Compare commits
No commits in common. "master" and "1.17" have entirely different histories.
32 changed files with 4024 additions and 4822 deletions
2
.gitignore
vendored
2
.gitignore
vendored
|
@ -1,4 +1,4 @@
|
|||
# SPDX-FileCopyrightText: (C) Eric S. Raymond
|
||||
# SPDX-FileCopyrightText: Eric S. Raymond
|
||||
# SPDX-License-Identifier: BSD-2-Clause
|
||||
advent
|
||||
*.gcda
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
# SPDX-FileCopyrightText: (C) Eric S. Raymond
|
||||
# SPDX-FileCopyrightText: Eric S. Raymond
|
||||
# SPDX-License-Identifier: BSD-2-Clause
|
||||
stages:
|
||||
- ci-build
|
||||
|
|
2
.shipper
2
.shipper
|
@ -1,4 +1,4 @@
|
|||
#SPDX-FileCopyrightText: (C) Eric S. Raymond
|
||||
#SPDX-FileCopyrightText: Eric S. Raymond
|
||||
#SPDX-License-Identifier: BSD-2-Clause
|
||||
extralines="""
|
||||
<p>There is a <a href="http://esr.gitlab.io/open-adventure/coverage/">code coverage analysis</a> and a <a href="http://esr.gitlab.io/open-adventure/coverage/adventure.yaml.html">symbol coverage analysis</p>
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
# This image is built by the Gitlab CI pipeline to be used in subsequent
|
||||
# pipeline steps.
|
||||
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-License-Identifier: BSD-2-Clause
|
||||
|
||||
FROM ubuntu
|
||||
|
@ -9,4 +9,4 @@ FROM ubuntu
|
|||
ENV DEBIAN_FRONTEND=noninteractive
|
||||
|
||||
RUN apt-get update
|
||||
RUN apt-get install --yes --no-install-recommends make gcc libedit-dev libasan6 libubsan1 python3 python3-yaml lcov asciidoctor libxslt1.1 pkg-config docbook-xml xsltproc
|
||||
RUN apt-get install --yes --no-install-recommends make gcc-10 libedit-dev libasan6 libubsan1 python3 python3-yaml lcov asciidoc libxslt1.1 pkg-config docbook-xml xsltproc
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
= Installing Open Adventure =
|
||||
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-License-Identifier: CC-BY-4.0
|
||||
|
||||
Installation now requires Python3 due to a security issue
|
||||
|
@ -21,7 +21,3 @@ You can also use pip to install PyYAML: `pip3 install PyYAML`.
|
|||
4. Optionally run a regression test on the code with `make check`.
|
||||
|
||||
5. Run `./advent` to play.
|
||||
|
||||
6. If you want to buld the documentation you will need asciidoctor.
|
||||
|
||||
7. Running the regression tests requires batchspell
|
||||
|
|
42
Makefile
42
Makefile
|
@ -1,6 +1,6 @@
|
|||
# Makefile for the open-source release of adventure 2.5
|
||||
|
||||
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-License-Identifier: BSD-2-Clause
|
||||
|
||||
# To build with save/resume disabled, pass CFLAGS="-DADVENT_NOSAVE"
|
||||
|
@ -12,7 +12,7 @@ VERS=$(shell sed -n <NEWS.adoc '/^[0-9]/s/:.*//p' | head -1)
|
|||
.PHONY: check coverage
|
||||
|
||||
CC?=gcc
|
||||
CCFLAGS+=-std=c99 -Wall -Wextra -D_DEFAULT_SOURCE -DVERSION=\"$(VERS)\" -O2 -D_FORTIFY_SOURCE=2 -fstack-protector-all $(CFLAGS) -g $(EXTRA)
|
||||
CCFLAGS+=-std=c99 -D_DEFAULT_SOURCE -DVERSION=\"$(VERS)\" -O2 -D_FORTIFY_SOURCE=2 -fstack-protector-all $(CFLAGS) -g $(EXTRA)
|
||||
LIBS=$(shell pkg-config --libs libedit)
|
||||
INC+=$(shell pkg-config --cflags libedit)
|
||||
|
||||
|
@ -65,23 +65,9 @@ clean:
|
|||
cheat: $(CHEAT_OBJS) dungeon.o
|
||||
$(CC) $(CCFLAGS) $(DBX) -o cheat $(CHEAT_OBJS) dungeon.o $(LDFLAGS) $(LIBS)
|
||||
|
||||
CSUPPRESSIONS = --suppress=missingIncludeSystem --suppress=invalidscanf
|
||||
cppcheck:
|
||||
@-cppcheck -I. --quiet --template gcc -UOBJECT_SET_SEEN --enable=all $(CSUPPRESSIONS) *.[ch]
|
||||
|
||||
pylint:
|
||||
@-pylint --score=n *.py */*.py
|
||||
|
||||
check: advent cheat pylint cppcheck spellcheck
|
||||
check: advent cheat
|
||||
cd tests; $(MAKE) --quiet
|
||||
|
||||
spellcheck:
|
||||
@batchspell adventure.yaml advent.adoc
|
||||
|
||||
reflow:
|
||||
@clang-format --style="{IndentWidth: 8, UseTab: ForIndentation}" -i $$(find . -name "*.[ch]")
|
||||
@black --quiet *.py
|
||||
|
||||
# Requires gcov, lcov, libasan6, and libubsan1
|
||||
# The last two are Ubuntu names, might vary on other distributions.
|
||||
# After this, run your browser on coverage/open-adventure/index.html
|
||||
|
@ -90,16 +76,15 @@ reflow:
|
|||
coverage: clean debug
|
||||
cd tests; $(MAKE) coverage --quiet
|
||||
|
||||
# Note: to suppress the footers with timestamps being generated in HTML,
|
||||
# we use "-a nofooter".
|
||||
# To debug asciidoc problems, you may need to run "xmllint --nonet --noout --valid"
|
||||
# on the intermediate XML that throws an error.
|
||||
.SUFFIXES: .html .adoc .6
|
||||
.SUFFIXES: .adoc .html .6
|
||||
|
||||
# Requires asciidoc and xsltproc/docbook stylesheets.
|
||||
.adoc.6:
|
||||
asciidoctor -D. -a nofooter -b manpage $<
|
||||
a2x --doctype manpage --format manpage $<
|
||||
.adoc.html:
|
||||
asciidoctor -D. -a nofooter -a webfonts! $<
|
||||
asciidoc $<
|
||||
.adoc:
|
||||
asciidoc $<
|
||||
|
||||
html: advent.html history.html hints.html
|
||||
|
||||
|
@ -115,6 +100,9 @@ advent-$(VERS).tar.gz: $(SOURCES) $(DOCS)
|
|||
(tar -T MANIFEST -czvf advent-$(VERS).tar.gz)
|
||||
@(rm advent-$(VERS))
|
||||
|
||||
indent:
|
||||
astyle -n -A3 --pad-header --min-conditional-indent=1 --pad-oper *.c
|
||||
|
||||
release: advent-$(VERS).tar.gz advent.html history.html hints.html notes.html
|
||||
shipper version=$(VERS) | sh -e -x
|
||||
|
||||
|
@ -159,3 +147,9 @@ debug: CCFLAGS += -fsanitize=address
|
|||
debug: CCFLAGS += -fsanitize=undefined
|
||||
debug: linty
|
||||
|
||||
CSUPPRESSIONS = --suppress=missingIncludeSystem --suppress=invalidscanf
|
||||
cppcheck:
|
||||
cppcheck -I. --template gcc --enable=all $(CSUPPRESSIONS) *.[ch]
|
||||
|
||||
pylint:
|
||||
@pylint --score=n *.py */*.py
|
||||
|
|
11
NEWS.adoc
11
NEWS.adoc
|
@ -1,16 +1,7 @@
|
|||
= Open Adventure project news =
|
||||
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-License-Identifier: CC-BY-4.0
|
||||
|
||||
1.20: 2024-09-23::
|
||||
Make oldstyle correctly suppress line editing.
|
||||
|
||||
1.19: 2024-06-27::
|
||||
Ensore that the KNIVES_VANISH message can't issue twice.
|
||||
|
||||
1.18: 2024-02-15::
|
||||
Bring the manual page fully up to date.
|
||||
|
||||
1.17: 2024-01-02::
|
||||
Saying Z'ZZZ at reservoir no longer causes the waters to part and crash.
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
= README for Open Adventure =
|
||||
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-License-Identifier: CC-BY-4.0
|
||||
|
||||
If you are reading this anywhere but at http://www.catb.org/~esr/open-adventure
|
||||
|
|
24
advent.adoc
24
advent.adoc
|
@ -1,11 +1,8 @@
|
|||
= advent(6) =
|
||||
:doctype: manpage
|
||||
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-License-Identifier: CC-BY-4.0
|
||||
|
||||
// batchspell: add advent logfile savefile roleplaying Gillogly PDP Ctrl-D
|
||||
// batchspell: add EOF autosave endianness wumpus zork nethack
|
||||
|
||||
== NAME ==
|
||||
advent - Colossal Cave Adventure
|
||||
|
||||
|
@ -23,9 +20,9 @@ adventure". To learn more about the changes since the 350-point
|
|||
original, type 'news' at the command prompt.
|
||||
|
||||
There is an 'adventure' in the BSD games package that is a C port by
|
||||
Jim Gillogly of the 1977 version. To avoid a name collision, this game
|
||||
builds as 'advent', reflecting the fact that the PDP-10 on which the
|
||||
game originally ran limited filenames to 6 characters.
|
||||
Jim Gillogly of the Don Woods's 1977 version of this game. To avoid a name
|
||||
collision, this game builds as 'advent', reflecting the fact that the
|
||||
PDP-10 on which the game originally ran limited filenames to 6 characters.
|
||||
|
||||
This version is released as open source with the permission and
|
||||
encouragement of the original authors.
|
||||
|
@ -37,8 +34,7 @@ command history.
|
|||
|
||||
Some minor bugs and message typos have been fixed. Otherwise, the
|
||||
"version" command is almost the only way to tell you're not running
|
||||
Don's 1977 version until you get to the new cave sections added for
|
||||
2.5.
|
||||
Don's 1977 version.
|
||||
|
||||
To exit the game, type Ctrl-D (EOF).
|
||||
|
||||
|
@ -48,9 +44,9 @@ There have been no gameplay changes.
|
|||
|
||||
-l:: Log commands to specified file.
|
||||
|
||||
-r:: Restore game from specified save file
|
||||
-r:: Restore game from specified file
|
||||
|
||||
-a:: Load from specified save file and autosave to it on exit or signal.
|
||||
-a:: Load from specified file and autosave to it on exit or signal.
|
||||
|
||||
-o:: Old-style. Reverts some minor cosmetic fixes in game
|
||||
messages. Restores original interface, no prompt or line editing.
|
||||
|
@ -63,9 +59,9 @@ argument of '-' is taken as a directive to read from standard input.
|
|||
|
||||
== BUGS ==
|
||||
|
||||
The binary save file format is fragile, dependent on your machine's
|
||||
endianness, and unlikely to survive through version bumps. There are
|
||||
version and endianness checks when attempting to restore from a save.
|
||||
The binary save file format is fragile, dependent on your machine word
|
||||
size and endianness, and unlikely to survive through version bumps. There
|
||||
is a version check.
|
||||
|
||||
The input parser was the first attempt *ever* at natural-language
|
||||
parsing in a game and has some known deficiencies. While later text
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-License-Identifier: BSD-2-Clause
|
||||
[Desktop Entry]
|
||||
Type=Application
|
||||
|
|
429
advent.h
429
advent.h
|
@ -1,14 +1,15 @@
|
|||
/*
|
||||
* Dungeon types and macros.
