/* * There used to be a note that said this: * * The author - Don Woods - apologises for the style of the code; it * is a result of running the original Fortran IV source through a * home-brew Fortran-to-C converter. * * Now that the code has been restructured into something much closer * to idiomatic C, the following is more appropriate: * * ESR apologizes for the remaing gotos (now confined to one function * in this file - there used to be over 350 of them, *everywhere*), * and for the offensive globals. Applying the Structured Program * Theorem can be hard. */ #include #include #include #include #include #include #include "advent.h" #include "dungeon.h" #define DIM(a) (sizeof(a)/sizeof(a[0])) FILE *logfp = NULL; bool oldstyle = false; bool prompt = true; // LCOV_EXCL_START // exclude from coverage analysis because it requires interactivity to test static void sig_handler(int signo) { if (signo == SIGINT) { if (logfp != NULL) fflush(logfp); } exit(EXIT_FAILURE); } // LCOV_EXCL_STOP /* * MAIN PROGRAM * * Adventure (rev 2: 20 treasures) * History: Original idea & 5-treasure version (adventures) by Willie Crowther * 15-treasure version (adventure) by Don Woods, April-June 1977 * 20-treasure version (rev 2) by Don Woods, August 1978 * Errata fixed: 78/12/25 * Revived 2017 as Open Adventure. */ static bool do_command(void); int main(int argc, char *argv[]) { int ch; /* Options. */ #ifndef ADVENT_NOSAVE const char* opts = "l:or:"; const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n"; FILE *rfp = NULL; #else const char* opts = "l:o"; const char* usage = "Usage: %s [-l logfilename] [-o]\n"; #endif while ((ch = getopt(argc, argv, opts)) != EOF) { switch (ch) { case 'l': logfp = fopen(optarg, "w"); if (logfp == NULL) fprintf(stderr, "advent: can't open logfile %s for write\n", optarg); signal(SIGINT, sig_handler); break; case 'o': oldstyle = true; prompt = false; break; #ifndef ADVENT_NOSAVE case 'r': rfp = fopen(optarg, "r"); if (rfp == NULL) fprintf(stderr, "advent: can't open save file %s for read\n", optarg); signal(SIGINT, sig_handler); break; #endif default: fprintf(stderr, usage, argv[0]); fprintf(stderr, " -l create a log file of your game named as specified'\n"); fprintf(stderr, " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n"); #ifndef ADVENT_NOSAVE fprintf(stderr, " -r restore from specified saved game file\n"); #endif exit(EXIT_FAILURE); break; } } /* Initialize game variables */ long seedval = initialise(); #ifndef ADVENT_NOSAVE if (!rfp) { game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); if (game.novice) game.limit = NOVICELIMIT; } else { restore(rfp); } #endif if (logfp) fprintf(logfp, "seed %ld\n", seedval); /* interpret commands until EOF or interrupt */ for (;;) { if (!do_command()) break; } /* show score and exit */ terminate(quitgame); } static bool fallback_handler(char *buf) /* fallback handler for commands not handled by FORTRANish parser */ { long sv; if (sscanf(buf, "seed %ld", &sv) == 1) { set_seed(sv); printf("Seed set to %ld\n", sv); // autogenerated, so don't charge user time for it. --game.turns; return true; } return false; } /* Check if this loc is eligible for any hints. If been here long * enough, display. Ignore "HINTS" < 4 (special stuff, see database * notes). */ static void checkhints(void) { if (conditions[game.loc] >= game.conds) { for (int hint = 0; hint < NHINTS; hint++) { if (game.hinted[hint]) continue; if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) game.hintlc[hint] = -1; ++game.hintlc[hint]; /* Come here if he's been long enough at required loc(s) for some * unused hint. */ if (game.hintlc[hint] >= hints[hint].turns) { int i; switch (hint) { case 0: /* cave */ if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS)) break; game.hintlc[hint] = 0; return; case 1: /* bird */ if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) break; return; case 2: /* snake */ if (HERE(SNAKE) && !HERE(BIRD)) break; game.hintlc[hint] = 0; return; case 3: /* maze */ if (game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng > 1) break; game.hintlc[hint] = 0; return; case 4: /* dark */ if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1) break; game.hintlc[hint] = 0; return; case 5: /* witt */ break; case 6: /* urn */ if (game.dflag == 0) break; game.hintlc[hint] = 0; return; case 7: /* woods */ if (game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) break; return; case 8: /* ogre */ i = atdwrf(game.loc); if (i < 0) { game.hintlc[hint] = 0; return; } if (HERE(OGRE) && i == 0) break; return; case 9: /* jade */ if (game.tally == 1 && game.prop[JADE] < 0) break; game.hintlc[hint] = 0; return; default: BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE break; } /* Fall through to hint display */ game.hintlc[hint] = 0; if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) return; rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty); game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]); if (game.hinted[hint] && game.limit > WARNTIME) game.limit += WARNTIME * hints[hint].penalty; } } } } static bool spotted_by_pirate(int i) { if (i != PIRATE) return false; /* The pirate's spotted him. He leaves him alone once we've * found chest. K counts if a treasure is here. If not, and * tally=1 for an unseen chest, let the pirate be spotted. Note * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown * it to the troll, but in that case he's seen the chest * (game.prop=0). */ if (game.loc == game.chloc || game.prop[CHEST] >= 0) return true; int snarfed = 0; bool movechest = false, robplayer = false; for (int treasure = 1; treasure <= NOBJECTS; treasure++) { if (!objects[treasure].is_treasure) continue; /* Pirate won't take pyramid from plover room or dark * room (too easy!). */ if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) { continue; } if (TOTING(treasure) || HERE(treasure)) ++snarfed; if (TOTING(treasure)) { movechest = true; robplayer = true; } } /* Force chest placement before player finds last treasure */ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) { rspeak(PIRATE_SPOTTED); movechest = true; } /* Do things in this order (chest move before robbery) so chest is listed * last at the maze location. */ if (movechest) { move(CHEST, game.chloc); move(MESSAG, game.chloc2); game.dloc[PIRATE] = game.chloc; game.odloc[PIRATE] = game.chloc; game.dseen[PIRATE] = false; } else { /* You might get a hint of the pirate's presence even if the * chest doesn't move... */ if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) rspeak(PIRATE_RUSTLES); } if (robplayer) { rspeak(PIRATE_POUNCES); for (int treasure = 1; treasure <= NOBJECTS; treasure++) { if (!objects[treasure].is_treasure) continue; if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) { if (AT(treasure) && game.fixed[treasure] == 0) carry(treasure, game.loc); if (TOTING(treasure)) drop(treasure, game.chloc); } } } return true; } static bool dwarfmove(void) /* Dwarves move. Return true if player survives, false if he dies. */ { int kk, stick, attack; long tk[21]; /* Dwarf stuff. See earlier comments for description of * variables. Remember sixth dwarf is pirate and is thus * very different except for motion rules. */ /* First off, don't let the dwarves follow him into a pit or * a wall. Activate the whole mess the first time he gets as * far as the hall of mists (loc 15). If game.newloc is * forbidden to pirate (in particular, if it's beyond the * troll bridge), bypass dwarf stuff. That way pirate can't * steal return toll, and dwarves can't meet the bear. Also * means dwarves won't follow him into dead end in maze, but * c'est la vie. They'll wait for him outside the dead * end. */ if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) return true; /* Dwarf activity level ratchets up */ if (game.dflag == 0) { if (INDEEP(game.loc)) game.dflag = 1; return true; } /* When we encounter the first dwarf, we kill 0, 1, or 2 of * the 5 dwarves. If any of the survivors is at loc, * replace him with the alternate. */ if (game.dflag == 