/*
- * 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
+ * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
+ * SPDX-FileCopyrightText: 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);
+ 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);
- 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 (conditions[game.loc] >= game.conds) {
for (int hint = 0; hint < NHINTS; hint++) {
- if (game.hinted[hint])
+ if (game.hints[hint].used)
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
+ 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.hintlc[hint] >= hints[hint].turns) {
+ if (game.hints[hint].lc >= hints[hint].turns) {
int i;
switch (hint) {
case 0:
/* cave */
- if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
+ if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS))
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 1: /* bird */
- if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == 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.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 3: /* maze */
- if (game.atloc[game.loc] == NO_OBJECT &&
- game.atloc[game.oldloc] == NO_OBJECT &&
- game.atloc[game.oldlc2] == NO_OBJECT &&
+ 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.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 4: /* dark */
- if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
+ if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID))
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 5: /* witt */
break;
case 6: /* urn */
if (game.dflag == 0)
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 7: /* woods */
- if (game.atloc[game.loc] == NO_OBJECT &&
- game.atloc[game.oldloc] == NO_OBJECT &&
- game.atloc[game.oldlc2] == NO_OBJECT)
+ 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.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
}
if (HERE(OGRE) && i == 0)
break;
return;
case 9: /* jade */
- if (game.tally == 1 && game.prop[JADE] < 0)
+ if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE))
break;
- game.hintlc[hint] = 0;
+ 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.hintlc[hint] = 0;
- if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+ 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.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
- if (game.hinted[hint] && game.limit > WARNTIME)
+ 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;
}
}
/* 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
+ * 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
- * (game.prop[CHEST] == STATE_FOUND). */
- if (game.loc == game.chloc ||
- game.prop[CHEST] != STATE_NOTFOUND)
+ * PROP_IS_FOUND(CHEST) == true. */
+ if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST))
return true;
int snarfed = 0;
bool movechest = false, robplayer = false;
game.loc == objects[EMERALD].plac)) {
continue;
}
- if (TOTING(treasure) ||
- HERE(treasure))
+ if (TOTING(treasure) || HERE(treasure))
++snarfed;
if (TOTING(treasure)) {
movechest = 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) {
+ 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;
}
if (movechest) {
move(CHEST, game.chloc);
move(MESSAG, game.chloc2);
- game.dloc[PIRATE] = game.chloc;
- game.odloc[PIRATE] = game.chloc;
- game.dseen[PIRATE] = false;
+ 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.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
+ if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20))
rspeak(PIRATE_RUSTLES);
}
if (robplayer) {
continue;
if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
game.loc == objects[EMERALD].plac))) {
- if (AT(treasure) && game.fixed[treasure] == IS_FREE)
+ if (AT(treasure) && game.objects[treasure].fixed == IS_FREE)
carry(treasure, game.loc);
if (TOTING(treasure))
drop(treasure, game.chloc);
* 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))
+ if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
return true;
/* Dwarf activity level ratchets up */
* replace him with the alternate. */
if (game.dflag == 1) {
if (!INDEEP(game.loc) ||
- (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
- PCT(85))))
+ (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;
+ 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.dloc[i] == game.loc)
- game.dloc[i] = DALTLC; //
- game.odloc[i] = game.dloc[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);
attack = 0;
stick = 0;
for (int i = 1; i <= NDWARVES; i++) {
- if (game.dloc[i] == 0)
+ 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.dloc[i]];
+ kk = tkey[game.dwarves[i].loc];
if (kk != 0)
do {
enum desttype_t desttype = travel[kk].desttype;
continue;
else if (!INDEEP(game.newloc))
continue;
- else if (game.newloc == game.odloc[i])
+ 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.dloc[i])
+ else if (game.newloc == game.dwarves[i].loc)
continue;
else if (FORCED(game.newloc))
continue;
tk[j++] = game.newloc;