|
||||
*
|
||||
* SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
|
||||
* SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
|
||||
* SPDX-FileCopyrightText: 2017 by Eric S. Raymond
|
||||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
#include <inttypes.h>
|
||||
#include <stdarg.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdarg.h>
|
||||
#include <inttypes.h>
|
||||
|
||||
#include "dungeon.h"
|
||||
|
||||
|
@ -18,35 +19,36 @@
|
|||
#define LCG_C 221587L
|
||||
#define LCG_M 1048576L
|
||||
|
||||
#define LINESIZE 1024
|
||||
#define TOKLEN 5 // # outputting characters in a token */
|
||||
#define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin
|
||||
#define DALTLC LOC_NUGGET // alternate dwarf location
|
||||
#define INVLIMIT 7 // inventory limit (# of objects)
|
||||
#define INTRANSITIVE -1 // illegal object number
|
||||
#define GAMELIMIT 330 // base limit of turns
|
||||
#define NOVICELIMIT 1000 // limit of turns for novice
|
||||
#define WARNTIME 30 // late game starts at game.limit-this
|
||||
#define FLASHTIME 50 // turns from first warning till blinding flash
|
||||
#define PANICTIME 15 // time left after closing
|
||||
#define BATTERYLIFE 2500 // turn limit increment from batteries
|
||||
#define WORD_NOT_FOUND \
|
||||
-1 // "Word not found" flag value for the vocab hash functions.
|
||||
#define WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions
|
||||
#define PIT_KILL_PROB 35 // Percentage probability of dying from fall in pit.
|
||||
#define CARRIED -1 // Player is toting it
|
||||
#define READ_MODE "rb" // b is not needed for POSIX but harmless
|
||||
#define WRITE_MODE "wb" // b is not needed for POSIX but harmless
|
||||
#define LINESIZE 1024
|
||||
#define TOKLEN 5 // # outputting characters in a token */
|
||||
#define NDWARVES 6 // number of dwarves
|
||||
#define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin
|
||||
#define DALTLC LOC_NUGGET // alternate dwarf location
|
||||
#define INVLIMIT 7 // inventory limit (# of objects)
|
||||
#define INTRANSITIVE -1 // illegal object number
|
||||
#define GAMELIMIT 330 // base limit of turns
|
||||
#define NOVICELIMIT 1000 // limit of turns for novice
|
||||
#define WARNTIME 30 // late game starts at game.limit-this
|
||||
#define FLASHTIME 50 // turns from first warning till blinding flash
|
||||
#define PANICTIME 15 // time left after closing
|
||||
#define BATTERYLIFE 2500 // turn limit increment from batteries
|
||||
#define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
|
||||
#define WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions
|
||||
#define PIT_KILL_PROB 35 // Percentage probability of dying from fall in pit.
|
||||
#define CARRIED -1 // Player is toting it
|
||||
#define READ_MODE "rb" // b is not needed for POSIX but harmless
|
||||
#define WRITE_MODE "wb" // b is not needed for POSIX but harmless
|
||||
|
||||
/* Special object-state values - integers > 0 are object-specific */
|
||||
#define STATE_NOTFOUND -1 // 'Not found" state of treasures
|
||||
#define STATE_FOUND 0 // After discovered, before messed with
|
||||
#define STATE_IN_CAVITY 1 // State value common to all gemstones
|
||||
#define STATE_NOTFOUND -1 // 'Not found" state of treasures
|
||||
#define STATE_FOUND 0 // After discovered, before messed with
|
||||
#define STATE_IN_CAVITY 1 // State value common to all gemstones
|
||||
|
||||
/* Special fixed object-state values - integers > 0 are location */
|
||||
#define IS_FIXED -1
|
||||
#define IS_FREE 0
|
||||
|
||||
#ifndef FOUNDBOOL
|
||||
/* (ESR) It is fitting that translation of the original ADVENT should
|
||||
* have left us a maze of twisty little conditionals that resists all
|
||||
* understanding. Setting and use of what is now the per-object state
|
||||
|
@ -60,112 +62,118 @@
|
|||
* STATE_NOTFOUND is only set on treasures. Non-treasures start the
|
||||
* game in STATE_FOUND.
|
||||
*
|
||||
* PROP_STASHIFY is supposed to map a state property value to a
|
||||
* PROP_STASHED is supposed to map a state property value to a
|
||||
* negative range, where the object cannot be picked up but the value
|
||||
* can be recovered later. Various objects get this property when
|
||||
* the cave starts to close. Only seems to be significant for the bird
|
||||
* and readable objects, notably the clam/oyster - but the code around
|
||||
* those tests is difficult to read.
|
||||
*
|
||||
* All tests of the prop member are done with either these macros or ==.
|
||||
* those test is difficult to read.
|
||||
*/
|
||||
#define OBJECT_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
|
||||
#define OBJECT_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
|
||||
#define OBJECT_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
|
||||
#define OBJECT_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
|
||||
#define OBJECT_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
|
||||
#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
|
||||
#define PROP_STASHIFY(n) (-1 - (n))
|
||||
#define OBJECT_STASHIFY(obj, pval) game.objects[obj].prop = PROP_STASHIFY(pval)
|
||||
#define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
|
||||
#define OBJECT_STATE_EQUALS(obj, pval) \
|
||||
((game.objects[obj].prop == pval) || \
|
||||
(game.objects[obj].prop == PROP_STASHIFY(pval)))
|
||||
#define PROP_STASHIFY(n) (-1 - (n))
|
||||
#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
|
||||
#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
|
||||
#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
|
||||
#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
|
||||
#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
|
||||
#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
|
||||
#define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
|
||||
#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
|
||||
#else
|
||||
/* (ESR) Only the boldest of adventurers will explore here. This
|
||||
* alternate set of definitions for the macros above was an attempt to
|
||||
* break from out of the state encoding a per-object "found" member
|
||||
* telling whether or not the player has seen the object.
|
||||
*
|
||||
* What's broken when you try to use thus is
|
||||
* PROP_IS_STASHED_OR_UNSEEN. The symptom is game.tally getting
|
||||
* decremented on non-treasures.
|
||||
*/
|
||||
#define PROP_STASHIFY(n) (-(n))
|
||||
#define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
|
||||
#define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)
|
||||
#define PROP_IS_FOUND(obj) (game.objects[obj].found && game.objects[obj].prop == 0)
|
||||
#define PROP_IS_STASHED_OR_UNSEEN(obj) (!game.objects[obj].found || game.objects[obj].prop < 0)
|
||||
#define PROP_SET_FOUND(obj) do {game.objects[obj].found = true; game.objects[obj].prop = STATE_FOUND;} while(0)
|
||||
#define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false
|
||||
#define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found)
|
||||
#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
|
||||
#define PROP_SET_SEEN(obj) game.objects[object].found = true
|
||||
#endif
|
||||
#define PROP_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
|
||||
|
||||
#define PROMPT "> "
|
||||
#define PROMPT "> "
|
||||
|
||||
/*
|
||||
* DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
|
||||
* MOD(N,M) = Arithmetic modulus
|
||||
* TOTING(OBJ) = true if the OBJ is being carried
|
||||
* AT(OBJ) = true if on either side of two-placed object
|
||||
* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
|
||||
* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
|
||||
* LIQUID() = object number of liquid in bottle
|
||||
* LIQLOC(LOC) = object number of liquid (if any) at LOC
|
||||
* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
|
||||
* IS_DARK_HERE() = true if location "LOC" is dark
|
||||
* PCT(N) = true N% of the time (N integer from 0 to 100)
|
||||
* GSTONE(OBJ) = true if OBJ is a gemstone
|
||||
* FOREST(LOC) = true if LOC is part of the forest
|
||||
* OUTSIDE(LOC) = true if location not in the cave
|
||||
* INSIDE(LOC) = true if location is in the cave or the building at the
|
||||
* beginning of the game
|
||||
* INDEEP(LOC) = true if location is in the Hall of Mists or deeper
|
||||
* BUG(X) = report bug and exit
|
||||
* DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
|
||||
* MOD(N,M) = Arithmetic modulus
|
||||
* TOTING(OBJ) = true if the OBJ is being carried
|
||||
* AT(OBJ) = true if on either side of two-placed object
|
||||
* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
|
||||
* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
|
||||
* LIQUID() = object number of liquid in bottle
|
||||
* LIQLOC(LOC) = object number of liquid (if any) at LOC
|
||||
* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
|
||||
* DARK(LOC) = true if location "LOC" is dark
|
||||
* PCT(N) = true N% of the time (N integer from 0 to 100)
|
||||
* GSTONE(OBJ) = true if OBJ is a gemstone
|
||||
* FOREST(LOC) = true if LOC is part of the forest
|
||||
* OUTSID(LOC) = true if location not in the cave
|
||||
* INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game
|
||||
* INDEEP(LOC) = true if location is in the Hall of Mists or deeper
|
||||
* BUG(X) = report bug and exit
|
||||
*/
|
||||
#define DESTROY(N) move(N, LOC_NOWHERE)
|
||||
#define MOD(N, M) ((N) % (M))
|
||||
#define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
|
||||
#define AT(OBJ) \
|
||||
(game.objects[OBJ].place == game.loc || \
|
||||
game.objects[OBJ].fixed == game.loc)
|
||||
#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
|
||||
#define CNDBIT(L, N) (tstbit(conditions[L], N))
|
||||
#define LIQUID() \
|
||||
(game.objects[BOTTLE].prop == WATER_BOTTLE ? WATER \
|
||||
: game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL \
|
||||
: NO_OBJECT)
|
||||
#define LIQLOC(LOC) \
|
||||
(CNDBIT((LOC), COND_FLUID) ? CNDBIT((LOC), COND_OILY) ? OIL : WATER \
|
||||
: NO_OBJECT)
|
||||
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
|
||||
#define IS_DARK_HERE() \
|
||||
(!CNDBIT(game.loc, COND_LIT) && \
|
||||
(game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
|
||||
#define PCT(N) (randrange(100) < (N))
|
||||
#define GSTONE(OBJ) \
|
||||
((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
|
||||
#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
|
||||
#define OUTSIDE(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
|
||||
#define INSIDE(LOC) (!OUTSIDE(LOC) || LOC == LOC_BUILDING)
|
||||
#define INDEEP(LOC) CNDBIT((LOC), COND_DEEP)
|
||||
#define BUG(x) bug(x, #x)
|
||||
#define DESTROY(N) move(N, LOC_NOWHERE)
|
||||
#define MOD(N,M) ((N) % (M))
|
||||
#define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
|
||||
#define AT(OBJ) (game.objects[OBJ].place == game.loc || game.objects[OBJ].fixed == game.loc)
|
||||
#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
|
||||
#define CNDBIT(L,N) (tstbit(conditions[L],N))
|
||||
#define LIQUID() (game.objects[BOTTLE].prop == WATER_BOTTLE? WATER : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL : NO_OBJECT )
|
||||
#define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
|
||||
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
|
||||
#define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
|
||||
#define PCT(N) (randrange(100) < (N))
|
||||
#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
|
||||
#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
|
||||
#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
|
||||
#define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
|
||||
#define INDEEP(LOC) CNDBIT((LOC),COND_DEEP)
|
||||
#define BUG(x) bug(x, #x)
|
||||
|
||||
enum bugtype {
|
||||
SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
|
||||
VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
|
||||
INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
|
||||
TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
|
||||
CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
|
||||
LOCATION_HAS_NO_TRAVEL_ENTRIES,
|
||||
HINT_NUMBER_EXCEEDS_GOTO_LIST,
|
||||
SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
|
||||
ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
|
||||
SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
|
||||
VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
|
||||
INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
|
||||
TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
|
||||
CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
|
||||
LOCATION_HAS_NO_TRAVEL_ENTRIES,
|
||||
HINT_NUMBER_EXCEEDS_GOTO_LIST,
|
||||
SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
|
||||
ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
|
||||
};
|
||||
|
||||
enum speaktype { touch, look, hear, study, change };
|
||||
enum speaktype {touch, look, hear, study, change};
|
||||
|
||||
enum termination { endgame, quitgame, scoregame };
|
||||
enum termination {endgame, quitgame, scoregame};
|
||||
|
||||
enum speechpart { unknown, intransitive, transitive };
|
||||
enum speechpart {unknown, intransitive, transitive};
|
||||
|
||||
typedef enum { NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC } word_type_t;
|
||||
typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
|
||||
|
||||
typedef enum scorebonus { none, splatter, defeat, victory } score_t;
|
||||
typedef enum scorebonus {none, splatter, defeat, victory} score_t;
|
||||
|
||||
/* Phase codes for action returns.