1) { if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) return true; game.dflag = 2; for (int i = 1; i <= 2; i++) { int j = 1 + randrange(NDWARVES - 1); if (PCT(50)) game.dloc[j] = 0; } /* Alternate initial loc for dwarf, in case one of them * starts out on top of the adventurer. */ for (int i = 1; i <= NDWARVES - 1; i++) { if (game.dloc[i] == game.loc) game.dloc[i] = DALTLC; // game.odloc[i] = game.dloc[i]; } rspeak(DWARF_RAN); drop(AXE, game.loc); return true; } /* Things are in full swing. Move each dwarf at random, * except if he's seen us he sticks with us. Dwarves stay * deep inside. If wandering at random, they don't back up * unless there's no alternative. If they don't have to * move, they attack. And, of course, dead dwarves don't do * much of anything. */ game.dtotal = 0; attack = 0; stick = 0; for (int i = 1; i <= NDWARVES; i++) { if (game.dloc[i] == 0) continue; /* Fill tk array with all the places this dwarf might go. */ unsigned int j = 1; kk = tkey[game.dloc[i]]; if (kk != 0) do { game.newloc = travel[kk].dest; /* Have we avoided a dwarf encounter? */ if (SPECIAL(game.newloc)) continue; else if (!INDEEP(game.newloc)) continue; else if (game.newloc == game.odloc[i]) continue; else if (j > 1 && game.newloc == tk[j - 1]) continue; else if (j >= DIM(tk) - 1) continue; else if (game.newloc == game.dloc[i]) continue; else if (FORCED(game.newloc)) continue; else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) continue; else if (travel[kk].nodwarves) continue; tk[j++] = game.newloc; } while (!travel[kk++].stop); tk[j] = game.odloc[i]; if (j >= 2) --j; j = 1 + randrange(j); game.odloc[i] = game.dloc[i]; game.dloc[i] = tk[j]; game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc); if (!game.dseen[i]) continue; game.dloc[i] = game.loc; if (spotted_by_pirate(i)) continue; /* This threatening little dwarf is in the room with him! */ ++game.dtotal; if (game.odloc[i] == game.dloc[i]) { ++attack; if (game.knfloc >= 0) game.knfloc = game.loc; if (randrange(1000) < 95 * (game.dflag - 2)) ++stick; } } /* Now we know what's happening. Let's tell the poor sucker about it. * Note that various of the "knife" messages must have specific relative * positions in the rspeak database. */ if (game.dtotal == 0) return true; rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal); if (attack == 0) return true; if (game.dflag == 2) game.dflag = 3; if (attack > 1) { rspeak(THROWN_KNIVES, attack); rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick); } else { rspeak(KNIFE_THROWN); rspeak(MISSES_YOU); } if (stick == 0) return true; game.oldlc2 = game.loc; return false; } /* "You're dead, Jim." * * If the current loc is zero, it means the clown got himself killed. * We'll allow this maxdie times. NDEATHS is automatically set based * on the number of snide messages available. Each death results in * a message (obituaries[n]) which offers reincarnation; if accepted, * this results in message obituaries[0], obituaries[2], etc. The * last time, if he wants another chance, he gets a snide remark as * we exit. When reincarnated, all objects being carried get dropped * at game.oldlc2 (presumably the last place prior to being killed) * without change of props. The loop runs backwards to assure that * the bird is dropped before the cage. (This kluge could be changed * once we're sure all references to bird and cage are done by * keywords.) The lamp is a special case (it wouldn't do to leave it * in the cave). It is turned off and left outside the building (only * if he was carrying it, of course). He himself is left inside the * building (and heaven help him if he tries to xyzzy back into the * cave without the lamp!). game.oldloc is zapped so he can't just * "retreat". */ static void croak(void) /* Okay, he's dead. Let's get on with it. */ { const char* query = obituaries[game.numdie].query; const char* yes_response = obituaries[game.numdie].yes_response; ++game.numdie; if (game.closng) { /* He died during closing time. No resurrection. Tally up a * death and exit. */ rspeak(DEATH_CLOSING); terminate(endgame); } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN])) terminate(endgame); else { game.place[WATER] = game.place[OIL] = LOC_NOWHERE; if (TOTING(LAMP)) game.prop[LAMP] = LAMP_DARK; for (int j = 1; j <= NOBJECTS; j++) { int i = NOBJECTS + 1 - j; if (TOTING(i)) { /* Always leave lamp where it's accessible aboveground */ drop(i, (i == LAMP) ? LOC_START : game.oldlc2); } } game.loc = LOC_BUILDING; game.oldloc = game.loc; } } static bool traveleq(long a, long b) /* Are two travel entries equal for purposes of skip after failed condition? */ { return (travel[a].cond == travel[b].cond) && (travel[a].dest == travel[b].dest); } /* Given the current location in "game.loc", and a motion verb number in * "motion", put the new location in "game.newloc". The current loc is saved * in "game.oldloc" in case he wants to retreat. The current * game.oldloc is saved in game.oldlc2, in case he dies. (if he * does, game.newloc will be limbo, and game.oldloc will be what killed * him, so we need game.oldlc2, which is the last place he was * safe.) */ static bool playermove( int motion) { int scratchloc, travel_entry = tkey[game.loc]; game.newloc = game.loc; if (travel_entry == 0) BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE if (motion == NUL) return true; else if (motion == BACK) { /* Handle "go back". Look for verb which goes from game.loc to * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion. * te_tmp saves entry -> forced loc -> previous loc. */ motion = game.oldloc; if (FORCED(motion)) motion = game.oldlc2; game.oldlc2 = game.oldloc; game.oldloc = game.loc; int spk = 0; if (motion == game.loc) spk = FORGOT_PATH; if (CNDBIT(game.loc, COND_NOBACK)) spk = TWIST_TURN; if (spk == 0) { int te_tmp = 0; for (;;) { scratchloc = travel[travel_entry].dest; if (scratchloc != motion) { if (!SPECIAL(scratchloc)) { if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == motion) te_tmp = travel_entry; } if (!travel[travel_entry].stop) { ++travel_entry; /* go to next travel entry for this location */ continue; } /* we've reached the end of travel entries for game.loc */ travel_entry = te_tmp; if (travel_entry == 0) { rspeak(NOT_CONNECTED); return true; } } motion = travel[travel_entry].motion; travel_entry = tkey[game.loc]; break; /* fall through to ordinary travel */ } } else { rspeak(spk); return true; } } else if (motion == LOOK) { /* Look. Can't give more detail. Pretend it wasn't dark * (though it may now be dark) so he won't fall into a * pit while staring into the gloom. */ if (game.detail < 3) rspeak(NO_MORE_DETAIL); ++game.detail; game.wzdark = false; game.abbrev[game.loc] = 0; return true; } else if (motion == CAVE) { /* Cave. Different messages depending on whether above ground. */ rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL); return true; } else { /* none of the specials */ game.oldlc2 = game.oldloc; game.oldloc = game.loc; } /* Look for a way to fulfil the motion verb passed in - travel_entry indexes * the beginning of the motion entries for here (game.loc). */ for (;;) { if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion) break; if (travel[travel_entry].stop) { /* Couldn't find an entry matching the motion word passed * in. Various messages depending on word given. */ int spk = CANT_APPLY; if (motion >= EAST && motion <= NW) spk = BAD_DIRECTION; if (motion == UP || motion == DOWN) spk = BAD_DIRECTION; if (motion == FORWARD || motion == LEFT || motion == RIGHT) spk = UNSURE_FACING; if (motion == OUTSIDE || motion == INSIDE) spk = NO_INOUT_HERE; if (motion == XYZZY || motion == PLUGH) spk = NOTHING_HAPPENS; if (motion == CRAWL) spk = WHICH_WAY; rspeak(spk); return true; } ++travel_entry; } /* (ESR) We've found a destination that goes with the motion verb. * Next we need to check any conditional(s) on this destination, and * possibly on following entries. */ /* FIXME: Magic numbers related to move opcodes */ do { for (;;) { /* L12 loop */ for (;;) { long cond = travel[travel_entry].cond; long arg = MOD(cond, 100); if (!SPECIAL(cond)) { /* YAML N and [pct N] conditionals */ if (cond <= 100) { if (cond == 0 || PCT(cond)) break; /* else fall through */ } /* YAML [with OBJ] clause */ if (TOTING(arg) || (cond > 200 && AT(arg))) break; /* else fall through to check [not OBJ STATE] */ } else if (game.prop[arg] != cond / 100 - 3) break; /* We arrive here on conditional failure. * Skip to next non-matching destination */ long te_tmp = travel_entry; do { if (travel[te_tmp].stop) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE ++te_tmp; } while (traveleq(travel_entry, te_tmp)); travel_entry = te_tmp; } /* Found an eligible rule, now execute it */ game.newloc = travel[travel_entry].dest; if (!SPECIAL(game.newloc)) return true; if (game.newloc > 500) { /* Execute a speak rule */ rspeak(L_SPEAK(game.newloc)); game.newloc = game.loc; return true; } else { game.newloc -= SPECIALBASE; switch (game.newloc) { case 1: /* Travel 301. Plover-alcove passage. Can carry only * emerald. Note: travel table must include "useless" * entries going through passage, which can never be used * for actual motion, but can be spotted by "go back". */ /* FIXME: Arithmetic on location numbers */ game.newloc = 99 + 100 - game.loc; if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) { game.newloc = game.loc; rspeak(MUST_DROP); } return true; case 2: /* Travel 302. Plover transport. Drop the * emerald (only use special travel if toting * it), so he's forced to use the plover-passage * to get it out. Having dropped it, go back and * pretend he wasn't carrying it after all. */ drop(EMERALD, game.loc); int te_tmp = travel_entry; do { if (travel[te_tmp].stop) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE ++te_tmp; } while (traveleq(travel_entry, te_tmp)); travel_entry = te_tmp; continue; /* goto L12 */ case 3: /* Travel 303. Troll bridge. Must be done only * as special motion so that dwarves won't wander * across and encounter the bear. (They won't * follow the player there because that region is * forbidden to the pirate.) If * game.prop(TROLL)=1, he's crossed since paying, * so step out and block him. (standard travel * entries check for game.prop(TROLL)=0.) Special * stuff for bear. */ if (game.prop[TROLL] == TROLL_PAIDONCE) { pspeak(TROLL, look, TROLL_PAIDONCE); game.prop[TROLL] = TROLL_UNPAID; move(TROLL2, 0); move(TROLL2 + NOBJECTS, 0); move(TROLL, objects[TROLL].plac); move(TROLL + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); game.newloc = game.loc; return true; } else { game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc; if (game.prop[TROLL] == TROLL_UNPAID) game.prop[TROLL] = TROLL_PAIDONCE; if (!TOTING(BEAR)) return true; rspeak(BRIDGE_COLLAPSE); game.prop[CHASM] = BRIDGE_WRECKED; game.prop[TROLL] = TROLL_GONE; drop(BEAR, game.newloc); game.fixed[BEAR] = -1; game.prop[BEAR] = BEAR_DEAD; game.oldlc2 = game.newloc; croak(); return true; } default: BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } } break; /* Leave L12 loop */ } } while (false); } static bool closecheck(void) /* Handle the closing of the cave. The cave closes "clock1" turns * after the last treasure has been located (including the pirate's * chest, which may of course never show up). Note that the * treasures need not have been taken yet, just located. Hence * clock1 must be large enough to get out of the cave (it only ticks * while inside the cave). When it hits zero, we branch to 10000 to * start closing the cave, and then sit back and wait for him to try * to get out. If he doesn't within clock2 turns, we close the cave; * if he does try, we assume he panics, and give him a few additional * turns to get frantic before we close. When clock2 hits zero, we * transport him into the final puzzle. Note that the puzzle depends * upon all sorts of random things. For instance, there must be no * water or oil, since there are beanstalks which we don't want to be * able to water, since the code can't handle it. Also, we can have * no keys, since there is a grate (having moved the fixed object!) * there separating him from all the treasures. Most of these * problems arise from the use of negative prop numbers to suppress * the object descriptions until he's actually moved the objects. */ { if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) --game.clock1; /* When the first warning comes, we lock the grate, destroy * the bridge, kill all the dwarves (and the pirate), remove * the troll and bear (unless dead), and set "closng" to * true. Leave the dragon; too much trouble to move it. * from now until clock2 runs out, he cannot unlock the * grate, move to any location outside the cave, or create * the bridge. Nor can he be resurrected if he dies. Note * that the snake is already gone, since he got to the * treasure accessible only via the hall of the mountain * king. Also, he's been in giant room (to get eggs), so we * can refer to it. Also also, he's gotten the pearl, so we * know the bivalve is an oyster. *And*, the dwarves must * have been activated, since we've found chest. */ if (game.clock1 == 0) { game.prop[GRATE] = GRATE_CLOSED; game.prop[FISSURE] = UNBRIDGED; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; game.dloc[i] = 0; } move(TROLL, 0); move(TROLL + NOBJECTS, 0); move(TROLL2, objects[TROLL].plac); move(TROLL2 + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); if (game.prop[BEAR] != BEAR_DEAD) DESTROY(BEAR); game.prop[CHAIN] = CHAIN_HEAP; game.fixed[CHAIN] = CHAIN_HEAP; game.prop[AXE] = 0; game.fixed[AXE] = 0; rspeak(CAVE_CLOSING); game.clock1 = -1; game.closng = true; return true; } else if (game.clock1 < 0) --game.clock2; if (game.clock2 == 0) { /* Once he's panicked, and clock2 has run out, we come here * to set up the storage room. The room has two locs, * hardwired as LOC_NE and LOC_SW. At the ne end, we * place empty bottles, a nursery of plants, a bed of * oysters, a pile of lamps, rods with stars, sleeping * dwarves, and him. At the sw end we place grate over * treasures, snake pit, covey of caged birds, more rods, and * pillows. A mirror stretches across one wall. Many of the * objects come from known locations and/or states (e.g. the * snake is known to have been destroyed and needn't be * carried away from its old "place"), making the various * objects be handled differently. We also drop all other * objects he might be carrying (lest he have some which * could cause trouble, such as the keys). We describe the * flash of light and trundle back. */ game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE); game.prop[PLANT] = put(PLANT, LOC_NE, 0); game.prop[OYSTER] = put(OYSTER, LOC_NE, 0); game.prop[LAMP] = put(LAMP, LOC_NE, 0); game.prop[ROD] = put(ROD, LOC_NE, 0); game.prop[DWARF] = put(DWARF, LOC_NE, 0); game.loc = LOC_NE; game.oldloc = LOC_NE; game.newloc = LOC_NE; /* Leave the grate with normal (non-negative) property. * Reuse sign. */ put(GRATE, LOC_SW, 0); put(SIGN, LOC_SW, 0); game.prop[SIGN] = ENDGAME_SIGN; game.prop[SNAKE] = put(SNAKE, LOC_SW, 1); game.prop[BIRD] = put(BIRD, LOC_SW, 1); game.prop[CAGE] = put(CAGE, LOC_SW, 0); game.prop[ROD2] = put(ROD2, LOC_SW, 0); game.prop[PILLOW] = put(PILLOW, LOC_SW, 0); game.prop[MIRROR] = put(MIRROR, LOC_NE, 0); game.fixed[MIRROR] = LOC_SW; for (int i = 1; i <= NOBJECTS; i++) { if (TOTING(i)) DESTROY(i); } rspeak(CAVE_CLOSED); game.closed = true; return true; } return false; } static void lampcheck(void) /* Check game limit and lamp timers */ { if (game.prop[LAMP] == LAMP_BRIGHT) --game.limit; /* Another way we can force an end to things is by having the * lamp give out. When it gets close, we come here to warn him. * First following arm checks if the lamp and fresh batteries are * here, in which case we replace the batteries and continue. * Second is for other cases of lamp dying. Eve after it goes * out, he can explore outside for a while if desired. */ if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) { rspeak(REPLACE_BATTERIES); game.prop[BATTERY] = DEAD_BATTERIES; if (TOTING(BATTERY)) drop(BATTERY, game.loc); game.limit += BATTERYLIFE; game.lmwarn = false; } else if (game.limit == 0) { game.limit = -1; game.prop[LAMP] = LAMP_DARK; if (HERE(LAMP)) rspeak(LAMP_OUT); } else if (game.limit <= WARNTIME) { if (!game.lmwarn && HERE(LAMP)) { game.lmwarn = true; int spk = GET_BATTERIES; if (game.place[BATTERY] == LOC_NOWHERE) spk = LAMP_DIM; if (game.prop[BATTERY] == DEAD_BATTERIES) spk = MISSING_BATTERIES; rspeak(spk); } } } static void listobjects(void) /* Print out descriptions of objects at this location. If * not closing and property value is negative, tally off * another treasure. Rug is special case; once seen, its * game.prop is RUG_DRAGON (dragon on it) till dragon is killed. * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to * bear). These hacks are because game.prop=0 is needed to * get full score. */ { if (!DARK(game.loc)) { ++game.abbrev[game.loc]; for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) { long obj = i; if (obj > NOBJECTS) obj = obj - NOBJECTS; if (obj == STEPS && TOTING(NUGGET)) continue; if (game.prop[obj] < 0) { if (game.closed) continue; game.prop[obj] = 0; if (obj == RUG) game.prop[RUG] = RUG_DRAGON; if (obj == CHAIN) game.prop[CHAIN] = CHAINING_BEAR; --game.tally; /* Note: There used to be a test here to see whether the * player had blown it so badly that he could never ever see * the remaining treasures, and if so the lamp was zapped to * 35 turns. But the tests were too simple-minded; things * like killing the bird before the snake was gone (can never * see jewelry), and doing it "right" was hopeless. E.G., * could cross troll bridge several times, using up all * available treasures, breaking vase, using coins to buy * batteries, etc., and eventually never be able to get * across again. If bottle were left on far side, could then * never get eggs or trident, and the effects propagate. So * the whole thing was flushed. anyone who makes such a * gross blunder isn't likely to find everything else anyway * (so goes the rationalisation). */ } int kk = game.prop[obj]; if (obj == STEPS && game.loc == game.fixed[STEPS]) kk = 1; pspeak(obj, look, kk); } } } static bool do_command() /* Get and execute a command */ { long V1, V2; long kmod, defn; static long igo = 0; static struct command_t command; command.verb = 0; /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { rspeak(EXIT_CLOSED); game.newloc = game.loc; if (!game.panic) game.clock2 = PANICTIME; game.panic = true; } /* See if a dwarf has seen him and has come from where he * wants to go. If so, the dwarf's blocking his way. If * coming from place forbidden to pirate (dwarves rooted in * place) let him get out (and attacked). */ if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) { for (size_t i = 1; i <= NDWARVES - 1; i++) { if (game.odloc[i] == game.newloc && game.dseen[i]) { game.newloc = game.loc; rspeak(DWARF_BLOCK); break; } } } game.loc = game.newloc; if (!dwarfmove()) croak(); /* Describe the current location and (maybe) get next command. */ for (;;) { if (game.loc == 0) croak(); const char* msg = locations[game.loc].description.small; if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0) msg = locations[game.loc].description.big; if (!FORCED(game.loc) && DARK(game.loc)) { /* The easiest way to get killed is to fall into a pit in * pitch darkness. */ if (game.wzdark && PCT(35)) { rspeak(PIT_FALL); game.oldlc2 = game.loc; croak(); continue; /* back to top of main interpreter loop */ } msg = arbitrary_messages[PITCH_DARK]; } if (TOTING(BEAR)) rspeak(TAME_BEAR); speak(msg); if (FORCED(game.loc)) { if (playermove(HERE)) return true; else continue; /* back to top of main interpreter loop */ } if (game.loc == LOC_Y2 && PCT(25) && !game.closng) rspeak(SAYS_PLUGH); listobjects(); L2012: command.verb = 0; game.oldobj = command.obj; command.obj = 0; L2600: checkhints(); /* If closing time, check for any objects being toted with * game.prop < 0 and set the prop to -1-game.prop. This way * objects won't be described until they've been picked up * and put