#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
+#include <getopt.h>
+#include <signal.h>
+#include <time.h>
#include "main.h"
-
+#include "database.h"
#include "misc.h"
-long ABB[186], ATAB[331], ATLOC[186], BLKLIN = true, DFLAG,
+long ABB[186], ATLOC[186], BLKLIN = true, DFLAG,
DLOC[7], FIXED[101], HOLDNG,
- KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
- PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
- SETUP = 0, TABSIZ = 330;
-signed char INLINE[LINESIZE], MAP1[129], MAP2[129];
+ LINK[201], LNLENG, LNPOSN,
+ PARMS[26], PLACE[101],
+ SETUP = 0;
+char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
-long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
+long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
- CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT, CLSMAX = 12, CLSSES,
- COINS, COND[186], CONDS, CTEXT[13], CVAL[13], DALTLC, DETAIL,
+ CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT,
+ COINS, CONDS, DALTLC, DETAIL,
DKILL, DOOR, DPRSSN, DRAGON, DSEEN[7], DTOTAL, DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FIXD[101], FOOBAR, FOOD,
- GRATE, HINT, HINTED[21], HINTLC[21], HINTS[21][5], HNTMAX,
- HNTSIZ = 20, I, INVENT, IGO, IWEST, J, JADE, K, K2, KEY[186], KEYS, KK,
- KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LINSIZ = 12500, LINUSE, LL,
- LMWARN, LOC, LOCK, LOCSIZ = 185, LOCSND[186], LOOK, LTEXT[186],
- MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
+ EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD,
+ GRATE, HINT, HINTED[21], HINTLC[21],
+ I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK,
+ KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LL,
+ LMWARN, LOC, LOCK, LOOK,
+ MAGZIN, MAXDIE, MAXTRS,
MESSAG, MIRROR, MXSCOR,
- NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ, OBJSND[101],
- OBJTXT[101], ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
- PANIC, PEARL, PILLOW, PLAC[101], PLANT, PLANT2, PROP[101], PYRAM,
- RESER, ROD, ROD2, RTXSIZ = 277, RUBY, RUG, SAPPH, SAVED, SAY,
- SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STEXT[186], STICK,
- STREAM, TABNDX, TALLY, THRESH, THROW, TK[21], TRAVEL[886], TRIDNT,
- TRNDEX, TRNLUZ, TRNSIZ = 5, TRNVAL[6], TRNVLS, TROLL, TROLL2, TRVS,
- TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
- VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
+ NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
+ ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
+ PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[101], PYRAM,
+ RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
+ SCORE, SECT, SIGN, SNAKE, SPK, STEPS, STICK,
+ STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT,
+ TRNDEX, TRNLUZ, TROLL, TROLL2,
+ TURNS, URN, V1, V2, VASE, VEND, VERB,
+ VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
WZDARK = false, ZZWORD;
+FILE *logfp;
+bool oldstyle = false;
+lcg_state lcgstate;
extern void initialise();
extern void score(long);
-extern int action(long);
+extern int action(FILE *, long);
+
+void sig_handler(int signo)
+{
+ if (signo == SIGINT)
+ if (logfp != NULL)
+ fflush(logfp);
+ exit(0);
+}
/*
* MAIN PROGRAM
*/
+static bool do_command(FILE *);
+
int main(int argc, char *argv[]) {
+ int ch;
/* Adventure (rev 2: 20 treasures) */
* Errata fixed: 78/12/25 */
+/* Options. */
+
+ while ((ch = getopt(argc, argv, "l:o")) != EOF) {
+ switch (ch) {
+ case 'l':
+ logfp = fopen(optarg, "w");
+ if (logfp == NULL)
+ fprintf(stderr,
+ "advent: can't open logfile %s for write\n",
+ optarg);
+ signal(SIGINT, sig_handler);
+ break;
+ case 'o':
+ oldstyle = true;
+ break;
+ }
+ }
+
/* Logical variables:
*
* CLOSED says whether we're all the way closed
#include "funcs.h"
-/* Read the database if we have not yet done so */
+/* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
- LINES = (long *)calloc(LINSIZ+1,sizeof(long));
- if(!LINES){
- printf("Not enough memory!\n");
- exit(1);
- }
+ lcgstate.a = 1093;
+ lcgstate.c = 221587;
+ lcgstate.m = 1048576;
+ srand(time(NULL));
+ long seedval = (long)rand();
+ set_seed(seedval);
+
+/* Read the database if we have not yet done so */
MAP2[1] = 0;
if(!SETUP)initialise();
RSPEAK(201);
exit(0);
-
-
/* Start-up, dwarf stuff */
L1: SETUP= -1;
- I=RAN(-1);
- ZZWORD=RNDVOC(3,0)+MESH*2;
- NOVICE=YES(65,1,0);
+ I=0;
+ ZZWORD=RNDVOC(3,0);
+ NOVICE=YES(stdin, 65,1,0);
NEWLOC=1;
LOC=1;
LIMIT=330;
if(NOVICE)LIMIT=1000;
+ if (logfp)
+ fprintf(logfp, "seed %ld\n", seedval);
+
+ for (;;) {
+ if (!do_command(stdin))
+ break;
+ }
+ score(1);
+}
+
+static bool fallback_handler(char *buf)
+/* fallback handler for commands not handled by FORTRANish parser */
+{
+ long sv;
+ if (sscanf(buf, "seed %ld", &sv) == 1) {
+ set_seed(sv);
+ printf("Seed set to %ld\n", sv);
+ // autogenerated, so don't charge user time for it.
