open-adventure/main.c
2017-06-27 22:11:58 -04:00

1165 lines
43 KiB
C

/*
* 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.
*/
#define DEFINE_GLOBALS_FROM_INCLUDES
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include <getopt.h>
#include <signal.h>
#include <time.h>
#include "advent.h"
#include "database.h"
#include "linenoise/linenoise.h"
#include "newdb.h"
#define DIM(a) (sizeof(a)/sizeof(a[0]))
/* Abstract out the encoding of words in the travel array. Gives us
* some hope of getting to a less cryptic representation than we
* inherited from FORTRAN, someday. To understand these, read the
* encoding description for travel.
*/
#define T_DESTINATION(entry) MOD(labs((entry).opcode) / 1000, 1000)
#define T_NODWARVES(entry) labs((entry).opcode) / 1000000 == 100
#define T_MOTION(entry) MOD(labs((entry).opcode), 1000)
#define T_TERMINATE(entry) (T_MOTION(entry) == 1)
#define T_STOP(entry) ((entry).stop)
#define T_OPCODE(entry) ((entry).opcode)
#define L_SPEAK(loc) ((loc) - 500)
struct game_t game;
long LNLENG, LNPOSN;
char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
FILE *logfp = NULL, *rfp = NULL;
bool oldstyle = false;
bool editline = true;
bool prompt = true;
static void sig_handler(int signo)
{
if (signo == SIGINT) {
if (logfp != NULL)
fflush(logfp);
}
exit(0);
}
/*
* 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(FILE *);
int main(int argc, char *argv[])
{
int ch;
/* Options. */
#ifndef ADVENT_NOSAVE
const char* opts = "l:or:s";
const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
#else
const char* opts = "l:os";
const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \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;
editline = 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
case 's':
editline = false;
break;
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
fprintf(stderr,
" -s suppress command editing\n");
exit(-1);
break;
}
}
linenoiseHistorySetMaxLen(350);
/* Initialize our LCG PRNG with parameters tested against
* Knuth vol. 2. by the original authors */
game.lcg_a = 1093;
game.lcg_c = 221587;
game.lcg_m = 1048576;
srand(time(NULL));
long seedval = (long)rand();
set_seed(seedval);
/* Initialize game variables */
initialise();
/* Start-up, dwarf stuff */
game.zzword = rndvoc(3, 0);
game.newloc = LOC_START;
game.loc = LOC_START;
game.limit = GAMELIMIT;
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);
}
if (logfp)
fprintf(logfp, "seed %ld\n", seedval);
/* interpret commands until EOF or interrupt */
for (;;) {
if (!do_command(stdin))
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;
// here we reconfigure any global game state that uses random numbers
game.zzword = rndvoc(3, 0);
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);
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;
}
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 = T_DESTINATION(travel[kk]);
/* Have we avoided a dwarf encounter? */
bool avoided = (SPECIAL(game.newloc) ||
!INDEEP(game.newloc) ||
game.newloc == game.odloc[i] ||
(j > 1 && game.newloc == tk[j - 1]) ||
j >= DIM(tk) - 1 ||
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
(i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
T_NODWARVES(travel[kk]));
if (!avoided) {
tk[j++] = game.newloc;
}
++kk;
} while
(!T_STOP(travel[kk - 1]));
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 (81, 83, etc.) which offers reincarnation; if accepted,
* this results in message 82, 84, 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;
}
}
/* 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(token_t verb, int motion)
{
int scratchloc, k2, kk = tkey[game.loc];
game.newloc = game.loc;
if (kk == 0)
BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
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.