} while
(!travel[kk++].stop);
- tk[j] = game.odloc[i];
+ tk[j] = game.dwarves[i].oldloc;
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])
+ 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.dloc[i] = game.loc;
+ 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.odloc[i] == game.dloc[i]) {
+ if (game.dwarves[i].oldloc == game.dwarves[i].loc) {
++attack;
- if (game.knfloc >= 0)
+ if (game.knfloc >= LOC_NOWHERE)
game.knfloc = game.loc;
if (randrange(1000) < 95 * (game.dflag - 2))
++stick;
* 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. */
{
- if (game.numdie < 0)
- game.numdie = 0; // LCOV_EXCL_LINE
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 {
- game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
+ } 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.prop[LAMP] = LAMP_DARK;
+ game.objects[LAMP].prop = LAMP_DARK;
for (int j = 1; j <= NOBJECTS; j++) {
int i = NOBJECTS + 1 - j;
if (TOTING(i)) {
}
}
+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) && 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;
rspeak(NO_MORE_DETAIL);
++game.detail;
game.wzdark = false;
- game.abbrev[game.loc] = 0;
+ game.locs[game.loc].abbrev = 0;
return;
} else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
/* 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)
+ 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
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) {
- if (condarg1 == 0 ||
- PCT(condarg1))
+ if (condarg1 == 0 || PCT(condarg1))
break;
/* else fall through */
}
/* YAML [with OBJ] clause */
- else if (TOTING(condarg1) ||
- (condtype == cond_with && AT(condarg1)))
+ else if (TOTING(condarg1) || (condtype == cond_with && AT(condarg1)))
break;
/* else fall through to check [not OBJ STATE] */
- } else if (game.prop[condarg1] != condarg2)
+ } else if (game.objects[condarg1].prop != condarg2)
break;
/* We arrive here on conditional failure.
game.newloc = (game.loc == LOC_PLOVER)
? LOC_ALCOVE
: LOC_PLOVER;
- if (game.holdng > 1 ||
- (game.holdng == 1 && !TOTING(EMERALD))) {
+ if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
game.newloc = game.loc;
rspeak(MUST_DROP);
}
* (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);
+ 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);
return;
} else {
game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
- if (game.prop[TROLL] == TROLL_UNPAID)
- game.prop[TROLL] = TROLL_PAIDONCE;
+ if (game.objects[TROLL].prop == TROLL_UNPAID)
+ game.objects[TROLL].prop = TROLL_PAIDONCE;
if (!TOTING(BEAR))
return;
state_change(CHASM, BRIDGE_WRECKED);
- game.prop[TROLL] = TROLL_GONE;
+ game.objects[TROLL].prop = TROLL_GONE;
drop(BEAR, game.newloc);
- game.fixed[BEAR] = IS_FIXED;
- game.prop[BEAR] = BEAR_DEAD;
+ game.objects[BEAR].fixed = IS_FIXED;
+ game.objects[BEAR].prop = BEAR_DEAD;
game.oldlc2 = game.newloc;
croak();
return;
(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. */
+ * 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. */
{
/* If a turn threshold has been met, apply penalties and tell
* the player about it. */
* 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;
+ game.objects[GRATE].prop = GRATE_CLOSED;
+ game.objects[FISSURE].prop = UNBRIDGED;
for (int i = 1; i <= NDWARVES; i++) {
- game.dseen[i] = false;
- game.dloc[i] = LOC_NOWHERE;
+ game.dwarves[i].seen = false;
+ game.dwarves[i].loc = LOC_NOWHERE;
}
- move(TROLL, LOC_NOWHERE);
+ DESTROY(TROLL);
move(TROLL + NOBJECTS, IS_FREE);
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
- if (game.prop[BEAR] != BEAR_DEAD)
+ if (game.objects[BEAR].prop != BEAR_DEAD)
DESTROY(BEAR);
- game.prop[CHAIN] = CHAIN_HEAP;
- game.fixed[CHAIN] = IS_FREE;
- game.prop[AXE] = AXE_HERE;
- game.fixed[AXE] = IS_FREE;
+ 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 true;
+ return game.closed;
} else if (game.clock1 < 0)
--game.clock2;
if (game.clock2 == 0) {
* 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
+ * 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. */
- 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);
+ 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. */
- 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;
+ 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))
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
* get full score. */
{
if (!DARK(game.loc)) {
- ++game.abbrev[game.loc];
- for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
+ ++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;
- if (game.prop[obj] < 0) {
+ /* (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 (PROP_IS_STASHED_OR_UNSEEN(obj)) {
if (game.closed)
continue;
- game.prop[obj] = STATE_FOUND;
+ PROP_SET_FOUND(obj);
if (obj == RUG)
- game.prop[RUG] = RUG_DRAGON;
+ game.objects[RUG].prop = RUG_DRAGON;
if (obj == CHAIN)
- game.prop[CHAIN] = CHAINING_BEAR;
+ 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
