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/*
* SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "advent.h"
#include <ctype.h>
#include <editline/readline.h>
#include <getopt.h>
#include <signal.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.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);
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);
}
}
#if defined ADVENT_AUTOSAVE
if (signo == SIGHUP || signo == SIGTERM) {
autosave();
}
#endif
exit(EXIT_FAILURE);
}
// LCOV_EXCL_STOP
char *myreadline(const char *prompt) {
/*
* This function isn't required for gameplay, readline() straight
* up would suffice for that. It's where we interpret command-line
* logfiles for testing purposes.
*/
/* Normal case - no script arguments */
if (settings.argc == 0) {
char *ln = readline(prompt);
if (ln == NULL) {
fputs(prompt, stdout);
}
return ln;
}
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)) && !settings.oldstyle) {
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.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 (!OBJECT_IS_NOTFOUND(EMERALD) &&
OBJECT_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 &&
(OBJECT_IS_STASHED(JADE) ||
OBJECT_IS_NOTFOUND(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.objexts,place[CHEST] = LOC_NOWHERE might mean that he's
* thrown it to the troll, but in that case he's seen the chest
* OBJECT_IS_FOUND(CHEST) == true. */
if (game.loc == game.chloc || !OBJECT_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.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."
*
* If the current loc is zero, it means the clown got himself killed.
* We'll allow this maxdie times. NDEATHS is automatically set based
* on the number of snide messages available. Each death results in
* a message (obituaries[n]) which offers reincarnation; if accepted,
* this results in message obituaries[0], obituaries[2], etc. The
* last time, if he wants another chance, he gets a snide remark as
* we exit. When reincarnated, all objects being carried get dropped
* at game.oldlc2 (presumably the last place prior to being killed)
* without change of props. The loop runs backwards to assure that
* the bird is dropped before the cage. (This kluge could be changed
* once we're sure all references to bird and cage are done by
* keywords.) The lamp is a special case (it wouldn't do to leave it
* in the cave). It is turned off and left outside the building (only
* if he was carrying it, of course). He himself is left inside the
* building (and heaven help him if he tries to xyzzy back into the
* cave without the lamp!). game.oldloc is zapped so he can't just
* "retreat". */
static void croak(void) {
/* Okay, he's dead. Let's get on with it. */
const char *query = obituaries[game.numdie].query;
const char *yes_response = obituaries[game.numdie].yes_response;
++game.numdie;
if (game.closng) {
/* He died during closing time. No resurrection. Tally up a
* death and exit. */
rspeak(DEATH_CLOSING);
terminate(endgame);
} else if (!yes_or_no(query, yes_response,
arbitrary_messages[OK_MAN]) ||
game.numdie == NDEATHS) {
/* Player is asked if he wants to try again. If not, or if
* he's already used all of his lives, we end the game */
terminate(endgame);
} else {
/* If player wishes to continue, we empty the liquids in the
* user's inventory, turn off the lamp, and drop all items
* where he died. */
game.objects[WATER].place = game.objects[OIL].place =
LOC_NOWHERE;
if (TOTING(LAMP)) {
game.objects[LAMP].prop = LAMP_DARK;
}
for (int j = 1; j <= NOBJECTS; j++) {
int i = NOBJECTS + 1 - j;
if (TOTING(i)) {
/* Always leave lamp where it's accessible
* aboveground */
drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
}
}
game.oldloc = game.loc = game.newloc = LOC_BUILDING;
}
}
static void describe_location(void) {
/* Describe the location to the user */
const char *msg = locations[game.loc].description.small;
if (MOD(game.locs[game.loc].abbrev, game.abbnum) == 0 ||
msg == NO_MESSAGE) {
msg = locations[game.loc].description.big;
}
if (!FORCED(game.loc) && IS_DARK_HERE()) {
msg = arbitrary_messages[PITCH_DARK];
}
if (TOTING(BEAR)) {
rspeak(TAME_BEAR);
}
speak(msg);
if (game.loc == LOC_Y2 && PCT(25) && !game.closng) {
rspeak(SAYS_PLUGH);
}
}
static bool traveleq(int a, int b) {
/* Are two travel entries equal for purposes of skip after failed
* condition? */
return (travel[a].condtype == travel[b].condtype) &&
(travel[a].condarg1 == travel[b].condarg1) &&
(travel[a].condarg2 == travel[b].condarg2) &&
(travel[a].desttype == travel[b].desttype) &&
(travel[a].destval == travel[b].destval);
}
/* Given the current location in "game.loc", and a motion verb number in
* "motion", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
* does, game.newloc will be limbo, and 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.locs[game.loc].abbrev = 0;
return;
} else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground.
