open-adventure/main.c
2017-07-11 23:14:38 +00:00

1217 lines
45 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*).
* Applying the Structured Program Theorem can be hard.
*/
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include <getopt.h>
#include <signal.h>
#include <string.h>
#include <ctype.h>
#include "advent.h"
#include "dungeon.h"
#define DIM(a) (sizeof(a)/sizeof(a[0]))
// LCOV_EXCL_START
// exclude from coverage analysis because it requires interactivity to test
static void sig_handler(int signo)
{
if (signo == SIGINT) {
if (settings.logfp != NULL)
fflush(settings.logfp);
}
exit(EXIT_FAILURE);
}
// LCOV_EXCL_STOP
/*
* MAIN PROGRAM
*
* Adventure (rev 2: 20 treasures)
* History: Original idea & 5-treasure version (adventures) by Willie Crowther
* 15-treasure version (adventure) by Don Woods, April-June 1977
* 20-treasure version (rev 2) by Don Woods, August 1978
* Errata fixed: 78/12/25
* Revived 2017 as Open Adventure.
*/
static bool do_command(void);
int main(int argc, char *argv[])
{
int ch;
/* Options. */
#ifndef ADVENT_NOSAVE
const char* opts = "l:or:";
const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
FILE *rfp = NULL;
#else
const char* opts = "l:o";
const char* usage = "Usage: %s [-l logfilename] [-o]\n";
#endif
while ((ch = getopt(argc, argv, opts)) != EOF) {
switch (ch) {
case 'l':
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;
#ifndef ADVENT_NOSAVE
case 'r':
rfp = fopen(optarg, "r");
if (rfp == NULL)
fprintf(stderr,
"advent: can't open save file %s for read\n",
optarg);
signal(SIGINT, sig_handler);
break;
#endif
default:
fprintf(stderr,
usage, argv[0]);
fprintf(stderr,
" -l create a log file of your game named as specified'\n");
fprintf(stderr,
" -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
#ifndef ADVENT_NOSAVE
fprintf(stderr,
" -r restore from specified saved game file\n");
#endif
exit(EXIT_FAILURE);
break;
}
}
/* Initialize game variables */
long seedval = initialise();
#ifndef ADVENT_NOSAVE
if (!rfp) {
game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
if (game.novice)
game.limit = NOVICELIMIT;
} else {
restore(rfp);
}
#else
game.novice = yes(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 %ld\n", seedval);
/* interpret commands until EOF or interrupt */
for (;;) {
if (!do_command())
break;
}
/* show score and exit */
terminate(quitgame);
}
static bool fallback_handler(struct command_t command)
/* fallback handler for commands not handled by FORTRANish parser */
{
long sv;
char buf[LINESIZE];
sprintf(buf, "%s %s", command.raw1, command.raw2);
if (sscanf(buf, "seed %ld", &sv) == 1) {
set_seed(sv);
printf("Seed set to %ld\n", sv);
// autogenerated, so don't charge user time for it.
--game.turns;
return true;
}
return false;
}
/* Check if this loc is eligible for any hints. If been here long
* enough, display. Ignore "HINTS" < 4 (special stuff, see database
* notes). */
static void checkhints(void)
{
if (conditions[game.loc] >= game.conds) {
for (int hint = 0; hint < NHINTS; hint++) {
if (game.hinted[hint])
continue;
if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
game.hintlc[hint] = -1;
++game.hintlc[hint];
/* Come here if he's been long enough at required loc(s) for some
* unused hint. */
if (game.hintlc[hint] >= hints[hint].turns) {
int i;
switch (hint) {
case 0:
/* cave */
if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
break;
game.hintlc[hint] = 0;
return;
case 1: /* bird */
if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
break;
return;
case 2: /* snake */
if (HERE(SNAKE) && !HERE(BIRD))
break;
game.hintlc[hint] = 0;
return;
case 3: /* maze */
if (game.atloc[game.loc] == NO_OBJECT &&
game.atloc[game.oldloc] == NO_OBJECT &&
game.atloc[game.oldlc2] == NO_OBJECT &&
game.holdng > 1)
break;
game.hintlc[hint] = 0;
return;
case 4: /* dark */
if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
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] == NO_OBJECT &&
game.atloc[game.oldloc] == NO_OBJECT &&
game.atloc[game.oldlc2] == NO_OBJECT)
