/*
- * 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.
+ * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
+ * SPDX-License-Identifier: BSD-2-Clause
*/
-#include <stdlib.h>
-#include <stdio.h>
-#include <stdbool.h>
+#include "advent.h"
+#include <ctype.h>
+#include <editline/readline.h>
#include <getopt.h>
#include <signal.h>
+#include <stdbool.h>
+#include <stdio.h>
+#include <stdlib.h>
#include <string.h>
-#include <ctype.h>
-#include "advent.h"
-#include "dungeon.h"
-
-#define DIM(a) (sizeof(a)/sizeof(a[0]))
+#include <unistd.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);
+ fflush(autosave_fp);
+ }
+}
+#endif
// LCOV_EXCL_START
// exclude from coverage analysis because it requires interactivity to test
-static void sig_handler(int signo)
-{
- if (signo == SIGINT) {
- if (settings.logfp != NULL)
- fflush(settings.logfp);
- }
- 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[])
-{
- 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");
+static void sig_handler(int signo) {
+ if (signo == SIGINT) {
+ if (settings.logfp != NULL) {
+ fflush(settings.logfp);
+ }
+ }
+
+#if defined ADVENT_AUTOSAVE
+ if (signo == SIGHUP || signo == SIGTERM) {
+ autosave();
+ }
#endif
- exit(EXIT_FAILURE);
- break;
- }
- }
-
- /* Initialize game variables */
- long seedval = initialise();
-
-#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
-
- if (settings.logfp)
- fprintf(settings.logfp, "seed %ld\n", seedval);
-
- /* interpret commands until EOF or interrupt */
- for (;;) {
- if (!do_command())
- break;
- }
- /* show score and exit */
- terminate(quitgame);
+ exit(EXIT_FAILURE);
}
+// LCOV_EXCL_STOP
-static bool fallback_handler(struct command_t command)
-/* fallback handler for commands not handled by FORTRANish parser */
-{
- long sv;
- char buf[LINESIZE];
- sprintf(buf, "%s %s", command.raw1, command.raw2);
-
- 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.
- --game.turns;
- return true;
- }
- return false;
+char *myreadline(const char *prompt) {
+ /*
+ * 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;
+ }
+
+ char *buf = malloc(LINESIZE + 1);
+ for (;;) {
+ if (settings.scriptfp == NULL || feof(settings.scriptfp)) {
+ if (settings.optind >= settings.argc) {
+ free(buf);
+ return NULL;
+ }
+
+ char *next = settings.argv[settings.optind++];
+
+ 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");
+ }
+ }
+
+ if (isatty(fileno(settings.scriptfp)) && !settings.oldstyle) {
+ 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;
+ }
+ }
+ }
+
+ 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 (conditions[game.loc] >= game.conds) {
- for (int hint = 0; hint < NHINTS; hint++) {
- if (game.hinted[hint])
- continue;
- 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
- * unused hint. */
- if (game.hintlc[hint] >= hints[hint].turns) {
- int i;
-
- switch (hint) {
- case 0:
- /* cave */
- if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
- break;
- game.hintlc[hint] = 0;
- return;
- case 1: /* bird */
- if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
- break;
- return;
- case 2: /* snake */
- if (HERE(SNAKE) && !HERE(BIRD))
- break;
- game.hintlc[hint] = 0;
- return;
- case 3: /* maze */
- if (game.atloc[game.loc] == NO_OBJECT &&
- game.atloc[game.oldloc] == NO_OBJECT &&
- game.atloc[game.oldlc2] == NO_OBJECT &&
- game.holdng > 1)
- break;
- game.hintlc[hint] = 0;
- return;
- case 4: /* dark */
- if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
- break;
- game.hintlc[hint] = 0;
- return;
- case 5: /* witt */
- break;
- case 6: /* urn */
- if (game.dflag == 0)
- break;
- game.hintlc[hint] = 0;
- return;
- case 7: /* woods */
- if (game.atloc[game.loc] == NO_OBJECT &&
- game.atloc[game.oldloc] == NO_OBJECT &&
- game.atloc[game.oldlc2] == NO_OBJECT)
- break;
- return;
- case 8: /* ogre */
- i = atdwrf(game.loc);
- if (i < 0) {
- game.hintlc[hint] = 0;
- return;
- }
- if (HERE(OGRE) && i == 0)
- break;
- return;
- case 9: /* jade */
- if (game.tally == 1 && game.prop[JADE] < 0)
- break;
- game.hintlc[hint] = 0;
- return;
- default:
- BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
- break;
- }
-
- /* Fall through to hint display */
- game.hintlc[hint] = 0;
- if (!yes(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]);
- if (game.hinted[hint] && game.limit > WARNTIME)
- game.limit += WARNTIME * hints[hint].penalty;
- }
- }
- }
+static void checkhints(void) {
+ if (conditions[game.loc] >= game.conds) {
+ for (int hint = 0; hint < NHINTS; hint++) {
+ if (game.hints[hint].used) {
+ continue;
+ }
+ if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) {
+ game.hints[hint].lc = -1;
+ }
+ ++game.hints[hint].lc;
+ /* Come here if he's been int enough at required loc(s)
+ * for some unused hint. */
+ if (game.hints[hint].lc >= hints[hint].turns) {
+ int i;
+
+ switch (hint) {
+ case 0:
+ /* cave */
+ if (game.objects[GRATE].prop ==
+ GRATE_CLOSED &&
+ !HERE(KEYS)) {
+ break;
+ }
+ game.hints[hint].lc = 0;
+ return;
+ case 1: /* bird */
+ if (game.objects[BIRD].place ==
+ game.loc &&
+ TOTING(ROD) &&
+ game.oldobj == BIRD) {
+ break;
+ }
+ return;
+ case 2: /* snake */
+ if (HERE(SNAKE) && !HERE(BIRD)) {
+ break;
+ }
+ game.hints[hint].lc = 0;
+ return;
+ case 3: /* maze */
+ if (game.locs[game.loc].atloc ==
+ NO_OBJECT &&
+ game.locs[game.oldloc].atloc ==
+ NO_OBJECT &&
+ game.locs[game.oldlc2].atloc ==
+ NO_OBJECT &&
+ game.holdng > 1) {
+ break;
+ }
+ game.hints[hint].lc = 0;
+ return;
+ case 4: /* dark */
+ if (!OBJECT_IS_NOTFOUND(EMERALD) &&
+ OBJECT_IS_NOTFOUND(PYRAMID)) {
+ break;
+ }
+ game.hints[hint].lc = 0;
+ return;
+ case 5: /* witt */
+ break;
+ case 6: /* urn */
+ if (game.dflag == 0) {
+ break;
+ }
+ game.hints[hint].lc = 0;
+ return;
+ case 7: /* woods */
+ if (game.locs[game.loc].atloc ==
+ NO_OBJECT &&
+ game.locs[game.oldloc].atloc ==
+ NO_OBJECT &&
+ game.locs[game.oldlc2].atloc ==
+ NO_OBJECT) {
+ break;
+ }
+ return;
+ case 8: /* ogre */
+ i = atdwrf(game.loc);
+ if (i < 0) {
+ game.hints[hint].lc = 0;
+ return;
+ }
+ if (HERE(OGRE) && i == 0) {
+ break;
+ }
+ return;
+ case 9: /* jade */
+ if (game.tally == 1 &&
+ (OBJECT_IS_STASHED(JADE) ||
+ OBJECT_IS_NOTFOUND(JADE))) {
+ break;
+ }
+ game.hints[hint].lc = 0;
+ return;
