mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-25 18:33:11 +00:00
834 lines
22 KiB
C
834 lines
22 KiB
C
/*
|
|
*
|
|
* The Abandoned Farm House Adventure
|
|
*
|
|
* Jeff Tranter <tranter@pobox.com>
|
|
*
|
|
* Written in standard C but designed to run on the Apple Replica 1
|
|
* or Apple II using the CC65 6502 assembler.
|
|
*
|
|
* Copyright 2012-2015 Jeff Tranter
|
|
*
|
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
|
* you may not use this file except in compliance with the License.
|
|
* You may obtain a copy of the License at
|
|
*
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
|
*
|
|
* Unless required by applicable law or agreed to in writing, software
|
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
* See the License for the specific language governing permissions and
|
|
* limitations under the License.
|
|
*
|
|
* Revision History:
|
|
*
|
|
* Version Date Comments
|
|
* ------- ---- --------
|
|
* 0.0 13 Mar 2012 First alpha version
|
|
* 0.1 18 Mar 2012 First beta version
|
|
* 0.9 19 Mar 2012 First public release
|
|
* 1.0 06 Sep 2015 Lower case and other Apple II improvements.
|
|
*
|
|
*/
|
|
|
|
#include <ctype.h>
|
|
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#ifdef __CC65__
|
|
#include <conio.h>
|
|
#endif
|
|
|
|
/* CONSTANTS */
|
|
|
|
/* Maximum number of items user can carry */
|
|
#define MAXITEMS 5
|
|
|
|
/* Number of locations */
|
|
#define NUMLOCATIONS 32
|
|
|
|
/* TYPES */
|
|
|
|
/* To optimize for code size and speed, most numbers are 8-bit chars when compiling for CC65. */
|
|
#ifdef __CC65__
|
|
typedef char number;
|
|
#else
|
|
typedef int number;
|
|
#endif
|
|
|
|
/* Directions */
|
|
typedef enum {
|
|
North,
|
|
South,
|
|
East,
|
|
West,
|
|
Up,
|
|
Down
|
|
} Direction_t;
|
|
|
|
/* Items */
|
|
typedef enum {
|
|
NoItem,
|
|
Key,
|
|
Pitchfork,
|
|
Flashlight,
|
|
Lamp,
|
|
Oil,
|
|
Candybar,
|
|
Bottle,
|
|
Doll,
|
|
ToyCar,
|
|
Matches,
|
|
GoldCoin,
|
|
SilverCoin,
|
|
StaleMeat,
|
|
Book,
|
|
Cheese,
|
|
OldRadio,
|
|
LastItem=OldRadio
|
|
} Item_t;
|
|
|
|
/* Locations */
|
|
typedef enum {
|
|
NoLocation,
|
|
Driveway1,
|
|
Driveway2,
|
|
Driveway3,
|
|
Driveway4,
|
|
Driveway5,
|
|
Garage,
|
|
WorkRoom,
|
|
Hayloft,
|
|
Kitchen,
|
|
DiningRoom,
|
|
BottomStairs,
|
|
DrawingRoom,
|
|
Study,
|
|
TopStairs,
|
|
BoysBedroom,
|
|
GirlsBedroom,
|
|
MasterBedroom,
|
|
ServantsQuarters,
|
|
LaundryRoom,
|
|
FurnaceRoom,
|
|
VacantRoom,
|
|
Cistern,
|
|
Tunnel,
|
|
Woods24,
|
|
Woods25,
|
|
Woods26,
|
|
WolfTree,
|
|
Woods28,
|
|
Woods29,
|
|
Woods30,
|
|
Woods31,
|
|
} Location_t;
|
|
|
|
/* TABLES */
|
|
|
|
/* Names of directions */
|
|
char *DescriptionOfDirection[] = {
|
|
"north", "south", "east", "west", "up", "down"
|
|
};
|
|
|
|
/* Names of items */
|
|
char *DescriptionOfItem[LastItem+1] = {
|
|
"",
|
|
"key",
|
|
"pitchfork",
|
|
"flashlight",
|
|
"lamp",
|
|
"oil",
|
|
"candybar",
|
|
"bottle",
|
|
"doll",
|
|
"toy car",
|
|
"matches",
|
|
"gold coin",
|
|
"silver coin",
|
|
"stale meat",
|
|
"book",
|
|
"cheese",
|
|
"old radio",
|
|
};
|
|
|
|
/* Names of locations */
|
|
char *DescriptionOfLocation[NUMLOCATIONS] = {
|
|
"",
|
|
"in the driveway near your car",
|
|
"in the driveway",
|
|
"in front of the garage",
|
|
"in front of the barn",
|
|