|
||||
* These were at one time FORTRAN line numbers.
|
||||
*/
|
||||
typedef enum {
|
||||
GO_TERMINATE,
|
||||
GO_MOVE,
|
||||
GO_TOP,
|
||||
GO_CLEAROBJ,
|
||||
GO_CHECKHINT,
|
||||
GO_WORD2,
|
||||
GO_UNKNOWN,
|
||||
GO_DWARFWAKE,
|
||||
GO_TERMINATE,
|
||||
GO_MOVE,
|
||||
GO_TOP,
|
||||
GO_CLEAROBJ,
|
||||
GO_CHECKHINT,
|
||||
GO_WORD2,
|
||||
GO_UNKNOWN,
|
||||
GO_DWARFWAKE,
|
||||
} phase_codes_t;
|
||||
|
||||
/* Use fixed-lwength types to make the save format moore portable */
|
||||
|
@ -177,72 +185,75 @@ typedef int32_t turn_t; // turn counter or threshold */
|
|||
typedef int32_t bool32_t; // turn counter or threshold */
|
||||
|
||||
struct game_t {
|
||||
int32_t lcg_x;
|
||||
int32_t abbnum; // How often to print int descriptions
|
||||
score_t bonus; // What kind of finishing bonus we are getting
|
||||
loc_t chloc; // pirate chest location
|
||||
loc_t chloc2; // pirate chest alternate location
|
||||
turn_t clock1; // # turns from finding last treasure to close
|
||||
turn_t clock2; // # turns from warning till blinding flash
|
||||
bool32_t clshnt; // has player read the clue in the endgame?
|
||||
bool32_t closed; // whether we're all the way closed
|
||||
bool32_t closng; // whether it's closing time yet
|
||||
bool32_t lmwarn; // has player been warned about lamp going dim?
|
||||
bool32_t novice; // asked for instructions at start-up?
|
||||
bool32_t panic; // has player found out he's trapped?
|
||||
bool32_t wzdark; // whether the loc he's leaving was dark
|
||||
bool32_t blooded; // has player drunk of dragon's blood?
|
||||
int32_t conds; // min value for cond[loc] if loc has any hints
|
||||
int32_t detail; // level of detail in descriptions
|
||||
int32_t lcg_x;
|
||||
int32_t abbnum; // How often to print int descriptions
|
||||
score_t bonus; // What kind of finishing bonus we are getting
|
||||
loc_t chloc; // pirate chest location
|
||||
loc_t chloc2; // pirate chest alternate location
|
||||
turn_t clock1; // # turns from finding last treasure to close
|
||||
turn_t clock2; // # turns from warning till blinding flash
|
||||
bool32_t clshnt; // has player read the clue in the endgame?
|
||||
bool32_t closed; // whether we're all the way closed
|
||||
bool32_t closng; // whether it's closing time yet
|
||||
bool32_t lmwarn; // has player been warned about lamp going dim?
|
||||
bool32_t novice; // asked for instructions at start-up?
|
||||
bool32_t panic; // has player found out he's trapped?
|
||||
bool32_t wzdark; // whether the loc he's leaving was dark
|
||||
bool32_t blooded; // has player drunk of dragon's blood?
|
||||
int32_t conds; // min value for cond[loc] if loc has any hints
|
||||
int32_t detail; // level of detail in descriptions
|
||||
|
||||
/* dflag controls the level of activation of dwarves:
|
||||
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
|
||||
* 1 Reached Hall Of Mists, but hasn't met first dwarf
|
||||
* 2 Met 1t dwarf, others start moving, no knives thrown yet
|
||||
* 3 A knife has been thrown (first set always misses) 3+
|
||||
* Dwarves are mad (increases their accuracy) */
|
||||
int32_t dflag;
|
||||
/* dflag controls the level of activation of dwarves:
|
||||
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
|
||||
* 1 Reached Hall Of Mists, but hasn't met first dwarf
|
||||
* 2 Met first dwarf, others start moving, no knives thrown yet
|
||||
* 3 A knife has been thrown (first set always misses)
|
||||
* 3+ Dwarves are mad (increases their accuracy) */
|
||||
int32_t dflag;
|
||||
|
||||
int32_t dkill; // dwarves killed
|
||||
int32_t dtotal; // total dwarves (including pirate) in loc
|
||||
int32_t foobar; // progress in saying "FEE FIE FOE FOO".
|
||||
int32_t holdng; // number of objects being carried
|
||||
int32_t igo; // # uses of "go" instead of a direction
|
||||
int32_t iwest; // # times he's said "west" instead of "w"
|
||||
loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
|
||||
turn_t limit; // lifetime of lamp
|
||||
loc_t loc; // where player is now
|
||||
loc_t newloc; // where player is going
|
||||
turn_t numdie; // number of times killed so far
|
||||
loc_t oldloc; // where player was
|
||||
loc_t oldlc2; // where player was two moves ago
|
||||
obj_t oldobj; // last object player handled
|
||||
int32_t saved; // point penalty for saves
|
||||
int32_t tally; // count of treasures gained
|
||||
int32_t thresh; // current threshold for endgame scoring tier
|
||||
bool32_t seenbigwords; // have we red the graffiti in the Giant's Room?
|
||||
turn_t trnluz; // # points lost so far due to turns used
|
||||
turn_t turns; // counts commands given (ignores yes/no)
|
||||
char zzword[TOKLEN + 1]; // randomly generated magic word from bird
|
||||
struct {
|
||||
int32_t abbrev; // has location been seen?
|
||||
int32_t atloc; // head of object linked list per location
|
||||
} locs[NLOCATIONS + 1];
|
||||
struct {
|
||||
int32_t seen; // true if dwarf has seen him
|
||||
loc_t loc; // location of dwarves, initially hard-wired in
|
||||
loc_t oldloc; // prior loc of each dwarf, initially garbage
|
||||
} dwarves[NDWARVES + 1];
|
||||
struct {
|
||||
loc_t fixed; // fixed location of object (if not IS_FREE)
|
||||
int32_t prop; // object state
|
||||
loc_t place; // location of object
|
||||
} objects[NOBJECTS + 1];
|
||||
struct {
|
||||
bool32_t used; // hints[i].used = true iff hint i has been used.
|
||||
int32_t lc; // hints[i].lc = show int at LOC with cond bit i
|
||||
} hints[NHINTS];
|
||||
obj_t link[NOBJECTS * 2 + 1]; // object-list links
|
||||
int32_t dkill; // dwarves killed
|
||||
int32_t dtotal; // total dwarves (including pirate) in loc
|
||||
int32_t foobar; // progress in saying "FEE FIE FOE FOO".
|
||||
int32_t holdng; // number of objects being carried
|
||||
int32_t igo; // # uses of "go" instead of a direction
|
||||
int32_t iwest; // # times he's said "west" instead of "w"
|
||||
loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
|
||||
turn_t limit; // lifetime of lamp
|
||||
loc_t loc; // where player is now
|
||||
loc_t newloc; // where player is going
|
||||
turn_t numdie; // number of times killed so far
|
||||
loc_t oldloc; // where player was
|
||||
loc_t oldlc2; // where player was two moves ago
|
||||
obj_t oldobj; // last object player handled
|
||||
int32_t saved; // point penalty for saves
|
||||
int32_t tally; // count of treasures gained
|
||||
int32_t thresh; // current threshold for endgame scoring tier
|
||||
bool32_t seenbigwords; // have we red the graffiti in the Giant's Room?
|
||||
turn_t trnluz; // # points lost so far due to turns used
|
||||
turn_t turns; // counts commands given (ignores yes/no)
|
||||
char zzword[TOKLEN + 1]; // randomly generated magic word from bird
|
||||
struct {
|
||||
int32_t abbrev; // has location been seen?
|
||||
int32_t atloc; // head of object linked list per location
|
||||
} locs[NLOCATIONS + 1];
|
||||
struct {
|
||||
int32_t seen; // true if dwarf has seen him
|
||||
loc_t loc; // location of dwarves, initially hard-wired in
|
||||
loc_t oldloc; // prior loc of each dwarf, initially garbage
|
||||
} dwarves[NDWARVES + 1];
|
||||
struct {
|
||||
#ifdef FOUNDBOOL
|
||||
bool32_t found; // has the location of this object been found?
|
||||
#endif
|
||||
loc_t fixed; // fixed location of object (if not IS_FREE)
|
||||
int32_t prop; // object state */
|
||||
loc_t place; // location of object
|
||||
} objects[NOBJECTS + 1];
|
||||
struct {
|
||||
bool32_t used; // hints[i].used = true iff hint i has been used.
|
||||
int32_t lc; // hints[i].lc = show int at LOC with cond bit i
|
||||
} hints[NHINTS];
|
||||
obj_t link[NOBJECTS * 2 + 1];// object-list links
|
||||
};
|
||||
|
||||
/*
|
||||
|
@ -250,64 +261,56 @@ struct game_t {
|
|||
* This data is not saved in a saved game.
|
||||
*/
|
||||
struct settings_t {
|
||||
FILE *logfp;
|
||||
bool oldstyle;
|
||||
bool prompt;
|
||||
char **argv;
|
||||
int argc;
|
||||
int optind;
|
||||
FILE *scriptfp;
|
||||
int debug;
|
||||
FILE *logfp;
|
||||
bool oldstyle;
|
||||
bool prompt;
|
||||
char **argv;
|
||||
int argc;
|
||||
int optind;
|
||||
FILE *scriptfp;
|
||||
int debug;
|
||||
};
|
||||
|
||||
typedef struct {
|
||||
char raw[LINESIZE];
|
||||
vocab_t id;
|
||||
word_type_t type;
|
||||
char raw[LINESIZE];
|
||||
vocab_t id;
|
||||
word_type_t type;
|
||||
} command_word_t;
|
||||
|
||||
typedef enum {
|
||||
EMPTY,
|
||||
RAW,
|
||||
TOKENIZED,
|
||||
GIVEN,
|
||||
PREPROCESSED,
|
||||
PROCESSING,
|
||||
EXECUTED
|
||||
} command_state_t;
|
||||
typedef enum {EMPTY, RAW, TOKENIZED, GIVEN, PREPROCESSED, PROCESSING, EXECUTED} command_state_t;
|
||||
|
||||
typedef struct {
|
||||
enum speechpart part;
|
||||
command_word_t word[2];
|
||||
verb_t verb;
|
||||
obj_t obj;
|
||||
command_state_t state;
|
||||
enum speechpart part;
|
||||
command_word_t word[2];
|
||||
verb_t verb;
|
||||
obj_t obj;
|
||||
command_state_t state;
|
||||
} command_t;
|
||||
|
||||
/*
|
||||
* Bump on save format change.
|
||||
*
|
||||
* Note: Verify that the tests run clean before bumping this, then rebuild the
|
||||
* check files afterwards. Otherwise you will get a spurious failure due to the
|
||||
* old version having been generated into a check file.
|
||||
* Note: Verify that the tests run clean before bumping this, then rebuild the check
|
||||
* files afterwards. Otherwise you will get a spurious failure due to the old version
|
||||
* having been generated into a check file.
|
||||
*/
|
||||
#define SAVE_VERSION 31
|
||||
#define SAVE_VERSION 31
|
||||
|
||||
/*
|
||||
* Goes at start of file so saves can be identified by file(1) and the like.
|
||||
*/
|
||||
#define ADVENT_MAGIC "open-adventure\n"
|
||||
#define ADVENT_MAGIC "open-adventure\n"
|
||||
|
||||
/*
|
||||
* If you change the first three members, the resume function may not properly
|
||||
* reject saves from older versions. Later members can change, but bump the
|
||||
* version when you do that.
