/*
- * There used to be a note that said this:
- *
- * The author - Don Woods - apologises for the style of the code; it
- * is a result of running the original Fortran IV source through a
- * home-brew Fortran-to-C converter.
- *
- * Now that the code has been restructured into something much closer
- * to idiomatic C, the following is more appropriate:
- *
- * ESR apologizes for the remaing gotos (now confined to one function
- * in this file - there used to be over 350 of them, *everywhere*).
- * Applying the Structured Program Theorem can be hard.
+ * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
+ * Copyright (c) 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-clause
*/
#include <stdlib.h>
#include <signal.h>
#include <string.h>
#include <ctype.h>
+#include <unistd.h>
+#include <editline/readline.h>
#include "advent.h"
#include "dungeon.h"
#define DIM(a) (sizeof(a)/sizeof(a[0]))
+#if defined ADVENT_AUTOSAVE
+static FILE* autosave_fp;
+void autosave(void)
+{
+ if (autosave_fp != NULL) {
+ rewind(autosave_fp);
+ savefile(autosave_fp, /* version (auto): */0);
+ fflush(autosave_fp);
+ }
+}
+#endif
+
// LCOV_EXCL_START
// exclude from coverage analysis because it requires interactivity to test
static void sig_handler(int signo)
if (settings.logfp != NULL)
fflush(settings.logfp);
}
+
+#if defined ADVENT_AUTOSAVE
+ if (signo == SIGHUP || signo == SIGTERM)
+ autosave();
+#endif
exit(EXIT_FAILURE);
}
// LCOV_EXCL_STOP
-/*
- * MAIN PROGRAM
- *
- * Adventure (rev 2: 20 treasures)
- * History: Original idea & 5-treasure version (adventures) by Willie Crowther
- * 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 Adventure.
- */
-
-static bool do_command(void);
-
-int main(int argc, char *argv[])
+char *myreadline(const char *prompt)
{
- int ch;
-
- /* Options. */
-
-#ifndef ADVENT_NOSAVE
- const char* opts = "l:or:";
- const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
- FILE *rfp = NULL;
-#else
- const char* opts = "l:o";
- const char* usage = "Usage: %s [-l logfilename] [-o]\n";
-#endif
- while ((ch = getopt(argc, argv, opts)) != EOF) {
- switch (ch) {
- case 'l':
- settings.logfp = fopen(optarg, "w");
- if (settings.logfp == NULL)
- fprintf(stderr,
- "advent: can't open logfile %s for write\n",
- optarg);
- signal(SIGINT, sig_handler);
- break;
- case 'o':
- settings.oldstyle = true;
- settings.prompt = false;
- break;
-#ifndef ADVENT_NOSAVE
- case 'r':
- rfp = fopen(optarg, "r");
- if (rfp == NULL)
- fprintf(stderr,
- "advent: can't open save file %s for read\n",
- optarg);
- signal(SIGINT, sig_handler);
- break;
-#endif
- default:
- fprintf(stderr,
- usage, argv[0]);
- fprintf(stderr,
- " -l create a log file of your game named as specified'\n");
- fprintf(stderr,
- " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
-#ifndef ADVENT_NOSAVE
- fprintf(stderr,
- " -r restore from specified saved game file\n");
-#endif
- exit(EXIT_FAILURE);
- break;
- }
+ /*
+ * This function isn't required for gameplay, readline() straight
+ * up would suffice for that. It's where we interpret command-line
+ * logfiles for testing purposes.
