X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=ea9bf8fcb49dcdd370c044f334aa8751f4b2ade0;hp=7a6c6c868542fc55cbf0960bd02ce52f1bc1a161;hb=HEAD;hpb=1652df4540a1de0678b6d572310861b07d701299 diff --git a/main.c b/main.c index 7a6c6c8..7f5d8a1 100644 --- a/main.c +++ b/main.c @@ -1,401 +1,469 @@ /* - * 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: (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 +#include #include -#include #include -#include -#include "advent.h" -#include "dungeon.h" -#define DIM(a) (sizeof(a)/sizeof(a[0])) +#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); - } +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); - } +static void sig_handler(int signo) { + if (signo == SIGINT) { + if (settings.logfp != NULL) { + fflush(settings.logfp); + } + } #if defined ADVENT_AUTOSAVE - if (signo == SIGHUP || signo == SIGTERM) - autosave(); + if (signo == SIGHUP || signo == SIGTERM) { + autosave(); + } #endif - exit(EXIT_FAILURE); + 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) - return readline(prompt); - - 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; +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; + } + + 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; } /* 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.hinted[hint]) - continue; - if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) - game.hintlc[hint] = -1; - ++game.hintlc[hint]; - /* 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; - - switch (hint) { - case 0: - /* cave */ - if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS)) - break; - game.hintlc[hint] = 0; - return; - case 1: /* bird */ - if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) - break; - return; - case 2: /* snake */ - if (HERE(SNAKE) && !HERE(BIRD)) - break; - game.hintlc[hint] = 0; - return; - case 3: /* maze */ - if (game.atloc[game.loc] == NO_OBJECT && - game.atloc[game.oldloc] == NO_OBJECT && - game.atloc[game.oldlc2] == NO_OBJECT && - game.holdng > 1) - break; - game.hintlc[hint] = 0; - return; - case 4: /* dark */ - if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND) - break; - game.hintlc[hint] = 0; - return; - case 5: /* witt */ - break; - case 6: /* urn */ - if (game.dflag == 0) - break; - game.hintlc[hint] = 0; - return; - case 7: /* woods */ - if (game.atloc[game.loc] == NO_OBJECT && - game.atloc[game.oldloc] == NO_OBJECT && - game.atloc[game.oldlc2] == NO_OBJECT) - break; - return; - case 8: /* ogre */ - i = atdwrf(game.loc); - if (i < 0) { - game.hintlc[hint] = 0; - return; - } - if (HERE(OGRE) && i == 0) - break; - return; - case 9: /* jade */ - if (game.tally == 1 && game.prop[JADE] < 0) - break; - 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_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_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 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 spotted_by_pirate(int i) -{ - if (i != PIRATE) - return false; - - /* 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.place[CHEST] = LOC_NOWHERE might mean that he's thrown - * it to the troll, but in that case he's seen the chest - * (game.prop[CHEST] == STATE_FOUND). */ - if (game.loc == game.chloc || - game.prop[CHEST] != STATE_NOTFOUND) - 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.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 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.dloc[PIRATE] = game.chloc; - game.odloc[PIRATE] = game.chloc; - game.dseen[PIRATE] = false; - } else { - /* You might get a hint of the pirate's presence even if the - * chest doesn't move... */ - if (game.odloc[PIRATE] != game.dloc[PIRATE] && 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.fixed[treasure] == IS_FREE) - carry(treasure, game.loc); - if (TOTING(treasure)) - drop(treasure, game.chloc); - } - } - } - - return true; +static bool spotted_by_pirate(int i) { + if (i != PIRATE) { + return false; + } + + /* 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); + } + } + } + } + + return true; } -static bool dwarfmove(void) -/* Dwarves move. Return true if player survives, false if he dies. */ -{ - int kk, stick, attack; - loc_t tk[21]; - - /* 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; - - /* 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.dloc[j] = 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.dloc[i] == game.loc) - game.dloc[i] = DALTLC; // - game.odloc[i] = game.dloc[i]; - } - 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.dloc[i] == 0) - continue; - /* Fill tk array with all the places this dwarf might go. */ - unsigned int j = 1; - kk = tkey[game.dloc[i]]; - 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.odloc[i]) - 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.dloc[i]) - 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.odloc[i]; - if (j >= 2) - --j; - 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 (spotted_by_pirate(i)) - continue; - /* 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. */ - 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; +static bool dwarfmove(void) { + /* Dwarves move. Return true if player survives, false if he dies. */ + int kk, stick, attack; + loc_t tk[21]; + + /* 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; + } + + /* 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." @@ -417,73 +485,77 @@ static bool dwarfmove(void) * 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.place[WATER] = game.place[OIL] = LOC_NOWHERE; - if (TOTING(LAMP)) - game.prop[LAMP] = 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 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; +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 (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 (!FORCED(game.loc) && DARK(game.loc)) { + msg = arbitrary_messages[PITCH_DARK]; + } - if (TOTING(BEAR)) - rspeak(TAME_BEAR); + if (TOTING(BEAR)) { + rspeak(TAME_BEAR); + } - speak(msg); + speak(msg); - if (game.loc == LOC_Y2 && PCT(25) && !game.closng) - rspeak(SAYS_PLUGH); + 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); +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 @@ -493,749 +565,872 @@ 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) -{ - 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; - } - - 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.abbrev[game.loc] = 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; - } - - /* 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; - } - - /* (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.prop[condarg1] != 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.prop[TROLL] == TROLL_PAIDONCE) { - pspeak(TROLL, look, true, TROLL_PAIDONCE); - game.prop[TROLL] = 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.prop[TROLL] == TROLL_UNPAID) - game.prop[TROLL] = TROLL_PAIDONCE; - if (!TOTING(BEAR)) - return; - state_change(CHASM, BRIDGE_WRECKED); - game.prop[TROLL] = TROLL_GONE; - drop(BEAR, game.newloc); - game.fixed[BEAR] = IS_FIXED; - game.prop[BEAR] = 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 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; + } + + 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; + } + + /* 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; + } + + /* (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.prop[LAMP] == LAMP_BRIGHT) - --game.limit; - - /* 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.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) { - rspeak(REPLACE_BATTERIES); - game.prop[BATTERY] = DEAD_BATTERIES; +static void lampcheck(void) { + /* Check game limit and lamp timers */ + if (game.objects[LAMP].prop == LAMP_BRIGHT) { + --game.limit; + } + + /* 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); + /* 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.prop[BATTERY] == DEAD_BATTERIES) - rspeak(MISSING_BATTERIES); - else if (game.place[BATTERY] == LOC_NOWHERE) - rspeak(LAMP_DIM); - else - rspeak(GET_BATTERIES); - } - } - if (game.limit == 0) { - game.limit = -1; - game.prop[LAMP] = LAMP_DARK; - if (HERE(LAMP)) - rspeak(LAMP_OUT); - } + 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 (game.limit == 0) { + game.limit = -1; + game.objects[LAMP].prop = LAMP_DARK; + if (HERE(LAMP)) { + rspeak(LAMP_OUT); + } + } } -static bool closecheck(void) /* 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 - * 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. */ -{ - /* 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); - } - } - - /* 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; - - /* 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.prop[GRATE] = GRATE_CLOSED; - game.prop[FISSURE] = UNBRIDGED; - for (int i = 1; i <= NDWARVES; i++) { - game.dseen[i] = false; - game.dloc[i] = LOC_NOWHERE; - } - DESTROY(TROLL); - move(TROLL + NOBJECTS, IS_FREE); - move(TROLL2, objects[TROLL].plac); - move(TROLL2 + NOBJECTS, objects[TROLL].fixd); - juggle(CHASM); - if (game.prop[BEAR] != BEAR_DEAD) - DESTROY(BEAR); - game.prop[CHAIN] = CHAIN_HEAP; - game.fixed[CHAIN] = IS_FREE; - game.prop[AXE] = AXE_HERE; - game.fixed[AXE] = 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 have some which - * could cause trouble, such as the keys). We describe the - * flash of light and trundle back. */ - game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE); - game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY); - game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND); - game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK); - game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND); - game.prop[DWARF] = put(DWARF, LOC_NE, 0); - game.loc = LOC_NE; - game.oldloc = LOC_NE; - game.newloc = LOC_NE; - /* Leave the grate with normal (non-negative) property. - * Reuse sign. */ - put(GRATE, LOC_SW, 0); - put(SIGN, LOC_SW, 