|
||||
* reject saves from older versions. Later members can change, but bump the version
|
||||
* when you do that.
|
||||
*/
|
||||
struct save_t {
|
||||
char magic[sizeof(ADVENT_MAGIC)];
|
||||
int32_t version;
|
||||
int32_t canary;
|
||||
struct game_t game;
|
||||
char magic[sizeof(ADVENT_MAGIC)];
|
||||
int32_t version;
|
||||
int32_t canary;
|
||||
struct game_t game;
|
||||
};
|
||||
|
||||
extern struct game_t game;
|
||||
|
@ -317,13 +320,13 @@ extern struct settings_t settings;
|
|||
extern char *myreadline(const char *);
|
||||
extern bool get_command_input(command_t *);
|
||||
extern void clear_command(command_t *);
|
||||
extern void speak(const char *, ...);
|
||||
extern void speak(const char*, ...);
|
||||
extern void sspeak(int msg, ...);
|
||||
extern void pspeak(vocab_t, enum speaktype, bool, int, ...);
|
||||
extern void rspeak(vocab_t, ...);
|
||||
extern void echo_input(FILE *, const char *, const char *);
|
||||
extern void echo_input(FILE*, const char*, const char*);
|
||||
extern bool silent_yes_or_no(void);
|
||||
extern bool yes_or_no(const char *, const char *, const char *);
|
||||
extern bool yes_or_no(const char*, const char*, const char*);
|
||||
extern void juggle(obj_t);
|
||||
extern void move(obj_t, loc_t);
|
||||
extern void put(obj_t, loc_t, int);
|
||||
|
|
|
@ -1,10 +1,6 @@
|
|||
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-License-Identifier: BSD-2-Clause
|
||||
#
|
||||
# batchspell: add XYZZY Twopit Bedquilt ne se sw nw dwarves dwarvish gouts
|
||||
# batchspell: add Crowther add axe pinin Har har meself Hmmm Adventuredom
|
||||
# batchspell: add Tsk gameplay bugfixes
|
||||
#
|
||||
# This YAML file gets processed into a collection of data structures and
|
||||
# variable initializers describing Colossal Cave. It replaces an ad-hoc
|
||||
# text database shipped with Adventure versions up to 2.5. The format
|
||||
|
@ -14,7 +10,7 @@
|
|||
# We define a bunch of YAML structures:
|
||||
#
|
||||
# motions: Motion words, grouped into synonyms. The 'oldstyle'
|
||||
# attribute, if false, means that single-letter synonyms should not be
|
||||
# attribute, if false, means that single-letter synonyms should be
|
||||
# accepted in oldstyle mode; it defaults to true.
|
||||
#
|
||||
# actions: Action words, grouped into synonyms, and their corresponding
|
||||
|
@ -3436,7 +3432,7 @@ objects: !!omap
|
|||
- 'There are a few recent issues of "Spelunker Today" magazine here.'
|
||||
texts:
|
||||
- |-
|
||||
I'm afraid the magazine is written in dwarvish. But penciled on one
|
||||
I'm afraid the magazine is written in dwarvish. But pencilled on one
|
||||
cover you see, "Please leave the magazines at the construction site."
|
||||
- DWARF:
|
||||
words: ['dwarf', 'dwarv']
|
||||
|
@ -3944,13 +3940,11 @@ obituaries:
|
|||
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?
|
||||
# batchspell: add wr
|
||||
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....
|
||||
# batchspell: remove wr
|
||||
- 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?
|
||||
|
@ -4232,7 +4226,7 @@ actions: !!omap
|
|||
message: |-
|
||||
There is a puff of orange smoke; within it, fiery runes spell out:
|
||||
|
||||
Open Adventure %V - http://www.catb.org/esr/open-adventure/
|
||||
\tOpen Adventure %V - http://www.catb.org/esr/open-adventure/
|
||||
words: ['versi']
|
||||
noaction: true
|
||||
|
||||
|
|
155
cheat.c
155
cheat.c
|
@ -4,93 +4,97 @@
|
|||
* savefile(), so we know we're always outputting save files that advent
|
||||
* can import.
|
||||
*
|
||||
* SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
|
||||
* SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
|
||||
* SPDX-FileCopyrightText: 2017 by Eric S. Raymond
|
||||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
#include "advent.h"
|
||||
#include <editline/readline.h>
|
||||
#include <getopt.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <stdbool.h>
|
||||
#include <editline/readline.h>
|
||||
#include "advent.h"
|
||||
|
||||
int main(int argc, char *argv[]) {
|
||||
int ch;
|
||||
char *savefilename = NULL;
|
||||
FILE *fp = NULL;
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
int ch;
|
||||
char *savefilename = NULL;
|
||||
FILE *fp = NULL;
|
||||
|
||||
// Initialize game variables
|
||||
initialise();
|
||||
// Initialize game variables
|
||||
initialise();
|
||||
|
||||
/* we're generating a saved game, so saved once by default,
|
||||
* unless overridden with command-line options below.
|
||||
*/
|
||||
game.saved = 1;
|
||||
/* we're generating a saved game, so saved once by default,
|
||||
* unless overridden with command-line options below.
|
||||
*/
|
||||
game.saved = 1;
|
||||
|
||||
/* Options. */
|
||||
const char *opts = "d:l:s:t:v:o:";
|
||||
const char *usage =
|
||||
"Usage: %s [-d numdie] [-s numsaves] [-v version] -o savefilename "
|
||||
"\n"
|
||||
" -d number of deaths. Signed integer.\n"
|
||||
" -l lifetime of lamp in turns. Signed integer.\n"
|
||||
" -s number of saves. Signed integer.\n"
|
||||
" -t number of turns. Signed integer.\n"
|
||||
" -v version number of save format.\n"
|
||||
" -o required. File name of save game to write.\n";
|
||||
/* Options. */
|
||||
const char* opts = "d:l:s:t:v:o:";
|
||||
const char* usage = "Usage: %s [-d numdie] [-s numsaves] [-v version] -o savefilename \n"
|
||||
" -d number of deaths. Signed integer.\n"
|
||||
" -l lifetime of lamp in turns. Signed integer.\n"
|
||||
" -s number of saves. Signed integer.\n"
|
||||
" -t number of turns. Signed integer.\n"
|
||||
" -v version number of save format.\n"
|
||||
" -o required. File name of save game to write.\n";
|
||||
|
||||
while ((ch = getopt(argc, argv, opts)) != EOF) {
|
||||
switch (ch) {
|
||||
case 'd':
|
||||
game.numdie = (turn_t)atoi(optarg);
|
||||
printf("cheat: game.numdie = %d\n", game.numdie);
|
||||
break;
|
||||
case 'l':
|
||||
game.limit = (turn_t)atoi(optarg);
|
||||
printf("cheat: game.limit = %d\n", game.limit);
|
||||
break;
|
||||
case 's':
|
||||
game.saved = (int)atoi(optarg);
|
||||
printf("cheat: game.saved = %d\n", game.saved);
|
||||
break;
|
||||
case 't':
|
||||
game.turns = (turn_t)atoi(optarg);
|
||||
printf("cheat: game.turns = %d\n", game.turns);
|
||||
break;
|
||||
case 'v':
|
||||
save.version = atoi(optarg);
|
||||
printf("cheat: version = %d\n", save.version);
|
||||
break;
|
||||
case 'o':
|
||||
savefilename = optarg;
|
||||
break;
|
||||
default:
|
||||
fprintf(stderr, usage, argv[0]);
|
||||
exit(EXIT_FAILURE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
while ((ch = getopt(argc, argv, opts)) != EOF) {
|
||||
switch (ch) {
|
||||
case 'd':
|
||||
game.numdie = (turn_t)atoi(optarg);
|
||||
printf("cheat: game.numdie = %d\n", game.numdie);
|
||||
break;
|
||||
case 'l':
|
||||
game.limit = (turn_t)atoi(optarg);
|
||||
printf("cheat: game.limit = %d\n", game.limit);
|
||||
break;
|
||||
case 's':
|
||||
game.saved = (int)atoi(optarg);
|
||||
printf("cheat: game.saved = %d\n", game.saved);
|
||||
break;
|
||||
case 't':
|
||||
game.turns = (turn_t)atoi(optarg);
|
||||
printf("cheat: game.turns = %d\n", game.turns);
|
||||
break;
|
||||
case 'v':
|
||||
save.version = atoi(optarg);
|
||||
printf("cheat: version = %d\n", save.version);
|
||||
break;
|
||||
case 'o':
|
||||
savefilename = optarg;
|
||||
break;
|
||||
default:
|
||||
fprintf(stderr,
|
||||
usage, argv[0]);
|
||||
exit(EXIT_FAILURE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Save filename required; the point of cheat is to generate save file
|
||||
if (savefilename == NULL) {
|
||||
fprintf(stderr, usage, argv[0]);
|
||||
fprintf(stderr, "ERROR: filename required\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
// Save filename required; the point of cheat is to generate save file
|
||||
if (savefilename == NULL) {
|
||||
fprintf(stderr,
|
||||
usage, argv[0]);
|
||||
fprintf(stderr,
|
||||
"ERROR: filename required\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
fp = fopen(savefilename, WRITE_MODE);
|
||||
if (fp == NULL) {
|
||||
fprintf(stderr, "Can't open file %s. Exiting.\n", savefilename);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
fp = fopen(savefilename, WRITE_MODE);
|
||||
if (fp == NULL) {
|
||||
fprintf(stderr,
|
||||
"Can't open file %s. Exiting.\n", savefilename);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
savefile(fp);
|
||||
savefile(fp);
|
||||
|
||||
fclose(fp);
|
||||
fclose(fp);
|
||||
|
||||
printf("cheat: %s created.\n", savefilename);
|
||||
printf("cheat: %s created.\n", savefilename);
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
||||
// LCOV_EXCL_START
|
||||
|
@ -99,7 +103,12 @@ int main(int argc, char *argv[]) {
|
|||
* See the actually useful version of this in main.c
|
||||
*/
|
||||
|
||||
char *myreadline(const char *prompt) { return readline(prompt); }
|
||||
char *myreadline(const char *prompt)
|
||||
{
|
||||
return readline(prompt);
|
||||
}
|
||||
// LCOV_EXCL_STOP
|
||||
|
||||
/* end */
|
||||
|
||||
|
||||
|
|
9
control
9
control
|
@ -5,10 +5,11 @@ Package: open-adventure
|
|||
|
||||
Description: Colossal Cave Adventure, the 1995 430-point version.
|
||||
This is the last descendant of the original 1976 Colossal Cave Adventure
|
||||
worked on by the original authors - Crowther & Woods; it is shipped with
|
||||
their permission and encouragement. It has sometimes been known as
|
||||
Adventure 2.5. The original PDP-10 name 'advent' is used for the
|
||||
built program to avoid collision with the BSD Games version.
|
||||
worked on by the original authors - Crowther & Woods. It has sometimes
|
||||
been known as Adventure 2.5. The original PDP-10 name 'advent' is used
|
||||
for the built program to avoid collision with the BSD Games version.