+ */
+ /* Normal case - no script arguments */
+ if (settings.argc == 0) {
+ char *ln = readline(prompt);
+ if (ln == NULL) {
+ fputs(prompt, stdout);
+ }
+ return ln;
}
- /* Initialize game variables */
- long seedval = initialise();
+ char *buf = malloc(LINESIZE + 1);
+ for (;;) {
+ if (settings.scriptfp == NULL || feof(settings.scriptfp)) {
+ if (settings.optind >= settings.argc) {
+ free(buf);
+ return NULL;
+ }
-#ifndef ADVENT_NOSAVE
- if (!rfp) {
- game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
- if (game.novice)
- game.limit = NOVICELIMIT;
- } else {
- restore(rfp);
- }
-#else
- game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
- if (game.novice)
- game.limit = NOVICELIMIT;
-#endif
+ char *next = settings.argv[settings.optind++];
- if (settings.logfp)
- fprintf(settings.logfp, "seed %ld\n", seedval);
+ if (settings.scriptfp != NULL && feof(settings.scriptfp))
+ fclose(settings.scriptfp);
+ if (strcmp(next, "-") == 0)
+ settings.scriptfp = stdin; // LCOV_EXCL_LINE
+ else
+ settings.scriptfp = fopen(next, "r");
+ }
- /* interpret commands until EOF or interrupt */
- for (;;) {
- if (!do_command())
- break;
+ if (isatty(fileno(settings.scriptfp))) {
+ free(buf); // LCOV_EXCL_LINE
+ return readline(prompt); // LCOV_EXCL_LINE
+ } else {
+ char *ln = fgets(buf, LINESIZE, settings.scriptfp);
+ if (ln != NULL) {
+ fputs(prompt, stdout);
+ fputs(ln, stdout);
+ return ln;
+ }
+ }
}
- /* show score and exit */
- terminate(quitgame);
+
+ return NULL;
}
-/* Check if this loc is eligible for any hints. If been here long
+/* Check if this loc is eligible for any hints. If been here int
* enough, display. Ignore "HINTS" < 4 (special stuff, see database
* notes). */
static void checkhints(void)
if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
game.hintlc[hint] = -1;
++game.hintlc[hint];
- /* Come here if he's been long enough at required loc(s) for some
+ /* Come here if he's been int enough at required loc(s) for some
* unused hint. */
if (game.hintlc[hint] >= hints[hint].turns) {
int i;
game.hintlc[hint] = 0;
return;
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(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+ if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
return;
rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
- game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
+ 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;
}
* 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(query, yes_response, arbitrary_messages[OK_MAN])
- || game.numdie == NDEATHS)
+ } 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 {
+ } 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;
}
}
+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? */
{
* 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)
+static void playermove(int motion)
{
int scratchloc, travel_entry = tkey[game.loc];
game.newloc = 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 (T_TERMINATE(travel[travel_entry]) ||
+ if ((travel[travel_entry].motion == HERE) ||
travel[travel_entry].motion == motion)
break;
if (travel[travel_entry].stop) {
for (;;) { /* L12 loop */
for (;;) {
enum condtype_t condtype = travel[travel_entry].condtype;
- long condarg1 = travel[travel_entry].condarg1;
- long condarg2 = travel[travel_entry].condarg2;
+ 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) {
* 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;
+ {
+ 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
* game.prop[TROLL]=TROLL_UNPAID.) Special stuff
* for bear. */
if (game.prop[TROLL] == TROLL_PAIDONCE) {
- pspeak(TROLL, look, TROLL_PAIDONCE, true);
+ pspeak(TROLL, look, true, TROLL_PAIDONCE);
game.prop[TROLL] = TROLL_UNPAID;
- move(TROLL2, LOC_NOWHERE);
+ DESTROY(TROLL2);
move(TROLL2 + NOBJECTS, IS_FREE);
move(TROLL, objects[TROLL].plac);
move(TROLL + NOBJECTS, objects[TROLL].fixd);
(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
game.dseen[i] = false;
game.dloc[i] = LOC_NOWHERE;
}
- move(TROLL, LOC_NOWHERE);
+ DESTROY(TROLL);
move(TROLL + NOBJECTS, IS_FREE);
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
rspeak(CAVE_CLOSING);
game.clock1 = -1;
game.closng = true;
- return true;
+ return game.closed;
} else if (game.clock1 < 0)
--game.clock2;
if (game.clock2 == 0) {
rspeak(CAVE_CLOSED);
game.closed = true;
- return true;
+ return game.closed;
}
+ lampcheck();
return 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 void listobjects(void)
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
kk = (game.loc == game.fixed[STEPS])
? STEPS_UP
: STEPS_DOWN;
- pspeak(obj, look, kk, true);
+ pspeak(obj, look, true, kk);
}
}
}
-static bool do_command()
-/* Get and execute a command */
+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. */
{
- static struct command_t command;
+ 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);
if (!dwarfmove())
croak();
- /* Describe the current location and (maybe) get next command. */
+ 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(void)
+/* 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();
- for (;;) {
- if (game.loc == 0)
- 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 (!FORCED(game.loc) && DARK(game.loc)) {
- /* The easiest way to get killed is to fall into a pit in
- * pitch darkness. */
- if (game.wzdark && PCT(35)) {
- rspeak(PIT_FALL);
- game.oldlc2 = game.loc;
- 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)) {
playermove(HERE);
return true;
}
- if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
- rspeak(SAYS_PLUGH);
listobjects();
-Lclearobj:
- game.oldobj = command.obj;
-
- checkhints();
-
- /* 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.closed) {
- if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- pspeak(OYSTER, look, 1, true);
- for (size_t i = 1; i <= NOBJECTS; i++) {
- if (TOTING(i) && game.prop[i] < 0)
- game.prop[i] = STASHED(i);
+ /* 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);
+ }
}
- }
- game.wzdark = DARK(game.loc);
- if (game.knfloc > 0 && game.knfloc != game.loc)
- game.knfloc = 0;
- /* Preserve state from last command for reuse when required */
- struct command_t preserve;
- memcpy(&preserve, &command, sizeof(struct command_t));
+ /* 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;
+
+ /* 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.
