long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
-long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
+long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
+ EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
GRATE, HINT, INVENT, JADE, KEYS,
- KNIFE, LAMP, LOCK, LOOK, MAGZIN,
+ KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
- PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
+ PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
- STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
- URN, VASE, VEND, VOLCAN, WATER;
+ STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
+ URN, VASE, VEND, VOLCANO, WATER;
long WD1, WD1X, WD2, WD2X;
FILE *logfp = NULL, *rfp = NULL;
* 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(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[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;
case 4: /* dark */
- if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
+ if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
break;
game.hintlc[hint] = 0;
return;
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(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[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(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]);
if (game.hinted[hint] && game.limit > WARNTIME)
game.limit += WARNTIME * HINTS[hint][2];
}
for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
/* Pirate won't take pyramid from plover room or dark
* room (too easy!). */
- if (treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
+ if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
continue;
}
if (TOTING(treasure) || HERE(treasure))
if (robplayer) {
RSPEAK(PIRATE_POUNCES);
for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
- if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
+ if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
if (AT(treasure) && game.fixed[treasure] == 0)
CARRY(treasure, game.loc);
if (TOTING(treasure))
if (game.dtotal == 0)
return true;
SETPRM(1, game.dtotal, 0);
- RSPEAK(DWARF_PACK + 1 / game.dtotal); /* FIXME: Arithmetic on message number */
+ RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK);
if (attack == 0)
return true;
if (game.dflag == 2)game.dflag = 3;
/* "You're dead, Jim."
*
* If the current loc is zero, it means the clown got himself killed.
- * We'll allow this maxdie times. MAXDIE is automatically set based
+ * We'll allow this maxdie times. maximum_deaths is automatically set based
* on the number of snide messages available. Each death results in
* a message (81, 83, etc.) which offers reincarnation; if accepted,
* this results in message 82, 84, etc. The last time, if he wants
* 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. */
{
+ 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
RSPEAK(DEATH_CLOSING);
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 == maximum_deaths || !YES(query, yes_response, arbitrary_messages[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) {
if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
- if (verb == FIND || verb == INVENT)spk = NEreplace;
+ if (verb == FIND || verb == INVENT)spk = NEARBY;
if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
if (motion == 17)spk = WHICH_WAY;
RSPEAK(spk);
* block travel and then redo it once the blocking condition has been
* removed.
*/
- for (;;) {
- game.newloc = scratchloc / 1000;
- motion = MOD(game.newloc, 100);
- if (!SPECIAL(game.newloc)) {
- if (game.newloc <= 100) {
- if (game.newloc == 0 || PCT(game.newloc))
+ for (;;) { /* L12 loop */
+ for (;;) {
+ game.newloc = scratchloc / 1000;
+ motion = MOD(game.newloc, 100);
+ if (!SPECIAL(game.newloc)) {
+ if (game.newloc <= 100) {
+ if (game.newloc == 0 || PCT(game.newloc))
+ break;
+ /* else fall through */
+ }
+ if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
break;
/* else fall through */
- }
- if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
+ } else if (game.prop[motion] != game.newloc / 100 - 3)
break;
- /* else fall through */
- } else if (game.prop[motion] != game.newloc / 100 - 3)
- break;
- L12:
- do {
- if (TRAVEL[kk] < 0)BUG(25);
- ++kk;
- game.newloc = labs(TRAVEL[kk]) / 1000;
- } while
- (game.newloc == scratchloc);
- scratchloc = game.newloc;
- }
+ do {
+ if (TRAVEL[kk] < 0)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+ ++kk;
+ game.newloc = labs(TRAVEL[kk]) / 1000;
+ } while
+ (game.newloc == scratchloc);