* k2 saves entry -> forced loc -> previous loc. */
motion = game.oldloc;
if (FORCED(motion))
motion = game.oldlc2;
game.oldlc2 = game.oldloc;
game.oldloc = game.loc;
k2 = 0;
if (motion == game.loc)k2 = FORGOT_PATH;
if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
if (k2 == 0) {
for (;;) {
scratchloc = T_DESTINATION(travel[kk]);
if (scratchloc != motion) {
if (!SPECIAL(scratchloc)) {
if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
k2 = kk;
}
if (!T_STOP(travel[kk])) {
++kk; /* go to next travel entry for this location */
continue;
}
/* we've reached the end of travel entries for game.loc */
kk = k2;
if (kk == 0) {
rspeak(NOT_CONNECTED);
return true;
}
}
motion = T_MOTION(travel[kk]);
kk = tkey[game.loc];
break; /* fall through to ordinary travel */
}
} else {
rspeak(k2);
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 - kk indexes the beginning
* of the motion entries for here (game.loc). */
for (;;) {
if (T_TERMINATE(travel[kk]) || T_MOTION(travel[kk]) == motion)
break;
if (T_STOP(travel[kk])) {
/* FIXME: Magic numbers! */
/* Couldn't find an entry matching the motion word passed
* in. Various messages depending on word given. */
int spk = CANT_APPLY;
if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
if (verb == FIND || verb == INVENT)spk = NEARBY;
if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
if (motion == 17)spk = WHICH_WAY;
rspeak(spk);
return true;
}
++kk;
}
scratchloc = labs(T_OPCODE(travel[kk])) / 1000;
do {
/*
* (ESR) This special-travel loop may have to be repeated if it includes
* the plover passage. Same deal for any future cases where we need to
* block travel and then redo it once the blocking condition has been
* removed.
*/
for (;;) { /* L12 loop */
for (;;) {
game.newloc = scratchloc / 1000;
motion = MOD(game.newloc, 100);
if (!SPECIAL(game.newloc)) {
if (game.newloc <= 100) {
if (game.newloc == 0 || PCT(game.newloc))
break;
/* else fall through */
}
/* handles the YAML "with" clause */
if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
break;
/* else fall through */
} else if (game.prop[motion] != game.newloc / 100 - 3)
break;
do {
if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
game.newloc = labs(T_OPCODE(travel[kk])) / 1000;
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
}
game.newloc = MOD(scratchloc, 1000);
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);
do {
if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
game.newloc = labs(T_OPCODE(travel[kk])) / 1000;
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
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] == 1) {
pspeak(TROLL,look, 1);
game.prop[TROLL] = 0;
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] == 0)game.prop[TROLL] = 1;
if (!TOTING(BEAR)) return true;
rspeak(BRIDGE_COLLAPSE);
game.prop[CHASM] = 1;
game.prop[TROLL] = 2;
drop(BEAR, game.newloc);
game.fixed[BEAR] = -1;
game.prop[BEAR] = 3;
game.oldlc2 = game.newloc;
croak();
return true;
}
default:
BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
}
}
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
* branch to 11000 to 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] = 0;
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] != 3)DESTROY(BEAR);
game.prop[CHAIN] = 0;
game.fixed[CHAIN] = 0;
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 1 (dragon on it) till dragon is killed.
* Similarly for chain; game.prop is initially 1 (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 || obj == CHAIN)
game.prop[obj] = 1;
--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(FILE *cmdin)
/* 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(command.verb, 1))
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 */
if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
return false;
/* 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();
V1 = vocab(command.wd1, -1);
V2 = vocab(command.wd2, -1);
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 */
if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
(V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
if (AT(V2 - 1000))
command.wd2 = MAKEWD(WORD_POUR);
}
if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
command.wd1 = MAKEWD(WORD_CATCH);
}
L2620:
if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
++game.iwest;
if (game.iwest == 10)
rspeak(W_IS_WEST);
}
if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
if (++igo == 10)
rspeak(GO_UNNEEDED);
}
Lookup:
defn = vocab(command.wd1, -1);
if (defn == -1) {
/* Gee, I don't understand. */
if (fallback_handler(rawbuf))
continue;
rspeak(DONT_KNOW, command.wd1, command.wd1x);
goto L2600;
}
kmod = MOD(defn, 1000);
switch (defn / 1000) {
case 0:
if (playermove(command.verb, 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:
rspeak(kmod);
goto L2012;
default:
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
}
Laction:
switch (action(cmdin, &command)) {
case GO_TERMINATE:
return true;
case GO_MOVE:
playermove(command.verb, 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);
}
}
}
/* end */