+ */
+ game.foobar = (game.foobar > WORD_EMPTY) ? -game.foobar : WORD_EMPTY;
+
+ ++game.turns;
+ preprocess_command(&command);
+ }
- // Get command input from user
- if (!get_command_input(&command))
- return false;
+ /* check if game is closed, and exit if it is */
+ if (closecheck() )
+ return true;
-#ifdef GDEBUG
- printf("Preserve: type1 = %u, id1 = %ld, type2 = %u id2 = %ld\n",
- preserve.type1, preserve.id1, preserve.type2, preserve.id2);
- printf("Command: type1 = %u, id1 = %ld, type2 = %u id2 = %ld\n",
- command.type1, command.id1, command.type2, command.id2);
-#endif
+ /* loop until all words in command are processed */
+ while (command.state == PREPROCESSED ) {
+ command.state = PROCESSING;
- /* Handling of objectless action followed by actionless object */
- if (preserve.type1 == ACTION && preserve.type2 == NO_WORD_TYPE && command.id2 == 0)
- command.verb = preserve.verb;
+ if (command.word[0].id == WORD_NOT_FOUND) {
+ /* Gee, I don't understand. */
+ sspeak(DONT_KNOW, command.word[0].raw);
+ clear_command(&command);
+ continue;
+ }
-#ifdef BROKEN
- /* Handling of actionless object followed by objectless action */
- if (preserve.type1 == OBJECT && preserve.type2 == NO_WORD_TYPE && command.id2 == 0)
- command.obj = preserve.obj;
-#endif
+ /* 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);
+ }
- ++game.turns;
+ 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
+ }
- if (closecheck()) {
- if (game.closed)
- return true;
- } else
- lampcheck();
+ 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 */
- if (command.type1 == MOTION && command.id1 == ENTER
- && (command.id2 == STREAM || command.id2 == WATER)) {
- if (LIQLOC(game.loc) == WATER)
- rspeak(FEET_WET);
- else
- rspeak(WHERE_QUERY);
+ /* command completely executed; we return true. */
+ return true;
+}
- goto Lclearobj;
- }
+/*
+ * MAIN PROGRAM
+ *
+ * Adventure (rev 2: 20 treasures)
+ * History: Original idea & 5-treasure version (adventures) by Willie Crowther
+ * 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 Adventure.
+ */
- if (command.type1 == OBJECT) {
- if (command.id1 == GRATE) {
- command.type1 = MOTION;
- if (game.loc == LOC_START ||
- game.loc == LOC_VALLEY ||
- game.loc == LOC_SLIT) {
- command.id1 = DEPRESSION;
- }
- if (game.loc == LOC_COBBLE ||
- game.loc == LOC_DEBRIS ||
- game.loc == LOC_AWKWARD ||
- game.loc == LOC_BIRD ||
- game.loc == LOC_PITTOP) {
- command.id1 = ENTRANCE;
- }
- }
- if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
- if (AT(command.id2)) {
- command.id2 = POUR;
- command.type2 = ACTION;
- strncpy(command.raw2, "POUR", LINESIZE - 1);
- }
- }
- if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD)) {
- command.id1 = CARRY;
- command.type1 = ACTION;
- strncpy(command.raw2, "CATCH", LINESIZE - 1);
- }
- }
+int main(int argc, char *argv[])
+{
+ int ch;
-Lookup:
- if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
- if (++game.iwest == 10)
- rspeak(W_IS_WEST);
- }
- if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) {
- if (++game.igo == 10)
- rspeak(GO_UNNEEDED);
- }
- if (command.id1 == WORD_NOT_FOUND) {
- /* Gee, I don't understand. */
- sspeak(DONT_KNOW, command.raw1);
- goto Lclearobj;
- }
- switch (command.type1) {
- case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
- case MOTION:
- playermove(command.id1);
- return true;
- case OBJECT:
- command.part = unknown;
- command.obj = command.id1;
+ /* Options. */
+
+#if defined ADVENT_AUTOSAVE
+ const char* opts = "dl:oa:";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [-a filename] [script...]\n";
+ FILE *rfp = NULL;
+ const char* autosave_filename = NULL;
+#elif !defined ADVENT_NOSAVE
