1371 lines
51 KiB
C
1371 lines
51 KiB
C
/*
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* Copyright (c) 1977, 2005 by Will Crowther and Don Woods
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* Copyright (c) 2017 by Eric S. Raymond
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* SPDX-License-Identifier: BSD-2-clause
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include <getopt.h>
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#include <signal.h>
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#include <string.h>
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#include <ctype.h>
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#include <unistd.h>
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#include <editline/readline.h>
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#include "advent.h"
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#include "dungeon.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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{
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if (autosave_fp != NULL) {
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rewind(autosave_fp);
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savefile(autosave_fp, /* version (auto): */0);
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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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{
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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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#if defined ADVENT_AUTOSAVE
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if (signo == SIGHUP || signo == SIGTERM)
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autosave();
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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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/*
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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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return readline(prompt);
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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 && feof(settings.scriptfp))
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fclose(settings.scriptfp);
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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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if (isatty(fileno(settings.scriptfp))) {
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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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{
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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.hinted[hint])
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continue;
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if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
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game.hintlc[hint] = -1;
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++game.hintlc[hint];
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/* Come here if he's been int enough at required loc(s) for some
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* unused hint. */
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if (game.hintlc[hint] >= 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.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
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break;
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game.hintlc[hint] = 0;
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return;
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case 1: /* bird */
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if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
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break;
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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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game.hintlc[hint] = 0;
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return;
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case 3: /* maze */
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if (game.atloc[game.loc] == NO_OBJECT &&
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game.atloc[game.oldloc] == NO_OBJECT &&
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game.atloc[game.oldlc2] == NO_OBJECT &&
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game.holdng > 1)
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break;
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game.hintlc[hint] = 0;
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return;
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case 4: /* dark */
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if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
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break;
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game.hintlc[hint] = 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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game.hintlc[hint] = 0;
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return;
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case 7: /* woods */
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if (game.atloc[game.loc] == NO_OBJECT &&
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game.atloc[game.oldloc] == NO_OBJECT &&
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game.atloc[game.oldlc2] == NO_OBJECT)
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break;
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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.hintlc[hint] = 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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return;
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case 9: /* jade */
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if (game.tally == 1 && game.prop[JADE] < 0)
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break;
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game.hintlc[hint] = 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.hintlc[hint] = 0;
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if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
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return;
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rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
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game.hinted[hint] = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
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if (game.hinted[hint] && game.limit > WARNTIME)
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game.limit += WARNTIME * hints[hint].penalty;
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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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{
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if (i != PIRATE)
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return false;
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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.place[CHEST] = LOC_NOWHERE might mean that he's thrown
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* it to the troll, but in that case he's seen the chest
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* (game.prop[CHEST] == STATE_FOUND). */
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if (game.loc == game.chloc ||
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game.prop[CHEST] != STATE_NOTFOUND)
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return true;
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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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/* Pirate won't take pyramid from plover room or dark
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* room (too easy!). */
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if (treasure == PYRAMID && (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) ||
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HERE(treasure))
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++snarfed;
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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 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 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 listed
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* 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.dloc[PIRATE] = game.chloc;
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game.odloc[PIRATE] = game.chloc;
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game.dseen[PIRATE] = 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.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
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rspeak(PIRATE_RUSTLES);
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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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if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
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game.loc == objects[EMERALD].plac))) {
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if (AT(treasure) && game.fixed[treasure] == IS_FREE)
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carry(treasure, game.loc);
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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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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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{
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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 ||
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FORCED(game.loc) ||
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CNDBIT(game.newloc, COND_NOARRR))
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return true;
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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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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) ||
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PCT(85))))
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return true;
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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.dloc[j] = 0;
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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.dloc[i] == game.loc)
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game.dloc[i] = DALTLC; //
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game.odloc[i] = game.dloc[i];
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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.dloc[i] == 0)
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continue;
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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.dloc[i]];
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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 == game.odloc[i])
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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.dloc[i])
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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 && 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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tk[j++] = game.newloc;
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} while
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(!travel[kk++].stop);
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tk[j] = game.odloc[i];
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if (j >= 2)
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--j;
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j = 1 + randrange(j);
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game.odloc[i] = game.dloc[i];
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game.dloc[i] = tk[j];
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game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
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(game.dloc[i] == game.loc ||
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game.odloc[i] == game.loc);
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if (!game.dseen[i])
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continue;
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game.dloc[i] = game.loc;
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if (spotted_by_pirate(i))
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continue;
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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.odloc[i] == game.dloc[i]) {
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++attack;
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if (game.knfloc >= 0)
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game.knfloc = game.loc;
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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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/* Now we know what's happening. Let's tell the poor sucker about it. */
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if (game.dtotal == 0)
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return true;
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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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if (game.dflag == 2)
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game.dflag = 3;
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if (attack > 1) {
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rspeak(THROWN_KNIVES, attack);
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rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), 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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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.