down separate from their respective piles. Don't * tick game.clock1 unless well into cave (and not at Y2). */ if (game.closed) { if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) pspeak(OYSTER, look, 1); for (size_t i = 1; i <= NOBJECTS; i++) { if (TOTING(i) && game.prop[i] < 0) game.prop[i] = -1 - game.prop[i]; } } game.wzdark = DARK(game.loc); if (game.knfloc > 0 && game.knfloc != game.loc) game.knfloc = 0; /* This is where we get a new command from the user */ char* input; char inputbuf[LINESIZE]; for (;;) { input = get_input(); if (input == NULL) return (false); if (word_count(input) > 2) { rspeak(TWO_WORDS); continue; } if (strcmp(input, "") != 0) break; } strncpy(inputbuf, input, LINESIZE - 1); free(input); long tokens[4]; tokenize(inputbuf, tokens); command.wd1 = tokens[0]; command.wd1x = tokens[1]; command.wd2 = tokens[2]; command.wd2x = tokens[3]; /* Every input, check "game.foobar" flag. If zero, nothing's * going on. If pos, make neg. If neg, he skipped a word, * so make it zero. */ L2607: game.foobar = (game.foobar > 0 ? -game.foobar : 0); ++game.turns; /* If a turn threshold has been met, apply penalties and tell * the player about it. */ for (int i = 0; i < NTHRESHOLDS; ++i) { if (game.turns == turn_thresholds[i].threshold + 1) { game.trnluz += turn_thresholds[i].point_loss; speak(turn_thresholds[i].message); } } if (command.verb == SAY && command.wd2 > 0) command.verb = 0; if (command.verb == SAY) { command.part = transitive; goto Laction; } if (closecheck()) { if (game.closed) return true; } else lampcheck(); char word1[6]; char word2[6]; packed_to_token(command.wd1, word1); packed_to_token(command.wd2, word2); V1 = get_vocab_id(word1); V2 = get_vocab_id(word2); if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) { if (LIQLOC(game.loc) == WATER) { rspeak(FEET_WET); } else { rspeak(WHERE_QUERY); } goto L2012; } if (V1 == ENTER && command.wd2 > 0) { command.wd1 = command.wd2; command.wd1x = command.wd2x; wordclear(&command.wd2); } else { /* FIXME: Magic numbers related to vocabulary */ if (!((V1 != PROMOTE_WORD(WATER) && V1 != PROMOTE_WORD(OIL)) || (V2 != PROMOTE_WORD(PLANT) && V2 != PROMOTE_WORD(DOOR)))) { if (AT(DEMOTE_WORD(V2))) command.wd2 = token_to_packed("POUR"); } if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD)) command.wd1 = token_to_packed("CATCH"); } L2620: if (wordeq(command.wd1, token_to_packed("WEST"))) { ++game.iwest; if (game.iwest == 10) rspeak(W_IS_WEST); } if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) { if (++igo == 10) rspeak(GO_UNNEEDED); } Lookup: packed_to_token(command.wd1, word1); defn = get_vocab_id(word1); if (defn == -1) { /* Gee, I don't understand. */ if (fallback_handler(inputbuf)) continue; rspeak(DONT_KNOW, command.wd1, command.wd1x); goto L2600; } /* FIXME: magic numbers related to vocabulary */ kmod = MOD(defn, 1000); switch (defn / 1000) { case 0: if (playermove(kmod)) return true; else continue; /* back to top of main interpreter loop */ case 1: command.part = unknown; command.obj = kmod; break; case 2: command.part = intransitive; command.verb = kmod; break; case 3: speak(specials[kmod].message); goto L2012; default: BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE } Laction: switch (action(&command)) { case GO_TERMINATE: return true; case GO_MOVE: playermove(NUL); return true; case GO_TOP: continue; /* back to top of main interpreter loop */ case GO_CLEAROBJ: goto L2012; case GO_CHECKHINT: goto L2600; case GO_CHECKFOO: goto L2607; case GO_LOOKUP: goto Lookup; case GO_WORD2: /* Get second word for analysis. */ command.wd1 = command.wd2; command.wd1x = command.wd2x; wordclear(&command.wd2); goto L2620; case GO_UNKNOWN: /* Random intransitive verbs come here. Clear obj just in case * (see attack()). */ rspeak(DO_WHAT, command.wd1, command.wd1x); command.obj = 0; goto L2600; case GO_DWARFWAKE: /* Oh dear, he's disturbed the dwarves. */ rspeak(DWARVES_AWAKEN); terminate(endgame); default: BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE } } } /* end */