2 * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
3 * Copyright (c) 2017 by Eric S. Raymond
4 * SPDX-License-Identifier: BSD-2-clause
15 #include <editline/readline.h>
19 #define DIM(a) (sizeof(a)/sizeof(a[0]))
21 #if defined ADVENT_AUTOSAVE
22 static FILE* autosave_fp;
25 if (autosave_fp != NULL) {
27 savefile(autosave_fp, /* version (auto): */0);
34 // exclude from coverage analysis because it requires interactivity to test
35 static void sig_handler(int signo)
37 if (signo == SIGINT) {
38 if (settings.logfp != NULL)
39 fflush(settings.logfp);
42 #if defined ADVENT_AUTOSAVE
43 if (signo == SIGHUP || signo == SIGTERM)
50 char *myreadline(const char *prompt)
53 * This function isn't required for gameplay, readline() straight
54 * up would suffice for that. It's where we interpret command-line
55 * logfiles for testing purposes.
57 /* Normal case - no script arguments */
58 if (settings.argc == 0)
59 return readline(prompt);
61 char *buf = malloc(LINESIZE + 1);
63 if (settings.scriptfp == NULL || feof(settings.scriptfp)) {
64 if (settings.optind >= settings.argc) {
69 char *next = settings.argv[settings.optind++];
71 if (settings.scriptfp != NULL && feof(settings.scriptfp))
72 fclose(settings.scriptfp);
73 if (strcmp(next, "-") == 0)
74 settings.scriptfp = stdin; // LCOV_EXCL_LINE
76 settings.scriptfp = fopen(next, "r");
79 if (isatty(fileno(settings.scriptfp))) {
80 free(buf); // LCOV_EXCL_LINE
81 return readline(prompt); // LCOV_EXCL_LINE
83 char *ln = fgets(buf, LINESIZE, settings.scriptfp);
85 fputs(PROMPT, stdout);
95 /* Check if this loc is eligible for any hints. If been here int
96 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
98 static void checkhints(void)
100 if (conditions[game.loc] >= game.conds) {
101 for (int hint = 0; hint < NHINTS; hint++) {
102 if (game.hinted[hint])
104 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
105 game.hintlc[hint] = -1;
107 /* Come here if he's been int enough at required loc(s) for some
109 if (game.hintlc[hint] >= hints[hint].turns) {
115 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
117 game.hintlc[hint] = 0;
120 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
124 if (HERE(SNAKE) && !HERE(BIRD))
126 game.hintlc[hint] = 0;
129 if (game.atloc[game.loc] == NO_OBJECT &&
130 game.atloc[game.oldloc] == NO_OBJECT &&
131 game.atloc[game.oldlc2] == NO_OBJECT &&
134 game.hintlc[hint] = 0;
137 if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
139 game.hintlc[hint] = 0;
146 game.hintlc[hint] = 0;
149 if (game.atloc[game.loc] == NO_OBJECT &&
150 game.atloc[game.oldloc] == NO_OBJECT &&
151 game.atloc[game.oldlc2] == NO_OBJECT)
155 i = atdwrf(game.loc);
157 game.hintlc[hint] = 0;
160 if (HERE(OGRE) && i == 0)
164 if (game.tally == 1 && game.prop[JADE] < 0)
166 game.hintlc[hint] = 0;
168 default: // LCOV_EXCL_LINE
169 // Should never happen
170 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
173 /* Fall through to hint display */
174 game.hintlc[hint] = 0;
175 if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
177 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
178 game.hinted[hint] = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
179 if (game.hinted[hint] && game.limit > WARNTIME)
180 game.limit += WARNTIME * hints[hint].penalty;
186 static bool spotted_by_pirate(int i)
191 /* The pirate's spotted him. Pirate leaves him alone once we've
192 * found chest. K counts if a treasure is here. If not, and
193 * tally=1 for an unseen chest, let the pirate be spotted. Note
194 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
195 * it to the troll, but in that case he's seen the chest
196 * (game.prop[CHEST] == STATE_FOUND). */
197 if (game.loc == game.chloc ||
198 game.prop[CHEST] != STATE_NOTFOUND)
201 bool movechest = false, robplayer = false;
202 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
203 if (!objects[treasure].is_treasure)
205 /* Pirate won't take pyramid from plover room or dark
206 * room (too easy!). */
207 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
208 game.loc == objects[EMERALD].plac)) {
211 if (TOTING(treasure) ||
214 if (TOTING(treasure)) {
219 /* Force chest placement before player finds last treasure */
220 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
221 rspeak(PIRATE_SPOTTED);
224 /* Do things in this order (chest move before robbery) so chest is listed
