X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=ef7d392c882fe416f5cd5fff683bd9456642e615;hb=4ce4de190ee7088c94a87888298352b35d0ca4f3;hp=1c1c6c4385299a0e7986fd2c91751d666dfb6761;hpb=9475552be419a8a018a27d524f6cdf64c0e26e4b;p=open-adventure.git diff --git a/main.c b/main.c index 1c1c6c4..ef7d392 100644 --- a/main.c +++ b/main.c @@ -1,7 +1,7 @@ /* - * Copyright (c) 1977, 2005 by Will Crowther and Don Woods - * Copyright (c) 2017 by Eric S. Raymond - * SPDX-License-Identifier: BSD-2-clause + * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods + * SPDX-FileCopyrightText: 2017 by Eric S. Raymond + * SPDX-License-Identifier: BSD-2-Clause */ #include @@ -11,11 +11,25 @@ #include #include #include +#include +#include #include "advent.h" #include "dungeon.h" #define DIM(a) (sizeof(a)/sizeof(a[0])) +#if defined ADVENT_AUTOSAVE +static FILE* autosave_fp; +void autosave(void) +{ + if (autosave_fp != NULL) { + rewind(autosave_fp); + savefile(autosave_fp, /* version (auto): */0); + fflush(autosave_fp); + } +} +#endif + // LCOV_EXCL_START // exclude from coverage analysis because it requires interactivity to test static void sig_handler(int signo) @@ -24,106 +38,66 @@ static void sig_handler(int signo) if (settings.logfp != NULL) fflush(settings.logfp); } + +#if defined ADVENT_AUTOSAVE + if (signo == SIGHUP || signo == SIGTERM) + autosave(); +#endif exit(EXIT_FAILURE); } // LCOV_EXCL_STOP -/* - * MAIN PROGRAM - * - * Adventure (rev 2: 20 treasures) - * History: Original idea & 5-treasure version (adventures) by Willie Crowther - * 15-treasure version (adventure) by Don Woods, April-June 1977 - * 20-treasure version (rev 2) by Don Woods, August 1978 - * Errata fixed: 78/12/25 - * Revived 2017 as Open Adventure. - */ - -static bool do_command(void); - -int main(int argc, char *argv[]) +char *myreadline(const char *prompt) { - int ch; - - /* Options. */ - -#ifndef ADVENT_NOSAVE - const char* opts = "l:or:"; - const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n"; - FILE *rfp = NULL; -#else - const char* opts = "l:o"; - const char* usage = "Usage: %s [-l logfilename] [-o]\n"; -#endif - while ((ch = getopt(argc, argv, opts)) != EOF) { - switch (ch) { - case 'l': - settings.logfp = fopen(optarg, "w"); - if (settings.logfp == NULL) - fprintf(stderr, - "advent: can't open logfile %s for write\n", - optarg); - signal(SIGINT, sig_handler); - break; - case 'o': - settings.oldstyle = true; - settings.prompt = false; - break; -#ifndef ADVENT_NOSAVE - case 'r': - rfp = fopen(optarg, "r"); - if (rfp == NULL) - fprintf(stderr, - "advent: can't open save file %s for read\n", - optarg); - break; -#endif - default: - fprintf(stderr, - usage, argv[0]); - fprintf(stderr, - " -l create a log file of your game named as specified'\n"); - fprintf(stderr, - " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n"); -#ifndef ADVENT_NOSAVE - fprintf(stderr, - " -r restore from specified saved game file\n"); -#endif - exit(EXIT_FAILURE); - break; - } + /* + * This function isn't required for gameplay, readline() straight + * up would suffice for that. It's where we interpret command-line + * logfiles for testing purposes. + */ + /* Normal case - no script arguments */ + if (settings.argc == 0) { + char *ln = readline(prompt); + if (ln == NULL) { + fputs(prompt, stdout); + } + return ln; } - /* Initialize game variables */ - long seedval = initialise(); + char *buf = malloc(LINESIZE + 1); + for (;;) { + if (settings.scriptfp == NULL || feof(settings.scriptfp)) { + if (settings.optind >= settings.argc) { + free(buf); + return NULL; + } -#ifndef ADVENT_NOSAVE - if (!rfp) { - game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); - if (game.novice) - game.limit = NOVICELIMIT; - } else { - restore(rfp); - } -#else - game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); - if (game.novice) - game.limit = NOVICELIMIT; -#endif + char *next = settings.argv[settings.optind++]; - if (settings.logfp) - fprintf(settings.logfp, "seed %ld\n", seedval); + if (settings.scriptfp != NULL && feof(settings.scriptfp)) + fclose(settings.scriptfp); + if (strcmp(next, "-") == 0) + settings.scriptfp = stdin; // LCOV_EXCL_LINE + else + settings.scriptfp = fopen(next, "r"); + } - /* interpret commands until EOF or interrupt */ - for (;;) { - if (!do_command()) - break; + if (isatty(fileno(settings.scriptfp))) { + free(buf); // LCOV_EXCL_LINE + return readline(prompt); // LCOV_EXCL_LINE + } else { + char *ln = fgets(buf, LINESIZE, settings.scriptfp); + if (ln != NULL) { + fputs(prompt, stdout); + fputs(ln, stdout); + return ln; + } + } } - /* show score and exit */ - terminate(quitgame); + + return NULL; } -/* Check if this loc is eligible for any hints. If been here long +/* Check if this loc is eligible for any hints. If been here int * enough, display. Ignore "HINTS" < 4 (special stuff, see database * notes). */ static void checkhints(void) @@ -135,7 +109,7 @@ static void checkhints(void) if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) game.hintlc[hint] = -1; ++game.hintlc[hint]; - /* Come here if he's been long enough at required loc(s) for some + /* Come here if he's been int enough at required loc(s) for some * unused hint. */ if (game.hintlc[hint] >= hints[hint].turns) { int i; @@ -197,22 +171,21 @@ static void checkhints(void) game.hintlc[hint] = 0; return; default: // LCOV_EXCL_LINE + // Should never happen BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } /* Fall through to hint display */ game.hintlc[hint] = 0; - if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) + if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) return; rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty); - game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]); + game.hinted[hint] = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]); if (game.hinted[hint] && game.limit > WARNTIME) game.limit += WARNTIME * hints[hint].penalty; } } } - - } static bool spotted_by_pirate(int i) @@ -452,20 +425,25 @@ static bool dwarfmove(void) static void croak(void) /* Okay, he's dead. Let's get on with it. */ { - if (game.numdie < 0) - game.numdie = 0; // LCOV_EXCL_LINE const char* query = obituaries[game.numdie].query; const char* yes_response = obituaries[game.numdie].yes_response; + ++game.numdie; + if (game.closng) { /* He died during closing time. No resurrection. Tally up a * death and exit. */ rspeak(DEATH_CLOSING); terminate(endgame); - } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN]) - || game.numdie == NDEATHS) + } else if (!yes_or_no(query, yes_response, arbitrary_messages[OK_MAN]) + || game.numdie == NDEATHS) { + /* Player is asked if he wants to try again. If not, or if + * he's already used all of his lives, we end the game */ terminate(endgame); - else { + } 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.place[WATER] = game.place[OIL] = LOC_NOWHERE; if (TOTING(LAMP)) game.prop[LAMP] = LAMP_DARK; @@ -480,6 +458,29 @@ static void croak(void) } } +static void describe_location(void) +/* Describe the location to the user */ +{ + const char* msg = locations[game.loc].description.small; + + if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || + msg == NO_MESSAGE) + msg = locations[game.loc].description.big; + + if (!FORCED(game.loc) && DARK(game.loc)) { + 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? */ { @@ -497,7 +498,7 @@ static bool traveleq(int a, int b) * does, game.newloc will be limbo, and game.oldloc will be what killed * him, so we need game.oldlc2, which is the last place he was * safe.) */ -static void playermove( int motion) +static void playermove(int motion) { int scratchloc, travel_entry = tkey[game.loc]; game.newloc = game.loc; @@ -571,7 +572,7 @@ static void playermove( int motion) /* Look for a way to fulfil the motion verb passed in - travel_entry indexes * the beginning of the motion entries for here (game.loc). */ for (;;) { - if (T_TERMINATE(travel[travel_entry]) || + if ((travel[travel_entry].motion == HERE) || travel[travel_entry].motion == motion) break; if (travel[travel_entry].stop) { @@ -621,8 +622,8 @@ static void playermove( int motion) for (;;) { /* L12 loop */ for (;;) { enum condtype_t condtype = travel[travel_entry].condtype; - long condarg1 = travel[travel_entry].condarg1; - long condarg2 = travel[travel_entry].condarg2; + int condarg1 = travel[travel_entry].condarg1; + int condarg2 = travel[travel_entry].condarg2; if (condtype < cond_not) { /* YAML N and [pct N] conditionals */ if (condtype == cond_goto || condtype == cond_pct) { @@ -710,7 +711,7 @@ static void playermove( int motion) if (game.prop[TROLL] == TROLL_PAIDONCE) { pspeak(TROLL, look, true, TROLL_PAIDONCE); game.prop[TROLL] = TROLL_UNPAID; - move(TROLL2, LOC_NOWHERE); + DESTROY(TROLL2); move(TROLL2 + NOBJECTS, IS_FREE); move(TROLL, objects[TROLL].plac); move(TROLL + NOBJECTS, objects[TROLL].fixd); @@ -839,7 +840,7 @@ static bool closecheck(void) game.dseen[i] = false; game.dloc[i] = LOC_NOWHERE; } - move(TROLL, LOC_NOWHERE); + DESTROY(TROLL); move(TROLL + NOBJECTS, IS_FREE); move(TROLL2, objects[TROLL].plac); move(TROLL2 + NOBJECTS, objects[TROLL].fixd); @@ -960,45 +961,22 @@ static void listobjects(void) } } -void clear_command(command_t *cmd) -{ - cmd->verb = ACT_NULL; - game.oldobj = cmd->obj; - cmd->obj = NO_OBJECT; -} - -void close_cleanup_before_command(void) -/* If closing time, check for any objects being toted with - * game.prop < 0 and stash them. This way objects won't be - * described until they've been picked up and put down - * separate from their respective piles. */ -{ - if (game.closed) { - if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) - pspeak(OYSTER, look, true, 1); - for (size_t i = 1; i <= NOBJECTS; i++) { - if (TOTING(i) && game.prop[i] < 0) - game.prop[i] = STASHED(i); - } - } -} - -bool preprocess_command(command_t *command) +static bool preprocess_command(command_t *command) /* Pre-processes a command input to see if we need to tease out a few specific cases: - * - "enter water" or "enter stream": - * wierd specific case that gets the user wet, and then kicks us back to get another command + * - "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 - * furtherprocessing. + * 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, + * 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 + * Returns true if pre-processing is complete, and we're ready to move to the primary command * processing, false otherwise. */ { if (command->word[0].type == MOTION && command->word[0].id == ENTER @@ -1026,12 +1004,12 @@ bool preprocess_command(command_t *command) if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD || - game.loc == LOC_BIRD || + game.loc == LOC_BIRDCHAMBER || game.loc == LOC_PITTOP) { command->word[0].id = ENTRANCE; } } - if ((command->word[0].id == WATER || command->word[0].id == OIL) && + 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]; @@ -1046,18 +1024,19 @@ bool preprocess_command(command_t *command) } } + /* 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_command() -/* Get and execute a command */ +static bool do_move(void) +/* Actually execute the move to the new location and dwarf movement */ { - static command_t command; - bool command_given = false; - bool command_executed = false; - /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { rspeak(EXIT_CLOSED); @@ -1085,76 +1064,98 @@ static bool do_command() if (!dwarfmove()) croak(); - /* Describe the current location and (maybe) get next command. */ - for (;;) { - if (game.loc == 0) - croak(); - const