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* We'll allow this maxdie times. NDEATHS is automatically set based
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* on the number of snide messages available. Each death results in
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* a message (obituaries[n]) which offers reincarnation; if accepted,
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* 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)
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* without change of props. The loop runs backwards to assure that
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* the bird is dropped before the cage. (This kluge could be changed
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* once we're sure all references to bird and cage are done by
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* keywords.) The lamp is a special case (it wouldn't do to leave it
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* in the cave). It is turned off and left outside the building (only
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* if he was carrying it, of course). He himself is left inside the
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* building (and heaven help him if he tries to xyzzy back into the
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* cave without the lamp!). game.oldloc is zapped so he can't just
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* "retreat". */
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static void croak(void)
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/* Okay, he's dead. Let's get on with it. */
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{
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const char* query = obituaries[game.numdie].query;
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const char* yes_response = obituaries[game.numdie].yes_response;
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++game.numdie;
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if (game.closng) {
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/* He died during closing time. No resurrection. Tally up a
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* death and exit. */
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rspeak(DEATH_CLOSING);
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terminate(endgame);
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} else if (!yes_or_no(query, yes_response, arbitrary_messages[OK_MAN])
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|| game.numdie == NDEATHS) {
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/* Player is asked if he wants to try again. If not, or if
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* he's already used all of his lives, we end the game */
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terminate(endgame);
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} else {
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/* If player wishes to continue, we empty the liquids in the
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* user's inventory, turn off the lamp, and drop all items
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* where he died. */
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game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
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if (TOTING(LAMP))
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game.prop[LAMP] = LAMP_DARK;
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for (int j = 1; j <= NOBJECTS; j++) {
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int i = NOBJECTS + 1 - j;
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if (TOTING(i)) {
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/* Always leave lamp where it's accessible aboveground */
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drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
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}
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}
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game.oldloc = game.loc = game.newloc = LOC_BUILDING;
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}
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}
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static void describe_location(void)
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/* Describe the location to the user */
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{
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const char* msg = locations[game.loc].description.small;
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if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
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msg == NO_MESSAGE)
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msg = locations[game.loc].description.big;
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if (!FORCED(game.loc) && DARK(game.loc)) {
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msg = arbitrary_messages[PITCH_DARK];
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}
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if (TOTING(BEAR))
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rspeak(TAME_BEAR);
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speak(msg);
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if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
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rspeak(SAYS_PLUGH);
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}
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static bool traveleq(int a, int b)
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/* Are two travel entries equal for purposes of skip after failed condition? */
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{
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return (travel[a].condtype == travel[b].condtype)
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&& (travel[a].condarg1 == travel[b].condarg1)
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&& (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.abbrev[game.loc] = 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.prop[condarg1] != 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.prop[TROLL] == TROLL_PAIDONCE) {
|
|
pspeak(TROLL, look, true, TROLL_PAIDONCE);
|
|
game.prop[TROLL] = 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.prop[TROLL] == TROLL_UNPAID)
|
|
game.prop[TROLL] = TROLL_PAIDONCE;
|
|
if (!TOTING(BEAR))
|
|
return;
|
|
state_change(CHASM, BRIDGE_WRECKED);
|
|
game.prop[TROLL] = TROLL_GONE;
|
|
drop(BEAR, game.newloc);
|
|
game.fixed[BEAR] = IS_FIXED;
|
|
game.prop[BEAR] = 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.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. Even after it goes
|
|
* out, he can explore outside for a while if desired. */
|
|
if (game.limit <= WARNTIME) {
|
|
if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
|
|
rspeak(REPLACE_BATTERIES);
|
|
game.prop[BATTERY] = 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.prop[BATTERY] == DEAD_BATTERIES)
|
|
rspeak(MISSING_BATTERIES);
|
|
else if (game.place[BATTERY] == LOC_NOWHERE)
|
|
rspeak(LAMP_DIM);
|
|
else
|
|
rspeak(GET_BATTERIES);
|
|
}
|
|
}
|
|
if (game.limit == 0) {
|
|
game.limit = -1;
|
|
game.prop[LAMP] = LAMP_DARK;
|
|
if (HERE(LAMP))
|
|
rspeak(LAMP_OUT);
|
|
}
|
|
}
|
|
|
|
static bool closecheck(void)
|
|
/* Handle the closing of the cave. The cave closes "clock1" turns
|
|
* after the last treasure has been located (including the pirate's
|
|
* chest, which may of course never show up). Note that the
|
|
* treasures need not have been taken yet, just located. Hence
|
|
* clock1 must be large enough to get out of the cave (it only ticks
|
|
* while inside the cave). When it hits zero, we branch to 10000 to
|
|
* start closing the cave, and then sit back and wait for him to try
|
|
* to get out. If he doesn't within clock2 turns, we close the cave;
|
|
* if he does try, we assume he panics, and give him a few additional
|
|
* turns to get frantic before we close. When clock2 hits zero, we
|
|
* transport him into the final puzzle. Note that the puzzle depends
|
|
* upon all sorts of random things. For instance, there must be no
|
|
* water or oil, since there are beanstalks which we don't want to be
|
|
* able to water, since the code can't handle it. Also, we can have
|
|
* no keys, since there is a grate (having moved the fixed object!)