225 * last at the maze location. */
227 move(CHEST, game.chloc);
228 move(MESSAG, game.chloc2);
229 game.dloc[PIRATE] = game.chloc;
230 game.odloc[PIRATE] = game.chloc;
231 game.dseen[PIRATE] = false;
233 /* You might get a hint of the pirate's presence even if the
234 * chest doesn't move... */
235 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
236 rspeak(PIRATE_RUSTLES);
239 rspeak(PIRATE_POUNCES);
240 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
241 if (!objects[treasure].is_treasure)
243 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
244 game.loc == objects[EMERALD].plac))) {
245 if (AT(treasure) && game.fixed[treasure] == IS_FREE)
246 carry(treasure, game.loc);
247 if (TOTING(treasure))
248 drop(treasure, game.chloc);
256 static bool dwarfmove(void)
257 /* Dwarves move. Return true if player survives, false if he dies. */
259 int kk, stick, attack;
262 /* Dwarf stuff. See earlier comments for description of
263 * variables. Remember sixth dwarf is pirate and is thus
264 * very different except for motion rules. */
266 /* First off, don't let the dwarves follow him into a pit or a
267 * wall. Activate the whole mess the first time he gets as far
268 * as the Hall of Mists (what INDEEP() tests). If game.newloc
269 * is forbidden to pirate (in particular, if it's beyond the
270 * troll bridge), bypass dwarf stuff. That way pirate can't
271 * steal return toll, and dwarves can't meet the bear. Also
272 * means dwarves won't follow him into dead end in maze, but
273 * c'est la vie. They'll wait for him outside the dead end. */
274 if (game.loc == LOC_NOWHERE ||
276 CNDBIT(game.newloc, COND_NOARRR))
279 /* Dwarf activity level ratchets up */
280 if (game.dflag == 0) {
281 if (INDEEP(game.loc))
286 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
287 * the 5 dwarves. If any of the survivors is at game.loc,
288 * replace him with the alternate. */
289 if (game.dflag == 1) {
290 if (!INDEEP(game.loc) ||
291 (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
295 for (int i = 1; i <= 2; i++) {
296 int j = 1 + randrange(NDWARVES - 1);
301 /* Alternate initial loc for dwarf, in case one of them
302 * starts out on top of the adventurer. */
303 for (int i = 1; i <= NDWARVES - 1; i++) {
304 if (game.dloc[i] == game.loc)
305 game.dloc[i] = DALTLC; //
306 game.odloc[i] = game.dloc[i];
313 /* Things are in full swing. Move each dwarf at random,
314 * except if he's seen us he sticks with us. Dwarves stay
315 * deep inside. If wandering at random, they don't back up
316 * unless there's no alternative. If they don't have to
317 * move, they attack. And, of course, dead dwarves don't do
318 * much of anything. */
322 for (int i = 1; i <= NDWARVES; i++) {
323 if (game.dloc[i] == 0)
325 /* Fill tk array with all the places this dwarf might go. */
327 kk = tkey[game.dloc[i]];
330 enum desttype_t desttype = travel[kk].desttype;
331 game.newloc = travel[kk].destval;
332 /* Have we avoided a dwarf encounter? */
333 if (desttype != dest_goto)
335 else if (!INDEEP(game.newloc))
337 else if (game.newloc == game.odloc[i])
339 else if (j > 1 && game.newloc == tk[j - 1])
341 else if (j >= DIM(tk) - 1)
342 /* This can't actually happen. */
343 continue; // LCOV_EXCL_LINE
344 else if (game.newloc == game.dloc[i])
346 else if (FORCED(game.newloc))
348 else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
350 else if (travel[kk].nodwarves)
352 tk[j++] = game.newloc;
354 (!travel[kk++].stop);
355 tk[j] = game.odloc[i];
358 j = 1 + randrange(j);
359 game.odloc[i] = game.dloc[i];
360 game.dloc[i] = tk[j];
361 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
362 (game.dloc[i] == game.loc ||
363 game.odloc[i] == game.loc);
366 game.dloc[i] = game.loc;
367 if (spotted_by_pirate(i))
369 /* This threatening little dwarf is in the room with him! */
371 if (game.odloc[i] == game.dloc[i]) {
373 if (game.knfloc >= 0)
374 game.knfloc = game.loc;
375 if (randrange(1000) < 95 * (game.dflag - 2))
380 /* Now we know what's happening. Let's tell the poor sucker about it. */
381 if (game.dtotal == 0)
383 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
389 rspeak(THROWN_KNIVES, attack);
390 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
392 rspeak(KNIFE_THROWN);
393 rspeak(stick ? GETS_YOU : MISSES_YOU);
397 game.oldlc2 = game.loc;
401 /* "You're dead, Jim."
