mirror of
https://github.com/sehugg/8bitworkshop.git
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834 lines
22 KiB
C
834 lines
22 KiB
C
/*
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*
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* The Abandoned Farm House Adventure
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*
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* Jeff Tranter <tranter@pobox.com>
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*
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* Written in standard C but designed to run on the Apple Replica 1
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* or Apple II using the CC65 6502 assembler.
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*
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* Copyright 2012-2015 Jeff Tranter
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* Revision History:
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*
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* Version Date Comments
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* ------- ---- --------
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* 0.0 13 Mar 2012 First alpha version
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* 0.1 18 Mar 2012 First beta version
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* 0.9 19 Mar 2012 First public release
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* 1.0 06 Sep 2015 Lower case and other Apple II improvements.
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*
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*/
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#include <ctype.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#ifdef __CC65__
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#include <conio.h>
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#endif
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/* CONSTANTS */
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/* Maximum number of items user can carry */
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#define MAXITEMS 5
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/* Number of locations */
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#define NUMLOCATIONS 32
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/* TYPES */
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/* To optimize for code size and speed, most numbers are 8-bit chars when compiling for CC65. */
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#ifdef __CC65__
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typedef char number;
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#else
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typedef int number;
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#endif
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/* Directions */
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typedef enum {
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North,
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South,
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East,
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West,
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Up,
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Down
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} Direction_t;
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/* Items */
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typedef enum {
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NoItem,
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Key,
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Pitchfork,
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Flashlight,
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Lamp,
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Oil,
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Candybar,
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Bottle,
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Doll,
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ToyCar,
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Matches,
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GoldCoin,
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SilverCoin,
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StaleMeat,
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Book,
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Cheese,
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OldRadio,
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LastItem=OldRadio
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} Item_t;
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/* Locations */
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typedef enum {
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NoLocation,
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Driveway1,
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Driveway2,
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Driveway3,
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Driveway4,
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Driveway5,
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Garage,
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WorkRoom,
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Hayloft,
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Kitchen,
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DiningRoom,
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BottomStairs,
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DrawingRoom,
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Study,
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TopStairs,
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BoysBedroom,
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GirlsBedroom,
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MasterBedroom,
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ServantsQuarters,
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LaundryRoom,
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FurnaceRoom,
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VacantRoom,
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Cistern,
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Tunnel,
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Woods24,
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Woods25,
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Woods26,
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WolfTree,
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Woods28,
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Woods29,
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Woods30,
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Woods31,
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} Location_t;
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/* TABLES */
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/* Names of directions */
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char *DescriptionOfDirection[] = {
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"north", "south", "east", "west", "up", "down"
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};
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/* Names of items */
