X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=ea9bf8fcb49dcdd370c044f334aa8751f4b2ade0;hb=HEAD;hp=7292e8e6c092c16c37900374a7f73aaad21149aa;hpb=af453777d4cbec47fc85ebf8a24098a6a381ab94;p=open-adventure.git diff --git a/main.c b/main.c index 7292e8e..6d904f2 100644 --- a/main.c +++ b/main.c @@ -1,967 +1,1586 @@ /* - * 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.) + * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods + * SPDX-License-Identifier: BSD-2-Clause */ -#include -#include -#include + +#include "advent.h" +#include +#include #include #include -#include -#include "advent.h" -#include "database.h" - -struct game_t game; - -long LNLENG, LNPOSN, PARMS[MAXPARMS+1]; -char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129]; - -long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, - BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, - CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS, - EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, - 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, SECT, SIGN, SNAKE, SPK, - STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2, - URN, VASE, VEND, - VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X; -FILE *logfp; -bool oldstyle = false; -lcg_state lcgstate; - -extern void initialise(); -extern void score(long); -extern int action(FILE *, long, long, long); - -void sig_handler(int signo) -{ - if (signo == SIGINT) - if (logfp != NULL) - fflush(logfp); - exit(0); +#include +#include +#include +#include +#include + +#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); + } + } -/* - * 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. - */ +#if defined ADVENT_AUTOSAVE + if (signo == SIGHUP || signo == SIGTERM) { + autosave(); + } +#endif + exit(EXIT_FAILURE); +} +// LCOV_EXCL_STOP + +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; + } -static bool do_command(FILE *); - -int main(int argc, char *argv[]) -{ - int ch; - -/* 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; - } - } - - /* 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 */ - 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); + 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))) { + 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; } -static bool fallback_handler(char *buf) -/* fallback handler for commands not handled by FORTRANish parser */ -{ - long sv; - 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; - // here we reconfigure any global game state that uses random numbers - game.zzword=RNDVOC(3,0); - return true; - } - return false; +/* 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.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 (!PROP_IS_NOTFOUND(EMERALD) && + PROP_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 && + PROP_IS_STASHED_OR_UNSEEN(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 dwarfmove(void) -/* Dwarves move. Return true if player survives, false if he dies. */ -{ - int kk, stick, attack; - long TK[21]; +static bool spotted_by_pirate(int i) { + if (i != PIRATE) { + return false; + } - /* 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)) - return true; + /* 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 + * PROP_IS_FOUND(CHEST) == true. */ + if (game.loc == game.chloc || !PROP_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); + } + } + } + } - /* 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 loc, - * replace him with the alternate. */ - if(game.dflag == 1) { - if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) - return true; - game.dflag=2; - for (I=1; I<=2; I++) { - 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]; - } - RSPEAK(3); - 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 (I=1; I<=NDWARVES; I++) { - if(game.dloc[I] == 0) - continue; - /* Fill TK array with all the places this dwarf might go. */ - J=1; - kk=KEY[game.dloc[I]]; - if(kk != 0) - do { - game.newloc=MOD(labs(TRAVEL[kk])/1000,1000); - if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 && game.newloc == TK[J-1]) || J >= 20 || game.newloc == game.dloc[I] || - FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) || - labs(TRAVEL[kk])/1000000 == 100) - goto L6014; - TK[J]=game.newloc; - J=J+1; - L6014: - kk=kk+1; - } while - (TRAVEL[kk-1] >= 0); - TK[J]=game.odloc[I]; - if(J >= 2)J=J-1; - 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(I == PIRATE) { - /* 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 - * 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) continue; - K=0; - for (J=50; J<=MAXTRS; J++) { - /* Pirate won't take pyramid from plover room or dark - * room (too easy!). */ - if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) - goto L6020; - if(TOTING(J)) - goto L6021; - L6020: - if(HERE(J))K=1; - } /* end loop */ - if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) - goto L6025; - if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) - RSPEAK(127); - continue; - - L6021: if(game.place[CHEST] != 0) goto L6022; - /* Install chest only once, to insure it is the last treasure in - * the list. */ - MOVE(CHEST,game.chloc); - MOVE(MESSAG,game.chloc2); - L6022: RSPEAK(128); - /* 6023 */ for (J=50; J<=MAXTRS; J++) { - if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023; - if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc); - if(TOTING(J))DROP(J,game.chloc); - L6023: /*etc*/ ; - } - L6024: - game.dloc[PIRATE]=game.chloc; - game.odloc[PIRATE]=game.chloc; - game.dseen[PIRATE]=false; - continue; - - L6025: - RSPEAK(186); - MOVE(CHEST,game.chloc); - MOVE(MESSAG,game.chloc2); - goto L6024; - - } - - /* 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. - * Note that various of the "knife" messages must have specific relative - * positions in the RSPEAK database. */ - if(game.dtotal == 0) - return true; - SETPRM(1,game.dtotal,0); - RSPEAK(4+1/game.dtotal); - if(attack == 0) - return true; - if(game.dflag == 2)game.dflag=3; - SETPRM(1,attack,0); - K=6; - if(attack > 1)K=250; - RSPEAK(K); - SETPRM(1,stick,0); - RSPEAK(K+1+2/(1+stick)); - if(stick == 0) return true; - game.oldlc2=game.loc; - return false; } -static bool do_command(FILE *cmdin) { - long LL, KQ, VERB, KK, K2, V1, V2; - long obj, i; - static long IGO = 0; +static bool dwarfmove(void) { + /* Dwarves move. Return true if player survives, false if he dies. */ + int kk, stick, attack; + loc_t tk[21]; - /* 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; + /* 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; } - /* 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; - - if (!dwarfmove()) - goto L99; - -/* Describe the current location and (maybe) get next command. */ - -/* Print text for current loc. */ - -L2000: if(game.loc == 0) goto L99; - KK=STEXT[game.loc]; - if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc]; - if(FORCED(game.loc) || !DARK(0)) goto L2001; - if(game.wzdark && PCT(35)) goto L90; - KK=RTEXT[16]; -L2001: if(TOTING(BEAR))RSPEAK(141); - SPEAK(KK); - K=1; - if(FORCED(game.loc)) goto L8; - if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7); - -/* 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 1 (dragon on it) till dragon is killed. - * Similarly for chain; game.prop is initially 1 (locked to bear). These hacks - * are because game.prop=0 is needed to get full score. */ - - if(DARK(0)) goto L2012; - game.abbrev[game.loc]=game.abbrev[game.loc]+1; - I=game.atloc[game.loc]; -L2004: if(I == 0) goto L2012; - obj=I; - if(obj > NOBJECTS)obj=obj-NOBJECTS; - if(obj == STEPS && TOTING(NUGGET)) goto L2008; - if(game.prop[obj] >= 0) goto L2006; - if(game.closed) goto L2008; - game.prop[obj]=0; - if(obj == RUG || obj == CHAIN)game.prop[obj]=1; - game.tally=game.tally-1; -/* 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). */ -L2006: KK=game.prop[obj]; - if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1; - PSPEAK(obj,KK); -L2008: I=game.link[I]; - goto L2004; - -L2009: K=54; -L2010: SPK=K; -L2011: RSPEAK(SPK); - -L2012: VERB=0; - game.oldobj=obj; - obj=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; - if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1; - game.hintlc[HINT]=game.hintlc[HINT]+1; - if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000; -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). */ -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; - - /* 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. */ -L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); - game.turns=game.turns+1; - if(game.turns == game.thresh) { - SPEAK(TTEXT[game.trndex]); - game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000; - game.trndex=game.trndex+1; - game.thresh= -1; - if(game.trndex <= TRNVLS) - game.thresh=MOD(TRNVAL[game.trndex],100000)+1; - } - if(VERB == SAY && WD2 > 0)VERB=0; - if(VERB == SAY) goto L4090; - if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1; - if(game.clock1 == 0) goto L10000; - if(game.clock1 < 0)game.clock2=game.clock2-1; - if(game.clock2 == 0) goto L11000; - if(game.prop[LAMP] == 1)game.limit=game.limit-1; - if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto - L12000; - if(game.limit == 0) goto L12400; - if(game.limit <= 30) goto L12200; -L19999: K=43; - if(LIQLOC(game.loc) == WATER)K=70; - V1=VOCAB(WD1,-1); - V2=VOCAB(WD2,-1); - if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010; - if(V1 == ENTER && WD2 > 0) goto L2800; - if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 != - 1000+DOOR)) goto L2610; - {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);} -L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD)) - WD1=MAKEWD(301200308); -L2620: if(WD1 == MAKEWD(23051920)) { - game.iwest=game.iwest+1; - if(game.iwest == 10)RSPEAK(17); - } - if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630; - IGO=IGO+1; - if(IGO == 10)RSPEAK(276); -L2630: I=VOCAB(WD1,-1); - if(I == -1) goto L3000; - K=MOD(I,1000); - KQ=I/1000+1; - switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000; - case 3: goto L2010; } - BUG(22); - -/* Get second word for analysis. */ - -L2800: WD1=WD2; - WD1X=WD2X; - WD2=0; - goto L2620; - -/* Gee, I don't understand. */ - -L3000: SETPRM(1,WD1,WD1X); - if (fallback_handler(rawbuf)) - return true; - RSPEAK(254); - goto L2600; - -/* Verb and object analysis moved to separate module. */ - -L4000: I=4000; VERB=K; goto Laction; -L4090: I=4090; goto Laction; -L5000: I=5000; -Laction: - switch (action(cmdin, I, VERB, obj)) { - case 2: return true; - case 8: goto L8; - case 2000: goto L2000; - case 2009: goto L2009; - case 2010: goto L2010; - case 2011: goto L2011; - case 2012: goto L2012; - case 2600: goto L2600; - case 2607: goto L2607; - case 2630: goto L2630; - case 2800: goto L2800; - case 8000: goto L8000; - case 18999: goto L18999; - case 19000: goto L19000; - } - BUG(99); - -/* Random intransitive verbs come here. Clear obj just in case (see "attack"). - */ - -L8000: SETPRM(1,WD1,WD1X); - RSPEAK(257); - obj=0; - goto L2600; - -/* Figure out the new location + /* 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." * - * 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 + * If the current loc is zero, it means the clown got himself killed. + * We'll allow this maxdie times. NDEATHS is automatically set based + * on the number of snide messages available. Each death results in + * a message (obituaries[n]) which offers reincarnation; if accepted, + * this results in message obituaries[0], obituaries[2], etc. The + * last time, if he wants another chance, he gets a snide remark as + * we exit. When reincarnated, all objects being carried get dropped + * at game.oldlc2 (presumably the last place prior to being killed) + * without change of props. The loop runs backwards to assure that + * the bird is dropped before the cage. (This kluge could be changed + * once we're sure all references to bird and cage are done by + * keywords.) The lamp is a special case (it wouldn't do to leave it + * in the cave). It is turned off and left outside the building (only + * if he was carrying it, of course). He himself is left inside the + * 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) && 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? */ + 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 + * "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 OLgame.dloc will be what killed + * 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; + } -L8: KK=KEY[game.loc]; - game.newloc=game.loc; - if(KK == 0)BUG(26); - if(K == NUL) return true; - if(K == BACK) goto L20; - if(K == LOOK) goto L30; - if(K == CAVE) goto L40; - game.oldlc2=game.oldloc; - game.oldloc=game.loc; - -L9: LL=labs(TRAVEL[KK]); - if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10; - if(TRAVEL[KK] < 0) goto L50; - KK=KK+1; - goto L9; - -L10: LL=LL/1000; -L11: game.newloc=LL/1000; - K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */ - if(game.newloc <= 300) goto L13; - if(game.prop[K] != game.newloc/100-3) goto L16; -L12: if(TRAVEL[KK] < 0)BUG(25); - KK=KK+1; - game.newloc=labs(TRAVEL[KK])/1000; - if(game.newloc == LL) goto L12; - LL=game.newloc; - goto L11; - -L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */ - if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16; - goto L12; - -L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12; -L16: game.newloc=MOD(LL,1000); - if(game.newloc <= 300) return true; - if(game.newloc <= 500) goto L30000; - RSPEAK(game.newloc-500); - game.newloc=game.loc; - return true; - -/* Special motions come here. Labelling convention: statement numbers NNNXX - * (XX=00-99) are used for special case number NNN (NNN=301-500). */ - -L30000: game.newloc=game.newloc-300; - switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto - L30300; } - BUG(20); - -/* Travel 301. 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". */ - -L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */ - if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true; - game.newloc=game.loc; - RSPEAK(117); - return true; + 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((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; + } -/* Travel 302. 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. */ - -L30200: DROP(EMRALD,game.loc); - goto L12; - -/* Travel 303. 