403 * If the current loc is zero, it means the clown got himself killed.
404 * We'll allow this maxdie times. NDEATHS is automatically set based
405 * on the number of snide messages available. Each death results in
406 * a message (obituaries[n]) which offers reincarnation; if accepted,
407 * this results in message obituaries[0], obituaries[2], etc. The
408 * last time, if he wants another chance, he gets a snide remark as
409 * we exit. When reincarnated, all objects being carried get dropped
410 * at game.oldlc2 (presumably the last place prior to being killed)
411 * without change of props. The loop runs backwards to assure that
412 * the bird is dropped before the cage. (This kluge could be changed
413 * once we're sure all references to bird and cage are done by
414 * keywords.) The lamp is a special case (it wouldn't do to leave it
415 * in the cave). It is turned off and left outside the building (only
416 * if he was carrying it, of course). He himself is left inside the
417 * building (and heaven help him if he tries to xyzzy back into the
418 * cave without the lamp!). game.oldloc is zapped so he can't just
420 static void croak(void)
421 /* Okay, he's dead. Let's get on with it. */
423 const char* query = obituaries[game.numdie].query;
424 const char* yes_response = obituaries[game.numdie].yes_response;
429 /* He died during closing time. No resurrection. Tally up a
431 rspeak(DEATH_CLOSING);
433 } else if (!yes_or_no(query, yes_response, arbitrary_messages[OK_MAN])
434 || game.numdie == NDEATHS) {
435 /* Player is asked if he wants to try again. If not, or if
436 * he's already used all of his lives, we end the game */
439 /* If player wishes to continue, we empty the liquids in the
440 * user's inventory, turn off the lamp, and drop all items
442 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
444 game.prop[LAMP] = LAMP_DARK;
445 for (int j = 1; j <= NOBJECTS; j++) {
446 int i = NOBJECTS + 1 - j;
448 /* Always leave lamp where it's accessible aboveground */
449 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
452 game.oldloc = game.loc = game.newloc = LOC_BUILDING;
456 static void describe_location(void)
457 /* Describe the location to the user */
459 const char* msg = locations[game.loc].description.small;
461 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
463 msg = locations[game.loc].description.big;
465 if (!FORCED(game.loc) && DARK(game.loc)) {
466 msg = arbitrary_messages[PITCH_DARK];
474 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
479 static bool traveleq(int a, int b)
480 /* Are two travel entries equal for purposes of skip after failed condition? */
482 return (travel[a].condtype == travel[b].condtype)
483 && (travel[a].condarg1 == travel[b].condarg1)
484 && (travel[a].condarg2 == travel[b].condarg2)
485 && (travel[a].desttype == travel[b].desttype)
486 && (travel[a].destval == travel[b].destval);
489 /* Given the current location in "game.loc", and a motion verb number in
490 * "motion", put the new location in "game.newloc". The current loc is saved
491 * in "game.oldloc" in case he wants to retreat. The current
492 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
493 * does, game.newloc will be limbo, and game.oldloc will be what killed
494 * him, so we need game.oldlc2, which is the last place he was
496 static void playermove(int motion)
498 int scratchloc, travel_entry = tkey[game.loc];
499 game.newloc = game.loc;
500 if (travel_entry == 0)
501 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
504 else if (motion == BACK) {
505 /* Handle "go back". Look for verb which goes from game.loc to
506 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
507 * te_tmp saves entry -> forced loc -> previous loc. */
508 motion = game.oldloc;
510 motion = game.oldlc2;
511 game.oldlc2 = game.oldloc;
512 game.oldloc = game.loc;
513 if (CNDBIT(game.loc, COND_NOBACK)) {
517 if (motion == game.loc) {
524 enum desttype_t desttype = travel[travel_entry].desttype;
525 scratchloc = travel[travel_entry].destval;
526 if (desttype != dest_goto || scratchloc != motion) {
527 if (desttype == dest_goto) {
528 if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
529 te_tmp = travel_entry;
531 if (!travel[travel_entry].stop) {
532 ++travel_entry; /* go to next travel entry for this location */
535 /* we've reached the end of travel entries for game.loc */
536 travel_entry = te_tmp;
537 if (travel_entry == 0) {
538 rspeak(NOT_CONNECTED);
543 motion = travel[travel_entry].motion;
544 travel_entry = tkey[game.loc];
545 break; /* fall through to ordinary travel */
547 } else if (motion == LOOK) {
548 /* Look. Can't give more detail. Pretend it wasn't dark
549 * (though it may now be dark) so he won't fall into a
550 * pit while staring into the gloom. */
552 rspeak(NO_MORE_DETAIL);
555 game.abbrev[game.loc] = 0;
557 } else if (motion == CAVE) {
558 /* Cave. Different messages depending on whether above ground. */
559 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
562 /* none of the specials */
563 game.oldlc2 = game.oldloc;
564 game.oldloc = game.loc;
567 /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
568 * the beginning of the motion entries for here (game.loc). */
570 if ((travel[travel_entry].motion == HERE) ||
571 travel[travel_entry].motion == motion)
573 if (travel[travel_entry].stop) {
574 /* Couldn't find an entry matching the motion word passed
575 * in. Various messages depending on word given. */
587 rspeak(BAD_DIRECTION);
592 rspeak(UNSURE_FACING);
596 rspeak(NO_INOUT_HERE);
600 rspeak(NOTHING_HAPPENS);
613 /* (ESR) We've found a destination that goes with the motion verb.