|
|
* there separating him from all the treasures. Most of these
|
|
* problems arise from the use of negative prop numbers to suppress
|
|
* the object descriptions until he's actually moved the objects. */
|
|
{
|
|
/* If 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.prop[GRATE] = GRATE_CLOSED;
|
|
game.prop[FISSURE] = UNBRIDGED;
|
|
for (int i = 1; i <= NDWARVES; i++) {
|
|
game.dseen[i] = false;
|
|
game.dloc[i] = LOC_NOWHERE;
|
|
}
|
|
DESTROY(TROLL);
|
|
move(TROLL + NOBJECTS, IS_FREE);
|
|
move(TROLL2, objects[TROLL].plac);
|
|
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
|
|
juggle(CHASM);
|
|
if (game.prop[BEAR] != BEAR_DEAD)
|
|
DESTROY(BEAR);
|
|
game.prop[CHAIN] = CHAIN_HEAP;
|
|
game.fixed[CHAIN] = IS_FREE;
|
|
game.prop[AXE] = AXE_HERE;
|
|
game.fixed[AXE] = 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 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, PLANT_THIRSTY);
|
|
game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
|
|
game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
|
|
game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
|
|
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, SNAKE_CHASED);
|
|
game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
|
|
game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
|
|
game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
|
|
game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
|
|
|
|
game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
|
|
game.fixed[MIRROR] = 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.abbrev[game.loc];
|
|
for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
|
|
obj_t 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] = STATE_FOUND;
|
|
if (obj == RUG)
|
|
game.prop[RUG] = RUG_DRAGON;
|
|
if (obj == CHAIN)
|
|
game.prop[CHAIN] = CHAINING_BEAR;
|
|
--game.tally;
|
|
/* Note: There used to be a test here to see whether the
|
|
* player had blown it so badly that he could never ever see
|
|
* the remaining treasures, and if so the lamp was zapped to
|
|
* 35 turns. But the tests were too simple-minded; things
|
|
* like killing the bird before the snake was gone (can never
|
|
* see jewelry), and doing it "right" was hopeless. E.G.,
|
|
* could cross troll bridge several times, using up all
|
|
* available treasures, breaking vase, using coins to buy
|
|
* batteries, etc., and eventually never be able to get
|
|
* across again. If bottle were left on far side, could then
|
|
* never get eggs or trident, and the effects propagate. So
|
|
* the whole thing was flushed. anyone who makes such a
|
|
* gross blunder isn't likely to find everything else anyway
|
|
* (so goes the rationalisation). */
|
|
}
|
|
int kk = game.prop[obj];
|
|
if (obj == STEPS)
|
|
kk = (game.loc == game.fixed[STEPS])
|
|
? STEPS_UP
|
|
: STEPS_DOWN;
|
|
pspeak(obj, look, true, kk);
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool preprocess_command(command_t *command)
|
|
/* 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. */
|
|
{
|
|
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.odloc[i] == game.newloc && game.dseen[i]) {
|
|
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(35)) { // FIXME: magic number
|
|
rspeak(PIT_FALL);
|
|
game.oldlc2 = game.loc;
|
|
croak();
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool do_command()
|
|
/* 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 objects being toted with
|
|
* game.prop < 0 and stash them. This way objects won't be
|
|
* described until they've been picked up and put down
|
|
* separate from their respective piles. */
|
|
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
|
|
pspeak(OYSTER, look, true, 1);
|
|
for (size_t i = 1; i <= NOBJECTS; i++) {
|
|
if (TOTING(i) && game.prop[i] < 0)
|
|
game.prop[i] = STASHED(i);
|
|
}
|
|
}
|
|
|
|
/* Check to see if the room is dark. If the knife is here,
|
|
* and it's dark, the knife permanently disappears */
|
|
game.wzdark = DARK(game.loc);
|
|
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 = "l: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 = "l:or:";
|
|
const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [script...]\n";
|
|
FILE *rfp = NULL;
|
|
#else
|
|
const char* opts = "l:o";
|
|
const char* usage = "Usage: %s [-l logfilename] [-o] [script...]\n";
|
|
#endif
|
|
while ((ch = getopt(argc, argv, opts)) != EOF) {
|
|
switch (ch) {
|
|
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 */
|