+ default: // LCOV_EXCL_LINE
+ // Should never happen
+ BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+ }
+
+ /* Fall through to hint display */
+ game.hints[hint].lc = 0;
+ 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.hints[hint].used =
+ yes_or_no(arbitrary_messages[WANT_HINT],
+ hints[hint].hint,
+ arbitrary_messages[OK_MAN]);
+ if (game.hints[hint].used &&
+ game.limit > WARNTIME) {
+ game.limit +=
+ WARNTIME * hints[hint].penalty;
+ }
+ }
+ }
+ }
}
-static bool spotted_by_pirate(int i)
-{
- if (i != PIRATE)
- return false;
-
- /* The pirate's spotted him. Pirate leaves him alone once we've
- * found chest. K counts if a treasure is here. If not, and
- * tally=1 for an unseen chest, let the pirate be spotted. Note
- * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
- * it to the troll, but in that case he's seen the chest
- * (game.prop[CHEST] == STATE_FOUND). */
- if (game.loc == game.chloc ||
- game.prop[CHEST] != STATE_NOTFOUND)
- return true;
- int snarfed = 0;
- bool movechest = false, robplayer = false;
- for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (!objects[treasure].is_treasure)
- continue;
- /* Pirate won't take pyramid from plover room or dark
- * room (too easy!). */
- if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
- game.loc == objects[EMERALD].plac)) {
- continue;
- }
- if (TOTING(treasure) ||
- HERE(treasure))
- ++snarfed;
- if (TOTING(treasure)) {
- movechest = true;
- robplayer = true;
- }
- }
- /* Force chest placement before player finds last treasure */
- if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
- rspeak(PIRATE_SPOTTED);
- movechest = true;
- }
- /* Do things in this order (chest move before robbery) so chest is listed
- * last at the maze location. */
- if (movechest) {
- move(CHEST, game.chloc);
- move(MESSAG, game.chloc2);
- game.dloc[PIRATE] = game.chloc;
- game.odloc[PIRATE] = game.chloc;
- game.dseen[PIRATE] = false;
- } else {
- /* You might get a hint of the pirate's presence even if the
- * chest doesn't move... */
- if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
- rspeak(PIRATE_RUSTLES);
- }
- if (robplayer) {
- rspeak(PIRATE_POUNCES);
- for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (!objects[treasure].is_treasure)
- continue;
- if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
- game.loc == objects[EMERALD].plac))) {
- if (AT(treasure) && game.fixed[treasure] == IS_FREE)
- carry(treasure, game.loc);
- if (TOTING(treasure))
- drop(treasure, game.chloc);
- }
- }
- }
-
- return true;
+static bool spotted_by_pirate(int i) {
+ if (i != PIRATE) {
+ return false;
+ }
+
+ /* The pirate's spotted him. Pirate leaves him alone once we've
+ * found chest. K counts if a treasure is here. If not, and
+ * tally=1 for an unseen chest, let the pirate be spotted. Note
+ * that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's
+ * thrown it to the troll, but in that case he's seen the chest
+ * OBJECT_IS_FOUND(CHEST) == true. */
+ if (game.loc == game.chloc || !OBJECT_IS_NOTFOUND(CHEST)) {
+ return true;
+ }
+ int snarfed = 0;
+ bool movechest = false, robplayer = false;
+ for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+ if (!objects[treasure].is_treasure) {
+ continue;
+ }
+ /* Pirate won't take pyramid from plover room or dark
+ * room (too easy!). */
+ if (treasure == PYRAMID &&
+ (game.loc == objects[PYRAMID].plac ||
+ game.loc == objects[EMERALD].plac)) {
+ continue;
+ }
+ if (TOTING(treasure) || HERE(treasure)) {
+ ++snarfed;
+ }
+ if (TOTING(treasure)) {
+ movechest = true;
+ robplayer = true;
+ }
+ }
+ /* Force chest placement before player finds last treasure */
+ if (game.tally == 1 && snarfed == 0 &&
+ game.objects[CHEST].place == LOC_NOWHERE && HERE(LAMP) &&
+ game.objects[LAMP].prop == LAMP_BRIGHT) {
+ rspeak(PIRATE_SPOTTED);
+ movechest = true;
+ }
+ /* Do things in this order (chest move before robbery) so chest is
+ * listed last at the maze location. */
+ if (movechest) {
+ move(CHEST, game.chloc);
+ move(MESSAG, game.chloc2);
+ game.dwarves[PIRATE].loc = game.chloc;
+ game.dwarves[PIRATE].oldloc = game.chloc;
+ game.dwarves[PIRATE].seen = false;
+ } else {
+ /* You might get a hint of the pirate's presence even if the
+ * chest doesn't move... */
+ if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc &&
+ PCT(20)) {
+ rspeak(PIRATE_RUSTLES);
+ }
+ }
+ if (robplayer) {
+ rspeak(PIRATE_POUNCES);
+ for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+ if (!objects[treasure].is_treasure) {
+ continue;
+ }
+ if (!(treasure == PYRAMID &&
+ (game.loc == objects[PYRAMID].plac ||
+ game.loc == objects[EMERALD].plac))) {
+ if (AT(treasure) &&
+ game.objects[treasure].fixed == IS_FREE) {
+ carry(treasure, game.loc);
+ }
+ if (TOTING(treasure)) {
+ drop(treasure, game.chloc);
+ }
+ }
+ }
+ }
+
+ return true;
}
-static bool dwarfmove(void)
-/* Dwarves move. Return true if player survives, false if he dies. */
-{
- int kk, stick, attack;
- long tk[21];
-
- /* Dwarf stuff. See earlier comments for description of
- * variables. Remember sixth dwarf is pirate and is thus
- * very different except for motion rules. */
-
- /* First off, don't let the dwarves follow him into a pit or a
- * wall. Activate the whole mess the first time he gets as far
- * as the Hall of Mists (what INDEEP() tests). If game.newloc
- * is forbidden to pirate (in particular, if it's beyond the
- * troll bridge), bypass dwarf stuff. That way pirate can't
- * steal return toll, and dwarves can't meet the bear. Also
- * means dwarves won't follow him into dead end in maze, but
- * c'est la vie. They'll wait for him outside the dead end. */
- if (game.loc == LOC_NOWHERE ||
- FORCED(game.loc) ||
- CNDBIT(game.newloc, COND_NOARRR))
- return true;
-
- /* Dwarf activity level ratchets up */
- if (game.dflag == 0) {
- if (INDEEP(game.loc))
- game.dflag = 1;
- return true;
- }
-
- /* When we encounter the first dwarf, we kill 0, 1, or 2 of
- * the 5 dwarves. If any of the survivors is at game.loc,
- * replace him with the alternate. */
- if (game.dflag == 1) {
- if (!INDEEP(game.loc) ||
- (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
- PCT(85))))
- return true;
- game.dflag = 2;
- for (int i = 1; i <= 2; i++) {
