/*
- * 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>
#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);
}
- 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);
-static bool do_move(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] [script...]\n";
- FILE *rfp = NULL;
-#else
- const char* opts = "l:o";
- const char* usage = "Usage: %s [-l logfilename] [-o] [script...]\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;
+#if defined ADVENT_AUTOSAVE
+ if (signo == SIGHUP || signo == SIGTERM)
+ autosave();
#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;
- }
- }
-
- /* copy inncation line part after switches */
- settings.argc = argc - optind;
- settings.argv = argv + optind;
- settings.optind = 0;
-
- /* Initialize game variables */
- int seedval = initialise();
-
-#ifndef 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);
- }
-#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);
+ exit(EXIT_FAILURE);
}
+// LCOV_EXCL_STOP
char *myreadline(const char *prompt)
{
/*
- * This function isbn't required for gameplay, readline() straight
- * up would suffice for tat. It's where we interpret command-line
+ * 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)
- return readline(prompt);
+ if (settings.argc == 0) {
+ char *ln = readline(prompt);
+ if (ln == NULL) {
+ fputs(prompt, stdout);
+ }
+ return ln;
+ }
char *buf = malloc(LINESIZE + 1);
for (;;) {
} else {
char *ln = fgets(buf, LINESIZE, settings.scriptfp);
if (ln != NULL) {
- fputs(PROMPT, stdout);
+ fputs(prompt, stdout);
fputs(ln, stdout);
- return ln;
+ return ln;
}
}
}
* 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)
+ if (game.loc == game.chloc || game.prop[CHEST] != STATE_NOTFOUND)
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;
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) {
* 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;
{
const char* msg = locations[game.loc].description.small;
- if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
- msg == NO_MESSAGE)
+ if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == NO_MESSAGE)
msg = locations[game.loc].description.big;
if (!FORCED(game.loc) && DARK(game.loc)) {
/* 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)
+ 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
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)
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);
}
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;
+ game.dwarves[i].seen = false;
+ game.dwarves[i].loc = LOC_NOWHERE;
}
DESTROY(TROLL);
move(TROLL + NOBJECTS, IS_FREE);
game.prop[RUG] = RUG_DRAGON;
if (obj == CHAIN)
game.prop[CHAIN] = 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
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":
- * wierd specific case that gets the user wet, and then kicks us back to get another command
+ * 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
- * furtherprocessing.
+ * 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.
* 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;
/* The easiest way to get killed is to fall into a pit in
* pitch darkness. */
- if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(35)) { // FIXME: magic number
+ if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(PIT_KILL_PROB)) {
rspeak(PIT_FALL);
game.oldlc2 = game.loc;
croak();
return true;
}
-static bool do_command()
+static bool do_command(void)
/* Get and execute a command */
{
static command_t command;
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() )
return true;
- /* loop until all words in command are procesed */
+ /* loop until all words in command are processed */
while (command.state == PREPROCESSED ) {
command.state = PROCESSING;
default: // LCOV_EXCL_LINE
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
}
- } /* while command has nob been fully processed */
+ } /* while command has not been fully processed */
} /* while command is not yet given */
} /* while command is not executed */
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 */