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char *DescriptionOfItem[LastItem+1] = {
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"",
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"key",
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"pitchfork",
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"flashlight",
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"lamp",
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"oil",
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"candybar",
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"bottle",
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"doll",
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"toy car",
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"matches",
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"gold coin",
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"silver coin",
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"stale meat",
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"book",
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"cheese",
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"old radio",
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};
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/* Names of locations */
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char *DescriptionOfLocation[NUMLOCATIONS] = {
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"",
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"in the driveway near your car",
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"in the driveway",
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"in front of the garage",
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"in front of the barn",
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"at the door to the house",
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"in the garage",
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"in the workroom of the barn",
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"in the hayloft of the barn",
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"in the kitchen",
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"in the dining room",
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"at the bottom of the stairs",
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"in the drawing room",
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"in the study",
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"at the top of the stairs",
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"in a boy's bedroom",
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"in a girl's bedroom",
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"in the master bedroom next to\na bookcase",
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"in the servant's quarters",
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"in the basement laundry room",
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"in the furnace room",
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"in a vacant room next to a\nlocked door",
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"in the cistern",
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"in an underground tunnel. There are rats here",
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"in the woods near a trapdoor",
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"in the woods",
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"in the woods",
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"in the woods next to a tree",
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"in the woods",
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"in the woods",
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"in the woods",
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"in the woods",
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};
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/* DATA */
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/* Inventory of what player is carrying */
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Item_t Inventory[MAXITEMS];
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/* Location of each item. Index is the item number, returns the location. 0 if item is gone */
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Location_t locationOfItem[LastItem+1];
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/* Map. Given a location and a direction to move, returns the location it connects to, or 0 if not a valid move. Map can change during game play. */
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Direction_t Move[NUMLOCATIONS][6] = {
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/* N S E W U D */
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{ 0, 0, 0, 0, 0, 0 }, /* 0 */
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{ 2, 0, 0, 0, 0, 0 }, /* 1 */
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{ 4, 1, 3, 5, 0, 0 }, /* 2 */
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{ 0, 0, 6, 2, 0, 0 }, /* 3 */
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{ 7, 2, 0, 0, 0, 0 }, /* 4 */
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{ 0, 0, 2, 9, 0, 0 }, /* 5 */
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{ 0, 0, 0, 3, 0, 0 }, /* 6 */
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{ 0, 4, 0, 0, 8, 0 }, /* 7 */
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{ 0, 0, 0, 0, 0, 7 }, /* 8 */
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{ 0,10, 5, 0, 0,19 }, /* 9 */
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{ 9, 0, 0,11, 0, 0 }, /* 10 */
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{ 0, 0,10,12,14, 0 }, /* 11 */
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{ 13, 0,11, 0, 0, 0 }, /* 12 */
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{ 0,12, 0, 0, 0, 0 }, /* 13 */
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{ 16, 0,15,17, 0,11 }, /* 14 */
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{ 0, 0, 0,14, 0, 0 }, /* 15 */
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{ 0,14, 0, 0, 0, 0 }, /* 16 */
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{ 0, 0,14, 0, 0, 0 }, /* 17 */
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{ 0, 0, 0, 0, 0,13 }, /* 18 */
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{ 0, 0, 0,20, 9, 0 }, /* 19 */
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{ 21, 0,19, 0, 0, 0 }, /* 20 */
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{ 0,20, 0,22, 0, 0 }, /* 21 */
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{ 0, 0,21, 0, 0, 0 }, /* 22 */
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{ 24,21, 0, 0, 0, 0 }, /* 23 */
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{ 29,23, 0,26, 0, 0 }, /* 24 */
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{ 26, 0,24, 0, 0, 0 }, /* 25 */
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{ 27,25,29, 0, 0, 0 }, /* 26 */
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{ 0,26,28, 0, 0, 0 }, /* 27 */
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{ 0,29,31,27, 0, 0 }, /* 28 */
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{ 28,24,30,26, 0, 0 }, /* 29 */
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{ 31, 0, 0,29, 0, 0 }, /* 30 */
