Applying the Structured Program
|
||||
* Theorem can be hard.
|
||||
*/
|
||||
#define DEFINE_GLOBALS_FROM_INCLUDES
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <stdbool.h>
|
||||
|
@ -42,7 +42,7 @@ static void sig_handler(int signo)
|
|||
if (logfp != NULL)
|
||||
fflush(logfp);
|
||||
}
|
||||
exit(0);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
// LCOV_EXCL_STOP
|
||||
|
||||
|
@ -113,7 +113,7 @@ int main(int argc, char *argv[])
|
|||
#endif
|
||||
fprintf(stderr,
|
||||
" -s suppress command editing\n");
|
||||
exit(-1);
|
||||
exit(EXIT_FAILURE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
5
misc.c
5
misc.c
|
@ -242,11 +242,6 @@ void vspeak(const char* msg, va_list ap)
|
|||
}
|
||||
}
|
||||
*renderp = 0;
|
||||
|
||||
// Deal with messages that are in YAML block format and therefore
|
||||
// have their own trailing \n
|
||||
if (renderp > rendered && renderp[-1] == '\n')
|
||||
*--renderp = '\0';
|
||||
|
||||
// Print the message.
|
||||
printf("%s\n", rendered);
|
||||
|
|
|
@ -38,7 +38,7 @@ int savefile(FILE *fp, long version)
|
|||
save.version = (version == 0) ? VRSION : version;
|
||||
|
||||
memcpy(&save.game, &game, sizeof(struct game_t));
|
||||
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
|
||||
fwrite(&save, sizeof(struct save_t), 1, fp);
|
||||
return (0);
|
||||
}
|
||||
|
||||
|
@ -73,7 +73,7 @@ int suspend(void)
|
|||
savefile(fp, VRSION);
|
||||
fclose(fp);
|
||||
rspeak(RESUME_HELP);
|
||||
exit(0);
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
int resume(void)
|
||||
|
@ -114,7 +114,7 @@ int restore(FILE* fp)
|
|||
return GO_UNKNOWN;
|
||||
#endif
|
||||
|
||||
IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
|
||||
fread(&save, sizeof(struct save_t), 1, fp);
|
||||
fclose(fp);
|
||||
if (save.version != VRSION) {
|
||||
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), VRSION / 10, MOD(VRSION, 10));
|
||||
|
|
4
score.c
4
score.c
|
@ -125,12 +125,12 @@ void terminate(enum termination mode)
|
|||
speak(classes[i].message);
|
||||
i = classes[i].threshold + 1 - points;
|
||||
rspeak(NEXT_HIGHER, i, i);
|
||||
exit(0);
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
}
|
||||
rspeak(OFF_SCALE);
|
||||
rspeak(NO_HIGHER);
|
||||
exit(0);
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
/* end */
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue