1586 lines
45 KiB
C
1586 lines
45 KiB
C
/*
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* SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "advent.h"
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#include <ctype.h>
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#include <editline/readline.h>
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#include <getopt.h>
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#include <signal.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <unistd.h>
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#define DIM(a) (sizeof(a) / sizeof(a[0]))
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#if defined ADVENT_AUTOSAVE
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static FILE *autosave_fp;
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void autosave(void) {
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if (autosave_fp != NULL) {
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rewind(autosave_fp);
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savefile(autosave_fp);
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fflush(autosave_fp);
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}
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}
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#endif
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// LCOV_EXCL_START
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// exclude from coverage analysis because it requires interactivity to test
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static void sig_handler(int signo) {
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if (signo == SIGINT) {
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if (settings.logfp != NULL) {
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fflush(settings.logfp);
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}
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}
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#if defined ADVENT_AUTOSAVE
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if (signo == SIGHUP || signo == SIGTERM) {
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autosave();
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}
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#endif
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exit(EXIT_FAILURE);
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}
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// LCOV_EXCL_STOP
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char *myreadline(const char *prompt) {
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/*
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* This function isn't required for gameplay, readline() straight
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* up would suffice for that. It's where we interpret command-line
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* logfiles for testing purposes.
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*/
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/* Normal case - no script arguments */
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if (settings.argc == 0) {
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char *ln = readline(prompt);
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if (ln == NULL) {
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fputs(prompt, stdout);
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}
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return ln;
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}
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char *buf = malloc(LINESIZE + 1);
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for (;;) {
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if (settings.scriptfp == NULL || feof(settings.scriptfp)) {
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if (settings.optind >= settings.argc) {
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free(buf);
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return NULL;
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}
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char *next = settings.argv[settings.optind++];
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if (settings.scriptfp != NULL &&
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feof(settings.scriptfp)) {
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fclose(settings.scriptfp);
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}
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if (strcmp(next, "-") == 0) {
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settings.scriptfp = stdin; // LCOV_EXCL_LINE
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} else {
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settings.scriptfp = fopen(next, "r");
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}
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}
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if (isatty(fileno(settings.scriptfp)) && !settings.oldstyle) {
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free(buf); // LCOV_EXCL_LINE
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return readline(prompt); // LCOV_EXCL_LINE
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} else {
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char *ln = fgets(buf, LINESIZE, settings.scriptfp);
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if (ln != NULL) {
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fputs(prompt, stdout);
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fputs(ln, stdout);
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return ln;
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}
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}
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}
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return NULL;
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}
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/* Check if this loc is eligible for any hints. If been here int
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* enough, display. Ignore "HINTS" < 4 (special stuff, see database
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* notes). */
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static void checkhints(void) {
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if (conditions[game.loc] >= game.conds) {
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for (int hint = 0; hint < NHINTS; hint++) {
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if (game.hints[hint].used) {
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continue;
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}
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if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) {
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game.hints[hint].lc = -1;
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}
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++game.hints[hint].lc;
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/* Come here if he's been int enough at required loc(s)
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* for some unused hint. */
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if (game.hints[hint].lc >= hints[hint].turns) {
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int i;
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switch (hint) {
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case 0:
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/* cave */
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if (game.objects[GRATE].prop ==
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GRATE_CLOSED &&
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!HERE(KEYS)) {
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break;
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}
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game.hints[hint].lc = 0;
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return;
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case 1: /* bird */
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if (game.objects[BIRD].place ==
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game.loc &&
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TOTING(ROD) &&
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game.oldobj == BIRD) {
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break;
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}
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return;
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case 2: /* snake */
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if (HERE(SNAKE) && !HERE(BIRD)) {
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break;
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}
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game.hints[hint].lc = 0;
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return;
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case 3: /* maze */
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if (game.locs[game.loc].atloc ==
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NO_OBJECT &&
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game.locs[game.oldloc].atloc ==
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NO_OBJECT &&
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game.locs[game.oldlc2].atloc ==
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NO_OBJECT &&
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game.holdng > 1) {
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break;
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}
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game.hints[hint].lc = 0;
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return;
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case 4: /* dark */
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if (!OBJECT_IS_NOTFOUND(EMERALD) &&
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OBJECT_IS_NOTFOUND(PYRAMID)) {
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break;
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}
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game.hints[hint].lc = 0;
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return;
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case 5: /* witt */
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break;
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case 6: /* urn */
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if (game.dflag == 0) {
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break;
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}
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game.hints[hint].lc = 0;
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return;
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case 7: /* woods */
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if (game.locs[game.loc].atloc ==
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NO_OBJECT &&
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game.locs[game.oldloc].atloc ==
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NO_OBJECT &&
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game.locs[game.oldlc2].atloc ==
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NO_OBJECT) {
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break;
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}
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return;
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case 8: /* ogre */
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i = atdwrf(game.loc);
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if (i < 0) {
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game.hints[hint].lc = 0;
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return;
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}
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if (HERE(OGRE) && i == 0) {
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break;
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}
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return;
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case 9: /* jade */
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if (game.tally == 1 &&
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OBJECT_IS_STASHED_OR_UNSEEN(JADE)) {
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break;
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}
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game.hints[hint].lc = 0;
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return;
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default: // LCOV_EXCL_LINE
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// Should never happen
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BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
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}
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/* Fall through to hint display */
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game.hints[hint].lc = 0;
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if (!yes_or_no(hints[hint].question,
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arbitrary_messages[NO_MESSAGE],
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arbitrary_messages[OK_MAN])) {
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return;
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}
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rspeak(HINT_COST, hints[hint].penalty,
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hints[hint].penalty);
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game.hints[hint].used =
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yes_or_no(arbitrary_messages[WANT_HINT],
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hints[hint].hint,
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arbitrary_messages[OK_MAN]);
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if (game.hints[hint].used &&
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game.limit > WARNTIME) {
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game.limit +=
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WARNTIME * hints[hint].penalty;
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}
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}
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}
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}
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}
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static bool spotted_by_pirate(int i) {
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if (i != PIRATE) {
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return false;
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}
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/* The pirate's spotted him. Pirate leaves him alone once we've
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* found chest. K counts if a treasure is here. If not, and
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* tally=1 for an unseen chest, let the pirate be spotted. Note
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* that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's
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* thrown it to the troll, but in that case he's seen the chest
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* OBJECT_IS_FOUND(CHEST) == true. */
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if (game.loc == game.chloc || !OBJECT_IS_NOTFOUND(CHEST)) {
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return true;
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}
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int snarfed = 0;
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bool movechest = false, robplayer = false;
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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if (!objects[treasure].is_treasure) {
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continue;
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}
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/* Pirate won't take pyramid from plover room or dark
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* room (too easy!). */
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if (treasure == PYRAMID &&
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(game.loc == objects[PYRAMID].plac ||
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game.loc == objects[EMERALD].plac)) {
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continue;
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}
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if (TOTING(treasure) || HERE(treasure)) {
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++snarfed;
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}
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if (TOTING(treasure)) {
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movechest = true;
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robplayer = true;
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}
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}
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/* Force chest placement before player finds last treasure */
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if (game.tally == 1 && snarfed == 0 &&
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game.objects[CHEST].place == LOC_NOWHERE && HERE(LAMP) &&
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game.objects[LAMP].prop == LAMP_BRIGHT) {
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rspeak(PIRATE_SPOTTED);
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movechest = true;
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}
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/* Do things in this order (chest move before robbery) so chest is
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* listed last at the maze location. */
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if (movechest) {
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move(CHEST, game.chloc);
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move(MESSAG, game.chloc2);
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game.dwarves[PIRATE].loc = game.chloc;
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game.dwarves[PIRATE].oldloc = game.chloc;
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game.dwarves[PIRATE].seen = false;
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} else {
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/* You might get a hint of the pirate's presence even if the
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* chest doesn't move... */
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if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc &&
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PCT(20)) {
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rspeak(PIRATE_RUSTLES);
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}
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}
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if (robplayer) {
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rspeak(PIRATE_POUNCES);
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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if (!objects[treasure].is_treasure) {
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continue;
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}
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if (!(treasure == PYRAMID &&
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(game.loc == objects[PYRAMID].plac ||
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game.loc == objects[EMERALD].plac))) {
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if (AT(treasure) &&
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game.objects[treasure].fixed == IS_FREE) {
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carry(treasure, game.loc);
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}
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if (TOTING(treasure)) {
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drop(treasure, game.chloc);
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}
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}
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}
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}
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return true;
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}
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static bool dwarfmove(void) {
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/* Dwarves move. Return true if player survives, false if he dies. */
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int kk, stick, attack;
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loc_t tk[21];
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/* Dwarf stuff. See earlier comments for description of
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* variables. Remember sixth dwarf is pirate and is thus
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* very different except for motion rules. */
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/* First off, don't let the dwarves follow him into a pit or a
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* wall. Activate the whole mess the first time he gets as far
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* as the Hall of Mists (what INDEEP() tests). If game.newloc
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* is forbidden to pirate (in particular, if it's beyond the
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* troll bridge), bypass dwarf stuff. That way pirate can't
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* steal return toll, and dwarves can't meet the bear. Also
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* means dwarves won't follow him into dead end in maze, but
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* c'est la vie. They'll wait for him outside the dead end. */
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if (game.loc == LOC_NOWHERE || FORCED(game.loc) ||
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CNDBIT(game.newloc, COND_NOARRR)) {
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return true;
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}
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/* Dwarf activity level ratchets up */
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if (game.dflag == 0) {
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if (INDEEP(game.loc)) {
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game.dflag = 1;
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}
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return true;
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}
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/* When we encounter the first dwarf, we kill 0, 1, or 2 of
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* the 5 dwarves. If any of the survivors is at game.loc,
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* replace him with the alternate. */
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if (game.dflag == 1) {
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if (!INDEEP(game.loc) ||
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(PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) {
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return true;
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}
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game.dflag = 2;
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for (int i = 1; i <= 2; i++) {
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int j = 1 + randrange(NDWARVES - 1);
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if (PCT(50)) {
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game.dwarves[j].loc = 0;
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}
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}
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/* Alternate initial loc for dwarf, in case one of them
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* starts out on top of the adventurer. */
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for (int i = 1; i <= NDWARVES - 1; i++) {
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if (game.dwarves[i].loc == game.loc) {
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game.dwarves[i].loc = DALTLC;
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}
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game.dwarves[i].oldloc = game.dwarves[i].loc;
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}
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rspeak(DWARF_RAN);
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drop(AXE, game.loc);
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return true;
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}
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/* Things are in full swing. Move each dwarf at random,
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* except if he's seen us he sticks with us. Dwarves stay
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* deep inside. If wandering at random, they don't back up
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* unless there's no alternative. If they don't have to
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* move, they attack. And, of course, dead dwarves don't do
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* much of anything. */
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game.dtotal = 0;
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attack = 0;
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stick = 0;
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for (int i = 1; i <= NDWARVES; i++) {
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if (game.dwarves[i].loc == 0) {
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continue;
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}
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/* Fill tk array with all the places this dwarf might go. */
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unsigned int j = 1;
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kk = tkey[game.dwarves[i].loc];
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if (kk != 0) {
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do {
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enum desttype_t desttype = travel[kk].desttype;
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game.newloc = travel[kk].destval;
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/* Have we avoided a dwarf encounter? */
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if (desttype != dest_goto) {
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continue;
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} else if (!INDEEP(game.newloc)) {
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continue;
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} else if (game.newloc ==
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game.dwarves[i].oldloc) {
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continue;
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} else if (j > 1 && game.newloc == tk[j - 1]) {
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continue;
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} else if (j >= DIM(tk) - 1) {
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/* This can't actually happen. */
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continue; // LCOV_EXCL_LINE
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} else if (game.newloc == game.dwarves[i].loc) {
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continue;
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} else if (FORCED(game.newloc)) {
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continue;
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} else if (i == PIRATE &&
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CNDBIT(game.newloc, COND_NOARRR)) {
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continue;
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} else if (travel[kk].nodwarves) {
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continue;
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}
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tk[j++] = game.newloc;
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} while (!travel[kk++].stop);
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}
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tk[j] = game.dwarves[i].oldloc;
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if (j >= 2) {
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--j;
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}
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j = 1 + randrange(j);
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game.dwarves[i].oldloc = game.dwarves[i].loc;
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game.dwarves[i].loc = tk[j];
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game.dwarves[i].seen =
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(game.dwarves[i].seen && INDEEP(game.loc)) ||
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(game.dwarves[i].loc == game.loc ||
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game.dwarves[i].oldloc == game.loc);
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if (!game.dwarves[i].seen) {
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continue;
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}
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game.dwarves[i].loc = game.loc;
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if (spotted_by_pirate(i)) {
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continue;
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}
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/* This threatening little dwarf is in the room with him! */
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++game.dtotal;
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if (game.dwarves[i].oldloc == game.dwarves[i].loc) {
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++attack;
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if (game.knfloc >= LOC_NOWHERE) {
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game.knfloc = game.loc;
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}
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if (randrange(1000) < 95 * (game.dflag - 2)) {
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++stick;
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}
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}
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}
|
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|
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/* Now we know what's happening. Let's tell the poor sucker about it.
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*/
|
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if (game.dtotal == 0) {
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return true;
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}
|
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rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
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if (attack == 0) {
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return true;
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}
|
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if (game.dflag == 2) {
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game.dflag = 3;
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}
|
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if (attack > 1) {
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rspeak(THROWN_KNIVES, attack);
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rspeak(stick > 1 ? MULTIPLE_HITS
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: (stick == 1 ? ONE_HIT : NONE_HIT),
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stick);
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} else {
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rspeak(KNIFE_THROWN);
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rspeak(stick ? GETS_YOU : MISSES_YOU);
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}
|
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if (stick == 0) {
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return true;
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}
|
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game.oldlc2 = game.loc;
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return false;
|
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}
|
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|
|
/* "You're dead, Jim."
|
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*
|
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* 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
|
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* last time, if he wants another chance, he gets a snide remark as
|
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* we exit. When reincarnated, all objects being carried get dropped
|
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* 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
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* "retreat". */
|
|
static void croak(void) {
|
|
/* Okay, he's dead. Let's get on with it. */
|
|
const char *query = obituaries[game.numdie].query;
|
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const char *yes_response = obituaries[game.numdie].yes_response;
|
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|
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++game.numdie;
|
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|
|
if (game.closng) {
|
|
/* He died during closing time. No resurrection. Tally up a
|
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* death and exit. */
|
|
rspeak(DEATH_CLOSING);
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terminate(endgame);
|
|
} else if (!yes_or_no(query, yes_response,
|
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arbitrary_messages[OK_MAN]) ||
|
|
game.numdie == NDEATHS) {
|
|
/* Player is asked if he wants to try again. If not, or if
|
|
* he's already used all of his lives, we end the game */
|
|
terminate(endgame);
|
|
} else {
|
|
/* If player wishes to continue, we empty the liquids in the
|
|
* user's inventory, turn off the lamp, and drop all items
|
|
* where he died. */
|
|
game.objects[WATER].place = game.objects[OIL].place =
|
|
LOC_NOWHERE;
|
|
if (TOTING(LAMP)) {
|
|
game.objects[LAMP].prop = 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.oldloc = game.loc = game.newloc = LOC_BUILDING;
|
|
}
|
|
}
|
|
|
|
static void describe_location(void) {
|
|
/* Describe the location to the user */
|
|
const char *msg = locations[game.loc].description.small;
|
|
|
|
if (MOD(game.locs[game.loc].abbrev, game.abbnum) == 0 ||
|
|
msg == NO_MESSAGE) {
|
|
msg = locations[game.loc].description.big;
|
|
}
|
|
|
|
if (!FORCED(game.loc) && DARK(game.loc)) {
|
|
msg = arbitrary_messages[PITCH_DARK];
|
|
}
|
|
|
|
if (TOTING(BEAR)) {
|
|
rspeak(TAME_BEAR);
|
|
}
|
|
|
|
speak(msg);
|
|
|
|
if (game.loc == LOC_Y2 && PCT(25) && !game.closng) {
|
|
rspeak(SAYS_PLUGH);
|
|
}
|
|
}
|
|
|
|
static bool traveleq(int a, int b) {
|
|
/* Are two travel entries equal for purposes of skip after failed
|
|
* condition? */
|
|
return (travel[a].condtype == travel[b].condtype) &&
|
|
(travel[a].condarg1 == travel[b].condarg1) &&
|
|
(travel[a].condarg2 == travel[b].condarg2) &&
|
|
(travel[a].desttype == travel[b].desttype) &&
|
|
(travel[a].destval == travel[b].destval);
|
|
}
|
|
|
|
/* 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 void 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;
|
|
} 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;
|
|
if (CNDBIT(game.loc, COND_NOBACK)) {
|
|
rspeak(TWIST_TURN);
|
|
return;
|
|
}
|
|
if (motion == game.loc) {
|
|
rspeak(FORGOT_PATH);
|
|
return;
|
|
}
|
|
|
|
int te_tmp = 0;
|
|
for (;;) {
|
|
enum desttype_t desttype =
|
|
travel[travel_entry].desttype;
|
|
scratchloc = travel[travel_entry].destval;
|
|
if (desttype != dest_goto || scratchloc != motion) {
|
|
if (desttype == dest_goto) {
|
|
if (FORCED(scratchloc) &&
|
|
travel[tkey[scratchloc]].destval ==
|
|
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;
|
|
}
|
|
}
|
|
|
|
motion = travel[travel_entry].motion;
|
|
travel_entry = tkey[game.loc];
|
|
break; /* fall through to ordinary travel */
|
|
}
|
|
} 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.locs[game.loc].abbrev = 0;
|
|
return;
|
|
} 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;
|
|
} 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 ((travel[travel_entry].motion == HERE) ||
|
|
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.
|
|
*/
|
|
switch (motion) {
|
|
case EAST:
|
|
case WEST:
|
|
case SOUTH:
|
|
case NORTH:
|
|
case NE:
|
|
case NW:
|
|
case SW:
|
|
case SE:
|
|
case UP:
|
|
case DOWN:
|
|
rspeak(BAD_DIRECTION);
|
|
break;
|
|
case FORWARD:
|
|
case LEFT:
|
|
case RIGHT:
|
|
rspeak(UNSURE_FACING);
|
|
break;
|
|
case OUTSIDE:
|
|
case INSIDE:
|
|
rspeak(NO_INOUT_HERE);
|
|
break;
|
|
case XYZZY:
|
|
case PLUGH:
|
|
rspeak(NOTHING_HAPPENS);
|
|
break;
|
|
case CRAWL:
|
|
rspeak(WHICH_WAY);
|
|
break;
|
|
default:
|
|
rspeak(CANT_APPLY);
|
|
}
|
|
return;
|
|
}
|
|
++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. */
|
|
do {
|
|
for (;;) { /* L12 loop */
|
|
for (;;) {
|
|
enum condtype_t condtype =
|
|
travel[travel_entry].condtype;
|
|
int condarg1 = travel[travel_entry].condarg1;
|
|
int condarg2 = travel[travel_entry].condarg2;
|
|
if (condtype < cond_not) {
|
|
/* YAML N and [pct N] conditionals */
|
|
if (condtype == cond_goto ||
|
|
condtype == cond_pct) {
|
|
if (condarg1 == 0 ||
|
|
PCT(condarg1)) {
|
|
break;
|
|
}
|
|
/* else fall through */
|
|
}
|
|
/* YAML [with OBJ] clause */
|
|
else if (TOTING(condarg1) ||
|
|
(condtype == cond_with &&
|
|
AT(condarg1))) {
|
|
break;
|
|
}
|
|
/* else fall through to check [not OBJ
|
|
* STATE] */
|
|
} else if (game.objects[condarg1].prop !=
|
|
condarg2) {
|
|
break;
|
|
}
|
|
|
|
/* We arrive here on conditional failure.
|
|
* Skip to next non-matching destination */
|
|
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;
|
|
}
|
|
|
|
/* Found an eligible rule, now execute it */
|
|
enum desttype_t desttype =
|
|
travel[travel_entry].desttype;
|
|
game.newloc = travel[travel_entry].destval;
|
|
if (desttype == dest_goto) {
|
|
return;
|
|
}
|
|
|
|
if (desttype == dest_speak) {
|
|
/* Execute a speak rule */
|
|
rspeak(game.newloc);
|
|
game.newloc = game.loc;
|
|
return;
|
|
} else {
|
|
switch (game.newloc) {
|
|
case 1:
|
|
/* Special travel 1. 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". */
|
|
game.newloc = (game.loc == LOC_PLOVER)
|
|
? LOC_ALCOVE
|
|
: LOC_PLOVER;
|
|
if (game.holdng > 1 ||
|
|
(game.holdng == 1 &&
|
|
!TOTING(EMERALD))) {
|
|
game.newloc = game.loc;
|
|
rspeak(MUST_DROP);
|
|
}
|
|
return;
|
|
case 2:
|
|
/* Special travel 2. 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:
|
|
/* Special travel 3. 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]=TROLL_PAIDONCE,
|
|
* he's crossed since paying, so step
|
|
* out and block him. (standard travel
|
|
* entries check for
|
|
* game.prop[TROLL]=TROLL_UNPAID.)
|
|
* Special stuff for bear. */
|
|
if (game.objects[TROLL].prop ==
|
|
TROLL_PAIDONCE) {
|
|
pspeak(TROLL, look, true,
|
|
TROLL_PAIDONCE);
|
|
game.objects[TROLL].prop =
|
|
TROLL_UNPAID;
|
|
DESTROY(TROLL2);
|
|
move(TROLL2 + NOBJECTS,
|
|
IS_FREE);
|
|
move(TROLL,
|
|
objects[TROLL].plac);
|
|
move(TROLL + NOBJECTS,
|
|
objects[TROLL].fixd);
|
|
juggle(CHASM);
|
|
game.newloc = game.loc;
|
|
return;
|
|
} else {
|
|
game.newloc =
|
|
objects[TROLL].plac +
|
|
objects[TROLL].fixd -
|
|
game.loc;
|
|
if (game.objects[TROLL].prop ==
|
|
TROLL_UNPAID) {
|
|
game.objects[TROLL]
|
|
.prop =
|
|
TROLL_PAIDONCE;
|
|
}
|
|
if (!TOTING(BEAR)) {
|
|
return;
|
|
}
|
|
state_change(CHASM,
|
|
BRIDGE_WRECKED);
|
|
game.objects[TROLL].prop =
|
|
TROLL_GONE;
|
|
drop(BEAR, game.newloc);
|
|
game.objects[BEAR].fixed =
|
|
IS_FIXED;
|
|
game.objects[BEAR].prop =
|
|
BEAR_DEAD;
|
|
game.oldlc2 = game.newloc;
|
|
croak();
|
|
return;
|
|
}
|
|
default: // LCOV_EXCL_LINE
|
|
BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
|
|
}
|
|
}
|
|
break; /* Leave L12 loop */
|
|
}
|
|
} while (false);
|
|
}
|
|
|
|
static void lampcheck(void) {
|
|
/* Check game limit and lamp timers */
|
|
if (game.objects[LAMP].prop == LAMP_BRIGHT) {
|
|
--game.limit;
|
|
}
|
|
|
|
/* Another way we can force an end to things is by having the
|
|
* lamp give out. When it gets close, we come here to warn him.
|
|
* 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. Even after it goes
|
|
* out, he can explore outside for a while if desired. */
|
|
if (game.limit <= WARNTIME) {
|
|
if (HERE(BATTERY) &&
|
|
game.objects[BATTERY].prop == FRESH_BATTERIES &&
|
|
HERE(LAMP)) {
|
|
rspeak(REPLACE_BATTERIES);
|
|
game.objects[BATTERY].prop = DEAD_BATTERIES;
|
|
#ifdef __unused__
|
|
/* This code from the original game seems to have been
|
|
* faulty. No tests ever passed the guard, and with the
|
|
* guard removed the game hangs when the lamp limit is
|
|
* reached.
|
|
*/
|
|
if (TOTING(BATTERY)) {
|
|
drop(BATTERY, game.loc);
|
|
}
|
|
#endif
|
|
game.limit += BATTERYLIFE;
|
|
game.lmwarn = false;
|
|
} else if (!game.lmwarn && HERE(LAMP)) {
|
|
game.lmwarn = true;
|
|
if (game.objects[BATTERY].prop == DEAD_BATTERIES) {
|
|
rspeak(MISSING_BATTERIES);
|
|
} else if (game.objects[BATTERY].place == LOC_NOWHERE) {
|
|
rspeak(LAMP_DIM);
|
|
} else {
|
|
rspeak(GET_BATTERIES);
|
|
}
|
|
}
|
|
}
|
|
if (game.limit == 0) {
|
|
game.limit = -1;
|
|
game.objects[LAMP].prop = LAMP_DARK;
|
|
if (HERE(LAMP)) {
|
|
rspeak(LAMP_OUT);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* 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 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. */
|
|
static bool closecheck(void) {
|
|
/* If a turn threshold has been met, apply penalties and tell
|
|
* the player about it. */
|
|
for (int i = 0; i < NTHRESHOLDS; ++i) {
|
|
if (game.turns == turn_thresholds[i].threshold + 1) {
|
|
game.trnluz += turn_thresholds[i].point_loss;
|
|
speak(turn_thresholds[i].message);
|
|
}
|
|
}
|
|
|
|
/* Don't tick game.clock1 unless well into cave (and not at Y2). */
|
|
if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) {
|
|
--game.clock1;
|
|
}
|
|
|
|
/* When the first warning comes, we lock the grate, destroy
|
|
* the bridge, kill all the dwarves (and the pirate), remove
|
|
* 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.objects[GRATE].prop = GRATE_CLOSED;
|
|
game.objects[FISSURE].prop = UNBRIDGED;
|
|
for (int i = 1; i <= NDWARVES; i++) {
|
|
game.dwarves[i].seen = false;
|
|
game.dwarves[i].loc = LOC_NOWHERE;
|
|
}
|
|
DESTROY(TROLL);
|
|
move(TROLL + NOBJECTS, IS_FREE);
|
|
move(TROLL2, objects[TROLL].plac);
|
|
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
|
|
juggle(CHASM);
|
|
if (game.objects[BEAR].prop != BEAR_DEAD) {
|
|
DESTROY(BEAR);
|
|
}
|
|
game.objects[CHAIN].prop = CHAIN_HEAP;
|
|
game.objects[CHAIN].fixed = IS_FREE;
|
|
game.objects[AXE].prop = AXE_HERE;
|
|
game.objects[AXE].fixed = IS_FREE;
|
|
rspeak(CAVE_CLOSING);
|
|
game.clock1 = -1;
|
|
game.closng = true;
|
|
return game.closed;
|
|
} 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 has some which
|
|
* could cause trouble, such as the keys). We describe the
|
|
* flash of light and trundle back. */
|
|
put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
|
|
put(PLANT, LOC_NE, PLANT_THIRSTY);
|
|
put(OYSTER, LOC_NE, STATE_FOUND);
|
|
put(LAMP, LOC_NE, LAMP_DARK);
|
|
put(ROD, LOC_NE, STATE_FOUND);
|
|
put(DWARF, LOC_NE, STATE_FOUND);
|
|
game.loc = LOC_NE;
|
|
game.oldloc = LOC_NE;
|
|
game.newloc = LOC_NE;
|
|
/* Leave the grate with normal (non-negative) property.
|
|
* Reuse sign. */
|
|
move(GRATE, LOC_SW);
|
|
move(SIGN, LOC_SW);
|
|
game.objects[SIGN].prop = ENDGAME_SIGN;
|
|
put(SNAKE, LOC_SW, SNAKE_CHASED);
|
|
put(BIRD, LOC_SW, BIRD_CAGED);
|
|
put(CAGE, LOC_SW, STATE_FOUND);
|
|
put(ROD2, LOC_SW, STATE_FOUND);
|
|
put(PILLOW, LOC_SW, STATE_FOUND);
|
|
|
|
put(MIRROR, LOC_NE, STATE_FOUND);
|
|
game.objects[MIRROR].fixed = LOC_SW;
|
|
|
|
for (int i = 1; i <= NOBJECTS; i++) {
|
|
if (TOTING(i)) {
|
|
DESTROY(i);
|
|
}
|
|
}
|
|
|
|
rspeak(CAVE_CLOSED);
|
|
game.closed = true;
|
|
return game.closed;
|
|
}
|
|
|
|
lampcheck();
|
|
return false;
|
|
}
|
|
|
|
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.locs[game.loc].abbrev;
|
|
for (int i = game.locs[game.loc].atloc; i != 0;
|
|
i = game.link[i]) {
|
|
obj_t obj = i;
|
|
if (obj > NOBJECTS) {
|
|
obj = obj - NOBJECTS;
|
|
}
|
|
if (obj == STEPS && TOTING(NUGGET)) {
|
|
continue;
|
|
}
|
|
/* (ESR) Warning: it looks like you could get away with
|
|
* running this code only on objects with the treasure
|
|
* property set. Nope. There is mystery here.
|
|
*/
|
|
if (OBJECT_IS_STASHED_OR_UNSEEN(obj)) {
|
|
if (game.closed) {
|
|
continue;
|
|
}
|
|
OBJECT_SET_FOUND(obj);
|
|
if (obj == RUG) {
|
|
game.objects[RUG].prop = RUG_DRAGON;
|
|
}
|
|
if (obj == CHAIN) {
|
|
game.objects[CHAIN].prop =
|
|
CHAINING_BEAR;
|
|
}
|
|
if (obj == EGGS) {
|
|
game.seenbigwords = true;
|
|
}
|
|
--game.tally;
|
|
/* Note: There used to be a test here to see
|
|
* whether the player had blown it so badly that
|
|
* he could never ever see 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.objects[obj].prop;
|
|
if (obj == STEPS) {
|
|
kk = (game.loc == game.objects[STEPS].fixed)
|
|
? STEPS_UP
|
|
: STEPS_DOWN;
|
|
}
|
|
pspeak(obj, look, true, kk);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Pre-processes a command input to see if we need to tease out a few specific
|
|
* cases:
|
|
* - "enter water" or "enter stream":
|
|
* weird specific case that gets the user wet, and then kicks us back to get
|
|
* another command
|
|
* - <object> <verb>:
|
|
* Irregular form of input, but should be allowed. We switch back to <verb>
|
|
* <object> form for further processing.
|
|
* - "grate":
|
|
* If in location with grate, we move to that grate. If we're in a number of
|
|
* other places, we move to the entrance.
|
|
* - "water plant", "oil plant", "water door", "oil door":
|
|
* Change to "pour water" or "pour oil" based on context
|
|
* - "cage bird":
|
|
* If bird is present, we change to "carry bird"
|
|
*
|
|
* Returns true if pre-processing is complete, and we're ready to move to the
|
|
* primary command processing, false otherwise. */
|
|
static bool preprocess_command(command_t *command) {
|
|
if (command->word[0].type == MOTION && command->word[0].id == ENTER &&
|
|
(command->word[1].id == STREAM || command->word[1].id == WATER)) {
|
|
if (LIQLOC(game.loc) == WATER) {
|
|
rspeak(FEET_WET);
|
|
} else {
|
|
rspeak(WHERE_QUERY);
|
|
}
|
|
} else {
|
|
if (command->word[0].type == OBJECT) {
|
|
/* From OV to VO form */
|
|
if (command->word[1].type == ACTION) {
|
|
command_word_t stage = command->word[0];
|
|
command->word[0] = command->word[1];
|
|
command->word[1] = stage;
|
|
}
|
|
|
|
if (command->word[0].id == GRATE) {
|
|
command->word[0].type = MOTION;
|
|
if (game.loc == LOC_START ||
|
|
game.loc == LOC_VALLEY ||
|
|
game.loc == LOC_SLIT) {
|
|
command->word[0].id = DEPRESSION;
|
|
}
|
|
if (game.loc == LOC_COBBLE ||
|
|
game.loc == LOC_DEBRIS ||
|
|
game.loc == LOC_AWKWARD ||
|
|
game.loc == LOC_BIRDCHAMBER ||
|
|
game.loc == LOC_PITTOP) {
|
|
command->word[0].id = ENTRANCE;
|
|
}
|
|
}
|
|
if ((command->word[0].id == WATER ||
|
|
command->word[0].id == OIL) &&
|
|
(command->word[1].id == PLANT ||
|
|
command->word[1].id == DOOR)) {
|
|
if (AT(command->word[1].id)) {
|
|
command->word[1] = command->word[0];
|
|
command->word[0].id = POUR;
|
|
command->word[0].type = ACTION;
|
|
strncpy(command->word[0].raw, "pour",
|
|
LINESIZE - 1);
|
|
}
|
|
}
|
|
if (command->word[0].id == CAGE &&
|
|
command->word[1].id == BIRD && HERE(CAGE) &&
|
|
HERE(BIRD)) {
|
|
command->word[0].id = CARRY;
|
|
command->word[0].type = ACTION;
|
|
}
|
|
}
|
|
|
|
/* If no word type is given for the first word, we assume it's a
|
|
* motion. */
|
|
if (command->word[0].type == NO_WORD_TYPE) {
|
|
command->word[0].type = MOTION;
|
|
}
|
|
|
|
command->state = PREPROCESSED;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool do_move(void) {
|
|
/* Actually execute the move to the new location and dwarf movement */
|
|
/* Can't leave cave once it's closing (except by main office). */
|
|
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
|
|
rspeak(EXIT_CLOSED);
|
|
game.newloc = game.loc;
|
|
if (!game.panic) {
|
|
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.dwarves[i].oldloc == game.newloc &&
|
|
game.dwarves[i].seen) {
|
|
game.newloc = game.loc;
|
|
rspeak(DWARF_BLOCK);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
game.loc = game.newloc;
|
|
|
|
if (!dwarfmove()) {
|
|
croak();
|
|
}
|
|
|
|
if (game.loc == LOC_NOWHERE) {
|
|
croak();
|
|
}
|
|
|
|
/* The easiest way to get killed is to fall into a pit in
|
|
* pitch darkness. */
|
|
if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark &&
|
|
PCT(PIT_KILL_PROB)) {
|
|
rspeak(PIT_FALL);
|
|
game.oldlc2 = game.loc;
|
|
croak();
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool do_command(void) {
|
|
/* Get and execute a command */
|
|
static command_t command;
|
|
clear_command(&command);
|
|
|
|
/* Describe the current location and (maybe) get next command. */
|
|
while (command.state != EXECUTED) {
|
|
describe_location();
|
|
|
|
if (FORCED(game.loc)) {
|
|
playermove(HERE);
|
|
return true;
|
|
}
|
|
|
|
listobjects();
|
|
|
|
/* Command not yet given; keep getting commands from user
|
|
* until valid command is both given and executed. */
|
|
clear_command(&command);
|
|
while (command.state <= GIVEN) {
|
|
|
|
if (game.closed) {
|
|
/* If closing time, check for any stashed
|
|
* objects being toted and unstash them. This
|
|
* way objects won't be described until they've
|
|
* been picked up and put down separate from
|
|
* their respective piles. */
|
|
if ((OBJECT_IS_NOTFOUND(OYSTER) ||
|
|
OBJECT_IS_STASHED(OYSTER)) &&
|
|
TOTING(OYSTER)) {
|
|
pspeak(OYSTER, look, true, 1);
|
|
}
|
|
for (size_t i = 1; i <= NOBJECTS; i++) {
|
|
if (TOTING(i) && (OBJECT_IS_NOTFOUND(i) ||
|
|
OBJECT_IS_STASHED(i))) {
|
|
game.objects[i].prop =
|
|
OBJECT_STASHED(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Check to see if the room is dark. */
|
|
game.wzdark = DARK(game.loc);
|
|
|
|
/* If the knife is not here it permanently disappears.
|
|
* Possibly this should fire if the knife is here but
|
|
* the room is dark? */
|
|
if (game.knfloc > LOC_NOWHERE &&
|
|
game.knfloc != game.loc) {
|
|
game.knfloc = LOC_NOWHERE;
|
|
}
|
|
|
|
/* Check some for hints, get input from user, increment
|
|
* turn, and pre-process commands. Keep going until
|
|
* pre-processing is done. */
|
|
while (command.state < PREPROCESSED) {
|
|
checkhints();
|
|
|
|
/* Get command input from user */
|
|
if (!get_command_input(&command)) {
|
|
return false;
|
|
}
|
|
|
|
/* Every input, check "foobar" flag. If zero,
|
|
* nothing's going on. If pos, make neg. If neg,
|
|
* he skipped a word, so make it zero.
|
|
*/
|
|
game.foobar = (game.foobar > WORD_EMPTY)
|
|
? -game.foobar
|
|
: WORD_EMPTY;
|
|
|
|
++game.turns;
|
|
preprocess_command(&command);
|
|
}
|
|
|
|
/* check if game is closed, and exit if it is */
|
|
if (closecheck()) {
|
|
return true;
|
|
}
|
|
|
|
/* loop until all words in command are processed */
|
|
while (command.state == PREPROCESSED) {
|
|
command.state = PROCESSING;
|
|
|
|
if (command.word[0].id == WORD_NOT_FOUND) {
|
|
/* Gee, I don't understand. */
|
|
sspeak(DONT_KNOW, command.word[0].raw);
|
|
clear_command(&command);
|
|
continue;
|
|
}
|
|
|
|
/* Give user hints of shortcuts */
|
|
if (strncasecmp(command.word[0].raw, "west",
|
|
sizeof("west")) == 0) {
|
|
if (++game.iwest == 10) {
|
|
rspeak(W_IS_WEST);
|
|
}
|
|
}
|
|
if (strncasecmp(command.word[0].raw, "go",
|
|
sizeof("go")) == 0 &&
|
|
command.word[1].id != WORD_EMPTY) {
|
|
if (++game.igo == 10) {
|
|
rspeak(GO_UNNEEDED);
|
|
}
|
|
}
|
|
|
|
switch (command.word[0].type) {
|
|
case MOTION:
|
|
playermove(command.word[0].id);
|
|
command.state = EXECUTED;
|
|
continue;
|
|
case OBJECT:
|
|
command.part = unknown;
|
|
command.obj = command.word[0].id;
|
|
break;
|
|
case ACTION:
|
|
if (command.word[1].type == NUMERIC) {
|
|
command.part = transitive;
|
|
} else {
|
|
command.part = intransitive;
|
|
}
|
|
command.verb = command.word[0].id;
|
|
break;
|
|
case NUMERIC:
|
|
if (!settings.oldstyle) {
|
|
sspeak(DONT_KNOW,
|
|
command.word[0].raw);
|
|
clear_command(&command);
|
|
continue;
|
|
}
|
|
break; // LCOV_EXCL_LINE
|
|
default: // LCOV_EXCL_LINE
|
|
case NO_WORD_TYPE: // LCOV_EXCL_LINE
|
|
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
|
|
}
|
|
|
|
switch (action(command)) {
|
|
case GO_TERMINATE:
|
|
command.state = EXECUTED;
|
|
break;
|
|
case GO_MOVE:
|
|
playermove(NUL);
|
|
command.state = EXECUTED;
|
|
break;
|
|
case GO_WORD2:
|
|
#ifdef GDEBUG
|
|
printf("Word shift\n");
|
|
#endif /* GDEBUG */
|
|
/* Get second word for analysis. */
|
|
command.word[0] = command.word[1];
|
|
command.word[1] = empty_command_word;
|
|
command.state = PREPROCESSED;
|
|
break;
|
|
case GO_UNKNOWN:
|
|
/* Random intransitive verbs come here.
|
|
* Clear obj just in case (see
|
|
* attack()). */
|
|
command.word[0].raw[0] =
|
|
toupper(command.word[0].raw[0]);
|
|
sspeak(DO_WHAT, command.word[0].raw);
|
|
command.obj = NO_OBJECT;
|
|
|
|
/* object cleared; we need to go back to
|
|
* the preprocessing step */
|
|
command.state = GIVEN;
|
|
break;
|
|
case GO_CHECKHINT: // FIXME: re-name to be more
|
|
// contextual; this was
|
|
// previously a label
|
|
command.state = GIVEN;
|
|
break;
|
|
case GO_DWARFWAKE:
|
|
/* Oh dear, he's disturbed the dwarves.
|
|
*/
|
|
rspeak(DWARVES_AWAKEN);
|
|
terminate(endgame);
|
|
case GO_CLEAROBJ: // FIXME: re-name to be more
|
|
// contextual; this was
|
|
// previously a label
|
|
clear_command(&command);
|
|
break;
|
|
case GO_TOP: // FIXME: re-name to be more
|
|
// contextual; this was previously
|
|
// a label
|
|
break;
|
|
default: // LCOV_EXCL_LINE
|
|
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
|
|
}
|
|
} /* while command has not been fully processed */
|
|
} /* while command is not yet given */
|
|
} /* while command is not executed */
|
|
|
|
/* command completely executed; we return true. */
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
* 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.
|
|
*/
|
|
|
|
int main(int argc, char *argv[]) {
|
|
int ch;
|
|
|
|
/* Options. */
|
|
|
|
#if defined ADVENT_AUTOSAVE
|
|
const char *opts = "dl:oa:";
|
|
const char *usage =
|
|
"Usage: %s [-l logfilename] [-o] [-a filename] [script...]\n";
|
|
FILE *rfp = NULL;
|
|
const char *autosave_filename = NULL;
|
|
#elif !defined ADVENT_NOSAVE
|
|
const char *opts = "dl:or:";
|
|
const char *usage = "Usage: %s [-l logfilename] [-o] [-r "
|
|
"restorefilename] [script...]\n";
|
|
FILE *rfp = NULL;
|
|
#else
|
|
const char *opts = "dl:o";
|
|
const char *usage = "Usage: %s [-l logfilename] [-o] [script...]\n";
|
|
#endif
|
|
while ((ch = getopt(argc, argv, opts)) != EOF) {
|
|
switch (ch) {
|
|
case 'd': // LCOV_EXCL_LINE
|
|
settings.debug += 1; // LCOV_EXCL_LINE
|
|
break; // LCOV_EXCL_LINE
|
|
case 'l':
|
|
settings.logfp = fopen(optarg, "w");
|
|
if (settings.logfp == NULL) {
|
|
fprintf(
|
|
stderr,
|
|
"advent: can't open logfile %s for write\n",
|
|
optarg);
|
|
}
|
|
signal(SIGINT, sig_handler);
|
|
break;
|
|
case 'o':
|
|
settings.oldstyle = true;
|
|
settings.prompt = false;
|
|
break;
|
|
#ifdef ADVENT_AUTOSAVE
|
|
case 'a':
|
|
rfp = fopen(optarg, READ_MODE);
|
|
autosave_filename = optarg;
|
|
signal(SIGHUP, sig_handler);
|
|
signal(SIGTERM, sig_handler);
|
|
break;
|
|
#elif !defined ADVENT_NOSAVE
|
|
case 'r':
|
|
rfp = fopen(optarg, "r");
|
|
if (rfp == NULL) {
|
|
fprintf(stderr,
|
|
"advent: can't open save file %s for "
|
|
"read\n",
|
|
optarg);
|
|
}
|
|
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");
|
|
#if defined ADVENT_AUTOSAVE
|
|
fprintf(stderr, " -a automatic save/restore "
|
|
"from specified saved game file\n");
|
|
#elif !defined ADVENT_NOSAVE
|
|
fprintf(stderr, " -r restore from specified "
|
|
"saved game file\n");
|
|
#endif
|
|
exit(EXIT_FAILURE);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* copy invocation line part after switches */
|
|
settings.argc = argc - optind;
|
|
settings.argv = argv + optind;
|
|
settings.optind = 0;
|
|
|
|
/* Initialize game variables */
|
|
int seedval = initialise();
|
|
|
|
#if !defined ADVENT_NOSAVE
|
|
if (!rfp) {
|
|
game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU],
|
|
arbitrary_messages[CAVE_NEARBY],
|
|
arbitrary_messages[NO_MESSAGE]);
|
|
if (game.novice) {
|
|
game.limit = NOVICELIMIT;
|
|
}
|
|
} else {
|
|
restore(rfp);
|
|
#if defined ADVENT_AUTOSAVE
|
|
score(scoregame);
|
|
#endif
|
|
}
|
|
#if defined ADVENT_AUTOSAVE
|
|
if (autosave_filename != NULL) {
|
|
if ((autosave_fp = fopen(autosave_filename, WRITE_MODE)) ==
|
|
NULL) {
|
|
perror(autosave_filename);
|
|
return EXIT_FAILURE;
|
|
}
|
|
autosave();
|
|
}
|
|
#endif
|
|
#else
|
|
game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU],
|
|
arbitrary_messages[CAVE_NEARBY],
|
|
arbitrary_messages[NO_MESSAGE]);
|
|
if (game.novice) {
|
|
game.limit = NOVICELIMIT;
|
|
}
|
|
#endif
|
|
|
|
if (settings.logfp) {
|
|
fprintf(settings.logfp, "seed %d\n", seedval);
|
|
}
|
|
|
|
/* interpret commands until EOF or interrupt */
|
|
for (;;) {
|
|
// if we're supposed to move, move
|
|
if (!do_move()) {
|
|
continue;
|
|
}
|
|
|
|
// get command
|
|
if (!do_command()) {
|
|
break;
|
|
}
|
|
}
|
|
/* show score and exit */
|
|
terminate(quitgame);
|
|
}
|
|
|
|
/* end */
|