* gross blunder isn't likely to find everything else anyway
* (so goes the rationalisation). */
}
- int kk = game.prop[obj];
+ int kk = game.objects[obj].prop;
if (obj == STEPS)
- kk = (game.loc == game.fixed[STEPS])
+ kk = (game.loc == game.objects[STEPS].fixed)
? 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 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);
* 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]) {
+ if (game.dwarves[i].oldloc == game.newloc && game.dwarves[i].seen) {
game.newloc = game.loc;
rspeak(DWARF_BLOCK);
break;
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(PIT_KILL_PROB)) {
+ 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:
- command.verb = 0;
- game.oldobj = command.obj;
- command.obj = 0;
-
-Lcheckhint:
- 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 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 ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER))
+ pspeak(OYSTER, look, true, 1);
+ for (size_t i = 1; i <= NOBJECTS; i++) {
+ if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i)))
+ game.objects[i].prop = PROP_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 */
- command_t preserve = command;
-
- // Get command input from user
- if (!get_command_input(&command))
- return false;
-
-Lclosecheck:
-#ifdef GDEBUG
- /* Needs to stay synced with enum word_type_t */
- const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
- /* needs to stay synced with enum speechpart */
- const char *roles[] = {"unknown", "intransitive", "transitive"};
- printf("Preserve: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
- roles[preserve.part],
- types[preserve.word[0].type],
- preserve.word[0].id,
- types[preserve.word[1].type],
- preserve.word[1].id);
- printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
- roles[command.part],
- types[command.word[0].type],
- command.word[0].id,
- types[command.word[1].type],
- command.word[1].id);
-#endif
- /* Handle of objectless action followed by actionless object */
- if (preserve.word[0].type == ACTION && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 0)
- command.verb = preserve.verb;
-
- ++game.turns;
+ /* 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);
+ }
- if (closecheck()) {
- if (game.closed)
+ /* check if game is closed, and exit if it is */
+ if (closecheck() )
return true;
- } else
- lampcheck();
- 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);
+ /* loop until all words in command are processed */
+ while (command.state == PREPROCESSED ) {
+ command.state = PROCESSING;
- goto Lclearobj;
- }
+ if (command.word[0].id == WORD_NOT_FOUND) {
+ /* Gee, I don't understand. */
+ sspeak(DONT_KNOW, command.word[0].raw);
+ clear_command(&command);
+ continue;
+ }
- if (command.word[0].type == OBJECT) {
- 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;
+ /* 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);
}
- if (game.loc == LOC_COBBLE ||
- game.loc == LOC_DEBRIS ||
- game.loc == LOC_AWKWARD ||
- game.loc == LOC_BIRD ||
- game.loc == LOC_PITTOP) {
- command.word[0].id = ENTRANCE;
+ 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 ((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);
+
+ 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
}
- }
- 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;
- }
+ } /* while command has not been fully processed */
+ } /* while command is not yet given */
+ } /* while command is not executed */
- /* From OV to VO form */
- if (command.word[0].type == OBJECT && command.word[1].type == ACTION) {
- command_word_t stage = command.word[0];
- command.word[0] = command.word[1];
- command.word[1] = stage;
- }
- }
+ /* command completely executed; we return true. */
+ return true;
+}
-Lookup:
- 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);
- }
- if (command.word[0].id == WORD_NOT_FOUND) {
- /* Gee, I don't understand. */
- sspeak(DONT_KNOW, command.word[0].raw);
- goto Lclearobj;
- }
- switch (command.word[0].type) {
- case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
- case MOTION:
- playermove(command.word[0].id);
- return true;
- case OBJECT:
- command.part = unknown;
- command.obj = command.word[0].id;
+/*
+ * 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 ACTION:
- if (command.word[1].type == NUMERIC)
- command.part = transitive;
- else
- command.part = intransitive;
- command.verb = command.word[0].id;
+ 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
- if (!settings.oldstyle) {
- sspeak(DONT_KNOW, command.word[0].raw);
- goto Lclearobj;
- }
- 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_CLEAROBJ:
- goto Lclearobj;
- case GO_CHECKHINT:
- goto Lcheckhint;
- 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;
- goto Lookup;
- 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 = 0;
- goto Lcheckhint;
- 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 */