URN, VASE, VEND, VOLCAN, WATER;
long WD1, WD1X, WD2, WD2X;
-FILE *logfp;
+FILE *logfp = NULL, *rfp = NULL;
bool oldstyle = false;
bool editline = true;
bool prompt = true;
-extern void initialise();
-extern void score(long);
-extern int action(FILE *, long, long, long);
-
-void sig_handler(int signo)
+static void sig_handler(int signo)
{
- if (signo == SIGINT)
+ if (signo == SIGINT){
if (logfp != NULL)
fflush(logfp);
+ }
exit(0);
}
/* Options. */
- while ((ch = getopt(argc, argv, "l:os")) != EOF) {
+ while ((ch = getopt(argc, argv, "l:or:s")) != EOF) {
switch (ch) {
case 'l':
logfp = fopen(optarg, "w");
oldstyle = true;
editline = prompt = false;
break;
+ 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;
case 's':
editline = false;
break;
/* Start-up, dwarf stuff */
game.zzword=RNDVOC(3,0);
- game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,ARB_0);
- game.newloc = LOC_1;
- game.loc = LOC_1;
+ game.newloc = LOC_START;
+ game.loc = LOC_START;
game.limit=330;
- if (game.novice)game.limit=1000;
+ if (!rfp){
+ game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,NO_MESSAGE);
+ if (game.novice)game.limit=1000;
+ } else {
+ restore(rfp);
+ }
if (logfp)
fprintf(logfp, "seed %ld\n", seedval);
break;
}
/* show score and exit */
- score(1);
+ score(quitgame);
}
static bool fallback_handler(char *buf)
++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][1])
+ if (game.hintlc[hint] >= HINTS[hint][1])
{
int i;
/* Fall through to hint display */
game.hintlc[hint]=0;
- if (!YES(cmdin,HINTS[hint][3],ARB_0,OK_MAN))
+ if (!YES(cmdin,HINTS[hint][3],NO_MESSAGE,OK_MAN))
return;
SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
RSPEAK(HINT_COST);
game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],OK_MAN);
- if (game.hinted[hint] && game.limit > 30)
- game.limit=game.limit+30*HINTS[hint][2];
+ if (game.hinted[hint] && game.limit > WARNTIME)
+ game.limit += WARNTIME*HINTS[hint][2];
}
}
}
}
-bool spotted_by_pirate(int i)
+static bool spotted_by_pirate(int i)
{
if (i != PIRATE)
return false;
/* The pirate's spotted him. He 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]=0 might mean that he's thrown
+ * tally=1 for an unseen chest, let the pirate be spotted. Note
+ * that game.place[CHEST] = NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
* (game.prop=0). */
if (game.loc == game.chloc || game.prop[CHEST] >= 0)
return true;
int snarfed=0;
bool movechest = false, robplayer = false;
- for (int j=MINTRS; j<=MAXTRS; j++) {
+ for (int treasure=MINTRS; treasure<=MAXTRS; treasure++) {
/* Pirate won't take pyramid from plover room or dark
* room (too easy!). */
- if (j==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) {
+ if (treasure==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) {
continue;
}
- if (TOTING(j) || HERE(j))
+ if (TOTING(treasure) || HERE(treasure))
++snarfed;
- if (TOTING(j)) {
+ if (TOTING(treasure)) {
movechest = true;
robplayer = true;
}
}
/* Force chest placement before player finds last treasure */
- if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
+ if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
RSPEAK(PIRATE_SPOTTED);
movechest = true;
}
}
if (robplayer) {
RSPEAK(PIRATE_POUNCES);
- for (int j=MINTRS; j<=MAXTRS; j++) {
- if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
- if (AT(j) && game.fixed[j] == 0)
- CARRY(j,game.loc);
- if (TOTING(j))
- DROP(j,game.chloc);
+ for (int treasure=MINTRS; treasure<=MAXTRS; treasure++) {
+ if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
+ if (AT(treasure) && game.fixed[treasure] == 0)