+ --TURNS;
+ // here we reconfigure any global game state that uses random numbers
+ ZZWORD=RNDVOC(3,0);
+ return true;
+ }
+ return false;
+}
+
+static bool do_command(FILE *cmdin) {
+
/* Can't leave cave once it's closing (except by main office). */
-L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
+ if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
RSPEAK(130);
NEWLOC=LOC;
if(!PANIC)CLOCK2=15;
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
+ * the dwarf's blocking his way. If coming from place forbidden to pirate
* (dwarves rooted in place) let him get out (and attacked). */
L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
L6000: if(DFLAG != 1) goto L6010;
if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
DFLAG=2;
- /* 6001 */ for (I=1; I<=2; I++) {
- J=1+RAN(5);
-L6001: if(PCT(50))DLOC[J]=0;
+ for (I=1; I<=2; I++) {
+ J=1+randrange(5);
+ if(PCT(50))DLOC[J]=0;
} /* end loop */
- /* 6002 */ for (I=1; I<=5; I++) {
+ for (I=1; I<=5; I++) {
if(DLOC[I] == LOC)DLOC[I]=DALTLC;
-L6002: ODLOC[I]=DLOC[I];
+ ODLOC[I]=DLOC[I];
} /* end loop */
RSPEAK(3);
DROP(AXE,LOC);
goto L2000;
-/* Things are in full swing. move each dwarf at random, except if he's seen us
+/* 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. */
{long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
L6016: TK[J]=ODLOC[I];
if(J >= 2)J=J-1;
- J=1+RAN(J);
+ J=1+randrange(J);
ODLOC[I]=DLOC[I];
DLOC[I]=TK[J];
DSEEN[I]=(DSEEN[I] && INDEEP(LOC)) || (DLOC[I] == LOC || ODLOC[I] == LOC);
if(ODLOC[I] != DLOC[I]) goto L6030;
ATTACK=ATTACK+1;
if(KNFLOC >= 0)KNFLOC=LOC;
- if(RAN(1000) < 95*(DFLAG-2))STICK=STICK+1;
+ if(randrange(1000) < 95*(DFLAG-2))STICK=STICK+1;
L6030: /*etc*/ ;
} /* end loop */
L2602: /*etc*/ ;
} /* end loop */
-/* Kick the random number generator just to add variety to the chase. Also,
- * if closing time, check for any objects being toted with PROP < 0 and set
+/* If closing time, check for any objects being toted with PROP < 0 and set
* the prop to -1-PROP. This way objects won't be described until they've
* been picked up and put down separate from their respective piles. Don't
* tick CLOCK1 unless well into cave (and not at Y2). */
L2603: if(!CLOSED) goto L2605;
if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
- /* 2604 */ for (I=1; I<=100; I++) {
-L2604: if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
+ for (I=1; I<=100; I++) {
+ if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
} /* end loop */
L2605: WZDARK=DARK(0);
if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
- I=RAN(1);
- GETIN(WD1,WD1X,WD2,WD2X);
+ I=0;
+ if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
+ return false;
/* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
* make neg. If neg, he skipped a word, so make it zero. */
/* Gee, I don't understand. */
L3000: SETPRM(1,WD1,WD1X);
+ if (fallback_handler(rawbuf))
+ return true;
RSPEAK(254);
goto L2600;
L4090: I=4090; goto Laction;
L5000: I=5000;
Laction:
- switch (action(I)) {
- case 2: goto L2;
+ switch (action(cmdin, I)) {
+ case 2: return true;
case 8: goto L8;
case 2000: goto L2000;
case 2009: goto L2009;
/* Figure out the new location
*
* Given the current location in "LOC", and a motion verb number in "K", put
- * the new location in "NEWLOC". the current loc is saved in "OLDLOC" in case
- * he wants to retreat. the current OLDLOC is saved in OLDLC2, in case he
+ * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
+ * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
* dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
* him, so we need OLDLC2, which is the last place he was safe.) */
L8: KK=KEY[LOC];
NEWLOC=LOC;
if(KK == 0)BUG(26);
- if(K == NUL) goto L2;
+ if(K == NUL) return true;
if(K == BACK) goto L20;
if(K == LOOK) goto L30;
if(K == CAVE) goto L40;
L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
L16: NEWLOC=MOD(LL,1000);
- if(NEWLOC <= 300) goto L2;
+ if(NEWLOC <= 300) return true;
if(NEWLOC <= 500) goto L30000;
RSPEAK(NEWLOC-500);
NEWLOC=LOC;
- goto L2;
+ return true;
-/* Special motions come here. labelling convention: statement numbers NNNXX