*/
rspeak((OUTSIDE(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.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);
}
#endif
game.limit += BATTERYLIFE;
game.lmwarn = false;
} else if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
if (game.objects[BATTERY].prop == DEAD_BATTERIES) {
rspeak(MISSING_BATTERIES);
} else if (game.objects[BATTERY].place == LOC_NOWHERE) {
rspeak(LAMP_DIM);
} else {
rspeak(GET_BATTERIES);
}
}
}
if (game.limit == 0) {
game.limit = -1;
game.objects[LAMP].prop = LAMP_DARK;
if (HERE(LAMP)) {
rspeak(LAMP_OUT);
}
}
}
/* Handle the closing of the cave. The cave closes "clock1" turns
* after the last treasure has been located (including the pirate's
* chest, which may of course never show up). Note that the
* treasures need not have been taken yet, just located. Hence
* clock1 must be large enough to get out of the cave (it only ticks
* while inside the cave). When it hits zero, we start closing the
* cave, and then sit back and wait for him to try to get out. If he
* doesn't within clock2 turns, we close the cave; if he does try, we
* assume he panics, and give him a few additional turns to get
* frantic before we close. When clock2 hits zero, we transport him
* into the final puzzle. Note that the puzzle depends upon all
* sorts of random things. For instance, there must be no water or
* oil, since there are beanstalks which we don't want to be able to
* water, since the code can't handle it. Also, we can have no keys,
* since there is a grate (having moved the fixed object!) there
* separating him from all the treasures. Most of these problems
* arise from the use of negative prop numbers to suppress the object
* descriptions until he's actually moved the objects. */
static bool closecheck(void) {
/* If a turn threshold has been met, apply penalties and tell
* the player about it. */
for (int i = 0; i < NTHRESHOLDS; ++i) {
if (game.turns == turn_thresholds[i].threshold + 1) {
game.trnluz += turn_thresholds[i].point_loss;
speak(turn_thresholds[i].message);
}
}
/* 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 (!IS_DARK_HERE()) {
++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 (OBJECT_IS_STASHED(i) || OBJECT_IS_NOTFOUND(obj)) {
if (game.closed) {
continue;
}
OBJECT_SET_FOUND(obj);
if (obj == RUG) {
game.objects[RUG].prop = RUG_DRAGON;
}
if (obj == CHAIN) {
game.objects[CHAIN].prop =
CHAINING_BEAR;
}
if (obj == EGGS) {
game.seenbigwords = true;
}
--game.tally;
/* Note: There used to be a test here to see
* whether the player had blown it so badly that
* he could never ever see the remaining
* treasures, and if so the lamp was zapped to
* 35 turns. But the tests were too
* simple-minded; things like killing the bird
* before the snake was gone (can never see
* jewelry), and doing it "right" was hopeless.
* E.G., could cross troll bridge several times,
* using up all available treasures, breaking
* vase, using coins to buy batteries, etc., and
* eventually never be able to get across again.
* If bottle were left on far side, could then
* never get eggs or trident, and the effects
* propagate. So the whole thing was flushed.
* anyone who makes such a gross blunder isn't
* likely to find everything else anyway (so
* goes the rationalisation). */
}
int kk = game.objects[obj].prop;
if (obj == STEPS) {
kk = (game.loc == game.objects[STEPS].fixed)
? STEPS_UP
: STEPS_DOWN;
}
pspeak(obj, look, true, kk);
}
}
}
/* Pre-processes a command input to see if we need to tease out a few specific
* cases:
* - "enter water" or "enter stream":
* weird specific case that gets the user wet, and then kicks us back to get
* another command
* - <object> <verb>:
* Irregular form of input, but should be allowed. We switch back to <verb>
* <object> form for further processing.
* - "grate":
* If in location with grate, we move to that grate. If we're in a number of
* other places, we move to the entrance.
* - "water plant", "oil plant", "water door", "oil door":
* Change to "pour water" or "pour oil" based on context
* - "cage bird":
* If bird is present, we change to "carry bird"
*
* Returns true if pre-processing is complete, and we're ready to move to the
* primary command processing, false otherwise. */
static bool preprocess_command(command_t *command) {
if (command->word[0].type == MOTION && command->word[0].id == ENTER &&
(command->word[1].id == STREAM || command->word[1].id == WATER)) {
if (LIQLOC(game.loc) == WATER) {
rspeak(FEET_WET);
} else {
rspeak(WHERE_QUERY);
}
} else {
if (command->word[0].type == OBJECT) {
/* From OV to VO form */
if (command->word[1].type == ACTION) {
command_word_t stage = command->word[0];
command->word[0] = command->word[1];
command->word[1] = stage;
}
if (command->word[0].id == GRATE) {
command->word[0].type = MOTION;
if (game.loc == LOC_START ||
game.loc == LOC_VALLEY ||
game.loc == LOC_SLIT) {
command->word[0].id = DEPRESSION;
}
if (game.loc == LOC_COBBLE ||
game.loc == LOC_DEBRIS ||
game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRDCHAMBER ||
game.loc == LOC_PITTOP) {
command->word[0].id = ENTRANCE;
}
}
if ((command->word[0].id == WATER ||
command->word[0].id == OIL) &&
(command->word[1].id == PLANT ||
command->word[1].id == DOOR)) {
if (AT(command->word[1].id)) {
command->word[1] = command->word[0];
command->word[0].id = POUR;
command->word[0].type = ACTION;
strncpy(command->word[0].raw, "pour",
LINESIZE - 1);
}
}
if (command->word[0].id == CAGE &&
command->word[1].id == BIRD && HERE(CAGE) &&
HERE(BIRD)) {
command->word[0].id = CARRY;
command->word[0].type = ACTION;
}
}
/* 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 (OUTSIDE(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) && IS_DARK_HERE() && 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 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 ((OBJECT_IS_NOTFOUND(OYSTER) ||
OBJECT_IS_STASHED(OYSTER)) &&
TOTING(OYSTER)) {
pspeak(OYSTER, look, true, 1);
}
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) &&
(OBJECT_IS_NOTFOUND(i) ||
OBJECT_IS_STASHED(i))) {
OBJECT_STASHIFY(
i, game.objects[i].prop);
}
}
}
/* Check to see if the room is dark. */
game.wzdark = IS_DARK_HERE();
/* If the knife is not here it permanently disappears.