|
||||
|
||||
XBS-Destinations: mailto:ubuntu-devel-discuss@lists.ubuntu.com
|
||||
|
||||
Homepage: http://www.catb.org/~esr/open-adventure
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
= Non-spoiler hints =
|
||||
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-License-Identifier: CC-BY-4.0
|
||||
|
||||
Say the words you see. They can have interesting effects.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
= A brief history of Colossal Cave Adventure =
|
||||
by Eric S. Raymond
|
||||
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-License-Identifier: CC-BY-4.0
|
||||
|
||||
Adventure is the fons et origo of all later dungeon-crawling computer
|
||||
|
|
142
init.c
142
init.c
|
@ -1,96 +1,100 @@
|
|||
/*
|
||||
* Initialisation
|
||||
*
|
||||
* SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
|
||||
* SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
|
||||
* SPDX-FileCopyrightText: 2017 by Eric S. Raymond
|
||||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include <assert.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <time.h>
|
||||
#include <unistd.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <stdbool.h>
|
||||
#include <time.h>
|
||||
#include <assert.h>
|
||||
|
||||
#include "advent.h"
|
||||
|
||||
struct settings_t settings = {.logfp = NULL, .oldstyle = false, .prompt = true};
|
||||
struct settings_t settings = {
|
||||
.logfp = NULL,
|
||||
.oldstyle = false,
|
||||
.prompt = true
|
||||
};
|
||||
|
||||
struct game_t game = {
|
||||
/* Last dwarf is special (the pirate). He always starts at his
|
||||
* chest's eventual location inside the maze. This loc is saved
|
||||
* in chloc for ref. The dead end in the other maze has its
|
||||
* loc stored in chloc2. */
|
||||
.chloc = LOC_MAZEEND12, .chloc2 = LOC_DEADEND13, .abbnum = 5,
|
||||
.clock1 = WARNTIME, .clock2 = FLASHTIME, .newloc = LOC_START,
|
||||
.loc = LOC_START, .limit = GAMELIMIT, .foobar = WORD_EMPTY,
|
||||
.chloc = LOC_MAZEEND12,
|
||||
.chloc2 = LOC_DEADEND13,
|
||||
.abbnum = 5,
|
||||
.clock1 = WARNTIME,
|
||||
.clock2 = FLASHTIME,
|
||||
.newloc = LOC_START,
|
||||
.loc = LOC_START,
|
||||
.limit = GAMELIMIT,
|
||||
.foobar = WORD_EMPTY,
|
||||
};
|
||||
|
||||
int initialise(void) {
|
||||
if (settings.oldstyle) {
|
||||
printf("Initialising...\n");
|
||||
}
|
||||
int initialise(void)
|
||||
{
|
||||
if (settings.oldstyle)
|
||||
printf("Initialising...\n");
|
||||
|
||||
srand(time(NULL));
|
||||
int seedval = (int)rand();
|
||||
set_seed(seedval);
|
||||
srand(time(NULL));
|
||||
int seedval = (int)rand();
|
||||
set_seed(seedval);
|
||||
|
||||
for (int i = 1; i <= NDWARVES; i++) {
|
||||
game.dwarves[i].loc = dwarflocs[i - 1];
|
||||
}
|
||||
assert(NDWARVES == NDWARFLOCS);
|
||||
for (int i = 1; i <= NDWARFLOCS; i++) {
|
||||
game.dwarves[i].loc = dwarflocs[i-1];
|
||||
}
|
||||
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
game.objects[i].place = LOC_NOWHERE;
|
||||
}
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
game.objects[i].place = LOC_NOWHERE;
|
||||
}
|
||||
|
||||
for (int i = 1; i <= NLOCATIONS; i++) {
|
||||
if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
|
||||
int k = tkey[i];
|
||||
if (travel[k].motion == HERE) {
|
||||
conditions[i] |= (1 << COND_FORCED);
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int i = 1; i <= NLOCATIONS; i++) {
|
||||
if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
|
||||
int k = tkey[i];
|
||||
if (travel[k].motion == HERE)
|
||||
conditions[i] |= (1 << COND_FORCED);
|
||||
}
|
||||
}
|
||||
|
||||
/* Set up the game.locs atloc and game.link arrays.
|
||||
* We'll use the DROP subroutine, which prefaces new objects on the
|
||||
* lists. Since we want things in the other order, we'll run the
|
||||
* loop backwards. If the object is in two locs, we drop it twice.
|
||||
* Also, since two-placed objects are typically best described
|
||||
* last, we'll drop them first. */
|
||||
for (int i = NOBJECTS; i >= 1; i--) {
|
||||
if (objects[i].fixd > 0) {
|
||||
drop(i + NOBJECTS, objects[i].fixd);
|
||||
drop(i, objects[i].plac);
|
||||
}
|
||||
}
|
||||
/* Set up the game.locs atloc and game.link arrays.
|
||||
* We'll use the DROP subroutine, which prefaces new objects on the
|
||||
* lists. Since we want things in the other order, we'll run the
|
||||
* loop backwards. If the object is in two locs, we drop it twice.
|
||||
* Also, since two-placed objects are typically best described
|
||||
* last, we'll drop them first. */
|
||||
for (int i = NOBJECTS; i >= 1; i--) {
|
||||
if (objects[i].fixd > 0) {
|
||||
drop(i + NOBJECTS, objects[i].fixd);
|
||||
drop(i, objects[i].plac);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
int k = NOBJECTS + 1 - i;
|
||||
game.objects[k].fixed = objects[k].fixd;
|
||||
if (objects[k].plac != 0 && objects[k].fixd <= 0) {
|
||||
drop(k, objects[k].plac);
|
||||
}
|
||||
}
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
int k = NOBJECTS + 1 - i;
|
||||
game.objects[k].fixed = objects[k].fixd;
|
||||
if (objects[k].plac != 0 && objects[k].fixd <= 0)
|
||||
drop(k, objects[k].plac);
|
||||
}
|
||||
|
||||
/* Treasure props are initially STATE_NOTFOUND, and are set to
|
||||
* STATE_FOUND the first time they are described. game.tally
|
||||
* keeps track of how many are not yet found, so we know when to
|
||||
* close the cave.
|
||||
* (ESR) Non-treasures are set to STATE_FOUND explicitly so we
|
||||
* don't rely on the value of uninitialized storage. This is to
|
||||
* make translation to future languages easier. */
|
||||
for (int object = 1; object <= NOBJECTS; object++) {
|
||||
if (objects[object].is_treasure) {
|
||||
++game.tally;
|
||||
if (objects[object].inventory != NULL) {
|
||||
OBJECT_SET_NOT_FOUND(object);
|
||||
}
|
||||
} else {
|
||||
OBJECT_SET_FOUND(object);
|
||||
}
|
||||
}
|
||||
game.conds = setbit(COND_HBASE);
|
||||
/* Treasure props are initially STATE_NOTFOUND, and are set to
|
||||
* STATE_FOUND the first time they are described. game.tally
|
||||
* keeps track of how many are not yet found, so we know when to
|
||||
* close the cave. */
|
||||
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
|
||||
if (objects[treasure].is_treasure) {
|
||||
++game.tally;
|
||||
if (objects[treasure].inventory != 0)
|
||||
PROP_SET_NOT_FOUND(treasure);
|
||||
}
|
||||
}
|
||||
game.conds = setbit(COND_HBASE);
|
||||
|
||||
return seedval;
|
||||
return seedval;
|
||||
}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
#!/usr/bin/env python3
|
||||
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-License-Identifier: BSD-2-Clause
|
||||
"""
|
||||
This is the open-adventure dungeon generator. It consumes a YAML description of
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
#!/usr/bin/env python3
|
||||
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-License-Identifier: BSD-2-Clause
|
||||
"""\
|
||||
usage: make_graph.py [-a] [-d] [-m] [-s] [-v]
|
||||
|
|
17
notes.adoc
17
notes.adoc
|
@ -1,6 +1,6 @@
|
|||
= Open Adventure Maintainer's Notes =
|
||||
by Eric S. Raymond
|
||||
// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
// SPDX-License-Identifier: CC-BY-4.0
|
||||
|
||||
In which we explain what has been done to this code since Don Woods
|
||||
|
@ -16,8 +16,8 @@ of Peje Nilsson in restructuring some particularly grotty gotos is
|
|||
gratefully acknowledged. Petr Voropaev contributed fuzz testing and
|
||||
code cleanups. Aaron Traas did a lot of painstaking work to improve
|
||||
test coverage, and factored out the last handful of gotos. Ryan
|
||||
Sarson nudged us into fixing a longstanding minor bug in the
|
||||
handling of incorrect magic-word sequences,
|
||||
Sarson nudged us into fixing a longstannding minor bug in the
|
||||
handling of incorrect magic-word sequebcesm,
|
||||
|
||||
== Nomenclature ==
|
||||
|
||||
|
@ -75,15 +75,10 @@ Bug fixes:
|
|||
|
||||
* A few minor typos have been corrected: absence of capitalization on
|
||||
"Swiss" and "Persian", inconsistent spelling of "imbedded" vs. "embedded",
|
||||
"eying" for "eyeing", "thresholds" for "threshholds", "pencilled"
|
||||
for "penciled".
|
||||
"eying" for "eyeing", "thresholds" for "threshholds".
|
||||
|
||||
* Under odd circumstances (dropping rug or vase outdoors) the game could
|
||||
formerly say "floor" when it should say "ground" (or "dirt", or
|
||||
something).
|
||||
|
||||
* The "knives vanish" message could formerly be emitted when "I see no
|
||||
knife here." would be appropriate.
|
||||
formerly say "floor" when it should say "ground" (or "dirt", or something).
|
||||
|
||||
Enhancements:
|
||||
|
||||
|
@ -144,7 +139,7 @@ whitespace before processing.
|
|||
A -r command-line option has been added. When it is given (with a file
|
||||
path argument) it is functionally equivalent to a RESTORE command.
|
||||
|
||||
An -a command-line option has been added (conditionally on
|
||||
An -a command-line option has been added (comditionally on
|
||||
ADVENT_AUTOSAVE) for use in BBS door systems. When this option is
|
||||
given, the game roads from the specified filename argument on startup
|
||||
and saves to it on quit or a received signal. There is a new nmessage
|
||||
|
|
393
saveresume.c
393
saveresume.c
|
@ -4,264 +4,249 @@
|
|||
* (ESR) This replaces a bunch of particularly nasty FORTRAN-derived code;
|
||||
* see the history.adoc file in the source distribution for discussion.
|
||||
*
|
||||
* SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
|
||||
* SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
|
||||
* SPDX-FileCopyrightText: 2017 by Eric S. Raymond
|
||||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include <ctype.h>
|
||||
#include <inttypes.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <ctype.h>
|
||||
#include <time.h>
|
||||
#include <inttypes.h>
|
||||
|
||||
#include "advent.h"
|
||||
#include "dungeon.h"
|
||||
|
||||
/*
|
||||
* Use this to detect endianness mismatch. Can't be unchanged by byte-swapping.
|
||||
*/
|
||||
#define ENDIAN_MAGIC 2317
|
||||
#define ENDIAN_MAGIC 2317
|
||||
|
||||
struct save_t save;
|
||||
|
||||
#define IGNORE(r) \
|
||||
do { \
|
||||
if (r) { \
|
||||
} \
|
||||
} while (0)
|
||||
#define IGNORE(r) do{if (r){}}while(0)
|
||||
|
||||
int savefile(FILE *fp) {
|
||||
/* Save game to file. No input or output from user. */
|
||||
memcpy(&save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC));
|
||||
if (save.version == 0) {
|
||||
save.version = SAVE_VERSION;
|
||||
}
|
||||
if (save.canary == 0) {
|
||||
save.canary = ENDIAN_MAGIC;
|
||||
}
|
||||
save.game = game;
|
||||
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
|
||||
return (0);
|
||||
int savefile(FILE *fp)
|
||||
/* Save game to file. No input or output from user. */
|
||||
{
|
||||
memcpy(&save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC));
|
||||
if (save.version == 0)
|
||||
save.version = SAVE_VERSION;
|
||||
if (save.canary == 0)
|
||||
save.canary = ENDIAN_MAGIC;
|
||||
|
||||
save.game = game;
|
||||
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
|
||||
return (0);
|
||||
}
|
||||
|
||||
/* Suspend and resume */
|
||||
|
||||
static char *strip(char *name) {
|
||||
// Trim leading whitespace
|
||||
while (isspace((unsigned char)*name)) {
|
||||
name++; // LCOV_EXCL_LINE
|
||||
}
|
||||
if (*name != '\0') {
|
||||
// Trim trailing whitespace;
|
||||
// might be left there by autocomplete
|
||||
char *end = name + strlen(name) - 1;
|
||||
while (end > name && isspace((unsigned char)*end)) {
|
||||
end--;
|
||||
}
|
||||
// Write new null terminator character
|
||||
end[1] = '\0';
|
||||
}
|
||||
static char *strip(char *name)
|
||||
{
|
||||
// Trim leading whitespace
|
||||
while(isspace((unsigned char)*name))
|
||||
name++; // LCOV_EXCL_LINE
|
||||
if(*name != '\0') {
|
||||
// Trim trailing whitespace;
|
||||
// might be left there by autocomplete
|
||||
char *end = name + strlen(name) - 1;
|
||||
while(end > name && isspace((unsigned char)*end))
|
||||
end--;
|
||||
// Write new null terminator character
|
||||
end[1] = '\0';
|
||||
}
|
||||
|
||||
return name;
|
||||
return name;
|
||||
}
|
||||
|
||||
int suspend(void) {
|
||||
/* Suspend. Offer to save things in a file, but charging
|
||||
* some points (so can't win by using saved games to retry
|
||||
* battles or to start over after learning zzword).