- int j = 1 + randrange(NDWARVES - 1);
- if (PCT(50))
- game.dloc[j] = 0;
- }
-
- /* Alternate initial loc for dwarf, in case one of them
- * starts out on top of the adventurer. */
- for (int i = 1; i <= NDWARVES - 1; i++) {
- if (game.dloc[i] == game.loc)
- game.dloc[i] = DALTLC; //
- game.odloc[i] = game.dloc[i];
- }
- rspeak(DWARF_RAN);
- drop(AXE, game.loc);
- return true;
- }
-
- /* 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. */
- game.dtotal = 0;
- attack = 0;
- stick = 0;
- for (int i = 1; i <= NDWARVES; i++) {
- if (game.dloc[i] == 0)
- continue;
- /* Fill tk array with all the places this dwarf might go. */
- unsigned int j = 1;
- kk = tkey[game.dloc[i]];
- if (kk != 0)
- do {
- enum desttype_t desttype = travel[kk].desttype;
- game.newloc = travel[kk].destval;
- /* Have we avoided a dwarf encounter? */
- if (desttype != dest_goto)
- continue;
- else if (!INDEEP(game.newloc))
- continue;
- else if (game.newloc == game.odloc[i])
- continue;
- else if (j > 1 && game.newloc == tk[j - 1])
- continue;
- else if (j >= DIM(tk) - 1)
- /* This can't actually happen. */
- continue; // LCOV_EXCL_LINE
- else if (game.newloc == game.dloc[i])
- continue;
- else if (FORCED(game.newloc))
- continue;
- else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
- continue;
- else if (travel[kk].nodwarves)
- continue;
- tk[j++] = game.newloc;
- } while
- (!travel[kk++].stop);
- tk[j] = game.odloc[i];
- if (j >= 2)
- --j;
- j = 1 + randrange(j);
- game.odloc[i] = game.dloc[i];
- game.dloc[i] = tk[j];
- game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
- (game.dloc[i] == game.loc ||
- game.odloc[i] == game.loc);
- if (!game.dseen[i])
- continue;
- game.dloc[i] = game.loc;
- if (spotted_by_pirate(i))
- continue;
- /* This threatening little dwarf is in the room with him! */
- ++game.dtotal;
- if (game.odloc[i] == game.dloc[i]) {
- ++attack;
- if (game.knfloc >= 0)
- game.knfloc = game.loc;
- if (randrange(1000) < 95 * (game.dflag - 2))
- ++stick;
- }
- }
-
- /* Now we know what's happening. Let's tell the poor sucker about it. */
- if (game.dtotal == 0)
- return true;
- rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
- if (attack == 0)
- return true;
- if (game.dflag == 2)
- game.dflag = 3;
- if (attack > 1) {
- rspeak(THROWN_KNIVES, attack);
- rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
- } else {
- rspeak(KNIFE_THROWN);
- rspeak(MISSES_YOU);
- }
- if (stick == 0)
- return true;
- game.oldlc2 = game.loc;
- return false;
+static bool dwarfmove(void) {
+ /* Dwarves move. Return true if player survives, false if he dies. */
+ int kk, stick, attack;
+ loc_t tk[21];
+
+ /* Dwarf stuff. See earlier comments for description of
+ * variables. Remember sixth dwarf is pirate and is thus
+ * very different except for motion rules. */
+
+ /* First off, don't let the dwarves follow him into a pit or a
+ * wall. Activate the whole mess the first time he gets as far
+ * as the Hall of Mists (what INDEEP() tests). If game.newloc
+ * is forbidden to pirate (in particular, if it's beyond the
+ * troll bridge), bypass dwarf stuff. That way pirate can't
+ * steal return toll, and dwarves can't meet the bear. Also
+ * means dwarves won't follow him into dead end in maze, but
+ * c'est la vie. They'll wait for him outside the dead end. */
+ if (game.loc == LOC_NOWHERE || FORCED(game.loc) ||
+ CNDBIT(game.newloc, COND_NOARRR)) {
+ return true;
+ }
+
+ /* Dwarf activity level ratchets up */
+ if (game.dflag == 0) {
+ if (INDEEP(game.loc)) {
+ game.dflag = 1;
+ }
+ return true;
+ }
+
+ /* When we encounter the first dwarf, we kill 0, 1, or 2 of
+ * the 5 dwarves. If any of the survivors is at game.loc,
+ * replace him with the alternate. */
+ if (game.dflag == 1) {
+ if (!INDEEP(game.loc) ||
+ (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) {
+ return true;
+ }
+ game.dflag = 2;
+ for (int i = 1; i <= 2; i++) {
+ int j = 1 + randrange(NDWARVES - 1);
+ if (PCT(50)) {
+ game.dwarves[j].loc = 0;
+ }
+ }
+
+ /* Alternate initial loc for dwarf, in case one of them
+ * starts out on top of the adventurer. */
+ for (int i = 1; i <= NDWARVES - 1; i++) {
+ if (game.dwarves[i].loc == game.loc) {
+ game.dwarves[i].loc = DALTLC;
+ }
+ game.dwarves[i].oldloc = game.dwarves[i].loc;
+ }
+ rspeak(DWARF_RAN);
+ drop(AXE, game.loc);
+ return true;
+ }
+
+ /* 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. */
+ game.dtotal = 0;
+ attack = 0;
+ stick = 0;
+ for (int i = 1; i <= NDWARVES; i++) {
+ if (game.dwarves[i].loc == 0) {
+ continue;
+ }
+ /* Fill tk array with all the places this dwarf might go. */
+ unsigned int j = 1;
+ kk = tkey[game.dwarves[i].loc];
+ if (kk != 0) {
+ do {
+ enum desttype_t desttype = travel[kk].desttype;
+ game.newloc = travel[kk].destval;
+ /* Have we avoided a dwarf encounter? */
+ if (desttype != dest_goto) {
+ continue;
+ } else if (!INDEEP(game.newloc)) {
+ continue;
+ } else if (game.newloc ==
+ game.dwarves[i].oldloc) {
+ continue;
+ } else if (j > 1 && game.newloc == tk[j - 1]) {
+ continue;
+ } else if (j >= DIM(tk) - 1) {
+ /* This can't actually happen. */
+ continue; // LCOV_EXCL_LINE
+ } else if (game.newloc == game.dwarves[i].loc) {
+ continue;
+ } else if (FORCED(game.newloc)) {
+ continue;
+ } else if (i == PIRATE &&
+ CNDBIT(game.newloc, COND_NOARRR)) {
+ continue;
+ } else if (travel[kk].nodwarves) {
+ continue;
+ }
+ tk[j++] = game.newloc;
+ } while (!travel[kk++].stop);
+ }
+ tk[j] = game.dwarves[i].oldloc;
+ if (j >= 2) {
+ --j;
+ }
+ j = 1 + randrange(j);
+ game.dwarves[i].oldloc = game.dwarves[i].loc;
+ game.dwarves[i].loc = tk[j];
+ game.dwarves[i].seen =
+ (game.dwarves[i].seen && INDEEP(game.loc)) ||
+ (game.dwarves[i].loc == game.loc ||
+ game.dwarves[i].oldloc == game.loc);
+ if (!game.dwarves[i].seen) {
+ continue;
+ }
+ game.dwarves[i].loc = game.loc;
+ if (spotted_by_pirate(i)) {
+ continue;
+ }
+ /* This threatening little dwarf is in the room with him! */
+ ++game.dtotal;
+ if (game.dwarves[i].oldloc == game.dwarves[i].loc) {
+ ++attack;
+ if (game.knfloc >= LOC_NOWHERE) {
+ game.knfloc = game.loc;
+ }
+ if (randrange(1000) < 95 * (game.dflag - 2)) {
+ ++stick;
+ }
+ }
+ }
+
+ /* Now we know what's happening. Let's tell the poor sucker about it.