break;
return;
case 8: /* ogre */
i = atdwrf(game.loc);
if (i < 0) {
game.hintlc[hint] = 0;
return;
}
if (HERE(OGRE) && i == 0)
break;
return;
case 9: /* jade */
if (game.tally == 1 && game.prop[JADE] < 0)
break;
game.hintlc[hint] = 0;
return;
default:
BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
break;
}
/* Fall through to hint display */
game.hintlc[hint] = 0;
if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
return;
rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
if (game.hinted[hint] && game.limit > WARNTIME)
game.limit += WARNTIME * hints[hint].penalty;
}
}
}
}
static bool spotted_by_pirate(int i)
{
if (i != PIRATE)
return false;
/* The pirate's spotted him. Pirate 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[CHEST] == STATE_FOUND). */
if (game.loc == game.chloc ||
game.prop[CHEST] != STATE_NOTFOUND)
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] == IS_FREE)
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 (what INDEEP() tests). 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 == LOC_NOWHERE ||
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 game.loc,
* replace him with the alternate. */
if (game.dflag == 1) {
if (!INDEEP(game.loc) ||
(PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
PCT(85))))
return true;
game.dflag = 2;
for (int i = 1; i <= 2; i++) {
int j = 1 + randrange(NDWARVES - 1);
if (PCT(50))
game.dloc[j] = 0;
}
/* Alternate initial loc for dwarf, in case one of them
* starts out on top of the adventurer. */
for (int i = 1; i <= NDWARVES - 1; i++) {
if (game.dloc[i] == game.loc)
game.dloc[i] = DALTLC; //
game.odloc[i] = game.dloc[i];
}
rspeak(DWARF_RAN);
drop(AXE, game.loc);
return true;
}
/* Things are in full swing. Move each dwarf at random,
* except if he's seen us he sticks with us. Dwarves stay
* deep inside. If wandering at random, they don't back up
* unless there's no alternative. If they don't have to
* move, they attack. And, of course, dead dwarves don't do
* much of anything. */
game.dtotal = 0;
attack = 0;
stick = 0;
for (int i = 1; i <= NDWARVES; i++) {
if (game.dloc[i] == 0)
continue;
/* Fill tk array with all the places this dwarf might go. */
unsigned int j = 1;
kk = tkey[game.dloc[i]];
if (kk != 0)
do {
enum desttype_t desttype = travel[kk].desttype;
game.newloc = travel[kk].destval;
/* Have we avoided a dwarf encounter? */
if (desttype != dest_goto)
continue;
else if (!INDEEP(game.newloc))
continue;
else if (game.newloc == game.odloc[i])
continue;
else if (j > 1 && game.newloc == tk[j - 1])
continue;
else if (j >= DIM(tk) - 1)
/* This can't actually happen. */
continue; // LCOV_EXCL_LINE
else if (game.newloc == game.dloc[i])
continue;
else if (FORCED(game.newloc))
continue;
else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
continue;
else if (travel[kk].nodwarves)
continue;
tk[j++] = game.newloc;
} while
(!travel[kk++].stop);
tk[j] = game.odloc[i];
if (j >= 2)
--j;
j = 1 + randrange(j);
game.odloc[i] = game.dloc[i];
game.dloc[i] = tk[j];
game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
(game.dloc[i] == game.loc ||
game.odloc[i] == game.loc);
if (!game.dseen[i])
continue;
game.dloc[i] = game.loc;
if (spotted_by_pirate(i))
continue;
/* This threatening little dwarf is in the room with him! */
++game.dtotal;
if (game.odloc[i] == game.dloc[i]) {
++attack;
if (game.knfloc >= 0)
game.knfloc = game.loc;
if (randrange(1000) < 95 * (game.dflag - 2))
++stick;
}
}
/* Now we know what's happening. Let's tell the poor sucker about it. */
if (game.dtotal == 0)
return true;
rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
if (attack == 0)
return true;
if (game.dflag == 2)
game.dflag = 3;
if (attack > 1) {
rspeak(THROWN_KNIVES, attack);
rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
} else {
rspeak(KNIFE_THROWN);
rspeak(MISSES_YOU);
}
if (stick == 0)
return true;
game.oldlc2 = game.loc;
return false;
}
/* "You're dead, Jim."
*
* If the current loc is zero, it means the clown got himself killed.