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{ 0,30, 0,29, 0, 0 }, /* 31 */
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};
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/* Current location */
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number currentLocation;
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/* Number of turns played in game */
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int turnsPlayed;
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/* True if player has lit the lamp. */
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number lampLit;
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/* True if lamp filled with oil. */
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number lampFilled;
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/* True if player ate food. */
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number ateFood;
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/* True if player drank water. */
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number drankWater;
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/* Incremented each turn you are in the tunnel. */
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number ratAttack;
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/* Tracks state of wolf attack */
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number wolfState;
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/* Set when game is over */
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number gameOver;
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const char *introText = " Abandoned Farmhouse Adventure\n By Jeff Tranter\n\nYour three-year-old grandson has gone\nmissing and was last seen headed in the\ndirection of the abandoned family farm.\nIt's a dangerous place to play. You\nhave to find him before he gets hurt,\nand it will be getting dark soon...\n";
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const char *helpString = "Valid commands:\ngo east/west/north/south/up/down \nlook\nuse <object>\nexamine <object>\ntake <object>\ndrop <object>\ninventory\nhelp\nquit\nYou can abbreviate commands and\ndirections to the first letter.\nType just the first letter of\na direction to move.\n";
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/* Line of user input */
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char buffer[40];
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/* Clear the screen */
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void clearScreen()
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{
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#if defined(__APPLE2__)
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clrscr();
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#else
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number i;
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for (i = 0; i < 24; ++i)
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printf("\n");
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#endif
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}
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/* Return 1 if carrying an item */
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number carryingItem(char *item)
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{
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number i;
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for (i = 0; i < MAXITEMS; i++) {
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if ((Inventory[i] != 0) && (!strcasecmp(DescriptionOfItem[Inventory[i]], item)))
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return 1;
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}
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return 0;
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}
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/* Return 1 if item it at current location (not carried) */
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number itemIsHere(char *item)
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{
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number i;
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/* Find number of the item. */
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for (i = 1; i <= LastItem; i++) {
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if (!strcasecmp(item, DescriptionOfItem[i])) {
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/* Found it, but is it here? */
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if (locationOfItem[i] == currentLocation) {
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return 1;
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} else {
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return 0;
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}
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}
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}
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return 0;
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}
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/* Inventory command */
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void doInventory()
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{
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number i;
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int found = 0;
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printf("%s", "You are carrying:\n");
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for (i = 0; i < MAXITEMS; i++) {
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if (Inventory[i] != 0) {
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printf(" %s\n", DescriptionOfItem[Inventory[i]]);
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found = 1;
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}
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}
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if (!found)
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printf(" nothing\n");
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}
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/* Help command */
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void doHelp()
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{
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printf("%s", helpString);
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}
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/* Look command */
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void doLook()
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{
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number i, loc, seen;
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printf("You are %s.\n", DescriptionOfLocation[currentLocation]);
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seen = 0;
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printf("You see:\n");
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for (i = 1; i <= LastItem; i++) {
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if (locationOfItem[i] == currentLocation) {
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printf(" %s\n", DescriptionOfItem[i]);
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seen = 1;
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}
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}
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if (!seen)
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printf(" nothing special\n");
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printf("You can go:");
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for (i = North; i <= Down; i++) {
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loc = Move[currentLocation][i];
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if (loc != 0) {
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printf(" %s", DescriptionOfDirection[i]);
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}
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}
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printf("\n");
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}
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/* Quit command */
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void doQuit()
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{
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printf("%s", "Are you sure you want to quit (y/n)? ");
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fgets(buffer, sizeof(buffer)-1, stdin);
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if (tolower(buffer[0]) == 'y') {
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gameOver = 1;
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}
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}
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/* Drop command */
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void doDrop()
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{
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number i;
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char *sp;
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char *item;
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/* Command line should be like "D[ROP] ITEM" Item name will be after after first space. */
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sp = strchr(buffer, ' ');
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if (sp == NULL) {
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printf("Drop what?\n");
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return;
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}
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item = sp + 1;
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/* See if we have this item */
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for (i = 0; i < MAXITEMS; i++) {
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if ((Inventory[i] != 0) && (!strcasecmp(DescriptionOfItem[Inventory[i]], item))) {
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/* We have it. Add to location. */
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locationOfItem[Inventory[i]] = currentLocation;
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/* And remove from inventory */
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Inventory[i] = 0;
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printf("Dropped %s.\n", item);
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++turnsPlayed;
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return;
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}
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}
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/* If here, don't have it. */
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printf("Not carrying %s.\n", item);
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}
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/* Take command */
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void doTake()
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{
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number i, j;
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char *sp;
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char *item;
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/* Command line should be like "T[AKE] ITEM" Item name will be after after first space. */
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sp = strchr(buffer, ' ');
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if (sp == NULL) {
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printf("Take what?\n");
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return;
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}
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item = sp + 1;
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if (carryingItem(item)) {
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printf("Already carrying it.\n");
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return;
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}
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/* Find number of the item. */
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for (i = 1; i <= LastItem; i++) {
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if (!strcasecmp(item, DescriptionOfItem[i])) {
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/* Found it, but is it here? */
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if (locationOfItem[i] == currentLocation) {
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/* It is here. Add to inventory. */
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for (j = 0; j < MAXITEMS; j++) {
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if (Inventory[j] == 0) {
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Inventory[j] = i;
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/* And remove from location. */
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locationOfItem[i] = 0;
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printf("Took %s.\n", item);
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++turnsPlayed;
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return;
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}
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}
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/* Reached maximum number of items to carry */
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printf("You can't carry any more. Drop something.\n");
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return;
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}
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}
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}
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/* If here, don't see it. */
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printf("I see no %s here.\n", item);
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}
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/* Go command */
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void doGo()
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{
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char *sp;
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char dirChar;
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Direction_t dir;
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/* Command line should be like "G[O] N[ORTH]" Direction will be
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the first letter after a space. Or just a single letter
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direction N S E W U D or full directon NORTH etc. */
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sp = strrchr(buffer, ' ');
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if (sp != NULL) {
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dirChar = *(sp+1);
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} else {
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dirChar = buffer[0];
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}
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dirChar = tolower(dirChar);
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if (dirChar == 'n') {
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dir = North;
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} else if (dirChar == 's') {
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dir = South;
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} else if (dirChar == 'e') {
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dir = East;
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} else if (dirChar == 'w') {
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dir = West;
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} else if (dirChar == 'u') {
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dir = Up;
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} else if (dirChar == 'd') {
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dir = Down;
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} else {
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printf("Go where?\n");
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return;
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}
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if (Move[currentLocation][dir] == 0) {
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printf("You can't go %s from here.\n", DescriptionOfDirection[dir]);
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return;
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}
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/* We can move */
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currentLocation = Move[currentLocation][dir];
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printf("You are %s.\n", DescriptionOfLocation[currentLocation]);
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++turnsPlayed;
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}
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/* Examine command */
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void doExamine()
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{
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char *sp;
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char *item;
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/* Command line should be like "E[XAMINE] ITEM" Item name will be after after first space. */
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sp = strchr(buffer, ' ');
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if (sp == NULL) {
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printf("Examine what?\n");
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return;
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}
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item = sp + 1;
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++turnsPlayed;
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/* Examine bookcase - not an object */
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if (!strcasecmp(item, "bookcase")) {
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printf("You pull back a book and the bookcase\nopens up to reveal a secret room.\n");
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Move[17][North] = 18;
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return;
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}
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/* Make sure item is being carried or is in the current location */
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if (!carryingItem(item) && !itemIsHere(item)) {
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printf("I don't see it here.\n");
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return;
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}
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/* Examine Book */
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if (!strcasecmp(item, "book")) {
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printf("It is a very old book entitled\n\"Apple 1 operation manual\".\n");
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return;
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}
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/* Examine Flashlight */
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if (!strcasecmp(item, "flashlight")) {
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printf("It doesn't have any batteries.\n");
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return;
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}
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/* Examine toy car */
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if (!strcasecmp(item, "toy car")) {
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printf("It is a nice toy car.\nYour grandson Matthew would like it.\n");
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return;
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}
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/* Examine old radio */
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if (!strcasecmp(item, "old radio")) {
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printf("It is a 1940 Zenith 8-S-563 console\nwith an 8A02 chassis. You'd turn it on\nbut the electricity is off.\n");
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return;
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}
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/* Nothing special about this item */
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printf("You see nothing special about it.\n");
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}
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/* Use command */
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void doUse()
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{
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char *sp;
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char *item;
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|
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/* Command line should be like "U[SE] ITEM" Item name will be after after first space. */
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sp = strchr(buffer, ' ');
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if (sp == NULL) {
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printf("Use what?\n");
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return;
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}
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|
|
item = sp + 1;
|
|
|
|
/* Make sure item is being carried or is in the current location */
|
|
if (!carryingItem(item) && !itemIsHere(item)) {
|
|
printf("I don't see it here.\n");
|
|
return;
|
|
}
|
|
|
|
++turnsPlayed;
|
|
|
|
/* Use key */
|
|
if (!strcasecmp(item, "key") && (currentLocation == VacantRoom)) {
|
|
printf("You insert the key in the door and it\nopens, revealing a tunnel.\n");
|
|
Move[21][North] = 23;
|
|
return;
|
|
}
|
|
|
|
/* Use pitchfork */
|
|
if (!strcasecmp(item, "pitchfork") && (currentLocation == WolfTree) && (wolfState == 0)) {
|
|
printf("You jab the wolf with the pitchfork.\nIt howls and runs away.\n");
|
|
wolfState = 1;
|
|
return;
|
|
}
|
|
|
|
/* Use toy car */
|
|
if (!strcasecmp(item, "toy car") && (currentLocation == WolfTree && wolfState == 1)) {
|
|
printf("You show Matthew the toy car and he\ncomes down to take it. You take Matthew\nin your arms and carry him home.\n");
|
|
wolfState = 2;
|
|
return;
|
|
}
|
|
|
|
/* Use oil */
|
|
if (!strcasecmp(item, "oil")) {
|
|
if (carryingItem("lamp")) {
|
|
printf("You fill the lamp with oil.\n");
|
|
lampFilled = 1;
|
|
return;
|
|
} else {
|
|
printf("You don't have anything to use it with.\n");
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Use matches */
|
|
if (!strcasecmp(item, "matches")) {
|
|
if (carryingItem("lamp")) {
|
|
if (lampFilled) {
|
|
printf("You light the lamp. You can see!\n");
|
|
lampLit = 1;
|
|
return;
|
|
} else {
|
|
printf("You can't light the lamp. It needs oil.\n");
|
|
return;
|
|
}
|
|
} else {
|
|
printf("Nothing here to light\n");
|
|
}
|
|
}
|
|
|
|
/* Use candybar */
|
|
if (!strcasecmp(item, "candybar")) {
|
|
printf("That hit the spot. You no longer feel\nhungry.\n");
|
|
ateFood = 1;
|
|
return;
|
|
}
|
|
|
|
/* Use bottle */
|
|
if (!strcasecmp(item, "bottle")) {
|
|
if (currentLocation == Cistern) {
|
|
printf("You fill the bottle with water from the\ncistern and take a drink. You no longer\nfeel thirsty.\n");
|
|
drankWater = 1;
|
|
return;
|
|
} else {
|
|
printf("The bottle is empty. If only you had\nsome water to fill it!\n");
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Use stale meat */
|
|
if (!strcasecmp(item, "stale meat")) {
|
|
printf("The meat looked and tasted bad. You\nfeel very sick and pass out.\n");
|
|
gameOver = 1;
|
|
return;
|
|
}
|
|
|
|
/* Default */
|
|
printf("Nothing happens\n");
|
|
}
|
|
|
|
/* Prompt user and get a line of input */
|
|
void prompt()
|
|
{
|
|
printf("? ");
|
|
fgets(buffer, sizeof(buffer)-1, stdin);
|
|
|
|
/* Remove trailing newline */
|
|
buffer[strlen(buffer)-1] = '\0';
|
|
}
|
|
|
|
/* Do special things unrelated to command typed. */
|
|
void doActions()
|
|
{
|
|
if ((turnsPlayed == 10) && !lampLit) {
|
|
printf("It will be getting dark soon. You need\nsome kind of light or soon you won't\nbe able to see.\n");
|
|
}
|
|
|
|
if ((turnsPlayed >= 60) && (!lampLit || (!itemIsHere("lamp") && !carryingItem("lamp")))) {
|
|
printf("It is dark out and you have no light.\nYou stumble around for a while and\nthen fall, hit your head, and pass out.\n");
|
|
gameOver = 1;
|
|
return;
|
|
}
|
|
|
|
if ((turnsPlayed == 20) && !drankWater) {
|
|
printf("You are getting very thirsty.\nYou need to get a drink soon.\n");
|
|
}
|
|
|
|
if ((turnsPlayed == 30) && !ateFood) {
|
|
printf("You are getting very hungry.\nYou need to find something to eat.\n");
|
|
}
|
|
|
|
if ((turnsPlayed == 50) && !drankWater) {
|
|
printf("You pass out due to thirst.\n");
|
|
gameOver = 1;
|
|
return;
|
|
}
|
|
|
|
if ((turnsPlayed == 40) && !ateFood) {
|
|
printf("You pass out from hunger.\n");
|
|
gameOver = 1;
|
|
return;
|
|
}
|
|
|
|
if (currentLocation == Tunnel) {
|
|
if (itemIsHere("cheese")) {
|
|
printf("The rats go after the cheese.\n");
|
|
} else {
|
|
if (ratAttack < 3) {
|
|
printf("The rats are coming towards you!\n");
|
|
++ratAttack;
|
|
} else {
|
|
printf("The rats attack and you pass out.\n");
|
|
gameOver = 1;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* wolfState values: 0 - wolf attacking 1 - wolf gone, Matthew in tree. 2 - Matthew safe, you won. Game over. */
|
|
if (currentLocation == WolfTree) {
|
|
switch (wolfState) {
|
|
case 0:
|
|
printf("A wolf is circling around the tree.\nMatthew is up in the tree. You have to\nsave him! If only you had some kind of\nweapon!\n");
|
|
break;
|
|
case 1:
|
|
printf("Matthew is afraid to come\ndown from the tree. If only you had\nsomething to coax him with.\n");
|
|
break;
|
|
case 2:
|
|
printf("Congratulations! You succeeded and won\nthe game. I hope you had as much fun\nplaying the game as I did creating it.\n- Jeff Tranter <tranter@pobox.com>\n");
|
|
gameOver = 1;
|
|
return;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Set variables to values for start of game */
|
|
void initialize()
|
|
{
|
|
currentLocation = Driveway1;
|
|
lampFilled = 0;
|
|
lampLit = 0;
|
|
ateFood = 0;
|
|
drankWater = 0;
|
|
ratAttack = 0;
|
|
wolfState = 0;
|
|
turnsPlayed = 0;
|
|
gameOver= 0;
|
|
|
|
/* These doors can get changed during game and may need to be reset O*/
|
|
Move[17][North] = 0;
|
|
Move[21][North] = 0;
|
|
|
|
/* Set inventory to default */
|
|
memset(Inventory, 0, sizeof(Inventory[0])*MAXITEMS);
|
|
Inventory[0] = Flashlight;
|
|
|
|
/* Put items in their default locations */
|
|
locationOfItem[0] = 0; /* NoItem */
|
|
locationOfItem[1] = Driveway1; /* Key */
|
|
locationOfItem[2] = Hayloft; /* Pitchfork */
|
|
locationOfItem[3] = 0; /* Flashlight */
|
|
locationOfItem[4] = WorkRoom; /* Lamp */
|
|
locationOfItem[5] = Garage; /* Oil */
|
|
locationOfItem[6] = Kitchen; /* Candybar */
|
|
locationOfItem[7] = Driveway2; /* Bottle */
|
|
locationOfItem[8] = GirlsBedroom; /* Doll */
|
|
locationOfItem[9] = BoysBedroom; /* ToyCar */
|
|
locationOfItem[10] = ServantsQuarters; /* Matches */
|
|
locationOfItem[11] = Woods25; /* GoldCoin */
|
|
locationOfItem[12] = Woods29; /* SilverCoin */
|
|
locationOfItem[13] = DiningRoom; /* StaleMeat */
|
|
locationOfItem[14] = DrawingRoom; /* Book */
|
|
locationOfItem[15] = LaundryRoom; /* Cheese */
|
|
locationOfItem[16] = MasterBedroom; /* OldRadio */
|
|
}
|
|
|
|
/* Main program (obviously) */
|
|
int main(void)
|
|
{
|
|
while (1) {
|
|
initialize();
|
|
clearScreen();
|
|
printf("%s", introText);
|
|
|
|
while (!gameOver) {
|
|
prompt();
|
|
if (buffer[0] == '\0') {
|
|
} else if (tolower(buffer[0]) == 'h') {
|
|
doHelp();
|
|
} else if (tolower(buffer[0]) == 'i') {
|
|
doInventory();
|
|
} else if ((tolower(buffer[0]) == 'g')
|
|
|| !strcasecmp(buffer, "n") || !strcasecmp(buffer, "s")
|
|
|| !strcasecmp(buffer, "e") || !strcasecmp(buffer, "w")
|
|
|| !strcasecmp(buffer, "u") || !strcasecmp(buffer, "d")
|
|
|| !strcasecmp(buffer, "north") || !strcasecmp(buffer, "south")
|
|
|| !strcasecmp(buffer, "east") || !strcasecmp(buffer, "west")
|
|
|| !strcasecmp(buffer, "up") || !strcasecmp(buffer, "down")) {
|
|
doGo();
|
|
} else if (tolower(buffer[0]) == 'l') {
|
|
doLook();
|
|
} else if (tolower(buffer[0]) == 't') {
|
|
doTake();
|
|
} else if (tolower(buffer[0]) == 'e') {
|
|
doExamine();
|
|
} else if (tolower(buffer[0]) == 'u') {
|
|
doUse();
|
|
} else if (tolower(buffer[0]) == 'd') {
|
|
doDrop();
|
|
} else if (tolower(buffer[0]) == 'q') {
|
|
doQuit();
|
|
} else if (!strcasecmp(buffer, "xyzzy")) {
|
|
printf("Nice try, but that won't work here.\n");
|
|
} else {
|
|
printf("I don't understand. Try 'help'.\n");
|
|
}
|
|
|
|
/* Handle special actions. */
|
|
doActions();
|
|
}
|
|
|
|
printf("Game over after %d turns.\n", turnsPlayed);
|
|
printf("%s", "Do you want to play again (y/n)? ");
|
|
fgets(buffer, sizeof(buffer)-1, stdin);
|
|
if (tolower(buffer[0]) == 'n') {
|
|
break;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|