+ scratchloc = game.newloc;
+ }
- game.newloc = MOD(scratchloc, 1000);
- if (!SPECIAL(game.newloc))
- return true;
- if (game.newloc <= 500) {
- game.newloc = game.newloc - SPECIALBASE;
- switch (game.newloc) {
- case 1:
- /* Travel 301. 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". */
- /* FIXME: Arithmetic on location numbers */
- game.newloc = 99 + 100 - game.loc;
- if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMRALD))) {
- game.newloc = game.loc;
- RSPEAK(MUST_DROP);
- }
+ game.newloc = MOD(scratchloc, 1000);
+ if (!SPECIAL(game.newloc))
return true;
- case 2:
- /* Travel 302. 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(EMRALD, game.loc);
- goto L12;
- case 3:
- /* Travel 303. 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)=1, he's crossed since paying, so step out
- * and block him. (standard travel entries check for
- * game.prop(TROLL)=0.) Special stuff for bear. */
- if (game.prop[TROLL] == 1) {
- PSPEAK(TROLL, 1);
- game.prop[TROLL] = 0;
- MOVE(TROLL2, 0);
- MOVE(TROLL2 + NOBJECTS, 0);
- MOVE(TROLL, PLAC[TROLL]);
- MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
- JUGGLE(CHASM);
- game.newloc = game.loc;
+ if (game.newloc <= 500) {
+ game.newloc = game.newloc - SPECIALBASE;
+ switch (game.newloc) {
+ case 1:
+ /* Travel 301. 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". */
+ /* FIXME: Arithmetic on location numbers */
+ game.newloc = 99 + 100 - game.loc;
+ if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
+ game.newloc = game.loc;
+ RSPEAK(MUST_DROP);
+ }
return true;
- } else {
- game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
- if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
- if (!TOTING(BEAR)) return true;
- RSPEAK(BRIDGE_COLLAPSE);
- game.prop[CHASM] = 1;
- game.prop[TROLL] = 2;
- DROP(BEAR, game.newloc);
- game.fixed[BEAR] = -1;
- game.prop[BEAR] = 3;
- game.oldlc2 = game.newloc;
- croak(cmdin);
+ case 2:
+ /* Travel 302. 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);
+ do {
+ if (TRAVEL[kk] < 0)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+ ++kk;
+ game.newloc = labs(TRAVEL[kk]) / 1000;
+ } while
+ (game.newloc == scratchloc);
+ scratchloc = game.newloc;
+ continue; /* goto L12 */
+ case 3:
+ /* Travel 303. 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)=1, he's crossed since paying, so step out
+ * and block him. (standard travel entries check for
+ * game.prop(TROLL)=0.) Special stuff for bear. */
+ if (game.prop[TROLL] == 1) {
+ PSPEAK(TROLL, 1);
+ game.prop[TROLL] = 0;
+ MOVE(TROLL2, 0);
+ MOVE(TROLL2 + NOBJECTS, 0);
+ MOVE(TROLL, PLAC[TROLL]);
+ MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
+ JUGGLE(CHASM);
+ game.newloc = game.loc;
+ return true;
+ } else {
+ game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
+ if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
+ if (!TOTING(BEAR)) return true;
+ RSPEAK(BRIDGE_COLLAPSE);
+ game.prop[CHASM] = 1;
+ game.prop[TROLL] = 2;
+ DROP(BEAR, game.newloc);
+ game.fixed[BEAR] = -1;
+ game.prop[BEAR] = 3;
+ game.oldlc2 = game.newloc;
+ croak();
+ }
}
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
}
- BUG(20);
+ break; /* Leave L12 loop */
}
} while
- (false);
+ (false);
/* FIXME: Arithmetic on location number, becoming a message number */
RSPEAK(game.newloc - 500);
game.newloc = game.loc;
* have been activated, since we've found chest. */
if (game.clock1 == 0) {
game.prop[GRATE] = 0;
- game.prop[FISSUR] = 0;
+ game.prop[FISSURE] = 0;
for (int i = 1; i <= NDWARVES; i++) {
game.dseen[i] = false;
game.dloc[i] = 0;
* Second is for other cases of lamp dying. 12400 is when it
* goes out. Even then, he can explore outside for a while
* if desired. */
- if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) {
+ if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
RSPEAK(REPLACE_BATTERIES);
- game.prop[BATTER] = 1;
- if (TOTING(BATTER))
- DROP(BATTER, game.loc);
+ game.prop[BATTERY] = 1;
+ if (TOTING(BATTERY))
+ DROP(BATTERY, game.loc);
game.limit = game.limit + 2500;
game.lmwarn = false;
} else if (game.limit == 0) {
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
int spk = GET_BATTERIES;
- if (game.place[BATTER] == NOWHERE)spk = LAMP_DIM;
- if (game.prop[BATTER] == 1)spk = MISSING_BATTERIES;
+ if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM;
+ if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
RSPEAK(spk);
}
}
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);
}
}
}