+ */
+ if (game.dtotal == 0) {
+ return true;
+ }
+ rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
+ if (attack == 0) {
+ return true;
+ }
+ if (game.dflag == 2) {
+ game.dflag = 3;
+ }
+ if (attack > 1) {
+ rspeak(THROWN_KNIVES, attack);
+ rspeak(stick > 1 ? MULTIPLE_HITS
+ : (stick == 1 ? ONE_HIT : NONE_HIT),
+ stick);
+ } else {
+ rspeak(KNIFE_THROWN);
+ rspeak(stick ? GETS_YOU : MISSES_YOU);
+ }
+ if (stick == 0) {
+ return true;
+ }
+ game.oldlc2 = game.loc;
+ return false;
}
/* "You're dead, Jim."
* 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_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 {
+ /* 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.objects[WATER].place = game.objects[OIL].place =
+ LOC_NOWHERE;
+ if (TOTING(LAMP)) {
+ game.objects[LAMP].prop = LAMP_DARK;
+ }
+ for (int j = 1; j <= NOBJECTS; j++) {
+ int i = NOBJECTS + 1 - j;
+ if (TOTING(i)) {
+ /* Always leave lamp where it's accessible
+ * aboveground */
+ drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
+ }
+ }
+ game.oldloc = game.loc = game.newloc = LOC_BUILDING;
+ }
+}
+
+static void describe_location(void) {
+ /* Describe the location to the user */
+ const char *msg = locations[game.loc].description.small;
+
+ if (MOD(game.locs[game.loc].abbrev, game.abbnum) == 0 ||
+ msg == NO_MESSAGE) {
+ msg = locations[game.loc].description.big;
+ }
+
+ if (!FORCED(game.loc) && IS_DARK_HERE()) {
+ msg = arbitrary_messages[PITCH_DARK];
+ }
-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 (game.numdie == NDEATHS ||
- !yes(query, yes_response, arbitrary_messages[OK_MAN]))
- terminate(endgame);
- else {
- game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
- if (TOTING(LAMP))
- game.prop[LAMP] = LAMP_DARK;
- for (int j = 1; j <= NOBJECTS; j++) {
- int i = NOBJECTS + 1 - j;
- if (TOTING(i)) {
- /* Always leave lamp where it's accessible aboveground */
- drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
- }
- }
- game.oldloc = game.loc = game.newloc = LOC_BUILDING;
- }
+ if (TOTING(BEAR)) {
+ rspeak(TAME_BEAR);
+ }
+
+ speak(msg);
+
+ if (game.loc == LOC_Y2 && PCT(25) && !game.closng) {
+ rspeak(SAYS_PLUGH);
+ }
}
-static bool traveleq(long a, long b)
-/* Are two travel entries equal for purposes of skip after failed condition? */
-{
- return (travel[a].condtype == travel[b].condtype)
- && (travel[a].condarg1 == travel[b].condarg1)
- && (travel[a].condarg2 == travel[b].condarg2)
- && (travel[a].desttype == travel[b].desttype)
- && (travel[a].destval == travel[b].destval);
+static bool traveleq(int a, int b) {
+ /* Are two travel entries equal for purposes of skip after failed
+ * condition? */
+ return (travel[a].condtype == travel[b].condtype) &&
+ (travel[a].condarg1 == travel[b].condarg1) &&
+ (travel[a].condarg2 == travel[b].condarg2) &&
+ (travel[a].desttype == travel[b].desttype) &&
+ (travel[a].destval == travel[b].destval);
}
/* Given the current location in "game.loc", and a motion verb number in
* 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) {
+ int scratchloc, travel_entry = tkey[game.loc];
+ game.newloc = game.loc;
+ if (travel_entry == 0) {
+ BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
+ }
+ if (motion == NUL) {
+ return;
+ } else if (motion == BACK) {
+ /* Handle "go back". Look for verb which goes from game.loc to
+ * game.oldloc, or to game.oldlc2 If game.oldloc has
+ * forced-motion. te_tmp saves entry -> forced loc -> previous
+ * loc. */
+ motion = game.oldloc;
+ if (FORCED(motion)) {
+ motion = game.oldlc2;
+ }
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
+ if (CNDBIT(game.loc, COND_NOBACK)) {
+ rspeak(TWIST_TURN);
+ return;
+ }
+ if (motion == game.loc) {
+ rspeak(FORGOT_PATH);
+ return;
+ }
+
+ int te_tmp = 0;
+ for (;;) {
+ enum desttype_t desttype =
+ travel[travel_entry].desttype;
+ scratchloc = travel[travel_entry].destval;
+ if (desttype != dest_goto || scratchloc != motion) {
+ if (desttype == dest_goto) {
+ if (FORCED(scratchloc) &&
+ travel[tkey[scratchloc]].destval ==
+ motion) {
+ te_tmp = travel_entry;
+ }
+ }
+ if (!travel[travel_entry].stop) {
+ ++travel_entry; /* go to next travel
+ entry for this
+ location */
+ continue;
+ }
+ /* we've reached the end of travel entries for
+ * game.loc */
+ travel_entry = te_tmp;
+ if (travel_entry == 0) {
+ rspeak(NOT_CONNECTED);
+ return;
+ }
+ }
+
+ motion = travel[travel_entry].motion;
+ travel_entry = tkey[game.loc];
+ break; /* fall through to ordinary travel */
+ }
+ } else if (motion == LOOK) {
+ /* Look. Can't give more detail. Pretend it wasn't dark
+ * (though it may now be dark) so he won't fall into a
+ * pit while staring into the gloom. */
+ if (game.detail < 3) {
+ rspeak(NO_MORE_DETAIL);
+ }
+ ++game.detail;
+ game.wzdark = false;
+ game.locs[game.loc].abbrev = 0;
+ return;
+ } else if (motion == CAVE) {
+ /* Cave. Different messages depending on whether above ground.
+ */
+ rspeak((OUTSIDE(game.loc) && game.loc != LOC_GRATE)
+ ? FOLLOW_STREAM
+ : NEED_DETAIL);
+ return;
+ } else {
+ /* none of the specials */
+ game.oldlc2 = game.oldloc;
+ game.oldloc = 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 ((travel[travel_entry].motion == HERE) ||
+ travel[travel_entry].motion == motion) {
+ break;
+ }
+ if (travel[travel_entry].stop) {
+ /* Couldn't find an entry matching the motion word
+ * passed in. Various messages depending on word given.