+ CARRY(treasure,game.loc);
+ if (TOTING(treasure))
+ DROP(treasure,game.chloc);
}
}
}
int kk, stick, attack;
long tk[21];
- /* Dwarf stuff. See earlier comments for description of
+ /* Dwarf stuff. See earlier comments for description of
* variables. Remember sixth dwarf is pirate and is thus
* very different except for motion rules. */
/* He died during closing time. No resurrection. Tally up a
* death and exit. */
RSPEAK(DEATH_CLOSING);
- score(0);
- } else {
- /* FIXME: Arithmetic on message numbers */
- if (!YES(cmdin,WATCH_IT+game.numdie*2,WHICH_WAY+game.numdie*2,OK_MAN))
- score(0);
- if (game.numdie == MAXDIE)
- score(0);
- game.place[WATER]=0;
- game.place[OIL]=0;
+ score(endgame);
+
+ }
+ /* FIXME: Arithmetic on message numbers */
+ else if (game.numdie == MAXDIE || !YES(cmdin,WATCH_IT+game.numdie*2,WHICH_WAY+game.numdie*2,OK_MAN))
+ score(endgame);
+ else {
+ game.place[WATER] = game.place[OIL] = NOWHERE;
if (TOTING(LAMP))
game.prop[LAMP]=0;
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) ? 1 : game.oldlc2);
+ DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
}
}
- game.loc = LOC_3;
+ game.loc = LOC_BUILDING;
game.oldloc=game.loc;
}
}
/* Given the current location in "game.loc", and a motion verb number in
- * "K", put the new location in "game.newloc". The current loc is saved
+ * "motion", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
* does, game.newloc will be limbo, and game.oldloc will be what killed
}
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
+ * (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);
+ if (game.detail < 3)
+ RSPEAK(NO_MORE_DETAIL);
++game.detail;
game.wzdark=false;
game.abbrev[game.loc]=0;
}
else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
- RSPEAK((OUTSID(game.loc) && game.loc != 8) ? FOLLOW_STREAM : NEED_DETAIL);
+ RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
return true;
}
else {
if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
break;
if (TRAVEL[kk] < 0) {
+ /* FIXME: Magic numbers! */
/* Non-applicable motion. Various messages depending on
* word given. */
int spk=CANT_APPLY;
* 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". */
+ /* FIXME: Arithmetic on location numbers */
game.newloc=99+100-game.loc;
if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
return true;
BUG(20);
}
} while
- (false);
+ (false);
+ /* FIXME: Arithmetic on location number, becoming a message number */
RSPEAK(game.newloc-500);
game.newloc=game.loc;
return true;
MOVE(TROLL2,PLAC[TROLL]);
MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
- if (game.prop[BEAR] != 3)DSTROY(BEAR);
+ if (game.prop[BEAR] != 3)DESTROY(BEAR);
game.prop[CHAIN]=0;
game.fixed[CHAIN]=0;
game.prop[AXE]=0;
* 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_115,1);
- game.prop[PLANT]=PUT(PLANT,LOC_115,0);
- game.prop[OYSTER]=PUT(OYSTER,LOC_115,0);
+ game.prop[BOTTLE]=PUT(BOTTLE,LOC_NE,1);
+ game.prop[PLANT]=PUT(PLANT,LOC_NE,0);
+ game.prop[OYSTER]=PUT(OYSTER,LOC_NE,0);
OBJTXT[OYSTER]=3;
- game.prop[LAMP]=PUT(LAMP,LOC_115,0);
- game.prop[ROD]=PUT(ROD,LOC_115,0);
- game.prop[DWARF]=PUT(DWARF,LOC_115,0);
- game.loc = LOC_115;
- game.oldloc = LOC_115;
- game.newloc = LOC_115;
+ game.prop[LAMP]=PUT(LAMP,LOC_NE,0);
+ game.prop[ROD]=PUT(ROD,LOC_NE,0);
+ 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_116,0);
- PUT(SIGN,LOC_116,0);
+ PUT(GRATE,LOC_SW,0);
+ PUT(SIGN,LOC_SW,0);
++OBJTXT[SIGN];
- game.prop[SNAKE]=PUT(SNAKE,LOC_116,1);
- game.prop[BIRD]=PUT(BIRD,LOC_116,1);
- game.prop[CAGE]=PUT(CAGE,LOC_116,0);
- game.prop[ROD2]=PUT(ROD2,LOC_116,0);