614 * Next we need to check any conditional(s) on this destination, and
615 * possibly on following entries. */
617 for (;;) { /* L12 loop */
619 enum condtype_t condtype = travel[travel_entry].condtype;
620 int condarg1 = travel[travel_entry].condarg1;
621 int condarg2 = travel[travel_entry].condarg2;
622 if (condtype < cond_not) {
623 /* YAML N and [pct N] conditionals */
624 if (condtype == cond_goto || condtype == cond_pct) {
628 /* else fall through */
630 /* YAML [with OBJ] clause */
631 else if (TOTING(condarg1) ||
632 (condtype == cond_with && AT(condarg1)))
634 /* else fall through to check [not OBJ STATE] */
635 } else if (game.prop[condarg1] != condarg2)
638 /* We arrive here on conditional failure.
639 * Skip to next non-matching destination */
640 int te_tmp = travel_entry;
642 if (travel[te_tmp].stop)
643 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
646 (traveleq(travel_entry, te_tmp));
647 travel_entry = te_tmp;
650 /* Found an eligible rule, now execute it */
651 enum desttype_t desttype = travel[travel_entry].desttype;
652 game.newloc = travel[travel_entry].destval;
653 if (desttype == dest_goto)
656 if (desttype == dest_speak) {
657 /* Execute a speak rule */
659 game.newloc = game.loc;
662 switch (game.newloc) {
664 /* Special travel 1. Plover-alcove passage. Can carry only
665 * emerald. Note: travel table must include "useless"
666 * entries going through passage, which can never be used
667 * for actual motion, but can be spotted by "go back". */
668 game.newloc = (game.loc == LOC_PLOVER)
671 if (game.holdng > 1 ||
672 (game.holdng == 1 && !TOTING(EMERALD))) {
673 game.newloc = game.loc;
678 /* Special travel 2. Plover transport. Drop the
679 * emerald (only use special travel if toting
680 * it), so he's forced to use the plover-passage
681 * to get it out. Having dropped it, go back and
682 * pretend he wasn't carrying it after all. */
683 drop(EMERALD, game.loc);
685 int te_tmp = travel_entry;
687 if (travel[te_tmp].stop)
688 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
691 (traveleq(travel_entry, te_tmp));
692 travel_entry = te_tmp;
694 continue; /* goto L12 */
696 /* Special travel 3. Troll bridge. Must be done
697 * only as special motion so that dwarves won't
698 * wander across and encounter the bear. (They
699 * won't follow the player there because that
700 * region is forbidden to the pirate.) If
701 * game.prop[TROLL]=TROLL_PAIDONCE, he's crossed
702 * since paying, so step out and block him.
703 * (standard travel entries check for
704 * game.prop[TROLL]=TROLL_UNPAID.) Special stuff
706 if (game.prop[TROLL] == TROLL_PAIDONCE) {
707 pspeak(TROLL, look, true, TROLL_PAIDONCE);
708 game.prop[TROLL] = TROLL_UNPAID;
710 move(TROLL2 + NOBJECTS, IS_FREE);
711 move(TROLL, objects[TROLL].plac);
712 move(TROLL + NOBJECTS, objects[TROLL].fixd);
714 game.newloc = game.loc;
717 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
718 if (game.prop[TROLL] == TROLL_UNPAID)
719 game.prop[TROLL] = TROLL_PAIDONCE;
722 state_change(CHASM, BRIDGE_WRECKED);
723 game.prop[TROLL] = TROLL_GONE;
724 drop(BEAR, game.newloc);
725 game.fixed[BEAR] = IS_FIXED;
726 game.prop[BEAR] = BEAR_DEAD;
727 game.oldlc2 = game.newloc;
731 default: // LCOV_EXCL_LINE
732 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
735 break; /* Leave L12 loop */
741 static void lampcheck(void)
742 /* Check game limit and lamp timers */
744 if (game.prop[LAMP] == LAMP_BRIGHT)
747 /* Another way we can force an end to things is by having the
748 * lamp give out. When it gets close, we come here to warn him.
749 * First following arm checks if the lamp and fresh batteries are
750 * here, in which case we replace the batteries and continue.
751 * Second is for other cases of lamp dying. Even after it goes
752 * out, he can explore outside for a while if desired. */
753 if (game.limit <= WARNTIME) {
754 if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
755 rspeak(REPLACE_BATTERIES);
756 game.prop[BATTERY] = DEAD_BATTERIES;
758 /* This code from the original game seems to have been faulty.
759 * No tests ever passed the guard, and with the guard removed
760 * the game hangs when the lamp limit is reached.
763 drop(BATTERY, game.loc);
765 game.limit += BATTERYLIFE;
767 } else if (!game.lmwarn && HERE(LAMP)) {
769 if (game.prop[BATTERY] == DEAD_BATTERIES)
770 rspeak(MISSING_BATTERIES);
771 else if (game.place[BATTERY] == LOC_NOWHERE)
774 rspeak(GET_BATTERIES);
777 if (game.limit == 0) {
779 game.prop[LAMP] = LAMP_DARK;
785 static bool closecheck(void)
786 /* Handle the closing of the cave. The cave closes "clock1" turns
787 * after the last treasure has been located (including the pirate's
788 * chest, which may of course never show up). Note that the
789 * treasures need not have been taken yet, just located. Hence
790 * clock1 must be large enough to get out of the cave (it only ticks
791 * while inside the cave). When it hits zero, we branch to 10000 to
792 * start closing the cave, and then sit back and wait for him to try
793 * to get out. If he doesn't within clock2 turns, we close the cave;
794 * if he does try, we assume he panics, and give him a few additional
795 * turns to get frantic before we close. When clock2 hits zero, we
796 * transport him into the final puzzle. Note that the puzzle depends
797 * upon all sorts of random things. For instance, there must be no
798 * water or oil, since there are beanstalks which we don't want to be
799 * able to water, since the code can't handle it. Also, we can have
800 * no keys, since there is a grate (having moved the fixed object!)
801 * there separating him from all the treasures. Most of these
802 * problems arise from the use of negative prop numbers to suppress
803 * the object descriptions until he's actually moved the objects. */
805 /* If a turn threshold has been met, apply penalties and tell
806 * the player about it. */
807 for (int i = 0; i < NTHRESHOLDS; ++i) {
808 if (game.turns == turn_thresholds[i].threshold + 1) {
809 game.trnluz += turn_thresholds[i].point_loss;
810 speak(turn_thresholds[i].message);
814 /* Don't tick game.clock1 unless well into cave (and not at Y2). */
815 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
818 /* When the first warning comes, we lock the grate, destroy
819 * the bridge, kill all the dwarves (and the pirate), remove
820 * the troll and bear (unless dead), and set "closng" to
821 * true. Leave the dragon; too much trouble to move it.
822 * from now until clock2 runs out, he cannot unlock the
823 * grate, move to any location outside the cave, or create
824 * the bridge. Nor can he be resurrected if he dies. Note
825 * that the snake is already gone, since he got to the
826 * treasure accessible only via the hall of the mountain
827 * king. Also, he's been in giant room (to get eggs), so we
828 * can refer to it. Also also, he's gotten the pearl, so we
829 * know the bivalve is an oyster. *And*, the dwarves must
830 * have been activated, since we've found chest. */
831 if (game.clock1 == 0) {
832 game.prop[GRATE] = GRATE_CLOSED;
833 game.prop[FISSURE] = UNBRIDGED;
834 for (int i = 1; i <= NDWARVES; i++) {
835 game.dseen[i] = false;
836 game.dloc[i] = LOC_NOWHERE;
839 move(TROLL + NOBJECTS, IS_FREE);
840 move(TROLL2, objects[TROLL].plac);
841 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
843 if (game.prop[BEAR] != BEAR_DEAD)
845 game.prop[CHAIN] = CHAIN_HEAP;
846 game.fixed[CHAIN] = IS_FREE;
847 game.prop[AXE] = AXE_HERE;
848 game.fixed[AXE] = IS_FREE;
849 rspeak(CAVE_CLOSING);
853 } else if (game.clock1 < 0)
855 if (game.clock2 == 0) {
856 /* Once he's panicked, and clock2 has run out, we come here
857 * to set up the storage room. The room has two locs,
858 * hardwired as LOC_NE and LOC_SW. At the ne end, we
859 * place empty bottles, a nursery of plants, a bed of
860 * oysters, a pile of lamps, rods with stars, sleeping
861 * dwarves, and him. At the sw end we place grate over
862 * treasures, snake pit, covey of caged birds, more rods, and
863 * pillows. A mirror stretches across one wall. Many of the
864 * objects come from known locations and/or states (e.g. the
865 * snake is known to have been destroyed and needn't be
866 * carried away from its old "place"), making the various
867 * objects be handled differently. We also drop all other
868 * objects he might be carrying (lest he have some which
869 * could cause trouble, such as the keys). We describe the
870 * flash of light and trundle back. */
871 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
872 game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY);
873 game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
874 game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
875 game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
876 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
878 game.oldloc = LOC_NE;
879 game.newloc = LOC_NE;
880 /* Leave the grate with normal (non-negative) property.