+ */
+ switch (motion) {
+ case EAST:
+ case WEST:
+ case SOUTH:
+ case NORTH:
+ case NE:
+ case NW:
+ case SW:
+ case SE:
+ case UP:
+ case DOWN:
+ rspeak(BAD_DIRECTION);
+ break;
+ case FORWARD:
+ case LEFT:
+ case RIGHT:
+ rspeak(UNSURE_FACING);
+ break;
+ case OUTSIDE:
+ case INSIDE:
+ rspeak(NO_INOUT_HERE);
+ break;
+ case XYZZY:
+ case PLUGH:
+ rspeak(NOTHING_HAPPENS);
+ break;
+ case CRAWL:
+ rspeak(WHICH_WAY);
+ break;
+ default:
+ rspeak(CANT_APPLY);
+ }
+ return;
+ }
+ ++travel_entry;
+ }
+
+ /* (ESR) We've found a destination that goes with the motion verb.
+ * Next we need to check any conditional(s) on this destination, and
+ * possibly on following entries. */
+ do {
+ for (;;) { /* L12 loop */
+ for (;;) {
+ enum condtype_t condtype =
+ travel[travel_entry].condtype;
+ 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) {
+ if (condarg1 == 0 ||
+ PCT(condarg1)) {
+ break;
+ }
+ /* else fall through */
+ }
+ /* YAML [with OBJ] clause */
+ else if (TOTING(condarg1) ||
+ (condtype == cond_with &&
+ AT(condarg1))) {
+ break;
+ }
+ /* else fall through to check [not OBJ
+ * STATE] */
+ } else if (game.objects[condarg1].prop !=
+ condarg2) {
+ break;
+ }
+
+ /* We arrive here on conditional failure.
+ * Skip to next non-matching destination */
+ 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;
+ }
+
+ /* Found an eligible rule, now execute it */
+ enum desttype_t desttype =
+ travel[travel_entry].desttype;
+ game.newloc = travel[travel_entry].destval;
+ if (desttype == dest_goto) {
+ return;
+ }
+
+ if (desttype == dest_speak) {
+ /* Execute a speak rule */
+ rspeak(game.newloc);
+ game.newloc = game.loc;
+ return;
+ } else {
+ switch (game.newloc) {
+ case 1:
+ /* Special travel 1. 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". */
+ game.newloc = (game.loc == LOC_PLOVER)
+ ? LOC_ALCOVE
+ : LOC_PLOVER;
+ if (game.holdng > 1 ||
+ (game.holdng == 1 &&
+ !TOTING(EMERALD))) {
+ game.newloc = game.loc;
+ rspeak(MUST_DROP);
+ }
+ return;
+ case 2:
+ /* Special travel 2. 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);
+ {
+ 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 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]=TROLL_PAIDONCE,
+ * he's crossed since paying, so step
+ * out and block him. (standard travel
+ * entries check for
+ * game.prop[TROLL]=TROLL_UNPAID.)
+ * Special stuff for bear. */
+ if (game.objects[TROLL].prop ==
+ TROLL_PAIDONCE) {
+ pspeak(TROLL, look, true,
+ TROLL_PAIDONCE);
+ game.objects[TROLL].prop =
+ TROLL_UNPAID;
+ DESTROY(TROLL2);
+ move(TROLL2 + NOBJECTS,
+ IS_FREE);
+ move(TROLL,
+ objects[TROLL].plac);
+ move(TROLL + NOBJECTS,
+ objects[TROLL].fixd);
+ juggle(CHASM);
+ game.newloc = game.loc;
+ return;
+ } else {
+ game.newloc =
+ objects[TROLL].plac +
+ objects[TROLL].fixd -
+ game.loc;
+ if (game.objects[TROLL].prop ==
+ TROLL_UNPAID) {
+ game.objects[TROLL]
+ .prop =
+ TROLL_PAIDONCE;
+ }
+ if (!TOTING(BEAR)) {
+ return;
+ }
+ state_change(CHASM,
+ BRIDGE_WRECKED);
+ game.objects[TROLL].prop =
+ TROLL_GONE;
+ drop(BEAR, game.newloc);
+ game.objects[BEAR].fixed =
+ IS_FIXED;
+ game.objects[BEAR].prop =
+ BEAR_DEAD;
+ game.oldlc2 = game.newloc;
+ croak();
+ return;
+ }
+ default: // LCOV_EXCL_LINE
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+ }
+ }
+ break; /* Leave L12 loop */
+ }
+ } while (false);
+}
-static void playermove( int motion)
-{
- int scratchloc, travel_entry = tkey[game.loc];
- game.newloc = game.loc;
- if (travel_entry == 0)
- BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
- if (motion == NUL)
- return;
- else if (motion == BACK) {
- /* Handle "go back". Look for verb which goes from game.loc to
- * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
- * te_tmp saves entry -> forced loc -> previous loc. */
- motion = game.oldloc;
- if (FORCED(motion))
- motion = game.oldlc2;
- game.oldlc2 = game.oldloc;
- game.oldloc = game.loc;
- int spk = 0;
- if (motion == game.loc)
- spk = FORGOT_PATH;
- if (CNDBIT(game.loc, COND_NOBACK))
- spk = TWIST_TURN;
- if (spk == 0) {
- int te_tmp = 0;
- for (;;) {
- enum desttype_t desttype = travel[travel_entry].desttype;
- scratchloc = travel[travel_entry].destval;
- if (desttype != dest_goto || scratchloc != motion) {
- if (desttype == dest_goto) {
- if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
- te_tmp = travel_entry;
- }
- if (!travel[travel_entry].stop) {
- ++travel_entry; /* go to next travel entry for this location */
- continue;
- }
- /* we've reached the end of travel entries for game.loc */
- travel_entry = te_tmp;
- if (travel_entry == 0) {
- rspeak(NOT_CONNECTED);
- return;
- }
- }
-
- motion = travel[travel_entry].motion;
- travel_entry = tkey[game.loc];
- break; /* fall through to ordinary travel */
- }
- } else {
- rspeak(spk);
- return;
- }
- } else if (motion == LOOK) {
- /* Look. Can't give more detail. Pretend it wasn't dark
- * (though it may now be dark) so he won't fall into a
- * pit while staring into the gloom. */
- if (game.detail < 3)
- rspeak(NO_MORE_DETAIL);
- ++game.detail;
- game.wzdark = false;
- game.abbrev[game.loc] = 0;
- return;
- } else if (motion == CAVE) {
- /* Cave. Different messages depending on whether above ground. */
- rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
- return;
- } else {
- /* none of the specials */
- game.oldlc2 = game.oldloc;
- game.oldloc = 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]) ||
- travel[travel_entry].motion == motion)
- break;
- if (travel[travel_entry].stop) {
- /* Couldn't find an entry matching the motion word passed
- * in. Various messages depending on word given. */
- switch (motion) {
- case EAST:
- case WEST:
- case SOUTH:
- case NORTH:
- case NE:
- case NW:
- case SW:
- case SE:
- case UP:
- case DOWN:
- rspeak(BAD_DIRECTION);
- break;
- case FORWARD:
- case LEFT:
- case RIGHT:
- rspeak(UNSURE_FACING);
- break;
- case OUTSIDE:
- case INSIDE:
- rspeak(NO_INOUT_HERE);
- break;
- case XYZZY:
- case PLUGH:
- rspeak(NOTHING_HAPPENS);
- break;
- case CRAWL:
- rspeak(WHICH_WAY);
- break;
- default:
- rspeak(CANT_APPLY);
- }
- return;
- }
- ++travel_entry;
- }
-
- /* (ESR) We've found a destination that goes with the motion verb.
