X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=b75cac16d6288a1551b412e8808868a1a51beae7;hb=a8e8967814359deb9b779d95952d0d419c503cfb;hp=2d7f09d72a239cd5d0c72724e4b93fe9cda1f3f0;hpb=dad1df9796793eeeccbc851ca25c5ffda47ca71e;p=open-adventure.git diff --git a/main.c b/main.c index 2d7f09d..b75cac1 100644 --- a/main.c +++ b/main.c @@ -14,20 +14,20 @@ struct game_t game; -long LNLENG, LNPOSN, PARMS[26]; +long LNLENG, LNPOSN, PARMS[MAXPARMS+1]; char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, - CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS, + CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS, EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, - GRATE, HINT, I, INVENT, IGO, J, JADE, K, K2, KEYS, - KNIFE, L, LAMP, LOCK, LOOK, MAGZIN, MAXDIE, MAXTRS, - MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OGRE, OIL, OYSTER, + GRATE, HINT, I, INVENT, J, JADE, K, KEYS, + KNIFE, L, LAMP, LOCK, LOOK, MAGZIN, + MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER, PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2, - RUBY, RUG, SAPPH, SAY, SCORE, SECT, SIGN, SNAKE, SPK, - STEPS, STICK, STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2, - URN, V1, V2, VASE, VEND, + RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, SPK, + STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2, + URN, VASE, VEND, VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X; FILE *logfp; bool oldstyle = false; @@ -47,93 +47,92 @@ void sig_handler(int signo) /* * 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 Advebture. */ static bool do_command(FILE *); -int main(int argc, char *argv[]) { - int ch; +int main(int argc, char *argv[]) +{ + int ch; -/* 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 */ - - /* Options. */ - while ((ch = getopt(argc, argv, "l:o")) != EOF) { - switch (ch) { - case 'l': - logfp = fopen(optarg, "w"); - if (logfp == NULL) - fprintf(stderr, - "advent: can't open logfile %s for write\n", - optarg); - signal(SIGINT, sig_handler); - break; - case 'o': - oldstyle = true; - break; - } + while ((ch = getopt(argc, argv, "l:o")) != EOF) { + switch (ch) { + case 'l': + logfp = fopen(optarg, "w"); + if (logfp == NULL) + fprintf(stderr, + "advent: can't open logfile %s for write\n", + optarg); + signal(SIGINT, sig_handler); + break; + case 'o': + oldstyle = true; + break; } + } -/* Logical variables: - * - * game.closed says whether we're all the way closed - * game.closng says whether it's closing time yet - * game.clshnt says whether he's read the clue in the endgame - * game.lmwarn says whether he's been warned about lamp going dim - * game.novice says whether he asked for instructions at start-up - * game.panic says whether he's found out he's trapped in the cave - * game.wzdark says whether the loc he's leaving was dark */ - -#include "funcs.h" - -/* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */ - - lcgstate.a = 1093; - lcgstate.c = 221587; - lcgstate.m = 1048576; - srand(time(NULL)); - long seedval = (long)rand(); - set_seed(seedval); - -/* Read the database if we have not yet done so */ - - MAP2[1] = 0; - if (!game.setup)initialise(); - if(game.setup > 0) goto L1; - -/* Unlike earlier versions, adventure is no longer restartable. (This - * lets us get away with modifying things such as OBJSND(BIRD) without - * having to be able to undo the changes later.) If a "used" copy is - * rerun, we come here and tell the player to run a fresh copy. */ - + /* Logical variables: + * + * game.closed says whether we're all the way closed + * game.closng says whether it's closing time yet + * game.clshnt says whether he's read the clue in the endgame + * game.lmwarn says whether he's been warned about lamp going dim + * game.novice says whether he asked for instructions at start-up + * game.panic says whether he's found out he's trapped in the cave + * game.wzdark says whether the loc he's leaving was dark */ + + /* Initialize our LCG PRNG with parameters tested against + * Knuth vol. 2. by the original authors */ + lcgstate.a = 1093; + lcgstate.c = 221587; + lcgstate.m = 1048576; + srand(time(NULL)); + long seedval = (long)rand(); + set_seed(seedval); + + /* Initialize game variables */ + MAP2[1] = 0; + if (!game.setup) + initialise(); + + /* Unlike earlier versions, adventure is no longer restartable. (This + * lets us get away with modifying things such as OBJSND(BIRD) without + * having to be able to undo the changes later.) If a "used" copy is + * rerun, we come here and tell the player to run a fresh copy. */ + if(game.setup <= 0) { RSPEAK(201); exit(0); + } -/* Start-up, dwarf stuff */ - -L1: game.setup= -1; - I=0; - game.zzword=RNDVOC(3,0); - game.novice=YES(stdin, 65,1,0); - game.newloc=1; - game.loc=1; - game.limit=330; - if(game.novice)game.limit=1000; - - if (logfp) - fprintf(logfp, "seed %ld\n", seedval); - - for (;;) { - if (!do_command(stdin)) - break; - } - score(1); + /* Start-up, dwarf stuff */ + game.setup= -1; + game.zzword=RNDVOC(3,0); + game.novice=YES(stdin, 65,1,0); + game.newloc=1; + game.loc=1; + game.limit=330; + if(game.novice)game.limit=1000; + + if (logfp) + fprintf(logfp, "seed %ld\n", seedval); + + /* interpret commands ubtil EOF or interrupt */ + for (;;) { + if (!do_command(stdin)) + break; + } + /* show score and exit */ + score(1); } static bool fallback_handler(char *buf) @@ -153,75 +152,89 @@ static bool fallback_handler(char *buf) } static bool do_command(FILE *cmdin) { - long LL, KQ, VERB, KK; - long obj; - -/* Can't leave cave once it's closing (except by main office). */ - - if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71; - RSPEAK(130); - game.newloc=game.loc; - if(!game.panic)game.clock2=15; - 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). */ - -L71: if(game.newloc == game.loc || FORCED(game.loc) || CNDBIT(game.loc,3)) goto L74; - /* 73 */ for (I=1; I<=NDWARVES-1; I++) { - if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73; - game.newloc=game.loc; - RSPEAK(2); - goto L74; -L73: /*etc*/ ; - } /* end loop */ -L74: game.loc=game.newloc; - -/* 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 (loc 15). - * 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 == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) goto L2000; - if(game.dflag != 0) goto L6000; - if(INDEEP(game.loc))game.dflag=1; - goto L2000; - -/* When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves. If - * any of the survivors is at loc, replace him with the alternate. */ + long LL, KQ, VERB, KK, K2, V1, V2; + long obj, i; + long TK[21]; + static long IGO = 0; + + /* Can't leave cave once it's closing (except by main office). */ + if(OUTSID(game.newloc) && game.newloc != 0 && game.closng) { + RSPEAK(130); + game.newloc=game.loc; + if(!game.panic)game.clock2=15; + game.panic=true; + } -L6000: if(game.dflag != 1) goto L6010; - if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) goto L2000; + /* 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,3)) { + for (i=1; i<=NDWARVES-1; i++) { + if(game.odloc[i] == game.newloc && game.dseen[i]) { + game.newloc=game.loc; + RSPEAK(2); + break; + } + } + } + game.loc=game.newloc; + + /* 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 (loc 15). 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 == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) + goto L2000; + if(game.dflag != 0) + goto L6000; + if(INDEEP(game.loc)) + game.dflag=1; + goto L2000; + + /* When we encounter the first dwarf, we kill 0, 1, or 2 of + * the 5 dwarves. If any of the survivors is at loc, + * replace him with the alternate. */ +L6000: if(game.dflag != 1) + goto L6010; + if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) + goto L2000; game.dflag=2; for (I=1; I<=2; I++) { - J=1+randrange(NDWARVES-1); - if(PCT(50))game.dloc[J]=0; - } /* end loop */ + J=1+randrange(NDWARVES-1); + if(PCT(50)) + game.dloc[J]=0; + } for (I=1; I<=NDWARVES-1; I++) { - if(game.dloc[I] == game.loc)game.dloc[I]=DALTLC; - game.odloc[I]=game.dloc[I]; - } /* end loop */ + if(game.dloc[I] == game.loc) + game.dloc[I]=DALTLC; + game.odloc[I]=game.dloc[I]; + } RSPEAK(3); DROP(AXE,game.loc); - goto L2000; - -/* 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. */ - + goto L2000; + + /* 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. */ L6010: game.dtotal=0; ATTACK=0; STICK=0; /* 6030 */ for (I=1; I<=NDWARVES; I++) { if(game.dloc[I] == 0) goto L6030; -/* Fill TK array with all the places this dwarf might go. */ + /* Fill TK array with all the places this dwarf might go. */ J=1; KK=game.dloc[I]; KK=KEY[KK]; @@ -376,8 +389,7 @@ L2012: VERB=0; /* Check if this loc is eligible for any hints. If been here long enough, * branch to help section (on later page). Hints all come back here eventually * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes). - */ - + */ L2600: if(COND[game.loc] < game.conds) goto L2603; /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) { if(game.hinted[HINT]) goto L2602; @@ -387,25 +399,30 @@ L2600: if(COND[game.loc] < game.conds) goto L2603; L2602: /*etc*/ ; } /* end loop */ -/* If closing time, check for any objects being toted with game.prop < 0 and set - * the prop to -1-game.prop. This way objects won't be described until they've - * been picked up and put down separate from their respective piles. Don't - * tick game.clock1 unless well into cave (and not at Y2). */ + /* If closing time, check for any objects being toted with + * game.prop < 0 and set the prop to -1-game.prop. This way + * objects won't be described until they've been picked up + * and put down separate from their respective piles. Don't + * tick game.clock1 unless well into cave (and not at Y2). */ +L2603: if(game.closed) { + if(game.prop[OYSTER] < 0 && TOTING(OYSTER)) + PSPEAK(OYSTER,1); + for (i=1; i<=NOBJECTS; i++) { + if(TOTING(i) && game.prop[i] < 0) + game.prop[i] = -1-game.prop[i]; + } + } + game.wzdark=DARK(0); + if(game.knfloc > 0 && game.knfloc != game.loc) + game.knfloc=0; -L2603: if(!game.closed) goto L2605; - if(game.prop[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); - for (I=1; I<=NOBJECTS; I++) { - if(TOTING(I) && game.prop[I] < 0)game.prop[I]= -1-game.prop[I]; - } /* end loop */ -L2605: game.wzdark=DARK(0); - if(game.knfloc > 0 && game.knfloc != game.loc)game.knfloc=0; - I=0; + /* This is where we get a new command from the user */ if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X)) return false; -/* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos, - * make neg. If neg, he skipped a word, so make it zero. */ - + /* Every input, check "game.foobar" flag. If zero, nothing's + * going on. If pos, make neg. If neg, he skipped a word, + * so make it zero. */ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); game.turns=game.turns+1; if(game.turns == game.thresh) {