882 put(GRATE, LOC_SW, 0);
883 put(SIGN, LOC_SW, 0);
884 game.prop[SIGN] = ENDGAME_SIGN;
885 game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED);
886 game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
887 game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
888 game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
889 game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
891 game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
892 game.fixed[MIRROR] = LOC_SW;
894 for (int i = 1; i <= NOBJECTS; i++) {
908 static void listobjects(void)
909 /* Print out descriptions of objects at this location. If
910 * not closing and property value is negative, tally off
911 * another treasure. Rug is special case; once seen, its
912 * game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
913 * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
914 * bear). These hacks are because game.prop=0 is needed to
917 if (!DARK(game.loc)) {
918 ++game.abbrev[game.loc];
919 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
922 obj = obj - NOBJECTS;
923 if (obj == STEPS && TOTING(NUGGET))
925 if (game.prop[obj] < 0) {
928 game.prop[obj] = STATE_FOUND;
930 game.prop[RUG] = RUG_DRAGON;
932 game.prop[CHAIN] = CHAINING_BEAR;
934 /* Note: There used to be a test here to see whether the
935 * player had blown it so badly that he could never ever see
936 * the remaining treasures, and if so the lamp was zapped to
937 * 35 turns. But the tests were too simple-minded; things
938 * like killing the bird before the snake was gone (can never
939 * see jewelry), and doing it "right" was hopeless. E.G.,
940 * could cross troll bridge several times, using up all
941 * available treasures, breaking vase, using coins to buy
942 * batteries, etc., and eventually never be able to get
943 * across again. If bottle were left on far side, could then
944 * never get eggs or trident, and the effects propagate. So
945 * the whole thing was flushed. anyone who makes such a
946 * gross blunder isn't likely to find everything else anyway
947 * (so goes the rationalisation). */
949 int kk = game.prop[obj];
951 kk = (game.loc == game.fixed[STEPS])
954 pspeak(obj, look, true, kk);
959 static bool preprocess_command(command_t *command)
960 /* Pre-processes a command input to see if we need to tease out a few specific cases:
961 * - "enter water" or "enter stream":
962 * weird specific case that gets the user wet, and then kicks us back to get another command
964 * Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
965 * further processing.
967 * If in location with grate, we move to that grate. If we're in a number of other places,
968 * we move to the entrance.
