* 15-treasure version (adventure) by Don Woods, April-June 1977
* 20-treasure version (rev 2) by Don Woods, August 1978
* Errata fixed: 78/12/25
- * Revived 2017 as Open Advebture.
+ * Revived 2017 as Open Adventure.
*/
static bool do_command(FILE *);
case 's':
editline = false;
break;
+ default:
+ fprintf(stderr,
+ "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n", argv[0]);
+ fprintf(stderr,
+ " where -l creates a log file of your game named as specified'\n");
+ fprintf(stderr,
+ " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
+ fprintf(stderr,
+ " -r indicates restoring from specified saved game file\n");
+ fprintf(stderr,
+ " -s indicates playing with command editing suppressed\n");
+ exit(-1);
+ break;
}
}
game.loc = LOC_START;
game.limit = 330;
if (!rfp) {
- game.novice = YES(stdin, WELCOME_YOU, CAVE_NEARBY, NO_MESSAGE);
+ game.novice = YES(WELCOME_YOU, CAVE_NEARBY, NO_MESSAGE);
if (game.novice)game.limit = 1000;
} else {
restore(rfp);
* all come back here eventually to finish the loop. Ignore
* "HINTS" < 4 (special stuff, see database notes).
*/
-static void checkhints(FILE *cmdin)
+static void checkhints(void)
{
if (COND[game.loc] >= game.conds) {
for (int hint = 1; hint <= HNTMAX; hint++) {
game.hintlc[hint] = 0;
return;
default:
- BUG(27);
+ BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
break;
}
/* Fall through to hint display */
game.hintlc[hint] = 0;
- if (!YES(cmdin, HINTS[hint][3], NO_MESSAGE, OK_MAN))
+ if (!YES(HINTS[hint][3], NO_MESSAGE, OK_MAN))
return;
SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
RSPEAK(HINT_COST);
- game.hinted[hint] = YES(cmdin, WANT_HINT, HINTS[hint][4], OK_MAN);
+ game.hinted[hint] = YES(WANT_HINT, HINTS[hint][4], OK_MAN);
if (game.hinted[hint] && game.limit > WARNTIME)
game.limit += WARNTIME * HINTS[hint][2];
}
* without the lamp!). game.oldloc is zapped so he can't just
* "retreat". */
-static void croak(FILE *cmdin)
+static void croak(void)
/* Okay, he's dead. Let's get on with it. */
{
++game.numdie;
terminate(endgame);
}
/* FIXME: Arithmetic on message numbers */
- else if (game.numdie == MAXDIE || !YES(cmdin, WATCH_IT + game.numdie * 2, WHICH_WAY + game.numdie * 2, OK_MAN))
+ else if (game.numdie == MAXDIE || !YES(WATCH_IT + game.numdie * 2, WHICH_WAY + game.numdie * 2, OK_MAN))
terminate(endgame);
else {
game.place[WATER] = game.place[OIL] = NOWHERE;
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-static bool playermove(FILE *cmdin, token_t verb, int motion)
+static bool playermove(token_t verb, int motion)
{
int scratchloc, k2, kk = KEY[game.loc];
game.newloc = game.loc;
if (kk == 0)
- BUG(26);
+ BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
if (motion == NUL)
return true;
else if (motion == BACK) {
/* else fall through */
} else if (game.prop[motion] != game.newloc / 100 - 3)
break;
+L12:
do {
- if (TRAVEL[kk] < 0)BUG(25);
+ if (TRAVEL[kk] < 0)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
game.newloc = labs(TRAVEL[kk]) / 1000;
} while
* actual motion, but can be spotted by "go back". */
/* FIXME: Arithmetic on location numbers */
game.newloc = 99 + 100 - game.loc;
- if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
- return true;
- game.newloc = game.loc;
- RSPEAK(MUST_DROP);
+ if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMRALD))) {
+ game.newloc = game.loc;
+ RSPEAK(MUST_DROP);
+ }
return true;
case 2:
/* Travel 302. Plover transport. Drop the emerald (only use
* plover-passage to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
DROP(EMRALD, game.loc);
- do {
- if (TRAVEL[kk] < 0)BUG(25);
- ++kk;
- game.newloc = labs(TRAVEL[kk]) / 1000;
- } while
- (game.newloc == scratchloc);
- continue; /* back to top of do/while loop */
+ goto L12;
case 3:
/* Travel 303. Troll bridge. Must be done only as special
* motion so that dwarves won't wander across and encounter
game.fixed[BEAR] = -1;
game.prop[BEAR] = 3;
game.oldlc2 = game.newloc;
- croak(cmdin);
- return false;
+ croak();
}
}
- BUG(20);
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
}
} while
(false);
game.loc = game.newloc;
if (!dwarfmove())
- croak(cmdin);
+ croak();
/* Describe the current location and (maybe) get next command. */
for (;;) {
if (game.loc == 0)
- croak(cmdin);
+ croak();
const char* msg = locations[game.loc].description.small;
if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
msg = locations[game.loc].description.big;
if (game.wzdark && PCT(35)) {
RSPEAK(PIT_FALL);
game.oldlc2 = game.loc;
- croak(cmdin);
+ croak();
continue; /* back to top of main interpreter loop */
}
msg = arbitrary_messages[PITCH_DARK];
if (TOTING(BEAR))RSPEAK(TAME_BEAR);
speak(msg);
if (FORCED(game.loc)) {
- if (playermove(cmdin, verb, 1))
+ if (playermove(verb, 1))
return true;
else
continue; /* back to top of main interpreter loop */
obj = 0;
L2600:
- checkhints(cmdin);
+ checkhints();
/* If closing time, check for any objects being toted with
* game.prop < 0 and set the prop to -1-game.prop. This way
kmod = MOD(defn, 1000);
switch (defn / 1000) {
case 0:
- if (playermove(cmdin, verb, kmod))
+ if (playermove(verb, kmod))
return true;
else
continue; /* back to top of main interpreter loop */
RSPEAK(kmod);
goto L2012;
default:
- BUG(22);
+ BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
}
Laction:
case GO_TERMINATE:
return true;
case GO_MOVE:
- playermove(cmdin, verb, NUL);
+ playermove(verb, NUL);
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
RSPEAK(DWARVES_AWAKEN);
terminate(endgame);
default:
- BUG(99);
+ BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);
}
}
}