- * Next we need to check any conditional(s) on this destination, and
- * possibly on following entries. */
- do {
- for (;;) { /* L12 loop */
- for (;;) {
- enum condtype_t condtype = travel[travel_entry].condtype;
- long condarg1 = travel[travel_entry].condarg1;
- long condarg2 = travel[travel_entry].condarg2;
- if (condtype < cond_not) {
- /* YAML N and [pct N] conditionals */
- if (condtype == cond_goto || condtype == cond_pct) {
- if (condarg1 == 0 ||
- PCT(condarg1))
- break;
- /* else fall through */
- }
- /* YAML [with OBJ] clause */
- else if (TOTING(condarg1) ||
- (condtype == cond_with && AT(condarg1)))
- break;
- /* else fall through to check [not OBJ STATE] */
- } else if (game.prop[condarg1] != condarg2)
- break;
-
- /* We arrive here on conditional failure.
- * Skip to next non-matching destination */
- long 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;
- }
-
- /* Found an eligible rule, now execute it */
- enum desttype_t desttype = travel[travel_entry].desttype;
- game.newloc = travel[travel_entry].destval;
- if (desttype == dest_goto)
- return;
-
- if (desttype == dest_speak) {
- /* Execute a speak rule */
- rspeak(game.newloc);
- game.newloc = game.loc;
- return;
- } else {
- switch (game.newloc) {
- case 1:
- /* Special travel 1. 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". */
- game.newloc = (game.loc == LOC_PLOVER)
- ? LOC_ALCOVE
- : LOC_PLOVER;
- if (game.holdng > 1 ||
- (game.holdng == 1 && !TOTING(EMERALD))) {
- game.newloc = game.loc;
- rspeak(MUST_DROP);
- }
- return;
- case 2:
- /* Special travel 2. 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);
- 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
- * 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]=TROLL_PAIDONCE, he's crossed
- * since paying, so step out and block him.
- * (standard travel entries check for
- * game.prop[TROLL]=TROLL_UNPAID.) Special stuff
- * for bear. */
- if (game.prop[TROLL] == TROLL_PAIDONCE) {
- pspeak(TROLL, look, TROLL_PAIDONCE, true);
- game.prop[TROLL] = TROLL_UNPAID;
- move(TROLL2, LOC_NOWHERE);
- move(TROLL2 + NOBJECTS, IS_FREE);
- move(TROLL, objects[TROLL].plac);
- move(TROLL + NOBJECTS, objects[TROLL].fixd);
- juggle(CHASM);
- game.newloc = game.loc;
- return;
- } else {
- game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
- if (game.prop[TROLL] == TROLL_UNPAID)
- game.prop[TROLL] = TROLL_PAIDONCE;
- if (!TOTING(BEAR))
- return;
- state_change(CHASM, BRIDGE_WRECKED);
- game.prop[TROLL] = TROLL_GONE;
- drop(BEAR, game.newloc);
- game.fixed[BEAR] = IS_FIXED;
- game.prop[BEAR] = BEAR_DEAD;
- game.oldlc2 = game.newloc;
- croak();
- return;
- }
- default:
- BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
- }
- }
- break; /* Leave L12 loop */
- }
- } while
- (false);
+static void lampcheck(void) {
+ /* Check game limit and lamp timers */
+ if (game.objects[LAMP].prop == 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.objects[BATTERY].prop == FRESH_BATTERIES &&
+ HERE(LAMP)) {
+ rspeak(REPLACE_BATTERIES);
+ game.objects[BATTERY].prop = 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.objects[BATTERY].prop == DEAD_BATTERIES) {
+ rspeak(MISSING_BATTERIES);
+ } else if (game.objects[BATTERY].place == LOC_NOWHERE) {
+ rspeak(LAMP_DIM);
+ } else {
+ rspeak(GET_BATTERIES);
+ }
+ }
+ }
+ if (game.limit == 0) {
+ game.limit = -1;
+ game.objects[LAMP].prop = 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
* 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 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 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
- * 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 numbers to suppress
- * the object descriptions until he's actually moved the objects. */
-{
- /* If a turn threshold has been met, apply penalties and tell
- * the player about it. */
- for (int i = 0; i < NTHRESHOLDS; ++i) {
- if (game.turns == turn_thresholds[i].threshold + 1) {
- game.trnluz += turn_thresholds[i].point_loss;
- speak(turn_thresholds[i].message);
- }
- }
-
- /* Don't tick game.clock1 unless well into cave (and not at Y2). */
- if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
- --game.clock1;
-
- /* 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 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 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. */
- if (game.clock1 == 0) {
- game.prop[GRATE] = GRATE_CLOSED;
- game.prop[FISSURE] = UNBRIDGED;
- for (int i = 1; i <= NDWARVES; i++) {
- game.dseen[i] = false;
- game.dloc[i] = LOC_NOWHERE;
- }
- move(TROLL, LOC_NOWHERE);
- move(TROLL + NOBJECTS, IS_FREE);
- move(TROLL2, objects[TROLL].plac);
- move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
- juggle(CHASM);
- if (game.prop[BEAR] != BEAR_DEAD)
- DESTROY(BEAR);
- game.prop[CHAIN] = CHAIN_HEAP;
- game.fixed[CHAIN] = IS_FREE;
- game.prop[AXE] = AXE_HERE;
- game.fixed[AXE] = IS_FREE;
- rspeak(CAVE_CLOSING);
- game.clock1 = -1;
- game.closng = true;
- return true;
- } else if (game.clock1 < 0)
- --game.clock2;
- if (game.clock2 == 0) {
- /* 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 LOC_NE and LOC_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. */
- game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
- game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY);
- game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
- game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
- game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
- game.prop[DWARF] = put(DWARF, LOC_NE, 0);
- game.loc = LOC_NE;
- game.oldloc = LOC_NE;
- game.newloc = LOC_NE;
- /* Leave the grate with normal (non-negative) property.