969 * - "water plant", "oil plant", "water door", "oil door":
970 * Change to "pour water" or "pour oil" based on context
972 * If bird is present, we change to "carry bird"
974 * Returns true if pre-processing is complete, and we're ready to move to the primary command
975 * processing, false otherwise. */
977 if (command->word[0].type == MOTION && command->word[0].id == ENTER
978 && (command->word[1].id == STREAM || command->word[1].id == WATER)) {
979 if (LIQLOC(game.loc) == WATER)
984 if (command->word[0].type == OBJECT) {
985 /* From OV to VO form */
986 if (command->word[1].type == ACTION) {
987 command_word_t stage = command->word[0];
988 command->word[0] = command->word[1];
989 command->word[1] = stage;
992 if (command->word[0].id == GRATE) {
993 command->word[0].type = MOTION;
994 if (game.loc == LOC_START ||
995 game.loc == LOC_VALLEY ||
996 game.loc == LOC_SLIT) {
997 command->word[0].id = DEPRESSION;
999 if (game.loc == LOC_COBBLE ||
1000 game.loc == LOC_DEBRIS ||
1001 game.loc == LOC_AWKWARD ||
1002 game.loc == LOC_BIRDCHAMBER ||
1003 game.loc == LOC_PITTOP) {
1004 command->word[0].id = ENTRANCE;
1007 if ((command->word[0].id == WATER || command->word[0].id == OIL) &&
1008 (command->word[1].id == PLANT || command->word[1].id == DOOR)) {
1009 if (AT(command->word[1].id)) {
1010 command->word[1] = command->word[0];
1011 command->word[0].id = POUR;
1012 command->word[0].type = ACTION;
1013 strncpy(command->word[0].raw, "pour", LINESIZE - 1);
1016 if (command->word[0].id == CAGE && command->word[1].id == BIRD && HERE(CAGE) && HERE(BIRD)) {
1017 command->word[0].id = CARRY;
1018 command->word[0].type = ACTION;
1022 /* If no word type is given for the first word, we assume it's a motion. */
1023 if (command->word[0].type == NO_WORD_TYPE)
1024 command->word[0].type = MOTION;
1026 command->state = PREPROCESSED;
1032 static bool do_move(void)
1033 /* Actually execute the move to the new location and dwarf movement */
1035 /* Can't leave cave once it's closing (except by main office). */
1036 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
1037 rspeak(EXIT_CLOSED);
1038 game.newloc = game.loc;
1040 game.clock2 = PANICTIME;
1044 /* See if a dwarf has seen him and has come from where he
1045 * wants to go. If so, the dwarf's blocking his way. If
1046 * coming from place forbidden to pirate (dwarves rooted in
1047 * place) let him get out (and attacked). */
1048 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
1049 for (size_t i = 1; i <= NDWARVES - 1; i++) {
1050 if (game.odloc[i] == game.newloc && game.dseen[i]) {
1051 game.newloc = game.loc;
1052 rspeak(DWARF_BLOCK);
1057 game.loc = game.newloc;
1062 if (game.loc == LOC_NOWHERE)
1065 /* The easiest way to get killed is to fall into a pit in
1066 * pitch darkness. */
1067 if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(35)) { // FIXME: magic number
1069 game.oldlc2 = game.loc;
1077 static bool do_command(void)
1078 /* Get and execute a command */
1080 static command_t command;
1081 clear_command(&command);
1083 /* Describe the current location and (maybe) get next command. */
1084 while (command.state != EXECUTED) {
1085 describe_location();
1087 if (FORCED(game.loc)) {
1094 /* Command not yet given; keep getting commands from user
1095 * until valid command is both given and executed. */
1096 clear_command(&command);
1097 while (command.state <= GIVEN) {
1100 /* If closing time, check for any objects being toted with
1101 * game.prop < 0 and stash them. This way objects won't be
1102 * described until they've been picked up and put down
1103 * separate from their respective piles. */
1104 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1105 pspeak(OYSTER, look, true, 1);
1106 for (size_t i = 1; i <= NOBJECTS; i++) {
1107 if (TOTING(i) && game.prop[i] < 0)
1108 game.prop[i] = STASHED(i);
1112 /* Check to see if the room is dark. If the knife is here,
1113 * and it's dark, the knife permanently disappears */
1114 game.wzdark = DARK(game.loc);
1115 if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc)
1116 game.knfloc = LOC_NOWHERE;
1118 /* Check some for hints, get input from user, increment
1119 * turn, and pre-process commands. Keep going until
1120 * pre-processing is done. */
1121 while ( command.state < PREPROCESSED ) {
1124 /* Get command input from user */
1125 if (!get_command_input(&command))
1128 /* Every input, check "foobar" flag. If zero, nothing's going
1129 * on. If pos, make neg. If neg, he skipped a word, so make it
1132 game.foobar = (game.foobar > WORD_EMPTY) ? -game.foobar : WORD_EMPTY;
1135 preprocess_command(&command);
1138 /* check if game is closed, and exit if it is */
1142 /* loop until all words in command are processed */
1143 while (command.state == PREPROCESSED ) {
1144 command.state = PROCESSING;