char* msg = locations[game.loc].description.small; - if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || - msg == 0) - msg = locations[game.loc].description.big; - if (!FORCED(game.loc) && DARK(game.loc)) { - /* The easiest way to get killed is to fall into a pit in - * pitch darkness. */ - if (game.wzdark && PCT(35)) { - rspeak(PIT_FALL); - game.oldlc2 = game.loc; - croak(); - continue; /* back to top of main interpreter loop */ - } - msg = arbitrary_messages[PITCH_DARK]; - } - if (TOTING(BEAR)) - rspeak(TAME_BEAR); - speak(msg); + if (game.loc == LOC_NOWHERE) + croak(); + + /* The easiest way to get killed is to fall into a pit in + * pitch darkness. */ + if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(PIT_KILL_PROB)) { + rspeak(PIT_FALL); + game.oldlc2 = game.loc; + croak(); + return false; + } + + return true; +} + +static bool do_command(void) +/* Get and execute a command */ +{ + static command_t command; + clear_command(&command); + + /* Describe the current location and (maybe) get next command. */ + while (command.state != EXECUTED) { + describe_location(); + if (FORCED(game.loc)) { playermove(HERE); return true; } - if (game.loc == LOC_Y2 && PCT(25) && !game.closng) - rspeak(SAYS_PLUGH); 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 objects being toted with + * game.prop < 0 and stash them. This way objects won't be + * described until they've been picked up and put down + * separate from their respective piles. */ + if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) + pspeak(OYSTER, look, true, 1); + for (size_t i = 1; i <= NOBJECTS; i++) { + if (TOTING(i) && game.prop[i] < 0) + game.prop[i] = STASHED(i); + } + } - // Keep getting commands from user until valid command is both given and executed. - do { - // Check some quick-time game state items, get input from user, increment turn, - // and pre-process commands. Keep going until pre-processing is done. - do { - checkhints(); - close_cleanup_before_command(); + /* Check to see if the room is dark. If the knife is here, + * and it's dark, the knife permanently disappears */ + game.wzdark = DARK(game.loc); + if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc) + game.knfloc = LOC_NOWHERE; - game.wzdark = DARK(game.loc); - if (game.knfloc > 0 && game.knfloc != game.loc) - game.knfloc = 0; + /* 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 + /* 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; - } while ( !preprocess_command(&command)); - command_given = true; + preprocess_command(&command); + } - // check if game is closed - if (closecheck() ) + /* check if game is closed, and exit if it is */ + if (closecheck() ) return true; - // loop until all words in command are procesed - do { - // assume all words in command are processed, until proven otherwise - command_executed = 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); - command_given = false; continue; } - // Give user hints of shortcuts + /* Give user hints of shortcuts */ if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) { if (++game.iwest == 10) rspeak(W_IS_WEST); @@ -1165,10 +1166,10 @@ static bool do_command() } switch (command.word[0].type) { - case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing case MOTION: playermove(command.word[0].id); - return true; + command.state = EXECUTED; + continue; case OBJECT: command.part = unknown; command.obj = command.word[0].id; @@ -1184,27 +1185,21 @@ static bool do_command() if (!settings.oldstyle) { sspeak(DONT_KNOW, command.word[0].raw); clear_command(&command); - command_given = false; continue; } - break; + 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: - return true; + command.state = EXECUTED; + break; case GO_MOVE: playermove(NUL); - return true; - case GO_TOP: - continue; /* back to top of main interpreter loop */ - case GO_CLEAROBJ: - clear_command(&command); - /* FALL THROUGH */ - case GO_CHECKHINT: - command_given = false; + command.state = EXECUTED; break; case GO_WORD2: #ifdef GDEBUG @@ -1213,26 +1208,172 @@ static bool do_command() /* Get second word for analysis. */ command.word[0] = command.word[1]; command.word[1] = empty_command_word; - command_executed = false; + 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 = 0; - command_given = false; + 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_executed); - } while (!command_given); + } /* 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; +} + +/* + * MAIN PROGRAM + * + * Adventure (rev 2: 20 treasures) + * History: Original idea & 5-treasure version (adventures) by Willie Crowther + * 15-treasure version (adventure) by Don Woods, April-June 1977 + * 20-treasure version (rev 2) by Don Woods, August 1978 + * Errata fixed: 78/12/25 + * Revived 2017 as Open Adventure. + */ + +int main(int argc, char *argv[]) +{ + int ch; + + /* Options. */ + +#if defined ADVENT_AUTOSAVE + const char* opts = "dl:oa:"; + const char* usage = "Usage: %s [-l logfilename] [-o] [-a filename] [script...]\n"; + FILE *rfp = NULL; + const char* autosave_filename = NULL; +#elif !defined ADVENT_NOSAVE + const char* opts = "dl:or:"; + const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [script...]\n"; + FILE *rfp = NULL; +#else + const char* opts = "dl:o"; + const char* usage = "Usage: %s [-l logfilename] [-o] [script...]\n"; +#endif + while ((ch = getopt(argc, argv, opts)) != EOF) { + switch (ch) { + case 'd': // LCOV_EXCL_LINE + settings.debug +=1; // LCOV_EXCL_LINE + break; // LCOV_EXCL_LINE + case 'l': + settings.logfp = fopen(optarg, "w"); + if (settings.logfp == NULL) + fprintf(stderr, + "advent: can't open logfile %s for write\n", + optarg); + signal(SIGINT, sig_handler); + break; + case 'o': + settings.oldstyle = true; + settings.prompt = false; + break; +#ifdef ADVENT_AUTOSAVE + case 'a': + rfp = fopen(optarg, READ_MODE); + autosave_filename = optarg; + signal(SIGHUP, sig_handler); + signal(SIGTERM, sig_handler); + break; +#elif !defined ADVENT_NOSAVE + case 'r': + rfp = fopen(optarg, "r"); + if (rfp == NULL) + fprintf(stderr, + "advent: can't open save file %s for read\n", + optarg); + break; +#endif + default: + fprintf(stderr, + usage, argv[0]); + fprintf(stderr, + " -l create a log file of your game named as specified'\n"); + fprintf(stderr, + " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n"); +#if defined ADVENT_AUTOSAVE + fprintf(stderr, + " -a automatic save/restore from specified saved game file\n"); +#elif !defined ADVENT_NOSAVE + fprintf(stderr, + " -r restore from specified saved game file\n"); +#endif + exit(EXIT_FAILURE); + break; + } } + + /* copy invocation line part after switches */ + settings.argc = argc - optind; + settings.argv = argv + optind; + settings.optind = 0; + + /* Initialize game variables */ + int seedval = initialise(); + +#if !defined ADVENT_NOSAVE + if (!rfp) { + game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); + if (game.novice) + game.limit = NOVICELIMIT; + } else { + restore(rfp); +#if defined ADVENT_AUTOSAVE + score(scoregame); +#endif + } +#if defined ADVENT_AUTOSAVE + if (autosave_filename != NULL) { + if ((autosave_fp = fopen(autosave_filename, WRITE_MODE)) == NULL) { + perror(autosave_filename); + return EXIT_FAILURE; + } + autosave(); + } +#endif +#else + game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); + if (game.novice) + game.limit = NOVICELIMIT; +#endif + + if (settings.logfp) + fprintf(settings.logfp, "seed %d\n", seedval); + + /* interpret commands until EOF or interrupt */ + for (;;) { + // if we're supposed to move, move + if (!do_move()) + continue; + + // get command + if (!do_command()) + break; + } + /* show score and exit */ + terminate(quitgame); } /* end */