* We'll allow this maxdie times. NDEATHS is automatically set based
* on the number of snide messages available. Each death results in
* a message (obituaries[n]) which offers reincarnation; if accepted,
* this results in message obituaries[0], obituaries[2], etc. The
* last time, if he wants another chance, he gets a snide remark as
* we exit. When reincarnated, all objects being carried get dropped
* at game.oldlc2 (presumably the last place prior to being killed)
* without change of props. The loop runs backwards to assure that
* the bird is dropped before the cage. (This kluge could be changed
* once we're sure all references to bird and cage are done by
* keywords.) The lamp is a special case (it wouldn't do to leave it
* in the cave). It is turned off and left outside the building (only
* if he was carrying it, of course). He himself is left inside the
* building (and heaven help him if he tries to xyzzy back into the
* cave without the lamp!). game.oldloc is zapped so he can't just
* "retreat". */
static void croak(void)
/* Okay, he's dead. Let's get on with it. */
{
const char* query = obituaries[game.numdie].query;
const char* yes_response = obituaries[game.numdie].yes_response;
++game.numdie;
if (game.closng) {
/* He died during closing time. No resurrection. Tally up a
* death and exit. */
rspeak(DEATH_CLOSING);
terminate(endgame);
} else if (game.numdie == NDEATHS ||
!yes(query, yes_response, arbitrary_messages[OK_MAN]))
terminate(endgame);
else {
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
if (TOTING(LAMP))
game.prop[LAMP] = LAMP_DARK;
for (int j = 1; j <= NOBJECTS; j++) {
int i = NOBJECTS + 1 - j;
if (TOTING(i)) {
/* Always leave lamp where it's accessible aboveground */
drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
}
}
game.oldloc = game.loc = game.newloc = LOC_BUILDING;
}
}
static bool traveleq(long a, long b)
/* Are two travel entries equal for purposes of skip after failed condition? */
{
return (travel[a].condtype == travel[b].condtype)
&& (travel[a].condarg1 == travel[b].condarg1)
&& (travel[a].condarg2 == travel[b].condarg2)
&& (travel[a].desttype == travel[b].desttype)
&& (travel[a].destval == travel[b].destval);
}
/* Given the current location in "game.loc", and a motion verb number in
* "motion", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
* does, game.newloc will be limbo, and game.oldloc will be what killed
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
static void playermove( int motion)
{
int scratchloc, travel_entry = tkey[game.loc];
game.newloc = game.loc;
if (travel_entry == 0)
BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
if (motion == NUL)
return;
else if (motion == BACK) {
/* Handle "go back". Look for verb which goes from game.loc to
* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
* te_tmp saves entry -> forced loc -> previous loc. */
motion = game.oldloc;
if (FORCED(motion))
motion = game.oldlc2;
game.oldlc2 = game.oldloc;
game.oldloc = game.loc;
int spk = 0;
if (motion == game.loc)
spk = FORGOT_PATH;
if (CNDBIT(game.loc, COND_NOBACK))
spk = TWIST_TURN;
if (spk == 0) {
int te_tmp = 0;
for (;;) {
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 {
rspeak(spk);
return;
}
} 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 (T_TERMINATE(travel[travel_entry]) ||
travel[travel_entry].motion == motion)
break;
if (travel[travel_entry].stop) {
/* Couldn't find an entry matching the motion word passed
* in. Various messages depending on word given. */
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;
long condarg1 = travel[travel_entry].condarg1;
long 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 */
long te_tmp = travel_entry;
do {
if (travel[te_tmp].stop)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
++te_tmp;
} while
(traveleq(travel_entry, te_tmp));
travel_entry = te_tmp;
}
/* Found an eligible rule, now execute it */
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, TROLL_PAIDONCE, true);
game.prop[TROLL] = TROLL_UNPAID;
move(TROLL2, LOC_NOWHERE);
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:
BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
}
break; /* Leave L12 loop */
}
} while
(false);
}
static bool closecheck(void)
/* Handle the closing of the cave. The cave closes "clock1" turns
* after the last treasure has been located (including the pirate's
* chest, which may of course never show up). Note that the
* treasures need not have been taken yet, just located. Hence
* clock1 must be large enough to get out of the cave (it only ticks
* while inside the cave). When it hits zero, we branch to 10000 to
* start closing the cave, and then sit back and wait for him to try
* to get out. If he doesn't within clock2 turns, we close the cave;
* if he does try, we assume he panics, and give him a few additional
* turns to get frantic before we close. When clock2 hits zero, we
* transport him into the final puzzle. Note that the puzzle depends
* upon all sorts of random things. For instance, there must be no
* water or oil, since there are beanstalks which we don't want to be
* able to water, since the code can't handle it. Also, we can have
* no keys, since there is a grate (having moved the fixed object!)
