To enable use with online Bulletin Board Systems (BBSes) where users may be disconnected unexpectedly, but would naturally want to resume playing their same game, added support for an optional save game path/filename to be specified on the command-line (very similar to "-r <filename>"), except this save/restore file is: 1. automatically loaded/restored if it exists 2. automatically created when starting a new game 3. automatically updated when exiting a game for any reason 4. cannot be changed to a different path/filename by the user Since a BBS server program can be expected to send a SIGHUP or SIGTERM to the game process upon user disconnection (or timeout), those signals are caught and a graceful termination will occur which saves the current game state. Build with ADVENT_AUTOSAVE defined to enable this option. BUG: The 'info' command still reports the save/suspend/pause commands as valid, though they are not when this build option is used (same is true of ADVENT_NOSAVE, and that doesn't apparently bother anyone).
1368 lines
51 KiB
C
1368 lines
51 KiB
C
/*
|
|
* 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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|
|
|
#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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|
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#define DIM(a) (sizeof(a)/sizeof(a[0]))
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|
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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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|
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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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|
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/*
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* MAIN PROGRAM
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*
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* Adventure (rev 2: 20 treasures)
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* History: Original idea & 5-treasure version (adventures) by Willie Crowther
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* 15-treasure version (adventure) by Don Woods, April-June 1977
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* 20-treasure version (rev 2) by Don Woods, August 1978
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* Errata fixed: 78/12/25
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* Revived 2017 as Open Adventure.
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*/
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|
|
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static bool do_command(void);
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static bool do_move(void);
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|
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int main(int argc, char *argv[])
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|
{
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int ch;
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/* Options. */
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|
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#if defined ADVENT_AUTOSAVE
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const char* opts = "l:oa:";
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const char* usage = "Usage: %s [-l logfilename] [-o] [-a filename] [script...]\n";
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FILE *rfp = NULL;
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const char* autosave_filename = NULL;
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#elif !defined ADVENT_NOSAVE
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const char* opts = "l:or:";
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const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [script...]\n";
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FILE *rfp = NULL;
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#else
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const char* opts = "l:o";
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const char* usage = "Usage: %s [-l logfilename] [-o] [script...]\n";
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#endif
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while ((ch = getopt(argc, argv, opts)) != EOF) {
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switch (ch) {
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case 'l':
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settings.logfp = fopen(optarg, "w");
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if (settings.logfp == NULL)
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fprintf(stderr,
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"advent: can't open logfile %s for write\n",
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optarg);
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signal(SIGINT, sig_handler);
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break;
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case 'o':
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settings.oldstyle = true;
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settings.prompt = false;
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break;
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#ifdef ADVENT_AUTOSAVE
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case 'a':
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rfp = fopen(optarg, READ_MODE);
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autosave_filename = optarg;
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signal(SIGHUP, sig_handler);
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signal(SIGTERM, sig_handler);
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break;
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#elif !defined ADVENT_NOSAVE
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case 'r':
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rfp = fopen(optarg, "r");
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if (rfp == NULL)
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fprintf(stderr,
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"advent: can't open save file %s for read\n",
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optarg);
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break;
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#endif
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default:
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fprintf(stderr,
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usage, argv[0]);
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fprintf(stderr,
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" -l create a log file of your game named as specified'\n");
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fprintf(stderr,
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" -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
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#if defined ADVENT_AUTOSAVE
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fprintf(stderr,
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" -a automatic save/restore from specified saved game file\n");
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#elif !defined ADVENT_NOSAVE
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fprintf(stderr,
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" -r restore from specified saved game file\n");
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#endif
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exit(EXIT_FAILURE);
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break;
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}
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}
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/* copy invocation line part after switches */
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settings.argc = argc - optind;
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settings.argv = argv + optind;
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settings.optind = 0;
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/* Initialize game variables */
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int seedval = initialise();
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#if !defined ADVENT_NOSAVE
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if (!rfp) {
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game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
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if (game.novice)
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game.limit = NOVICELIMIT;
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} else {
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restore(rfp);
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#if defined ADVENT_AUTOSAVE
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score(scoregame);
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#endif
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}
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#if defined ADVENT_AUTOSAVE
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if (autosave_filename != NULL) {
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if ((autosave_fp = fopen(autosave_filename, WRITE_MODE)) == NULL) {
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perror(autosave_filename);
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return EXIT_FAILURE;
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}
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autosave();
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}
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#endif
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#else
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game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
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if (game.novice)
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game.limit = NOVICELIMIT;
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#endif
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if (settings.logfp)
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fprintf(settings.logfp, "seed %d\n", seedval);
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/* interpret commands until EOF or interrupt */
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for (;;) {
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// if we're supposed to move, move
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if (!do_move())
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continue;
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// get command
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if (!do_command())
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break;
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}
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/* show score and exit */
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terminate(quitgame);
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}
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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 */
|
|
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 &&
|
|
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;
|
|
case 4: /* dark */
|
|
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 */
|
|
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;
|
|
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;
|
|
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;
|
|
game.hintlc[hint] = 0;
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return;
|
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default: // LCOV_EXCL_LINE
|
|
// Should never happen
|
|
BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
|
|
}
|
|
|
|
/* Fall through to hint display */
|
|
game.hintlc[hint] = 0;
|
|
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);
|
|
game.hinted[hint] = yes_or_no(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)
|
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{
|
|
if (i != PIRATE)
|
|
return false;
|
|
|
|
/* 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
|
|
* 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;
|
|
loc_t 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(stick ? GETS_YOU : 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 (!yes_or_no(query, yes_response, arbitrary_messages[OK_MAN])
|
|
|| game.numdie == NDEATHS) {
|
|
/* Player is asked if he wants to try again. If not, or if
|
|
* he's already used all of his lives, we end the game */
|
|
terminate(endgame);
|
|
} else {
|
|
/* If player wishes to continue, we empty the liquids in the
|
|
* user's inventory, turn off the lamp, and drop all items
|
|
* where he died. */
|
|
game.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 void describe_location(void)
|
|
/* Describe the location to the user */
|
|
{
|
|
const char* msg = locations[game.loc].description.small;
|
|
|
|
if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
|
|
msg == NO_MESSAGE)
|
|
msg = locations[game.loc].description.big;
|
|
|
|
if (!FORCED(game.loc) && DARK(game.loc)) {
|
|
msg = arbitrary_messages[PITCH_DARK];
|
|
}
|
|
|
|
if (TOTING(BEAR))
|
|
rspeak(TAME_BEAR);
|
|
|
|
speak(msg);
|
|
|
|
if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
|
|
rspeak(SAYS_PLUGH);
|
|
}
|
|
|
|
|
|
static bool traveleq(int a, int b)
|
|
/* Are two travel entries equal for purposes of skip after failed condition? */
|
|
{
|
|
return (travel[a].condtype == travel[b].condtype)
|
|
&& (travel[a].condarg1 == travel[b].condarg1)
|
|
&& (travel[a].condarg2 == travel[b].condarg2)
|
|
&& (travel[a].desttype == travel[b].desttype)
|
|
&& (travel[a].destval == travel[b].destval);
|
|
}
|
|
|
|
/* Given the current location in "game.loc", and a motion verb number in
|
|
* "motion", put the new location in "game.newloc". The current loc is saved
|
|
* in "game.oldloc" in case he wants to retreat. The current
|
|
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
|
|
* does, game.newloc will be limbo, and game.oldloc will be what killed
|
|
* him, so we need game.oldlc2, which is the last place he was
|
|
* safe.) */
|
|
static void playermove(int motion)
|
|
{
|
|
int scratchloc, travel_entry = tkey[game.loc];
|
|
game.newloc = game.loc;
|
|
if (travel_entry == 0)
|
|
BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
|
|
if (motion == NUL)
|
|
return;
|
|
else if (motion == BACK) {
|
|
/* Handle "go back". Look for verb which goes from game.loc to
|
|
* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
|
|
* te_tmp saves entry -> forced loc -> previous loc. */
|
|
motion = game.oldloc;
|
|
if (FORCED(motion))
|
|
motion = game.oldlc2;
|
|
game.oldlc2 = game.oldloc;
|
|
game.oldloc = game.loc;
|
|
if (CNDBIT(game.loc, COND_NOBACK)) {
|
|
rspeak(TWIST_TURN);
|
|
return;
|
|
}
|
|
if (motion == game.loc) {
|
|
rspeak(FORGOT_PATH);
|
|
return;
|
|
}
|
|
|
|
int te_tmp = 0;
|
|
for (;;) {
|
|
enum desttype_t desttype = travel[travel_entry].desttype;
|
|
scratchloc = travel[travel_entry].destval;
|
|
if (desttype != dest_goto || scratchloc != motion) {
|
|
if (desttype == dest_goto) {
|
|
if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
|
|
te_tmp = travel_entry;
|
|
}
|
|
if (!travel[travel_entry].stop) {
|
|
++travel_entry; /* go to next travel entry for this location */
|
|
continue;
|
|
}
|
|
/* we've reached the end of travel entries for game.loc */
|
|
travel_entry = te_tmp;
|
|
if (travel_entry == 0) {
|
|
rspeak(NOT_CONNECTED);
|
|
return;
|
|
}
|
|
}
|
|
|
|
motion = travel[travel_entry].motion;
|
|
travel_entry = tkey[game.loc];
|
|
break; /* fall through to ordinary travel */
|
|
}
|
|
} else if (motion == LOOK) {
|
|
/* Look. Can't give more detail. Pretend it wasn't dark
|
|
* (though it may now be dark) so he won't fall into a
|
|
* pit while staring into the gloom. */
|
|
if (game.detail < 3)
|
|
rspeak(NO_MORE_DETAIL);
|
|
++game.detail;
|
|
game.wzdark = false;
|
|
game.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;
|
|
|
|
++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;
|
|
}
|
|
|
|
/* end */
|