0); - game.prop[SIGN] = ENDGAME_SIGN; - game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED); - game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED); - game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND); - game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND); - game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND); - - game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND); - game.fixed[MIRROR] = LOC_SW; - - for (int i = 1; i <= NOBJECTS; i++) { - if (TOTING(i)) - DESTROY(i); - } - - rspeak(CAVE_CLOSED); - game.closed = true; - return game.closed; - } - - lampcheck(); - return false; + * 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); + } + } + + /* 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; + } + + /* 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); + } + } + + 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.abbrev[game.loc]; - for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) { - obj_t obj = i; - if (obj > NOBJECTS) - obj = obj - NOBJECTS; - if (obj == STEPS && TOTING(NUGGET)) - continue; - if (game.prop[obj] < 0) { - if (game.closed) - continue; - game.prop[obj] = STATE_FOUND; - if (obj == RUG) - game.prop[RUG] = RUG_DRAGON; - if (obj == CHAIN) - game.prop[CHAIN] = CHAINING_BEAR; - --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.prop[obj]; - if (obj == STEPS) - kk = (game.loc == game.fixed[STEPS]) - ? STEPS_UP - : STEPS_DOWN; - pspeak(obj, look, true, kk); - } - } +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); + } + } } -static bool preprocess_command(command_t *command) -/* Pre-processes a command input to see if we need to tease out a few specific cases: +/* 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 + * 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. + * 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. + * 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. */ -{ - 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; - } - } - - /* 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; + * 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; + } + } + + /* 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.odloc[i] == game.newloc && game.dseen[i]) { - 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(35)) { // FIXME: magic number - rspeak(PIT_FALL); - game.oldlc2 = game.loc; - croak(); - return false; - } - - return true; +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; + } + + 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; - } - - 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); - } - } - - /* 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; - - /* 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: +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. 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; + } + + /* 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"); + 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; + /* 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; } /* @@ -1249,123 +1444,141 @@ static bool do_command(void) * Revived 2017 as Open Adventure. */ -int main(int argc, char *argv[]) -{ - int ch; +int main(int argc, char *argv[]) { + int ch; - /* Options. */ + /* Options. */ #if defined ADVENT_AUTOSAVE - const char* opts = "l:oa:"; - const char* usage = "Usage: %s [-l logfilename] [-o] [-a filename] [script...]\n"; - FILE *rfp = NULL; - const char* autosave_filename = NULL; + 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 = "l:or:"; - const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [script...]\n"; - FILE *rfp = NULL; + const char *opts = "dl:or:"; + const char *usage = "Usage: %s [-l logfilename] [-o] [-r " + "restorefilename] [script...]\n"; + FILE *rfp = NULL; #else - const char* opts = "l:o"; - const char* usage = "Usage: %s [-l logfilename] [-o] [script...]\n"; + 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 '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; + 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; + 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; + 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"); + 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"); + 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"); + fprintf(stderr, " -r restore from specified " + "saved game file\n"); #endif - exit(EXIT_FAILURE); - break; - } - } + exit(EXIT_FAILURE); + break; + } + } - /* copy invocation line part after switches */ - settings.argc = argc - optind; - settings.argv = argv + optind; - settings.optind = 0; + /* copy invocation line part after switches */ + settings.argc = argc - optind; + settings.argv = argv + optind; + settings.optind = 0; - /* Initialize game variables */ - int seedval = initialise(); + /* 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 (!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); + 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(); - } + 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; + 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); + 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 */