- * Reuse sign. */
- put(GRATE, LOC_SW, 0);
- put(SIGN, LOC_SW, 0);
- game.prop[SIGN] = ENDGAME_SIGN;
- game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED);
- game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
- game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
- game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
- game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
-
- game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
- game.fixed[MIRROR] = LOC_SW;
-
- for (int i = 1; i <= NOBJECTS; i++) {
- if (TOTING(i))
- DESTROY(i);
- }
-
- rspeak(CAVE_CLOSED);
- game.closed = true;
- return true;
- }
-
- return false;
+ * while inside the cave). When it hits zero, we 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 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 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 numbers to suppress the object
+ * descriptions until he's actually moved the objects. */
+static bool closecheck(void) {
+ /* If a turn threshold has been met, apply penalties and tell
+ * the player about it. */
+ for (int i = 0; i < NTHRESHOLDS; ++i) {
+ if (game.turns == turn_thresholds[i].threshold + 1) {
+ game.trnluz += turn_thresholds[i].point_loss;
+ speak(turn_thresholds[i].message);
+ }
+ }
+
+ /* Don't tick game.clock1 unless well into cave (and not at Y2). */
+ if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) {
+ --game.clock1;
+ }
+
+ /* 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 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 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. */
+ if (game.clock1 == 0) {
+ game.objects[GRATE].prop = GRATE_CLOSED;
+ game.objects[FISSURE].prop = UNBRIDGED;
+ for (int i = 1; i <= NDWARVES; i++) {
+ game.dwarves[i].seen = false;
+ game.dwarves[i].loc = LOC_NOWHERE;
+ }
+ DESTROY(TROLL);
+ move(TROLL + NOBJECTS, IS_FREE);
+ move(TROLL2, objects[TROLL].plac);
+ move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
+ if (game.objects[BEAR].prop != BEAR_DEAD) {
+ DESTROY(BEAR);
+ }
+ game.objects[CHAIN].prop = CHAIN_HEAP;
+ game.objects[CHAIN].fixed = IS_FREE;
+ game.objects[AXE].prop = AXE_HERE;
+ game.objects[AXE].fixed = IS_FREE;
+ rspeak(CAVE_CLOSING);
+ game.clock1 = -1;
+ game.closng = true;
+ return game.closed;
+ } else if (game.clock1 < 0) {
+ --game.clock2;
+ }
+ if (game.clock2 == 0) {
+ /* 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 LOC_NE and LOC_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 has some which
+ * could cause trouble, such as the keys). We describe the
+ * flash of light and trundle back. */
+ put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
+ put(PLANT, LOC_NE, PLANT_THIRSTY);
+ put(OYSTER, LOC_NE, STATE_FOUND);
+ put(LAMP, LOC_NE, LAMP_DARK);
+ put(ROD, LOC_NE, STATE_FOUND);
+ put(DWARF, LOC_NE, STATE_FOUND);
+ game.loc = LOC_NE;
+ game.oldloc = LOC_NE;
+ game.newloc = LOC_NE;
+ /* Leave the grate with normal (non-negative) property.
+ * Reuse sign. */
+ move(GRATE, LOC_SW);
+ move(SIGN, LOC_SW);
+ game.objects[SIGN].prop = ENDGAME_SIGN;
+ put(SNAKE, LOC_SW, SNAKE_CHASED);
+ put(BIRD, LOC_SW, BIRD_CAGED);
+ put(CAGE, LOC_SW, STATE_FOUND);
+ put(ROD2, LOC_SW, STATE_FOUND);
+ put(PILLOW, LOC_SW, STATE_FOUND);
+
+ put(MIRROR, LOC_NE, STATE_FOUND);
+ game.objects[MIRROR].fixed = LOC_SW;
+
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (TOTING(i)) {
+ DESTROY(i);
+ }
+ }
+
+ rspeak(CAVE_CLOSED);
+ game.closed = 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. Eve 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;
- if (TOTING(BATTERY))
- drop(BATTERY, game.loc);
- 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
+ * another treasure. Rug is special case; once seen, its
+ * game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
+ * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
+ * bear). These hacks are because game.prop=0 is needed to
+ * get full score. */
+ if (!IS_DARK_HERE()) {
+ ++game.locs[game.loc].abbrev;
+ for (int i = game.locs[game.loc].atloc; i != 0;
+ i = game.link[i]) {
+ obj_t obj = i;
+ if (obj > NOBJECTS) {
+ obj = obj - NOBJECTS;
+ }
+ if (obj == STEPS && TOTING(NUGGET)) {
+ continue;
+ }
+ /* (ESR) Warning: it looks like you could get away with
+ * running this code only on objects with the treasure
+ * property set. Nope. There is mystery here.
+ */
+ if (OBJECT_IS_STASHED(i) || OBJECT_IS_NOTFOUND(obj)) {
+ if (game.closed) {
+ continue;
+ }
+ OBJECT_SET_FOUND(obj);
+ if (obj == RUG) {
+ game.objects[RUG].prop = RUG_DRAGON;
+ }
+ if (obj == CHAIN) {
+ game.objects[CHAIN].prop =
+ CHAINING_BEAR;
+ }
+ if (obj == EGGS) {
+ game.seenbigwords = true;
+ }
+ --game.tally;
+ /* Note: There used to be a test here to see
+ * whether the player had blown it so badly that
+ * he could never ever see the remaining
+ * treasures, and if so the lamp was zapped to
+ * 35 turns. But the tests were too
+ * simple-minded; things like killing the bird
+ * before the snake was gone (can never see
+ * jewelry), and doing it "right" was hopeless.
+ * E.G., could cross troll bridge several times,
+ * using up all available treasures, breaking
+ * vase, using coins to buy batteries, etc., and
+ * eventually never be able to get across again.
+ * If bottle were left on far side, could then
+ * never get eggs or trident, and the effects
+ * propagate. So the whole thing was flushed.
+ * anyone who makes such a gross blunder isn't
+ * likely to find everything else anyway (so
+ * goes the rationalisation). */
+ }
+ int kk = game.objects[obj].prop;
+ if (obj == STEPS) {
+ kk = (game.loc == game.objects[STEPS].fixed)
+ ? STEPS_UP
+ : STEPS_DOWN;
+ }
+ pspeak(obj, look, true, kk);
+ }
+ }
}
-static void listobjects(void)
-/* Print out descriptions of objects at this location. If
- * not closing and property value is negative, tally off
- * another treasure. Rug is special case; once seen, its
- * game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
- * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
- * bear). These hacks are because game.prop=0 is needed to
- * get full score. */
-{
- if (!DARK(game.loc)) {
- ++game.abbrev[game.loc];
- for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
- long obj = i;
- if (obj > NOBJECTS)
- obj = obj - NOBJECTS;
- if (obj == STEPS && TOTING(NUGGET))
- continue;
- if (game.prop[obj] < 0) {
- if (game.closed)
- continue;
- game.prop[obj] = STATE_FOUND;
- if (obj == RUG)
- game.prop[RUG] = RUG_DRAGON;
- if (obj == CHAIN)
- game.prop[CHAIN] = CHAINING_BEAR;
- --game.tally;
- /* Note: There used to be a test here to see whether the
- * player had blown it so badly that he could never ever see
- * the remaining treasures, and if so the lamp was zapped to
- * 35 turns. But the tests were too simple-minded; things
- * like killing the bird before the snake was gone (can never
- * see jewelry), and doing it "right" was hopeless. E.G.,
- * could cross troll bridge several times, using up all
- * available treasures, breaking vase, using coins to buy
- * batteries, etc., and eventually never be able to get
- * across again. If bottle were left on far side, could then