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)=1, he's crossed since paying, so step out and block him. - * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */ - -L30300: if(game.prop[TROLL] != 1) goto L30310; - PSPEAK(TROLL,1); - game.prop[TROLL]=0; - MOVE(TROLL2,0); - MOVE(TROLL2+NOBJECTS,0); - MOVE(TROLL,PLAC[TROLL]); - MOVE(TROLL+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); - game.newloc=game.loc; - return true; + /* 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; + } -L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; - if(game.prop[TROLL] == 0)game.prop[TROLL]=1; - if(!TOTING(BEAR)) return true; - RSPEAK(162); - game.prop[CHASM]=1; - game.prop[TROLL]=2; - DROP(BEAR,game.newloc); - game.fixed[BEAR]= -1; - game.prop[BEAR]=3; - game.oldlc2=game.newloc; - goto L99; - -/* End of specials. */ - -/* Handle "go back". Look for verb which goes from game.loc to - * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion. - * K2 saves entry -> forced loc -> previous loc. */ - -L20: K=game.oldloc; - if(FORCED(K))K=game.oldlc2; - game.oldlc2=game.oldloc; - game.oldloc=game.loc; - K2=0; - if(K == game.loc)K2=91; - if(CNDBIT(game.loc,4))K2=274; - if(K2 == 0) goto L21; - RSPEAK(K2); - return true; + /* (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 lampcheck(void) { + /* Check game limit and lamp timers */ + if (game.objects[LAMP].prop == LAMP_BRIGHT) { + --game.limit; + } -L21: LL=MOD((labs(TRAVEL[KK])/1000),1000); - if(LL != K) { - if(LL <= 300) { - J=KEY[LL]; - if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K) - K2=KK; + /* 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(TRAVEL[KK] < 0) goto L23; - KK=KK+1; - goto L21; + } + if (game.limit == 0) { + game.limit = -1; + game.objects[LAMP].prop = LAMP_DARK; + if (HERE(LAMP)) { + rspeak(LAMP_OUT); + } + } +} -L23: KK=K2; - if(KK == 0) { - RSPEAK(140); - return true; +/* 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 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); } } - K=MOD(labs(TRAVEL[KK]),1000); - KK=KEY[game.loc]; - goto L9; + /* 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; + } -/* 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. */ + /* 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); + } + } -L30: if(game.detail < 3)RSPEAK(15); - game.detail=game.detail+1; - game.wzdark=false; - game.abbrev[game.loc]=0; - return true; + rspeak(CAVE_CLOSED); + game.closed = true; + return game.closed; + } + + lampcheck(); + return false; +} + +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.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 (PROP_IS_STASHED_OR_UNSEEN(obj)) { + if (game.closed) { + continue; + } + PROP_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); + } + } +} + +/* 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 + * - : + * Irregular form of input, but should be allowed. We switch back to + * 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; + } + } -/* Cave. Different messages depending on whether above ground. */ + /* 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); + 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) && DARK(game.loc) && game.wzdark && + PCT(PIT_KILL_PROB)) { + rspeak(PIT_FALL); + game.oldlc2 = game.loc; + croak(); + return false; + } -L40: K=58; - if(OUTSID(game.loc) && game.loc != 8)K=57; - RSPEAK(K); return true; +} -/* Non-applicable motion. Various messages depending on word given. */ - -L50: SPK=12; - if(K >= 43 && K <= 50)SPK=52; - if(K == 29 || K == 30)SPK=52; - if(K == 7 || K == 36 || K == 37)SPK=10; - if(K == 11 || K == 19)SPK=11; - if(VERB == FIND || VERB == INVENT)SPK=59; - if(K == 62 || K == 65)SPK=42; - if(K == 17)SPK=80; - RSPEAK(SPK); +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 ((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); + } + } + } + + /* Check to see if the room is dark. */ + game.wzdark = DARK(game.loc); + + /* 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; +} -/* "You're dead, Jim." +/* + * MAIN PROGRAM * - * If the current loc is zero, it means the clown got himself killed. We'll - * allow this maxdie times. MAXDIE is automatically set based on the number of - * snide messages available. Each death results in a message (81, 83, etc.) - * which offers reincarnation; if accepted, this results in message 82, 84, - * etc. The last time, if he wants another chance, he gets a snide remark as - * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2 - * (presumably the last place prior to being killed) without change of props. - * the loop runs backwards to assure that the bird is dropped before the cage. - * (this kluge could be changed once we're sure all references to bird and cage - * are done by keywords.) The lamp is a special case (it wouldn't do to leave - * it in the cave). It is turned off and left outside the building (only if he - * was carrying it, of course). He himself is left inside the 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". */ - -/* The easiest way to get killed is to fall into a pit in pitch darkness. */ - -L90: RSPEAK(23); - game.oldlc2=game.loc; - -/* Okay, he's dead. Let's get on with it. */ - -L99: if(game.closng) { - /* He died during closing time. No resurrection. Tally up a - * death and exit. */ - RSPEAK(131); - ++game.numdie; - score(0); + * 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 { - ++game.numdie; - if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) - score(0); - if(game.numdie == MAXDIE) - score(0); - game.place[WATER]=0; - game.place[OIL]=0; - if(TOTING(LAMP)) - game.prop[LAMP]=0; - for (J=1; J<=NOBJECTS; J++) { - I=NOBJECTS + 1 - J; - if(TOTING(I)) { - K=game.oldlc2; - if(I == LAMP) - K=1; - DROP(I,K); - } - } - game.loc=3; - game.oldloc=game.loc; - goto L2000; - } - -/* Hints */ - -/* Come here if he's been long enough at required loc(s) for some unused hint. - * hint number is in variable "hint". Branch to quick test for additional - * conditions, then come back to do neat stuff. Goto 40010 if conditions are - * met and we want to offer the hint. Goto 40020 to clear game.hintlc back to zero, - * 40030 to take no action yet. */ - -L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto - L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto - L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto - L40900; case 9: goto L41000; } -/* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE - * JADE */ - BUG(27); - -L40010: game.hintlc[HINT]=0; - if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602; - SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]); - RSPEAK(261); - game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54); - if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2]; -L40020: game.hintlc[HINT]=0; -L40030: goto L2602; - -/* Now for the quick tests. See database description for one-line notes. */ - -L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010; - goto L40020; - -L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010; - goto L40030; - -L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010; - goto L40020; - -L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng > - 1) goto L40010; - goto L40020; - -L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010; - goto L40020; - -L40600: goto L40010; - -L40700: if(game.dflag == 0) goto L40010; - goto L40020; - -L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto - L40010; - goto L40030; - -L40900: I=ATDWRF(game.loc); - if(I < 0) goto L40020; - if(HERE(OGRE) && I == 0) goto L40010; - goto L40030; - -L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010; - goto L40020; - - - - - -/* Cave closing and scoring */ - - -/* These sections 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 branch to - * 11000 to 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. */ - -/* 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. */ - -L10000: game.prop[GRATE]=0; - game.prop[FISSUR]=0; - for (I=1; I<=NDWARVES; I++) { - game.dseen[I]=false; - game.dloc[I]=0; - } /* end loop */ - MOVE(TROLL,0); - MOVE(TROLL+NOBJECTS,0); - MOVE(TROLL2,PLAC[TROLL]); - MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); - if(game.prop[BEAR] != 3)DSTROY(BEAR); - game.prop[CHAIN]=0; - game.fixed[CHAIN]=0; - game.prop[AXE]=0; - game.fixed[AXE]=0; - RSPEAK(129); - game.clock1= -1; - game.closng=true; - goto L19999; - -/* 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 115 (ne) and 116 (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. */ - -L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); - game.prop[PLANT]=PUT(PLANT,115,0); - game.prop[OYSTER]=PUT(OYSTER,115,0); - OBJTXT[OYSTER]=3; - game.prop[LAMP]=PUT(LAMP,115,0); - game.prop[ROD]=PUT(ROD,115,0); - game.prop[DWARF]=PUT(DWARF,115,0); - game.loc=115; - game.oldloc=115; - game.newloc=115; - -/* Leave the grate with normal (non-negative) property. Reuse sign. */ - - I=PUT(GRATE,116,0); - I=PUT(SIGN,116,0); - OBJTXT[SIGN]=OBJTXT[SIGN]+1; - game.prop[SNAKE]=PUT(SNAKE,116,1); - game.prop[BIRD]=PUT(BIRD,116,1); - game.prop[CAGE]=PUT(CAGE,116,0); - game.prop[ROD2]=PUT(ROD2,116,0); - game.prop[PILLOW]=PUT(PILLOW,116,0); - - game.prop[MIRROR]=PUT(MIRROR,115,0); - game.fixed[MIRROR]=116; - - for (I=1; I<=NOBJECTS; I++) { - if(TOTING(I)) - DSTROY(I); - } /* end loop */ - - RSPEAK(132); - game.closed=true; - return true; + 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 -/* 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. We go to 12000 if the lamp - * and fresh batteries are here, in which case we replace the batteries and - * continue. 12200 is for other cases of lamp dying. 12400 is when it goes - * out. Even then, he can explore outside for a while if desired. */ - -L12000: RSPEAK(188); - game.prop[BATTER]=1; - if(TOTING(BATTER))DROP(BATTER,game.loc); - game.limit=game.limit+2500; - game.lmwarn=false; - goto L19999; - -L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999; - game.lmwarn=true; - SPK=187; - if(game.place[BATTER] == 0)SPK=183; - if(game.prop[BATTER] == 1)SPK=189; - RSPEAK(SPK); - goto L19999; - -L12400: game.limit= -1; - game.prop[LAMP]=0; - if(HERE(LAMP))RSPEAK(184); - goto L19999; - -/* Oh dear, he's disturbed the dwarves. */ - -L18999: RSPEAK(SPK); -L19000: RSPEAK(136); - score(0); - return true; + 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 */