1146 if (command.word[0].id == WORD_NOT_FOUND) {
1147 /* Gee, I don't understand. */
1148 sspeak(DONT_KNOW, command.word[0].raw);
1149 clear_command(&command);
1153 /* Give user hints of shortcuts */
1154 if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
1155 if (++game.iwest == 10)
1158 if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
1159 if (++game.igo == 10)
1160 rspeak(GO_UNNEEDED);
1163 switch (command.word[0].type) {
1165 playermove(command.word[0].id);
1166 command.state = EXECUTED;
1169 command.part = unknown;
1170 command.obj = command.word[0].id;
1173 if (command.word[1].type == NUMERIC)
1174 command.part = transitive;
1176 command.part = intransitive;
1177 command.verb = command.word[0].id;
1180 if (!settings.oldstyle) {
1181 sspeak(DONT_KNOW, command.word[0].raw);
1182 clear_command(&command);
1185 break;// LCOV_EXCL_LINE
1186 default: // LCOV_EXCL_LINE
1187 case NO_WORD_TYPE: // LCOV_EXCL_LINE
1188 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
1191 switch (action(command)) {
1193 command.state = EXECUTED;
1197 command.state = EXECUTED;
1201 printf("Word shift\n");
1203 /* Get second word for analysis. */
1204 command.word[0] = command.word[1];
1205 command.word[1] = empty_command_word;
1206 command.state = PREPROCESSED;
1209 /* Random intransitive verbs come here. Clear obj just in case
1210 * (see attack()). */
1211 command.word[0].raw[0] = toupper(command.word[0].raw[0]);
1212 sspeak(DO_WHAT, command.word[0].raw);
1213 command.obj = NO_OBJECT;
1215 /* object cleared; we need to go back to the preprocessing step */
1216 command.state = GIVEN;
1218 case GO_CHECKHINT: // FIXME: re-name to be more contextual; this was previously a label
1219 command.state = GIVEN;
1222 /* Oh dear, he's disturbed the dwarves. */
1223 rspeak(DWARVES_AWAKEN);
1225 case GO_CLEAROBJ: // FIXME: re-name to be more contextual; this was previously a label
1226 clear_command(&command);
1228 case GO_TOP: // FIXME: re-name to be more contextual; this was previously a label
1230 default: // LCOV_EXCL_LINE
1231 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
1233 } /* while command has not been fully processed */
1234 } /* while command is not yet given */
1235 } /* while command is not executed */
1237 /* command completely executed; we return true. */
1244 * Adventure (rev 2: 20 treasures)
1245 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
1246 * 15-treasure version (adventure) by Don Woods, April-June 1977
1247 * 20-treasure version (rev 2) by Don Woods, August 1978
1248 * Errata fixed: 78/12/25
1249 * Revived 2017 as Open Adventure.
1252 int main(int argc, char *argv[])
1258 #if defined ADVENT_AUTOSAVE
1259 const char* opts = "l:oa:";
1260 const char* usage = "Usage: %s [-l logfilename] [-o] [-a filename] [script...]\n";
1262 const char* autosave_filename = NULL;
1263 #elif !defined ADVENT_NOSAVE
1264 const char* opts = "l:or:";
1265 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [script...]\n";
1268 const char* opts = "l:o";
1269 const char* usage = "Usage: %s [-l logfilename] [-o] [script...]\n";
1271 while ((ch = getopt(argc, argv, opts)) != EOF) {
1274 settings.logfp = fopen(optarg, "w");
1275 if (settings.logfp == NULL)
1277 "advent: can't open logfile %s for write\n",
1279 signal(SIGINT, sig_handler);
1282 settings.oldstyle = true;
1283 settings.prompt = false;
1285 #ifdef ADVENT_AUTOSAVE
1287 rfp = fopen(optarg, READ_MODE);
1288 autosave_filename = optarg;
1289 signal(SIGHUP, sig_handler);
1290 signal(SIGTERM, sig_handler);
1292 #elif !defined ADVENT_NOSAVE
1294 rfp = fopen(optarg, "r");
1297 "advent: can't open save file %s for read\n",
1305 " -l create a log file of your game named as specified'\n");
1307 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
1308 #if defined ADVENT_AUTOSAVE
1310 " -a automatic save/restore from specified saved game file\n");
1311 #elif !defined ADVENT_NOSAVE
1313 " -r restore from specified saved game file\n");
1320 /* copy invocation line part after switches */
1321 settings.argc = argc - optind;
1322 settings.argv = argv + optind;
1323 settings.optind = 0;
1325 /* Initialize game variables */
1326 int seedval = initialise();
1328 #if !defined ADVENT_NOSAVE
1330 game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
1332 game.limit = NOVICELIMIT;
1335 #if defined ADVENT_AUTOSAVE
1339 #if defined ADVENT_AUTOSAVE
1340 if (autosave_filename != NULL) {
1341 if ((autosave_fp = fopen(autosave_filename, WRITE_MODE)) == NULL) {
1342 perror(autosave_filename);
1343 return EXIT_FAILURE;
1349 game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
1351 game.limit = NOVICELIMIT;
1355 fprintf(settings.logfp, "seed %d\n", seedval);
1357 /* interpret commands until EOF or interrupt */
1359 // if we're supposed to move, move
1367 /* show score and exit */
1368 terminate(quitgame);