+ const char* opts = "dl:or:";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [script...]\n";
+ FILE *rfp = NULL;
+#else
+ const char* opts = "dl:o";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [script...]\n";
+#endif
+ while ((ch = getopt(argc, argv, opts)) != EOF) {
+ switch (ch) {
+ case 'd':
+ settings.debug +=1;
+ break;
+ case 'l':
+ settings.logfp = fopen(optarg, "w");
+ if (settings.logfp == NULL)
+ fprintf(stderr,
+ "advent: can't open logfile %s for write\n",
+ optarg);
+ signal(SIGINT, sig_handler);
break;
- case ACTION:
- if(command.type2 == NUMERIC)
- command.part = transitive;
- else
- command.part = intransitive;
- command.verb = command.id1;
+ case 'o':
+ settings.oldstyle = true;
+ settings.prompt = false;
+ break;
+#ifdef ADVENT_AUTOSAVE
+ case 'a':
+ rfp = fopen(optarg, READ_MODE);
+ autosave_filename = optarg;
+ signal(SIGHUP, sig_handler);
+ signal(SIGTERM, sig_handler);
+ break;
+#elif !defined ADVENT_NOSAVE
+ case 'r':
+ rfp = fopen(optarg, "r");
+ if (rfp == NULL)
+ fprintf(stderr,
+ "advent: can't open save file %s for read\n",
+ optarg);
+ break;
+#endif
+ default:
+ fprintf(stderr,
+ usage, argv[0]);
+ fprintf(stderr,
+ " -l create a log file of your game named as specified'\n");
+ fprintf(stderr,
+ " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
+#if defined ADVENT_AUTOSAVE
+ fprintf(stderr,
+ " -a automatic save/restore from specified saved game file\n");
+#elif !defined ADVENT_NOSAVE
+ fprintf(stderr,
+ " -r restore from specified saved game file\n");
+#endif
+ exit(EXIT_FAILURE);
break;
- case NUMERIC: // LCOV_EXCL_LINE
- default: // LCOV_EXCL_LINE
- BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
+ }
- switch (action(command)) {
- case GO_TERMINATE:
- return true;
- case GO_MOVE:
- playermove(NUL);
- return true;
- case GO_TOP:
- continue; /* back to top of main interpreter loop */
- case GO_WORD2:
- /* Get second word for analysis. */
- command.id1 = command.id2;
- command.type1 = command.type2;
- strncpy(command.raw1, command.raw2, LINESIZE - 1);
- command.id2 = WORD_EMPTY;
- command.type2 = NO_WORD_TYPE;
- command.raw2[0] = '\0';
- goto Lookup;
- case GO_UNKNOWN:
- /* Random intransitive verbs come here. Clear obj just in case
- * (see attack()). */
- command.raw1[0] = toupper(command.raw1[0]);
- sspeak(DO_WHAT, command.raw1);
- command.obj = 0;
- // Fallthrough
- case GO_CHECKHINT: // Fallthrough
- case GO_CLEAROBJ:
- goto Lclearobj;
- case GO_DWARFWAKE:
- /* Oh dear, he's disturbed the dwarves. */
- rspeak(DWARVES_AWAKEN);
- terminate(endgame);
- default: // LCOV_EXCL_LINE
- BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
+ /* copy invocation line part after switches */
+ settings.argc = argc - optind;
+ settings.argv = argv + optind;
+ settings.optind = 0;
+
+ /* Initialize game variables */
+ int seedval = initialise();
+
+#if !defined ADVENT_NOSAVE
+ if (!rfp) {
+ game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+ if (game.novice)
+ game.limit = NOVICELIMIT;
+ } else {
+ restore(rfp);
+#if defined ADVENT_AUTOSAVE
+ score(scoregame);
+#endif
+ }
+#if defined ADVENT_AUTOSAVE
+ if (autosave_filename != NULL) {
+ if ((autosave_fp = fopen(autosave_filename, WRITE_MODE)) == NULL) {
+ perror(autosave_filename);
+ return EXIT_FAILURE;
}
+ autosave();
}
+#endif
+#else
+ game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+ if (game.novice)
+ game.limit = NOVICELIMIT;
+#endif
+
+ if (settings.logfp)
+ fprintf(settings.logfp, "seed %d\n", seedval);
+
+ /* interpret commands until EOF or interrupt */
+ for (;;) {
+ // if we're supposed to move, move
+ if (!do_move())
+ continue;
+
+ // get command
+ if (!do_command())
+ break;
+ }
+ /* show score and exit */
+ terminate(quitgame);
}
/* end */