- * never get eggs or trident, and the effects propagate. So
- * the whole thing was flushed. anyone who makes such a
- * gross blunder isn't likely to find everything else anyway
- * (so goes the rationalisation). */
- }
- int kk = game.prop[obj];
- if (obj == STEPS)
- kk = (game.loc == game.fixed[STEPS])
- ? STEPS_UP
- : STEPS_DOWN;
- pspeak(obj, look, kk, true);
- }
- }
+/* 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 bool preprocess_command(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 get_command_input(struct command_t *command)
-{
- char inputbuf[LINESIZE];
- char word1[TOKLEN + 1];
- char word2[TOKLEN + 1];
- char* input;
-
- for (;;) {
- input = get_input();
- if (input == NULL)
- return false;
- if (word_count(input) > 2) {
- rspeak(TWO_WORDS);
- free(input);
- continue;
- }
- if (strcmp(input, "") != 0)
- break;
- free(input);
- }
-
- strncpy(inputbuf, input, LINESIZE - 1);
- free(input);
-
- tokenize(inputbuf, command);
-
- packed_to_token(command->wd1, word1);
- packed_to_token(command->wd2, word2);
- get_vocab_metadata(word1, &(command->id1), &(command->type1));
- get_vocab_metadata(word2, &(command->id2), &(command->type2));
-
- return true;
+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 (OUTSIDE(game.newloc) && game.newloc != 0 && game.closng) {
+ rspeak(EXIT_CLOSED);
+ game.newloc = game.loc;
+ if (!game.panic) {
+ game.clock2 = PANICTIME;
+ }
+ game.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 (dwarves rooted in
+ * place) let him get out (and attacked). */
+ if (game.newloc != game.loc && !FORCED(game.loc) &&
+ !CNDBIT(game.loc, COND_NOARRR)) {
+ for (size_t i = 1; i <= NDWARVES - 1; i++) {
+ if (game.dwarves[i].oldloc == game.newloc &&
+ game.dwarves[i].seen) {
+ game.newloc = game.loc;
+ rspeak(DWARF_BLOCK);
+ break;
+ }
+ }
+ }
+ game.loc = game.newloc;
+
+ if (!dwarfmove()) {
+ croak();
+ }
+
+ 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) && IS_DARK_HERE() && game.wzdark &&
+ PCT(PIT_KILL_PROB)) {
+ rspeak(PIT_FALL);
+ game.oldlc2 = game.loc;
+ croak();
+ return false;
+ }
+
+ return true;
}
-static bool do_command()
-/* Get and execute a command */
-{
- static struct command_t command;
- char word1[TOKLEN + 1];
-
- command.verb = 0;
-
- /* Can't leave cave once it's closing (except by main office). */
- if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
- rspeak(EXIT_CLOSED);
- game.newloc = game.loc;
- if (!game.panic)
- game.clock2 = PANICTIME;
- game.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 (dwarves rooted in
- * place) let him get out (and attacked). */
- if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
- for (size_t i = 1; i <= NDWARVES - 1; i++) {
- if (game.odloc[i] == game.newloc && game.dseen[i]) {
- game.newloc = game.loc;
- rspeak(DWARF_BLOCK);
- break;
- }
- }
- }
- game.loc = game.newloc;
-
- if (!dwarfmove())
- croak();
-
- /* Describe the current location and (maybe) get next command. */
-
- 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);
- }
- }
- game.wzdark = DARK(game.loc);
- if (game.knfloc > 0 && game.knfloc != game.loc)
- game.knfloc = 0;
-
- // Get command input from user
- if (!get_command_input(&command))
- return false;
-
-Lclosecheck:
- ++game.turns;
-
- if (closecheck()) {
- if (game.closed)
- return true;
- } else
- lampcheck();
-
- if (command.id1 == ENTER && (command.id2 == STREAM ||
- command.id2 == WATER)) {
- if (LIQLOC(game.loc) == WATER)
- rspeak(FEET_WET);
- else
- rspeak(WHERE_QUERY);
-
- goto Lclearobj;
- }
- if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
- command.id1 = command.id2;
- command.id2 = WORD_EMPTY;
- } else {
- if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
- if (AT(command.id2))
- command.wd2 = token_to_packed("POUR");
- }
- if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD))
- command.wd1 = token_to_packed("CATCH");
- }
-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 && !wordempty(command.wd2)) {
- if (++game.igo == 10)
- rspeak(GO_UNNEEDED);
- }
- packed_to_token(command.wd1, word1);
- long defn;
- enum wordtype type;
- get_vocab_metadata(word1, &defn, &type);
- if (defn == WORD_NOT_FOUND) {
- if (fallback_handler(command))
- continue;
- /* Gee, I don't understand. */
- sspeak(DONT_KNOW, command.raw1);
- goto Lclearobj;
- }
- switch (type) {
- case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
- case MOTION:
- playermove(defn);
- return true;
- case OBJECT:
- command.part = unknown;
- command.obj = defn;
- break;
- case ACTION:
- command.part = intransitive;
- command.verb = defn;
- break;
- case SPECIAL:
- speak(specials[defn].message);
- goto Lclearobj;
- default:
- 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_CHECKFOO:
- goto Lclosecheck;
- case GO_LOOKUP:
- goto Lookup;
- case GO_WORD2:
- /* Get second word for analysis. */
- command.wd1 = command.wd2;
- strncpy(command.raw1, command.raw2, LINESIZE - 1);
- wordclear(&command.wd2);
- 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:
- BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
- }
- }
+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();
+
+ if (FORCED(game.loc)) {
+ playermove(HERE);
+ return true;
+ }
+
+ listobjects();
+
+ /* 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 stashed
+ * objects being toted and unstash them. This
+ * way objects won't be described until they've
+ * been picked up and put down separate from
+ * their respective piles. */
+ if ((OBJECT_IS_NOTFOUND(OYSTER) ||
+ OBJECT_IS_STASHED(OYSTER)) &&
+ TOTING(OYSTER)) {
+ pspeak(OYSTER, look, true, 1);
+ }
+ for (size_t i = 1; i <= NOBJECTS; i++) {
+ if (TOTING(i) &&
+ (OBJECT_IS_NOTFOUND(i) ||
+ OBJECT_IS_STASHED(i))) {
+ OBJECT_STASHIFY(
+ i, game.objects[i].prop);
+ }
+ }
+ }
+
+ /* Check to see if the room is dark. */
+ game.wzdark = IS_DARK_HERE();
+
+ /* If the knife is not here it permanently disappears.
+ * Possibly this should fire if the knife is here but
+ * the room is dark? */
+ 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);
+ }
+
+ /* check if game is closed, and exit if it is */
+ if (closecheck()) {
+ return true;
+ }
+
+ /* loop until all words in command are processed */
+ while (command.state == PREPROCESSED) {
+ command.state = PROCESSING;
+
+ if (command.word[0].id == WORD_NOT_FOUND) {
+ /* Gee, I don't understand. */
+ sspeak(DONT_KNOW, command.word[0].raw);
+ clear_command(&command);
+ continue;
+ }
+
+ /* 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);
+ }
+ }
+
+ 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
+ }
+
+ 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 */
+
+ /* command completely executed; we return true. */
+ return true;
+}
+
+/*
+ * 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.
+ */
+
+int main(int argc, char *argv[]) {
+ int ch;
+
+ /* 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': // LCOV_EXCL_LINE
+ settings.debug += 1; // LCOV_EXCL_LINE
+ break; // LCOV_EXCL_LINE
+ 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;
+#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;
+ }
+ }
+
+ /* 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 */