|
||||
* If ADVENT_NOSAVE is defined, gripe instead. */
|
||||
int suspend(void)
|
||||
{
|
||||
/* Suspend. Offer to save things in a file, but charging
|
||||
* some points (so can't win by using saved games to retry
|
||||
* battles or to start over after learning zzword).
|
||||
* If ADVENT_NOSAVE is defined, gripe instead. */
|
||||
|
||||
#if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
|
||||
rspeak(SAVERESUME_DISABLED);
|
||||
return GO_TOP;
|
||||
rspeak(SAVERESUME_DISABLED);
|
||||
return GO_TOP;
|
||||
#endif
|
||||
FILE *fp = NULL;
|
||||
FILE *fp = NULL;
|
||||
|
||||
rspeak(SUSPEND_WARNING);
|
||||
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE],
|
||||
arbitrary_messages[OK_MAN],
|
||||
arbitrary_messages[OK_MAN])) {
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
game.saved = game.saved + 5;
|
||||
rspeak(SUSPEND_WARNING);
|
||||
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
|
||||
return GO_CLEAROBJ;
|
||||
game.saved = game.saved + 5;
|
||||
|
||||
while (fp == NULL) {
|
||||
char *name = myreadline("\nFile name: ");
|
||||
if (name == NULL) {
|
||||
return GO_TOP;
|
||||
}
|
||||
name = strip(name);
|
||||
if (strlen(name) == 0) {
|
||||
return GO_TOP; // LCOV_EXCL_LINE
|
||||
}
|
||||
fp = fopen(strip(name), WRITE_MODE);
|
||||
if (fp == NULL) {
|
||||
printf("Can't open file %s, try again.\n", name);
|
||||
}
|
||||
free(name);
|
||||
}
|
||||
while (fp == NULL) {
|
||||
char* name = myreadline("\nFile name: ");
|
||||
if (name == NULL)
|
||||
return GO_TOP;
|
||||
name = strip(name);
|
||||
if (strlen(name) == 0)
|
||||
return GO_TOP; // LCOV_EXCL_LINE
|
||||
fp = fopen(strip(name), WRITE_MODE);
|
||||
if (fp == NULL)
|
||||
printf("Can't open file %s, try again.\n", name);
|
||||
free(name);
|
||||
}
|
||||
|
||||
savefile(fp);
|
||||
fclose(fp);
|
||||
rspeak(RESUME_HELP);
|
||||
exit(EXIT_SUCCESS);
|
||||
savefile(fp);
|
||||
fclose(fp);
|
||||
rspeak(RESUME_HELP);
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
int resume(void) {
|
||||
/* Resume. Read a suspended game back from a file.
|
||||
* If ADVENT_NOSAVE is defined, gripe instead. */
|
||||
int resume(void)
|
||||
{
|
||||
/* Resume. Read a suspended game back from a file.
|
||||
* If ADVENT_NOSAVE is defined, gripe instead. */
|
||||
|
||||
#if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
|
||||
rspeak(SAVERESUME_DISABLED);
|
||||
return GO_TOP;
|
||||
rspeak(SAVERESUME_DISABLED);
|
||||
return GO_TOP;
|
||||
#endif
|
||||
FILE *fp = NULL;
|
||||
FILE *fp = NULL;
|
||||
|
||||
if (game.loc != LOC_START || game.locs[LOC_START].abbrev != 1) {
|
||||
rspeak(RESUME_ABANDON);
|
||||
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE],
|
||||
arbitrary_messages[OK_MAN],
|
||||
arbitrary_messages[OK_MAN])) {
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
}
|
||||
if (game.loc != LOC_START || game.locs[LOC_START].abbrev != 1) {
|
||||
rspeak(RESUME_ABANDON);
|
||||
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
||||
while (fp == NULL) {
|
||||
char *name = myreadline("\nFile name: ");
|
||||
if (name == NULL) {
|
||||
return GO_TOP;
|
||||
}
|
||||
name = strip(name);
|
||||
if (strlen(name) == 0) {
|
||||
return GO_TOP; // LCOV_EXCL_LINE
|
||||
}
|
||||
fp = fopen(name, READ_MODE);
|
||||
if (fp == NULL) {
|
||||
printf("Can't open file %s, try again.\n", name);
|
||||
}
|
||||
free(name);
|
||||
}
|
||||
while (fp == NULL) {
|
||||
char* name = myreadline("\nFile name: ");
|
||||
if (name == NULL)
|
||||
return GO_TOP;
|
||||
name = strip(name);
|
||||
if (strlen(name) == 0)
|
||||
return GO_TOP; // LCOV_EXCL_LINE
|
||||
fp = fopen(name, READ_MODE);
|
||||
if (fp == NULL)
|
||||
printf("Can't open file %s, try again.\n", name);
|
||||
free(name);
|
||||
}
|
||||
|
||||
return restore(fp);
|
||||
return restore(fp);
|
||||
}
|
||||
|
||||
int restore(FILE *fp) {
|
||||
/* Read and restore game state from file, assuming
|
||||
* sane initial state.
|
||||
* If ADVENT_NOSAVE is defined, gripe instead. */
|
||||
int restore(FILE* fp)
|
||||
{
|
||||
/* Read and restore game state from file, assuming
|
||||
* sane initial state.
|
||||
* If ADVENT_NOSAVE is defined, gripe instead. */
|
||||
#ifdef ADVENT_NOSAVE
|
||||
rspeak(SAVERESUME_DISABLED);
|
||||
return GO_TOP;
|
||||
rspeak(SAVERESUME_DISABLED);
|
||||
return GO_TOP;
|
||||
#endif
|
||||
|
||||
IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
|
||||
fclose(fp);
|
||||
if (memcmp(save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC)) != 0 ||
|
||||
save.canary != ENDIAN_MAGIC) {
|
||||
rspeak(BAD_SAVE);
|
||||
} else if (save.version != SAVE_VERSION) {
|
||||
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10),
|
||||
SAVE_VERSION / 10, MOD(SAVE_VERSION, 10));
|
||||
} else if (!is_valid(save.game)) {
|
||||
rspeak(SAVE_TAMPERING);
|
||||
exit(EXIT_SUCCESS);
|
||||
} else {
|
||||
game = save.game;
|
||||
}
|
||||
return GO_TOP;
|
||||
IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
|
||||
fclose(fp);
|
||||
if (memcmp(save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC)) != 0 || save.canary != ENDIAN_MAGIC)
|
||||
rspeak(BAD_SAVE);
|
||||
else if (save.version != SAVE_VERSION) {
|
||||
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), SAVE_VERSION / 10, MOD(SAVE_VERSION, 10));
|
||||
} else if (!is_valid(save.game)) {
|
||||
rspeak(SAVE_TAMPERING);
|
||||
exit(EXIT_SUCCESS);
|
||||
} else {
|
||||
game = save.game;
|
||||
}
|
||||
return GO_TOP;
|
||||
}
|
||||
|
||||
bool is_valid(struct game_t valgame) {
|
||||
/* Save files can be roughly grouped into three groups:
|
||||
* With valid, reachable state, with valid, but unreachable
|
||||
* state and with invalid state. We check that state is
|
||||
* valid: no states are outside minimal or maximal value
|
||||
*/
|
||||
bool is_valid(struct game_t valgame)
|
||||
{
|
||||
/* Save files can be roughly grouped into three groups:
|
||||
* With valid, reachable state, with valid, but unreachable
|
||||
* state and with invalid state. We check that state is
|
||||
* valid: no states are outside minimal or maximal value
|
||||
*/
|
||||
|
||||
/* Prevent division by zero */
|
||||
if (valgame.abbnum == 0) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
/* Prevent division by zero */
|
||||
if (valgame.abbnum == 0) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
|
||||
/* Check for RNG overflow. Truncate */
|
||||
if (valgame.lcg_x >= LCG_M) {
|
||||
return false;
|
||||
}
|
||||
/* Check for RNG overflow. Truncate */
|
||||
if (valgame.lcg_x >= LCG_M) {
|
||||
valgame.lcg_x %= LCG_M; // LCOV_EXCL_LINE
|
||||
}
|
||||
|
||||
/* Bounds check for locations */
|
||||
if (valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
|
||||
valgame.chloc2 < -1 || valgame.chloc2 > NLOCATIONS ||
|
||||
valgame.loc < 0 || valgame.loc > NLOCATIONS || valgame.newloc < 0 ||
|
||||
valgame.newloc > NLOCATIONS || valgame.oldloc < 0 ||
|
||||
valgame.oldloc > NLOCATIONS || valgame.oldlc2 < 0 ||
|
||||
valgame.oldlc2 > NLOCATIONS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
/* Bounds check for location arrays */
|
||||
for (int i = 0; i <= NDWARVES; i++) {
|
||||
if (valgame.dwarves[i].loc < -1 ||
|
||||
valgame.dwarves[i].loc > NLOCATIONS ||
|
||||
valgame.dwarves[i].oldloc < -1 ||
|
||||
valgame.dwarves[i].oldloc > NLOCATIONS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
/* Check for RNG underflow. Transpose */
|
||||
if (valgame.lcg_x < LCG_M) {
|
||||
valgame.lcg_x = LCG_M + (valgame.lcg_x % LCG_M);
|
||||
}
|
||||
|
||||
for (int i = 0; i <= NOBJECTS; i++) {
|
||||
if (valgame.objects[i].place < -1 ||
|
||||
valgame.objects[i].place > NLOCATIONS ||
|
||||
valgame.objects[i].fixed < -1 ||
|
||||
valgame.objects[i].fixed > NLOCATIONS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
/* Bounds check for locations */
|
||||
if ( valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
|
||||
valgame.chloc2 < -1 || valgame.chloc2 > NLOCATIONS ||
|
||||
valgame.loc < 0 || valgame.loc > NLOCATIONS ||
|
||||
valgame.newloc < 0 || valgame.newloc > NLOCATIONS ||
|
||||
valgame.oldloc < 0 || valgame.oldloc > NLOCATIONS ||
|
||||
valgame.oldlc2 < 0 || valgame.oldlc2 > NLOCATIONS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
/* Bounds check for location arrays */
|
||||
for (int i = 0; i <= NDWARVES; i++) {
|
||||
if (valgame.dwarves[i].loc < -1 || valgame.dwarves[i].loc > NLOCATIONS ||
|
||||
valgame.dwarves[i].oldloc < -1 || valgame.dwarves[i].oldloc > NLOCATIONS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
|
||||
/* Bounds check for dwarves */
|
||||
if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
|
||||
valgame.dkill < 0 || valgame.dkill > NDWARVES) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
for (int i = 0; i <= NOBJECTS; i++) {
|
||||
if (valgame.objects[i].place < -1 || valgame.objects[i].place > NLOCATIONS ||
|
||||
valgame.objects[i].fixed < -1 || valgame.objects[i].fixed > NLOCATIONS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
|
||||
/* Validate that we didn't die too many times in save */
|
||||
if (valgame.numdie >= NDEATHS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
/* Bounds check for dwarves */
|
||||
if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
|
||||
valgame.dkill < 0 || valgame.dkill > NDWARVES) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
|
||||
/* Recalculate tally, throw the towel if in disagreement */
|
||||
int temp_tally = 0;
|
||||
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
|
||||
if (objects[treasure].is_treasure) {
|
||||
if (OBJECT_IS_NOTFOUND2(valgame, treasure)) {
|
||||
++temp_tally;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (temp_tally != valgame.tally) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
/* Validate that we didn't die too many times in save */
|
||||
if (valgame.numdie >= NDEATHS) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
|
||||
/* Check that properties of objects aren't beyond expected */
|
||||
for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
|
||||
if (PROP_IS_INVALID(valgame.objects[obj].prop)) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
/* Recalculate tally, throw the towel if in disagreement */
|
||||
int temp_tally = 0;
|
||||
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
|
||||
if (objects[treasure].is_treasure) {
|
||||
if (PROP_IS_NOTFOUND2(valgame, treasure)) {
|
||||
++temp_tally;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (temp_tally != valgame.tally) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
|
||||
/* Check that values in linked lists for objects in locations are inside
|
||||
* bounds */
|
||||
for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
|
||||
if (valgame.locs[loc].atloc < NO_OBJECT ||
|
||||
valgame.locs[loc].atloc > NOBJECTS * 2) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++) {
|
||||
if (valgame.link[obj] < NO_OBJECT ||
|
||||
valgame.link[obj] > NOBJECTS * 2) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
/* Check that properties of objects aren't beyond expected */
|
||||
for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
|
||||
if (PROP_IS_INVALID(valgame.objects[obj].prop)) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
/* Check that values in linked lists for objects in locations are inside bounds */
|
||||
for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
|
||||
if (valgame.locs[loc].atloc < NO_OBJECT || valgame.locs[loc].atloc > NOBJECTS * 2) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) {
|
||||
if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) {
|
||||
return false; // LCOV_EXCL_LINE
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/* end */
|
||||
|
|
257
score.c
257
score.c
|
@ -1,162 +1,145 @@
|
|||
/*
|
||||
* Scoring and wrap-up.