* Possibly this should fire if the knife is here but
* the room is dark? */
if (game.knfloc > LOC_NOWHERE &&
game.knfloc != game.loc) {
game.knfloc = LOC_NOWHERE;
}
/* Check some for hints, get input from user, increment
* turn, and pre-process commands. Keep going until
* pre-processing is done. */
while (command.state < PREPROCESSED) {
checkhints();
/* Get command input from user */
if (!get_command_input(&command)) {
return false;
}
/* Every input, check "foobar" flag. If zero,
* nothing's going on. If pos, make neg. If neg,
* he skipped a word, so make it zero.
*/
game.foobar = (game.foobar > WORD_EMPTY)
? -game.foobar
: WORD_EMPTY;
++game.turns;
preprocess_command(&command);
}
/* check if game is closed, and exit if it is */
if (closecheck()) {
return true;
}
/* loop until all words in command are processed */
while (command.state == PREPROCESSED) {
command.state = PROCESSING;
if (command.word[0].id == WORD_NOT_FOUND) {
/* Gee, I don't understand. */
sspeak(DONT_KNOW, command.word[0].raw);
clear_command(&command);
continue;
}
/* Give user hints of shortcuts */
if (strncasecmp(command.word[0].raw, "west",
sizeof("west")) == 0) {
if (++game.iwest == 10) {
rspeak(W_IS_WEST);
}
}
if (strncasecmp(command.word[0].raw, "go",
sizeof("go")) == 0 &&
command.word[1].id != WORD_EMPTY) {
if (++game.igo == 10) {
rspeak(GO_UNNEEDED);
}
}
switch (command.word[0].type) {
case MOTION:
playermove(command.word[0].id);
command.state = EXECUTED;
continue;
case OBJECT:
command.part = unknown;
command.obj = command.word[0].id;
break;
case ACTION:
if (command.word[1].type == NUMERIC) {
command.part = transitive;
} else {
command.part = intransitive;
}
command.verb = command.word[0].id;
break;
case NUMERIC:
if (!settings.oldstyle) {
sspeak(DONT_KNOW,
command.word[0].raw);
clear_command(&command);
continue;
}
break; // LCOV_EXCL_LINE
default: // LCOV_EXCL_LINE
case NO_WORD_TYPE: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
switch (action(command)) {
case GO_TERMINATE:
command.state = EXECUTED;
break;
case GO_MOVE:
playermove(NUL);
command.state = EXECUTED;
break;
case GO_WORD2:
#ifdef GDEBUG
printf("Word shift\n");
#endif /* GDEBUG */
/* Get second word for analysis. */
command.word[0] = command.word[1];
command.word[1] = empty_command_word;
command.state = PREPROCESSED;
break;
case GO_UNKNOWN:
/* Random intransitive verbs come here.
* Clear obj just in case (see
* attack()). */
command.word[0].raw[0] =
toupper(command.word[0].raw[0]);
sspeak(DO_WHAT, command.word[0].raw);
command.obj = NO_OBJECT;
/* object cleared; we need to go back to
* the preprocessing step */
command.state = GIVEN;
break;
case GO_CHECKHINT: // FIXME: re-name to be more
// contextual; this was
// previously a label
command.state = GIVEN;
break;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves.
*/
rspeak(DWARVES_AWAKEN);
terminate(endgame);
case GO_CLEAROBJ: // FIXME: re-name to be more
// contextual; this was
// previously a label
clear_command(&command);
break;
case GO_TOP: // FIXME: re-name to be more
// contextual; this was previously
// a label
break;
default: // LCOV_EXCL_LINE
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
}
} /* while command has not been fully processed */
} /* while command is not yet given */
} /* while command is not executed */
/* command completely executed; we return true. */
return true;
}
/*
* 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 */
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