#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
+#include <getopt.h>
#include "main.h"
#include "misc.h"
KTAB[331], *LINES, LINK[201], LNLENG, LNPOSN,
PARMS[26], PLACE[101], PTEXT[101], RTEXT[278],
SETUP = 0, TABSIZ = 330;
-signed char INLINE[LINESIZE], MAP1[129], MAP2[129];
+signed char INLINE[LINESIZE+1], MAP1[129], MAP2[129];
long ABBNUM, ACTSPK[36], AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
TRVSIZ = 885, TTEXT[6], TURNS, URN, V1, V2, VASE, VEND, VERB,
VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
WZDARK = false, ZZWORD;
+FILE *logfp;
extern void initialise();
extern void score(long);
*/
int main(int argc, char *argv[]) {
+ int ch;
/* Adventure (rev 2: 20 treasures) */
* Errata fixed: 78/12/25 */
+/* Options. */
+
+ while ((ch = getopt(argc, argv, "l:")) != EOF) {
+ switch (ch) {
+ case 'l':
+ logfp = fopen(optarg, "w+");
+ if (logfp == NULL)
+ fprintf(stderr,
+ "advent: can't open logfile %s for write\n",
+ optarg);
+ break;
+ }
+ }
+
/* Logical variables:
*
* CLOSED says whether we're all the way closed
RSPEAK(201);
exit(0);
-
-
/* Start-up, dwarf stuff */
L1: SETUP= -1;
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
+ * the dwarf's blocking his way. If coming from place forbidden to pirate
* (dwarves rooted in place) let him get out (and attacked). */
L71: if(NEWLOC == LOC || FORCED(LOC) || CNDBIT(LOC,3)) goto L74;
L6000: if(DFLAG != 1) goto L6010;
if(!INDEEP(LOC) || (PCT(95) && (!CNDBIT(LOC,4) || PCT(85)))) goto L2000;
DFLAG=2;
- /* 6001 */ for (I=1; I<=2; I++) {
+ for (I=1; I<=2; I++) {
J=1+RAN(5);
-L6001: if(PCT(50))DLOC[J]=0;
+ if(PCT(50))DLOC[J]=0;
} /* end loop */
- /* 6002 */ for (I=1; I<=5; I++) {
+ for (I=1; I<=5; I++) {
if(DLOC[I] == LOC)DLOC[I]=DALTLC;
-L6002: ODLOC[I]=DLOC[I];
+ ODLOC[I]=DLOC[I];
} /* end loop */
RSPEAK(3);
DROP(AXE,LOC);
goto L2000;
-/* Things are in full swing. move each dwarf at random, except if he's seen us
+/* 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. */
L2603: if(!CLOSED) goto L2605;
if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
- /* 2604 */ for (I=1; I<=100; I++) {
-L2604: if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
+ for (I=1; I<=100; I++) {
+ if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
} /* end loop */
L2605: WZDARK=DARK(0);
if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
/* Figure out the new location
*
* Given the current location in "LOC", and a motion verb number in "K", put
- * the new location in "NEWLOC". the current loc is saved in "OLDLOC" in case
- * he wants to retreat. the current OLDLOC is saved in OLDLC2, in case he
+ * the new location in "NEWLOC". The current loc is saved in "OLDLOC" in case
+ * he wants to retreat. The current OLDLOC is saved in OLDLC2, in case he
* dies. (if he does, NEWLOC will be limbo, and OLDLOC will be what killed
* him, so we need OLDLC2, which is the last place he was safe.) */
NEWLOC=LOC;
goto L2;
-/* Special motions come here. labelling convention: statement numbers NNNXX
+/* Special motions come here. Labelling convention: statement numbers NNNXX
* (XX=00-99) are used for special case number NNN (NNN=301-500). */
L30000: NEWLOC=NEWLOC-300;
/* "You're dead, Jim."
*
- * 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
+ * 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
* 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
+ * 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. */
* 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 mt. king. Also, he's
+ * 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: PROP[GRATE]=0;
PROP[FISSUR]=0;
- /* 10010 */ for (I=1; I<=6; I++) {
+ for (I=1; I<=6; I++) {
DSEEN[I]=false;
-L10010: DLOC[I]=0;
+ DLOC[I]=0;
} /* end loop */
MOVE(TROLL,0);
MOVE(TROLL+100,0);
OLDLOC=115;
NEWLOC=115;
-/* Leave the grate with normal (non-negative) property. reuse sign. */
+/* Leave the grate with normal (non-negative) property. Reuse sign. */
I=PUT(GRATE,116,0);
I=PUT(SIGN,116,0);
PROP[MIRROR]=PUT(MIRROR,115,0);
FIXED[MIRROR]=116;
- /* 11010 */ for (I=1; I<=100; I++) {
-L11010: if(TOTING(I))DSTROY(I);
+ for (I=1; I<=100; I++) {
+ if(TOTING(I))DSTROY(I);
} /* end loop */
RSPEAK(132);