* there separating him from all the treasures. Most of these
* problems arise from the use of negative prop numbers to suppress
* the object descriptions until he's actually moved the objects. */
{
/* If 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;
}
move(TROLL, LOC_NOWHERE);
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 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, 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 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) {
if (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.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 void listobjects(void)
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
* another treasure. Rug is special case; once seen, its
* game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
* Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
{
if (!DARK(game.loc)) {
++game.abbrev[game.loc];
for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
long obj = i;
if (obj > NOBJECTS)
obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
if (game.prop[obj] < 0) {
if (game.closed)
continue;
game.prop[obj] = 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, kk, true);
}
}
}
static bool get_command_input(struct command_t *command)
{
char inputbuf[LINESIZE];
char word1[TOKLEN + 1];
char word2[TOKLEN + 1];
char* input;
for (;;) {
input = get_input();
if (input == NULL)
return false;
if (word_count(input) > 2) {
rspeak(TWO_WORDS);
free(input);
continue;
}
if (strcmp(input, "") != 0)
break;
free(input);
}
strncpy(inputbuf, input, LINESIZE - 1);
free(input);
tokenize(inputbuf, command);
packed_to_token(command->wd1, word1);
packed_to_token(command->wd2, word2);
command->id1 = get_vocab_id(word1);
command->id2 = get_vocab_id(word2);
return true;
}
static bool do_command()
/* Get and execute a command */
{
long kmod, defn;
static struct command_t command;
char word1[TOKLEN + 1];
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)) {
playermove(HERE);
return true;
}
if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
rspeak(SAYS_PLUGH);
listobjects();
Lclearobj:
game.oldobj = command.obj;
checkhints();
/* 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.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
pspeak(OYSTER, look, 1, true);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = STASHED(i);
}
}
game.wzdark = DARK(game.loc);
if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc = 0;
// Get command input from user
if (!get_command_input(&command))
return false;
Lclosecheck:
++game.turns;
if (closecheck()) {
if (game.closed)
return true;
} else
lampcheck();
if (command.id1 == ENTER && (command.id2 == STREAM ||
command.id2 == PROMOTE_WORD(WATER))) {
if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
else
rspeak(WHERE_QUERY);
goto Lclearobj;
}
if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
command.id1 = command.id2;
command.id2 = WORD_EMPTY;
} else {
/* FIXME: Magic numbers related to vocabulary */
if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
(command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) {
if (AT(DEMOTE_WORD(command.id2)))
command.wd2 = token_to_packed("POUR");
}
if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
command.wd1 = token_to_packed("CATCH");
}
Lookup:
if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
if (++game.iwest == 10)
rspeak(W_IS_WEST);
}
if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && !wordempty(command.wd2)) {
if (++game.igo == 10)
rspeak(GO_UNNEEDED);
}
packed_to_token(command.wd1, word1);
defn = get_vocab_id(word1);
if (defn == WORD_NOT_FOUND) {
if (fallback_handler(command))
continue;
/* Gee, I don't understand. */
sspeak(DONT_KNOW, command.raw1);
goto Lclearobj;
}
/* FIXME: magic numbers related to vocabulary */
kmod = MOD(defn, 1000);
switch (defn / 1000) {
case 0:
playermove(kmod);
return true;
case 1:
command.part = unknown;
command.obj = kmod;
break;
case 2:
command.part = intransitive;
command.verb = kmod;
break;
case 3:
speak(specials[kmod].message);
goto Lclearobj;
default:
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
switch (action(&command)) {
case GO_TERMINATE:
return true;
case GO_MOVE:
playermove(NUL);
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
case GO_CHECKFOO:
goto Lclosecheck;
case GO_LOOKUP:
goto Lookup;
case GO_WORD2:
/* Get second word for analysis. */
command.wd1 = command.wd2;
strncpy(command.raw1, command.raw2, LINESIZE - 1);
wordclear(&command.wd2);
command.raw2[0] = '\0';
goto Lookup;
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
command.raw1[0] = toupper(command.raw1[0]);
sspeak(DO_WHAT, command.raw1);
command.obj = 0;
// Fallthrough
case GO_CHECKHINT: // Fallthrough
case GO_CLEAROBJ:
goto Lclearobj;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
rspeak(DWARVES_AWAKEN);
terminate(endgame);
default:
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
}
}
}
/* end */