- game.prop[PILLOW]=PUT(PILLOW,LOC_116,0);
+ game.prop[SNAKE]=PUT(SNAKE,LOC_SW,1);
+ game.prop[BIRD]=PUT(BIRD,LOC_SW,1);
+ game.prop[CAGE]=PUT(CAGE,LOC_SW,0);
+ game.prop[ROD2]=PUT(ROD2,LOC_SW,0);
+ game.prop[PILLOW]=PUT(PILLOW,LOC_SW,0);
- game.prop[MIRROR]=PUT(MIRROR,LOC_115,0);
- game.fixed[MIRROR]=LOC_116;
+ game.prop[MIRROR]=PUT(MIRROR,LOC_NE,0);
+ game.fixed[MIRROR]=LOC_SW;
for (int i=1; i<=NOBJECTS; i++) {
if (TOTING(i))
- DSTROY(i);
+ DESTROY(i);
}
RSPEAK(CAVE_CLOSED);
* Second is for other cases of lamp dying. 12400 is when it
* goes out. Even then, he can explore outside for a while
* if desired. */
- if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
+ if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
{
RSPEAK(REPLACE_BATTERIES);
game.prop[BATTER]=1;
game.prop[LAMP]=0;
if (HERE(LAMP))
RSPEAK(LAMP_OUT);
- } else if (game.limit <= 30) {
+ } else if (game.limit <= WARNTIME) {
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn=true;
int spk=GET_BATTERIES;
- if (game.place[BATTER] == 0)spk=LAMP_DIM;
+ if (game.place[BATTER] == NOWHERE)spk=LAMP_DIM;
if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES;
RSPEAK(spk);
}
static bool do_command(FILE *cmdin)
/* Get and execute a command */
{
- long KQ, verb, V1, V2;
- long i, k, KMOD;
+ long verb=0, V1, V2;
+ long kmod, defn;
static long igo = 0;
static long obj = 0;
enum speechpart part;
* 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,NOARRR)) {
- for (i=1; i<=NDWARVES-1; i++) {
+ 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);
for (;;) {
if (game.loc == 0)
croak(cmdin);
- char* msg = locations[game.loc].description.small;
+ 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)) {
croak(cmdin);
continue; /* back to top of main interpreter loop */
}
- msg=arbitrary_messages[16];
+ msg=arbitrary_messages[PITCH_DARK];
}
if (TOTING(BEAR))RSPEAK(TAME_BEAR);
newspeak(msg);
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
PSPEAK(OYSTER,1);
- for (i=1; i<=NOBJECTS; i++) {
+ for (size_t i=1; i<=NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1-game.prop[i];
}
} else
lampcheck();
- k=WHERE_QUERY;
- if (LIQLOC(game.loc) == WATER)k=FEET_WET;
V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1);
if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
- RSPEAK(k);
+ if(LIQLOC(game.loc) == WATER){
+ RSPEAK(FEET_WET);
+ } else {
+ RSPEAK(WHERE_QUERY);
+ }
goto L2012;
}
if (V1 == ENTER && WD2 > 0) {
if (++igo == 10)
RSPEAK(GO_UNNEEDED);
}
- L2630:
- i=VOCAB(WD1,-1);
- if (i == -1) {
+ Lookup:
+ defn = VOCAB(WD1,-1);
+ if (defn == -1) {
/* Gee, I don't understand. */
if (fallback_handler(rawbuf))
- return true;
+ continue;
SETPRM(1,WD1,WD1X);
RSPEAK(DONT_KNOW);
goto L2600;
}
- KMOD=MOD(i,1000);
- KQ=i/1000+1;
- switch (KQ-1)
+ kmod=MOD(defn,1000);
+ switch (defn/1000)
{
case 0:
- if (playermove(cmdin, verb, KMOD))
+ if (playermove(cmdin, verb, kmod))
return true;
else
continue; /* back to top of main interpreter loop */
- case 1: part=unknown; obj = KMOD; break;
- case 2: part=intransitive; verb = KMOD; break;
- case 3: RSPEAK(KMOD); goto L2012;
+ case 1: part=unknown; obj = kmod; break;
+ case 2: part=intransitive; verb = kmod; break;
+ case 3: RSPEAK(kmod); goto L2012;
default: BUG(22);
}
case GO_CLEAROBJ: goto L2012;
case GO_CHECKHINT: goto L2600;
case GO_CHECKFOO: goto L2607;
- case GO_LOOKUP: goto L2630;
+ case GO_LOOKUP: goto Lookup;
case GO_WORD2:
/* Get second word for analysis. */
WD1=WD2;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
RSPEAK(DWARVES_AWAKEN);
- score(0);
+ score(endgame);
return true;
default:
BUG(99);