|
||||
*
|
||||
* SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
|
||||
* SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
|
||||
* SPDX-FileCopyrightText: 2017 by Eric S. Raymond
|
||||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
#include <stdlib.h>
|
||||
#include "advent.h"
|
||||
#include "dungeon.h"
|
||||
#include <stdlib.h>
|
||||
|
||||
static int mxscor; /* ugh..the price for having score() not exit. */
|
||||
static int mxscor; /* ugh..the price for having score() not exit. */
|
||||
|
||||
int score(enum termination mode) {
|
||||
/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if
|
||||
* died or won */
|
||||
int score = 0;
|
||||
int score(enum termination mode)
|
||||
/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
|
||||
* or won */
|
||||
{
|
||||
int score = 0;
|
||||
|
||||
/* The present scoring algorithm is as follows:
|
||||
* Objective: Points: Present total possible:
|
||||
* Getting well into cave 25 25
|
||||
* Each treasure < chest 12 60
|
||||
* Treasure chest itself 14 14
|
||||
* Each treasure > chest 16 224
|
||||
* Surviving (MAX-NUM)*10 30
|
||||
* Not quitting 4 4
|
||||
* Reaching "game.closng" 25 25
|
||||
* "Closed": Quit/Killed 10
|
||||
* Klutzed 25
|
||||
* Wrong way 30
|
||||
* Success 45 45
|
||||
* Came to Witt's End 1 1
|
||||
* Round out the total 2 2
|
||||
* TOTAL: 430
|
||||
* Points can also be deducted for using hints or too many turns, or
|
||||
* for saving intermediate positions. */
|
||||
/* The present scoring algorithm is as follows:
|
||||
* Objective: Points: Present total possible:
|
||||
* Getting well into cave 25 25
|
||||
* Each treasure < chest 12 60
|
||||
* Treasure chest itself 14 14
|
||||
* Each treasure > chest 16 224
|
||||
* Surviving (MAX-NUM)*10 30
|
||||
* Not quitting 4 4
|
||||
* Reaching "game.closng" 25 25
|
||||
* "Closed": Quit/Killed 10
|
||||
* Klutzed 25
|
||||
* Wrong way 30
|
||||
* Success 45 45
|
||||
* Came to Witt's End 1 1
|
||||
* Round out the total 2 2
|
||||
* TOTAL: 430
|
||||
* Points can also be deducted for using hints or too many turns, or for
|
||||
* saving intermediate positions. */
|
||||
|
||||
/* First tally up the treasures. Must be in building and not broken.
|
||||
* Give the poor guy 2 points just for finding each treasure. */
|
||||
mxscor = 0;
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
if (!objects[i].is_treasure) {
|
||||
continue;
|
||||
}
|
||||
if (objects[i].inventory != 0) {
|
||||
int k = 12;
|
||||
if (i == CHEST) {
|
||||
k = 14;
|
||||
}
|
||||
if (i > CHEST) {
|
||||
k = 16;
|
||||
}
|
||||
if (!OBJECT_IS_STASHED(i) && !OBJECT_IS_NOTFOUND(i)) {
|
||||
score += 2;
|
||||
}
|
||||
if (game.objects[i].place == LOC_BUILDING &&
|
||||
OBJECT_IS_FOUND(i)) {
|
||||
score += k - 2;
|
||||
}
|
||||
mxscor += k;
|
||||
}
|
||||
}
|
||||
/* First tally up the treasures. Must be in building and not broken.
|
||||
* Give the poor guy 2 points just for finding each treasure. */
|
||||
mxscor = 0;
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
if (!objects[i].is_treasure)
|
||||
continue;
|
||||
if (objects[i].inventory != 0) {
|
||||
int k = 12;
|
||||
if (i == CHEST)
|
||||
k = 14;
|
||||
if (i > CHEST)
|
||||
k = 16;
|
||||
if (!PROP_IS_STASHED(i) && !PROP_IS_NOTFOUND(i))
|
||||
score += 2;
|
||||
if (game.objects[i].place == LOC_BUILDING && PROP_IS_FOUND(i))
|
||||
score += k - 2;
|
||||
mxscor += k;
|
||||
}
|
||||
}
|
||||
|
||||
/* Now look at how he finished and how far he got. NDEATHS and
|
||||
* game.numdie tell us how well he survived. game.dflag will tell us
|
||||
* if he ever got suitably deep into the cave. game.closng still
|
||||
* indicates whether he reached the endgame. And if he got as far as
|
||||
* "cave closed" (indicated by "game.closed"), then bonus is zero for
|
||||
* mundane exits or 133, 134, 135 if he blew it (so to speak). */
|
||||
score += (NDEATHS - game.numdie) * 10;
|
||||
mxscor += NDEATHS * 10;
|
||||
if (mode == endgame) {
|
||||
score += 4;
|
||||
}
|
||||
mxscor += 4;
|
||||
if (game.dflag != 0) {
|
||||
score += 25;
|
||||
}
|
||||
mxscor += 25;
|
||||
if (game.closng) {
|
||||
score += 25;
|
||||
}
|
||||
mxscor += 25;
|
||||
if (game.closed) {
|
||||
if (game.bonus == none) {
|
||||
score += 10;
|
||||
}
|
||||
if (game.bonus == splatter) {
|
||||
score += 25;
|
||||
}
|
||||
if (game.bonus == defeat) {
|
||||
score += 30;
|
||||
}
|
||||
if (game.bonus == victory) {
|
||||
score += 45;
|
||||
}
|
||||
}
|
||||
mxscor += 45;
|
||||
/* Now look at how he finished and how far he got. NDEATHS and
|
||||
* game.numdie tell us how well he survived. game.dflag will tell us
|
||||
* if he ever got suitably deep into the cave. game.closng still
|
||||
* indicates whether he reached the endgame. And if he got as far as
|
||||
* "cave closed" (indicated by "game.closed"), then bonus is zero for
|
||||
* mundane exits or 133, 134, 135 if he blew it (so to speak). */
|
||||
score += (NDEATHS - game.numdie) * 10;
|
||||
mxscor += NDEATHS * 10;
|
||||
if (mode == endgame)
|
||||
score += 4;
|
||||
mxscor += 4;
|
||||
if (game.dflag != 0)
|
||||
score += 25;
|
||||
mxscor += 25;
|
||||
if (game.closng)
|
||||
score += 25;
|
||||
mxscor += 25;
|
||||
if (game.closed) {
|
||||
if (game.bonus == none)
|
||||
score += 10;
|
||||
if (game.bonus == splatter)
|
||||
score += 25;
|
||||
if (game.bonus == defeat)
|
||||
score += 30;
|
||||
if (game.bonus == victory)
|
||||
score += 45;
|
||||
}
|
||||
mxscor += 45;
|
||||
|
||||
/* Did he come to Witt's End as he should? */
|
||||
if (game.objects[MAGAZINE].place == LOC_WITTSEND) {
|
||||
score += 1;
|
||||
}
|
||||
mxscor += 1;
|
||||
/* Did he come to Witt's End as he should? */
|
||||
if (game.objects[MAGAZINE].place == LOC_WITTSEND)
|
||||
score += 1;
|
||||
mxscor += 1;
|
||||
|
||||
/* Round it off. */
|
||||
score += 2;
|
||||
mxscor += 2;
|
||||
/* Round it off. */
|
||||
score += 2;
|
||||
mxscor += 2;
|
||||
|
||||
/* Deduct for hints/turns/saves. Hints < 4 are special; see database
|
||||
* desc. */
|
||||
for (int i = 0; i < NHINTS; i++) {
|
||||
if (game.hints[i].used) {
|
||||
score = score - hints[i].penalty;
|
||||
}
|
||||
}
|
||||
if (game.novice) {
|
||||
score -= 5;
|
||||
}
|
||||
if (game.clshnt) {
|
||||
score -= 10;
|
||||
}
|
||||
score = score - game.trnluz - game.saved;
|
||||
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
|
||||
for (int i = 0; i < NHINTS; i++) {
|
||||
if (game.hints[i].used)
|
||||
score = score - hints[i].penalty;
|
||||
}
|
||||
if (game.novice)
|
||||
score -= 5;
|
||||
if (game.clshnt)
|
||||
score -= 10;
|
||||
score = score - game.trnluz - game.saved;
|
||||
|
||||
/* Return to score command if that's where we came from. */
|
||||
if (mode == scoregame) {
|
||||
rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
|
||||
}
|
||||
/* Return to score command if that's where we came from. */
|
||||
if (mode == scoregame) {
|
||||
rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
|
||||
}
|
||||
|
||||
return score;
|
||||
return score;
|
||||
}
|
||||
|
||||
void terminate(enum termination mode) {
|
||||
/* End of game. Let's tell him all about it. */
|
||||
int points = score(mode);
|
||||
void terminate(enum termination mode)
|
||||
/* End of game. Let's tell him all about it. */
|
||||
{
|
||||
int points = score(mode);
|
||||
#if defined ADVENT_AUTOSAVE
|
||||
autosave();
|
||||
autosave();
|
||||
#endif
|
||||
|
||||
if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0) {
|
||||
rspeak(TOOK_LONG);
|
||||
}
|
||||
if (points + game.saved + 1 >= mxscor && game.saved != 0) {
|
||||
rspeak(WITHOUT_SUSPENDS);
|
||||
}
|
||||
rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
|
||||
for (int i = 1; i <= (int)NCLASSES; i++) {
|
||||
if (classes[i].threshold >= points) {
|
||||
speak(classes[i].message);
|
||||
if (i < (int)NCLASSES) {
|
||||
int nxt = classes[i].threshold + 1 - points;
|
||||
rspeak(NEXT_HIGHER, nxt, nxt);
|
||||
} else {
|
||||
rspeak(NO_HIGHER);
|
||||
}
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
}
|
||||
rspeak(OFF_SCALE);
|
||||
exit(EXIT_SUCCESS);
|
||||
if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0)
|
||||
rspeak(TOOK_LONG);
|
||||
if (points + game.saved + 1 >= mxscor && game.saved != 0)
|
||||
rspeak(WITHOUT_SUSPENDS);
|
||||
rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
|
||||
for (int i = 1; i <= (int)NCLASSES; i++) {
|
||||
if (classes[i].threshold >= points) {
|
||||
speak(classes[i].message);
|
||||
if (i < (int)NCLASSES) {
|
||||
int nxt = classes[i].threshold + 1 - points;
|
||||
rspeak(NEXT_HIGHER, nxt, nxt);
|
||||
} else {
|
||||
rspeak(NO_HIGHER);
|
||||
}
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
}
|
||||
rspeak(OFF_SCALE);
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
/* end */
|
||||
|
|
|
@ -54,6 +54,6 @@ const travelop_t travel[] = {{
|
|||
const char *ignore = "{ignore}";
|
||||
|
||||
/* Dwarf starting locations */
|
||||
const int dwarflocs[NDWARVES] = {{{dwarflocs}}};
|
||||
const int dwarflocs[NDWARFLOCS] = {{{dwarflocs}}};
|
||||
|
||||
/* end */
|
||||
|
|
|
@ -35,8 +35,9 @@ SPDX-License-Identifier: BSD-2-Clause
|
|||
#define COND_HOGRE 20 /* Trying to deal with ogre */
|
||||
#define COND_HJADE 21 /* Found all treasures except jade */
|
||||
|
||||
#define NDWARVES {ndwarflocs} // number of dwarves
|
||||
extern const int dwarflocs[NDWARVES];
|
||||
/* Count of dwarf starting locations */
|
||||
#define NDWARFLOCS {ndwarflocs}
|
||||
extern const int dwarflocs[NDWARFLOCS];
|
||||
|
||||
typedef struct {{
|
||||
const char** strs;
|
||||
|
|
|
@ -124,6 +124,10 @@ tap: count $(SGAMES) $(TEST_TARGETS)
|
|||
count:
|
||||
@echo 1..$(words $(TEST_TARGETS))
|
||||
|
||||
foobar:
|
||||
exit 1
|
||||
|
||||
|
||||
# The following machinery tests the game against a binary made from
|
||||
# the advent430 branch To use it, switch to that branch, build the
|
||||
# binary, run it once to generate adventure.data, then switch back to
|
||||
|
@ -170,7 +174,7 @@ oldcompare:
|
|||
echo 1..$(words $(shell ls *.log))) | $(TAPFILTER)