+/* Special motions come here. Labelling convention: statement numbers NNNXX
* (XX=00-99) are used for special case number NNN (NNN=301-500). */
L30000: NEWLOC=NEWLOC-300;
* be used for actual motion, but can be spotted by "go back". */
L30100: NEWLOC=99+100-LOC;
- if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) goto L2;
+ if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return true;
NEWLOC=LOC;
RSPEAK(117);
- goto L2;
+ return true;
/* 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
MOVE(TROLL+100,FIXD[TROLL]);
JUGGLE(CHASM);
NEWLOC=LOC;
- goto L2;
+ return true;
L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
if(PROP[TROLL] == 0)PROP[TROLL]=1;
- if(!TOTING(BEAR)) goto L2;
+ if(!TOTING(BEAR)) return true;
RSPEAK(162);
PROP[CHASM]=1;
PROP[TROLL]=2;
if(CNDBIT(LOC,4))K2=274;
if(K2 == 0) goto L21;
RSPEAK(K2);
- goto L2;
+ return true;
L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
if(LL == K) goto L25;
L23: KK=K2;
if(KK != 0) goto L25;
RSPEAK(140);
- goto L2;
+ return true;
L25: K=MOD(IABS(TRAVEL[KK]),1000);
KK=KEY[LOC];
DETAIL=DETAIL+1;
WZDARK=false;
ABB[LOC]=0;
- goto L2;
+ return true;
/* Cave. Different messages depending on whether above ground. */
L40: K=58;
if(OUTSID(LOC) && LOC != 8)K=57;
RSPEAK(K);
- goto L2;
+ return true;
/* Non-applicable motion. Various messages depending on word given. */
if(K == 62 || K == 65)SPK=42;
if(K == 17)SPK=80;
RSPEAK(SPK);
- goto L2;
-
-
-
-
+ return true;
/* "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 on the number of
+ * If the current loc is zero, it means the clown got himself killed. We'll
+ * allow this maxdie times. MAXDIE 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 another chance, he gets a snide remark as
L99: if(CLOSNG) goto L95;
NUMDIE=NUMDIE+1;
- if(!YES(79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
+ if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
if(NUMDIE == MAXDIE) score(0);
PLACE[WATER]=0;
PLACE[OIL]=0;
BUG(27);
L40010: HINTLC[HINT]=0;
- if(!YES(HINTS[HINT][3],0,54)) goto L2602;
+ if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
RSPEAK(261);
- HINTED[HINT]=YES(175,HINTS[HINT][4],54);
+ HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
L40020: HINTLC[HINT]=0;
L40030: goto L2602;
/* Cave closing and scoring */
-/* These sections handle the closing of the cave. The cave closes "CLOCK1"
+/* These sections 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
+ * 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
+ * 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 branch to
+ * turns to get frantic before we close. When clock2 hits zero, we branch to
* 11000 to 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
+ * 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. */
/* 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
+ * 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 mt. king. Also, he's
+ * 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. */
L10000: PROP[GRATE]=0;
PROP[FISSUR]=0;
- /* 10010 */ for (I=1; I<=6; I++) {
+ for (I=1; I<=6; I++) {
DSEEN[I]=false;
-L10010: DLOC[I]=0;
+ DLOC[I]=0;
} /* end loop */
MOVE(TROLL,0);
MOVE(TROLL+100,0);
CLOSNG=true;
goto L19999;
-/* 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 115 (NE) AND 116 (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. */
+/* 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 115 (ne) and 116 (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. */
L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
PROP[PLANT]=PUT(PLANT,115,0);
OLDLOC=115;
NEWLOC=115;
-/* Leave the grate with normal (non-negative) property. reuse sign. */
+/* Leave the grate with normal (non-negative) property. Reuse sign. */
I=PUT(GRATE,116,0);
I=PUT(SIGN,116,0);
PROP[MIRROR]=PUT(MIRROR,115,0);
FIXED[MIRROR]=116;
- /* 11010 */ for (I=1; I<=100; I++) {
-L11010: if(TOTING(I))DSTROY(I);
+ for (I=1; I<=100; I++) {
+ if(TOTING(I))DSTROY(I);
} /* end loop */
RSPEAK(132);
CLOSED=true;
- goto L2;
+ return true;
/* 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. We go to 12000 if the lamp
L18999: RSPEAK(SPK);
L19000: RSPEAK(136);
score(0);
+ return true;
}