"at the door to the house",
|
|
"in the garage",
|
|
"in the workroom of the barn",
|
|
"in the hayloft of the barn",
|
|
"in the kitchen",
|
|
"in the dining room",
|
|
"at the bottom of the stairs",
|
|
"in the drawing room",
|
|
"in the study",
|
|
"at the top of the stairs",
|
|
"in a boy's bedroom",
|
|
"in a girl's bedroom",
|
|
"in the master bedroom next to\na bookcase",
|
|
"in the servant's quarters",
|
|
"in the basement laundry room",
|
|
"in the furnace room",
|
|
"in a vacant room next to a\nlocked door",
|
|
"in the cistern",
|
|
"in an underground tunnel. There are rats here",
|
|
"in the woods near a trapdoor",
|
|
"in the woods",
|
|
"in the woods",
|
|
"in the woods next to a tree",
|
|
"in the woods",
|
|
"in the woods",
|
|
"in the woods",
|
|
"in the woods",
|
|
};
|
|
|
|
/* DATA */
|
|
|
|
/* Inventory of what player is carrying */
|
|
Item_t Inventory[MAXITEMS];
|
|
|
|
/* Location of each item. Index is the item number, returns the location. 0 if item is gone */
|
|
Location_t locationOfItem[LastItem+1];
|
|
|
|
/* 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. */
|
|
Direction_t Move[NUMLOCATIONS][6] = {
|
|
/* N S E W U D */
|
|
{ 0, 0, 0, 0, 0, 0 }, /* 0 */
|
|
{ 2, 0, 0, 0, 0, 0 }, /* 1 */
|
|
{ 4, 1, 3, 5, 0, 0 }, /* 2 */
|
|
{ 0, 0, 6, 2, 0, 0 }, /* 3 */
|
|
{ 7, 2, 0, 0, 0, 0 }, /* 4 */
|
|
{ 0, 0, 2, 9, 0, 0 }, /* 5 */
|
|
{ 0, 0, 0, 3, 0, 0 }, /* 6 */
|
|
{ 0, 4, 0, 0, 8, 0 }, /* 7 */
|
|
{ 0, 0, 0, 0, 0, 7 }, /* 8 */
|
|
{ 0,10, 5, 0, 0,19 }, /* 9 */
|
|
{ 9, 0, 0,11, 0, 0 }, /* 10 */
|
|
{ 0, 0,10,12,14, 0 }, /* 11 */
|
|
{ 13, 0,11, 0, 0, 0 }, /* 12 */
|
|
{ 0,12, 0, 0, 0, 0 }, /* 13 */
|
|
{ 16, 0,15,17, 0,11 }, /* 14 */
|
|
{ 0, 0, 0,14, 0, 0 }, /* 15 */
|
|
{ 0,14, 0, 0, 0, 0 }, /* 16 */
|
|
{ 0, 0,14, 0, 0, 0 }, /* 17 */
|
|
{ 0, 0, 0, 0, 0,13 }, /* 18 */
|
|
{ 0, 0, 0,20, 9, 0 }, /* 19 */
|
|
{ 21, 0,19, 0, 0, 0 }, /* 20 */
|
|
{ 0,20, 0,22, 0, 0 }, /* 21 */
|
|
{ 0, 0,21, 0, 0, 0 }, /* 22 */
|
|
{ 24,21, 0, 0, 0, 0 }, /* 23 */
|
|
{ 29,23, 0,26, 0, 0 }, /* 24 */
|
|
{ 26, 0,24, 0, 0, 0 }, /* 25 */
|
|
{ 27,25,29, 0, 0, 0 }, /* 26 */
|
|
{ 0,26,28, 0, 0, 0 }, /* 27 */
|
|
{ 0,29,31,27, 0, 0 }, /* 28 */
|
|
{ 28,24,30,26, 0, 0 }, /* 29 */
|
|
{ 31, 0, 0,29, 0, 0 }, /* 30 */
|
|
{ 0,30, 0,29, 0, 0 }, /* 31 */
|
|
};
|
|
|
|
/* Current location */
|
|
number currentLocation;
|
|
|
|
/* Number of turns played in game */
|
|
int turnsPlayed;
|
|
|
|
/* True if player has lit the lamp. */
|
|
number lampLit;
|
|
|
|
/* True if lamp filled with oil. */
|
|
number lampFilled;
|
|
|
|
/* True if player ate food. */
|
|
number ateFood;
|
|
|
|
/* True if player drank water. */
|
|
number drankWater;
|
|
|
|
/* Incremented each turn you are in the tunnel. */
|
|
number ratAttack;
|
|
|
|
/* Tracks state of wolf attack */
|
|
number wolfState;
|
|
|
|
/* Set when game is over */
|
|
number gameOver;
|
|
|
|
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";
|
|
|
|
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";
|
|
|
|
/* Line of user input */
|
|
char buffer[40];
|
|
|
|
/* Clear the screen */
|
|
void clearScreen()
|
|
{
|
|
#if defined(__APPLE2__)
|
|
clrscr();
|
|
#else
|
|
number i;
|
|
for (i = 0; i < 24; ++i)
|
|
printf("\n");
|
|
#endif
|
|
}
|
|
|
|
/* Return 1 if carrying an item */
|
|
number carryingItem(char *item)
|
|
{
|
|
number i;
|
|
|
|
for (i = 0; i < MAXITEMS; i++) {
|
|
if ((Inventory[i] != 0) && (!strcasecmp(DescriptionOfItem[Inventory[i]], item)))
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/* Return 1 if item it at current location (not carried) */
|
|
number itemIsHere(char *item)
|
|
{
|
|
number i;
|
|
|
|
/* Find number of the item. */
|
|
for (i = 1; i <= LastItem; i++) {
|
|
if (!strcasecmp(item, DescriptionOfItem[i])) {
|
|
/* Found it, but is it here? */
|
|
if (locationOfItem[i] == currentLocation) {
|
|
return 1;
|
|
} else {
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/* Inventory command */
|
|
void doInventory()
|
|
{
|
|
number i;
|
|
int found = 0;
|
|
|
|
printf("%s", "You are carrying:\n");
|
|
for (i = 0; i < MAXITEMS; i++) {
|
|
if (Inventory[i] != 0) {
|
|
printf(" %s\n", DescriptionOfItem[Inventory[i]]);
|
|
found = 1;
|
|
}
|
|
}
|
|
if (!found)
|
|
printf(" nothing\n");
|
|
}
|
|
|
|
/* Help command */
|
|
void doHelp()
|
|
{
|
|
printf("%s", helpString);
|
|
}
|
|
|
|
/* Look command */
|
|
void doLook()
|
|
{
|
|
number i, loc, seen;
|
|
|
|
printf("You are %s.\n", DescriptionOfLocation[currentLocation]);
|
|
|
|
seen = 0;
|
|
printf("You see:\n");
|
|
for (i = 1; i <= LastItem; i++) {
|
|
if (locationOfItem[i] == currentLocation) {
|
|
printf(" %s\n", DescriptionOfItem[i]);
|
|
seen = 1;
|
|
}
|
|
}
|
|
if (!seen)
|
|
printf(" nothing special\n");
|
|
|
|
printf("You can go:");
|
|
|
|
for (i = North; i <= Down; i++) {
|
|
loc = Move[currentLocation][i];
|
|
if (loc != 0) {
|
|
printf(" %s", DescriptionOfDirection[i]);
|
|
}
|
|
}
|
|
printf("\n");
|
|
}
|
|
|
|
/* Quit command */
|
|
void doQuit()
|
|
{
|
|
printf("%s", "Are you sure you want to quit (y/n)? ");
|
|
fgets(buffer, sizeof(buffer)-1, stdin);
|
|
if (tolower(buffer[0]) == 'y') {
|
|
gameOver = 1;
|
|
}
|
|
}
|
|
|
|
/* Drop command */
|
|
void doDrop()
|
|
{
|
|
number i;
|
|
char *sp;
|
|
char *item;
|
|
|
|
/* Command line should be like "D[ROP] ITEM" Item name will be after after first space. */
|
|
sp = strchr(buffer, ' ');
|
|
if (sp == NULL) {
|
|
printf("Drop what?\n");
|
|
return;
|
|
}
|
|
|
|
item = sp + 1;
|
|
|
|
/* See if we have this item */
|
|
for (i = 0; i < MAXITEMS; i++) {
|
|
if ((Inventory[i] != 0) && (!strcasecmp(DescriptionOfItem[Inventory[i]], item))) {
|
|
/* We have it. Add to location. */
|
|
locationOfItem[Inventory[i]] = currentLocation;
|
|
/* And remove from inventory */
|
|
Inventory[i] = 0;
|
|
printf("Dropped %s.\n", item);
|
|
++turnsPlayed;
|
|
return;
|
|
}
|
|
}
|
|
/* If here, don't have it. */
|
|
printf("Not carrying %s.\n", item);
|
|
}
|
|
|
|
/* Take command */
|
|
void doTake()
|
|
{
|
|
number i, j;
|
|
char *sp;
|
|
char *item;
|
|
|
|
/* Command line should be like "T[AKE] ITEM" Item name will be after after first space. */
|
|
sp = strchr(buffer, ' ');
|
|
if (sp == NULL) {
|
|
printf("Take what?\n");
|
|
return;
|
|
}
|
|
|
|
item = sp + 1;
|
|
|
|
if (carryingItem(item)) {
|
|
printf("Already carrying it.\n");
|
|
return;
|
|
}
|
|
|
|
/* Find number of the item. */
|
|
for (i = 1; i <= LastItem; i++) {
|
|
if (!strcasecmp(item, DescriptionOfItem[i])) {
|
|
/* Found it, but is it here? */
|
|
if (locationOfItem[i] == currentLocation) {
|
|
/* It is here. Add to inventory. */
|
|
for (j = 0; j < MAXITEMS; j++) {
|
|
if (Inventory[j] == 0) {
|
|
Inventory[j] = i;
|
|
/* And remove from location. */
|
|
locationOfItem[i] = 0;
|
|
printf("Took %s.\n", item);
|
|
++turnsPlayed;
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Reached maximum number of items to carry */
|
|
printf("You can't carry any more. Drop something.\n");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* If here, don't see it. */
|
|
printf("I see no %s here.\n", item);
|
|
}
|
|
|
|
/* Go command */
|
|
void doGo()
|
|
{
|
|
char *sp;
|
|
char dirChar;
|
|
Direction_t dir;
|
|
|
|
/* Command line should be like "G[O] N[ORTH]" Direction will be
|
|
the first letter after a space. Or just a single letter
|
|
direction N S E W U D or full directon NORTH etc. */
|
|
|
|
sp = strrchr(buffer, ' ');
|
|
if (sp != NULL) {
|
|
dirChar = *(sp+1);
|
|
} else {
|
|
dirChar = buffer[0];
|
|
}
|
|
dirChar = tolower(dirChar);
|
|
|
|
if (dirChar == 'n') {
|
|
dir = North;
|
|
} else if (dirChar == 's') {
|
|
dir = South;
|
|
} else if (dirChar == 'e') {
|
|
dir = East;
|
|
} else if (dirChar == 'w') {
|
|
dir = West;
|
|
} else if (dirChar == 'u') {
|
|
dir = Up;
|
|
} else if (dirChar == 'd') {
|
|
dir = Down;
|
|
} else {
|
|
printf("Go where?\n");
|
|
return;
|
|
}
|
|
|
|
if (Move[currentLocation][dir] == 0) {
|
|
printf("You can't go %s from here.\n", DescriptionOfDirection[dir]);
|
|
return;
|
|
}
|
|
|
|
/* We can move */
|
|
currentLocation = Move[currentLocation][dir];
|
|
printf("You are %s.\n", DescriptionOfLocation[currentLocation]);
|
|
++turnsPlayed;
|
|
}
|
|
|
|
/* Examine command */
|
|
void doExamine()
|
|
{
|
|
char *sp;
|
|
char *item;
|
|
|
|
/* Command line should be like "E[XAMINE] ITEM" Item name will be after after first space. */
|
|
sp = strchr(buffer, ' ');
|
|
if (sp == NULL) {
|
|
printf("Examine what?\n");
|
|
return;
|
|
}
|
|
|
|
item = sp + 1;
|
|
++turnsPlayed;
|
|
|
|
/* Examine bookcase - not an object */
|
|
if (!strcasecmp(item, "bookcase")) {
|
|
printf("You pull back a book and the bookcase\nopens up to reveal a secret room.\n");
|
|
Move[17][North] = 18;
|
|
return;
|
|
}
|
|
|
|
/* 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;
|
|
}
|
|
|
|
/* Examine Book */
|
|
if (!strcasecmp(item, "book")) {
|
|
printf("It is a very old book entitled\n\"Apple 1 operation manual\".\n");
|
|
return;
|
|
}
|
|
|
|
/* Examine Flashlight */
|
|
if (!strcasecmp(item, "flashlight")) {
|
|
printf("It doesn't have any batteries.\n");
|
|
return;
|
|
}
|
|
|
|
/* Examine toy car */
|
|
if (!strcasecmp(item, "toy car")) {
|
|
printf("It is a nice toy car.\nYour grandson Matthew would like it.\n");
|
|
return;
|
|
}
|
|
|
|
/* Examine old radio */
|
|
if (!strcasecmp(item, "old radio")) {
|
|
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");
|
|
return;
|
|
}
|
|
|
|
/* Nothing special about this item */
|
|
printf("You see nothing special about it.\n");
|
|
}
|
|
|
|
/* Use command */
|
|
void doUse()
|
|
{
|
|
char *sp;
|
|
char *item;
|
|
|
|
/* Command line should be like "U[SE] ITEM" Item name will be after after first space. */
|
|
sp = strchr(buffer, ' ');
|
|
if (sp == NULL) {
|
|
printf("Use what?\n");
|
|
return;
|
|
}
|
|
|
|
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;
|
|
}
|