|
||||
@rm *.ochk *-new advent430 adventure.data
|
||||
|
||||
# List all NOCOMPARE tests.
|
||||
# List all NOMPARE tests.
|
||||
residuals:
|
||||
@grep -n NOCOMPARE *.log
|
||||
|
||||
|
|
386
tests/knife.chk
386
tests/knife.chk
|
@ -1,386 +0,0 @@
|
|||
|
||||
Welcome to Adventure!! Would you like instructions?
|
||||
|
||||
> no
|
||||
|
||||
You are standing at the end of a road before a small brick building.
|
||||
Around you is a forest. A small stream flows out of the building and
|
||||
down a gully.
|
||||
|
||||
> seed 1640849217
|
||||
|
||||
Seed set to 1640849217
|
||||
|
||||
You're in front of building.
|
||||
|
||||
> e
|
||||
|
||||
You are inside a building, a well house for a large spring.
|
||||
|
||||
There are some keys on the ground here.
|
||||
|
||||
There is a shiny brass lamp nearby.
|
||||
|
||||
There is food here.
|
||||
|
||||
There is a bottle of water here.
|
||||
|
||||
> get lamp
|
||||
|
||||
OK
|
||||
|
||||
> xyzzy
|
||||
|
||||
>>Foof!<<
|
||||
|
||||
It is now pitch dark. If you proceed you will likely fall into a pit.
|
||||
|
||||
> get rod
|
||||
|
||||
OK
|
||||
|
||||
> on
|
||||
|
||||
Your lamp is now on.
|
||||
|
||||
You are in a debris room filled with stuff washed in from the surface.
|
||||
A low wide passage with cobbles becomes plugged with mud and debris
|
||||
here, but an awkward canyon leads upward and west. In the mud someone
|
||||
has scrawled, "MAGIC WORD XYZZY".
|
||||
|
||||
> w
|
||||
|
||||
You are in an awkward sloping east/west canyon.
|
||||
|
||||
> w
|
||||
|
||||
You are in a splendid chamber thirty feet high. The walls are frozen
|
||||
rivers of orange stone. An awkward canyon and a good passage exit
|
||||
from east and west sides of the chamber.
|
||||
|
||||
A cheerful little bird is sitting here singing.
|
||||
|
||||
> w
|
||||
|
||||
At your feet is a small pit breathing traces of white mist. An east
|
||||
passage ends here except for a small crack leading on.
|
||||
|
||||
Rough stone steps lead down the pit.
|
||||
|
||||
> d
|
||||
|
||||
You are at one end of a vast hall stretching forward out of sight to
|
||||
the west. There are openings to either side. Nearby, a wide stone
|
||||
staircase leads downward. The hall is filled with wisps of white mist
|
||||
swaying to and fro almost as if alive. A cold wind blows up the
|
||||
staircase. There is a passage at the top of a dome behind you.
|
||||
|
||||
Rough stone steps lead up the dome.
|
||||
|
||||
> w
|
||||
|
||||
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.
|
||||
|
||||
> wave rod
|
||||
|
||||
A crystal bridge now spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You are on the west side of the fissure in the Hall of Mists.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
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.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You are on the west side of the fissure in the Hall of Mists.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
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.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You are on the west side of the fissure in the Hall of Mists.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
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.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You are on the west side of the fissure in the Hall of Mists.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> e
|
||||
|
||||
A little dwarf just walked around a corner, saw you, threw a little
|
||||
axe at you which missed, cursed, and ran away.
|
||||
|
||||
You're on east bank of fissure.
|
||||
|
||||
There is a little axe here.
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> w
|
||||
|
||||
There is a threatening little dwarf in the room with you!
|
||||
|
||||
One sharp nasty knife is thrown at you!
|
||||
|
||||
It misses!
|
||||
|
||||
You're on west bank of fissure.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> get knife
|
||||
|
||||
The dwarves' knives vanish as they strike the walls of the cave.
|
||||
|
||||
> look
|
||||
|
||||
Sorry, but I am not allowed to give more detail. I will repeat the
|
||||
long description of your location.
|
||||
|
||||
There is a threatening little dwarf in the room with you!
|
||||
|
||||
One sharp nasty knife is thrown at you!
|
||||
|
||||
It misses!
|
||||
|
||||
You are on the west side of the fissure in the Hall of Mists.
|
||||
|
||||
There are diamonds here!
|
||||
|
||||
A crystal bridge spans the fissure.
|
||||
|
||||
> get knife
|
||||
|
||||
I see no knife here.
|
||||
|
||||
> quit
|
||||
|
||||
Do you really want to quit now?
|
||||
|
||||
> yes
|
||||
|
||||
OK
|
||||
|
||||
You scored 59 out of a possible 430, using 50 turns.
|
||||
|
||||
Your score qualifies you as a novice class adventurer.
|
||||
|
||||
To achieve the next higher rating, you need 62 more points.
|
|
@ -1,57 +0,0 @@
|
|||
## Test whether KNIVES_VANISH can be issued twice
|
||||
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-License-Identifier: BSD-2-Clause
|
||||
#NOCOMPARE avoide spuriuous failure on second "get knife"
|
||||
no
|
||||
seed 1640849217
|
||||
e
|
||||
get lamp
|
||||
xyzzy
|
||||
get rod
|
||||
on
|
||||
w
|
||||
w
|
||||
w
|
||||
d
|
||||
w
|
||||
wave rod
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
e
|
||||
w
|
||||
get knife
|
||||
look
|
||||
get knife
|
||||
quit
|
||||
yes
|
|
@ -1,4 +1,6 @@
|
|||
#! /bin/sh
|
||||
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-License-Identifier: MIT-0
|
||||
#
|
||||
# tapdiffer - Render diff between input and checkfile as a TAP report
|
||||
#
|
||||
|
@ -14,23 +16,17 @@
|
|||
# OSD-compliant; otherwise the following SPDX tag incorporates the
|
||||
# MIT No Attribution license by reference.
|
||||
#
|
||||
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-License-Identifier: MIT-0
|
||||
#
|
||||
# A newer version may be available at https://gitlab.com/esr/tapview
|
||||
# Check your last commit dqte for this file against the commit list
|
||||
# there to see if it might be a good idea to update.
|
||||
#
|
||||
diffopts=-u
|
||||
while getopts bn opt
|
||||
do
|
||||
case $opt in
|
||||
b) diffopts=-ub;;
|
||||
*) echo "tapdiffer: unknown option ${opt}."; exit 1;;
|
||||
esac
|
||||
done
|
||||
# shellcheck disable=SC2004
|
||||
shift $(($OPTIND - 1))
|
||||
if [ "$1" = "-b" ]
|
||||
then
|
||||
diffopts=-ub
|
||||
shift
|
||||
else
|
||||
diffopts=-u
|
||||
fi
|
||||
|
||||
legend=$1
|
||||
checkfile=$2
|
||||
|
@ -41,7 +37,7 @@ if diff --text "${diffopts}" "${checkfile}" - >/tmp/tapdiff$$
|
|||
then
|
||||
echo "ok - ${legend}"
|
||||
else
|
||||
echo "not ok - ${legend}"
|
||||
echo "not ok - ${checkfile}: ${legend}"
|
||||
if [ ! "${QUIET}" = 1 ]
|
||||
then
|
||||
echo " --- |"
|
||||
|
|
|
@ -4,15 +4,14 @@
|
|||
# This code is intended to be embedded in your project. The author
|
||||
# grants permission for it to be distributed under the prevailing
|
||||
# license of your project if you choose, provided that license is
|
||||
# OSD-compliant; otherwise the following SPDX tag incorporates the
|
||||
# MIT No Attribution license by reference.
|
||||
# OSD-compliant; otherwise the following SPDX tag incorporates a
|
||||
# license by reference.
|
||||
#
|
||||
# SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-License-Identifier: MIT-0
|
||||
# SPDX-FileCopyrightText: Copyright Eric S. Raymond <esr@thyrsus.com>
|
||||
# SPDX-License-Identifier: BSD-2-Clause
|
||||
#
|
||||
# This is version 1.6
|
||||
# A newer version may be available at https://gitlab.com/esr/tapview
|
||||
# Check your last commit date for this file against the commit list
|
||||
# there to see if it might be a good idea to update.
|
||||
#
|
||||
OK="."
|
||||
FAIL="F"
|
||||
|
@ -20,16 +19,13 @@ SKIP="s"
|
|||
TODO_NOT_OK="x"
|
||||
TODO_OK="u"
|
||||
|
||||
LF='
|
||||
'
|
||||
|
||||
ship_char() {
|
||||
# shellcheck disable=SC2039
|
||||
printf '%s' "$1" # https://www.etalabs.net/sh_tricks.html
|
||||
}
|
||||
|
||||
ship_line() {
|
||||
report="${report}${1}$LF"
|
||||
report="${report}${1}\n"
|
||||
}
|
||||
|
||||
ship_error() {
|
||||
|
@ -38,7 +34,7 @@ ship_error() {
|
|||
then
|
||||
echo ""
|
||||
fi
|
||||
report="${report}${1}$LF"
|
||||
report="${report}${1}\n"
|
||||
echo "${report}"
|
||||
exit 1
|
||||
}
|
||||
|
@ -80,10 +76,6 @@ context_pop () {
|
|||
then
|
||||
ship_line "Expected $(context_get expect) tests but only ${testcount} ran."
|
||||
status=1
|
||||
elif [ "$(context_get plan)" != "" ] && [ "$(context_get expect)" -lt "$(context_get count)" ]
|
||||
then
|
||||
ship_line "${testcount} ran but $(context_get expect) expected."
|
||||
status=1
|
||||
fi
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue