/
TreasureHunt.c
1342 lines (1149 loc) · 26.4 KB
/
TreasureHunt.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/* =================================================
TREASURE HUNT BY LANCE MICKLUS, WINOOSKI, VERMONT
COPYRIGHT SEPTEMBER 1978
VERSION 2.1 : TRS-80/16K LEVEL II
PORTED TO C BY EVAN C. WRIGHT, 2019
================================================= */
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <time.h>
#include <unistd.h>
#define NUM_CAVES 95
/* ORISMOLOGY OF NON TREASURES */
#define EMPTY 0
#define PITS 1
#define PIRATE 2
#define DRAGON 3
#define VENDING_MACHINE 4
#define CAVE_IN_DANGER 5
#define ELF 6
#define MAGICIANS_CAVE 7
#define INVISIBLE_DOG 8
#define GOLD_COINS 9
#define SOME_KEYS 10
#define LOCK_BOX 11
#define MAGIC_CARPET 12
#define OLD_GUN 13
#define MAGIC_WAND 14
#define STUCK_SWORD 15
#define A_MAGIC_BOOK 16
#define AN_OLD_CLOCK 17
#define FURS 18
#define A_SILVER_BELL 19
#define A_NECKLACE 20
#define A_PEARL 21
#define A_DIAMOND 22
#define A_GOLD WATCH 23
#define AN_EMERALD 24
#define JEWELRY 25
#define A_BLACK_BOOK 26
#define SOME_ELF_FOOD 27
#define A_RUBY 28
#define A_GOLDEN_HARP 29
#define A_SWORD 30
#define A_1000_BILL 31
#define MAX_TREASURES 20
void EntranceRoutine();
void TakeItem(int item);
void RetakeItem(int item);
void PrintInventory();
void StoreTreasures();
void RoofFellIn();
void FellIntoPit();
void MagiciansCave();
void MagicianUpset(int caveGuess);
void MagicCarpetDissapears();
void InvisibleMan();
void EarthQuake();
void Bats();
void ScatterTreasures();
void EatenByDragon();
void PickedUpMagicBook();
void DeadBattery();
void PirateHere();
void ShootDragon();
void DragonRoutine();
void LockBox();
void PrintWelcome();
void Reset();
void PlaceItems();
void MagicWandRoutine();
void VendingMachine();
void MainLoop();
void ChanceSituations();
void SpecialSituations();
void ListNeighbors();
void PrintAdjacentRoomInfo();
void ConnectCaves();
void Connect(int cave, int neighbor1, int neighbor2, int neighbor3);
void ReadKbd();
void CLS();
void HandleTake();
void RemoveItem(int item);
int NextTo(int item);
int PlayerHas(int item);
int IntSafe(int item);
int IsNeighbor(int room);
void MoveItemToNewCave(int item, int oldRoom);
void PrintLocation();
void xyzzy();
void plugh();
void Save();
void Restore();
void Quit();
void Help();
void CheckForWin();
void PromptTakeBack();
void ListTreasures();
void PlayAgain();
void RemoveFromGame(int item);
typedef struct Room
{
int neighbors[3];
int item;
} Room;
int CurrentRoom = 0;
int SafeTreasures[MAX_TREASURES];
int Inventory[3];
int NumCarriedItems=0;
int NumSafeTreasures=0;
int BatteryLife = 200;
int DogFound = 0; /* BECOMES A 1 AFTER INVISABLE DOG IS FOUND */
int Welcome=0;
int Debug=0;
Room Rooms[NUM_CAVES];
char Buffer[80]; /*kbd buffer*/
char *ItemNames[] = {
"NOT_USED",
"PITS",
"PIRATE",
"DRAGON",
"VENDING MACHINE",
">>>DANGER: CAVE INS<<< SIGN",
"ELF",
"MAGICIANS CAVE",
"INVISIBLE DOG",
"GOLD COINS",
"SOME KEYS", /* 10 */
"A LOCK BOX",
"A MAGIC CARPET",
"AN OLD GUN",
"A MAGIC WAND",
"A SWORD EMBEDDED IN A LARGE ROCK",
"A MAGIC BOOK",
"AN OLD CLOCK",
"FURS",
"A SILVER BELL",
"A NECKLACE", /* 20 */
"A PEARL",
"A DIAMOND",
"A GOLD WATCH",
"AN EMERALD",
"JEWELRY", /* 25 */
"A BLACK BOOK",
"SOME ELF FOOD",
"A RUBY",
"A GOLDEN HARP",
"A SWORD", /* 30 */
"A $1000 BILL"
};
int main(int argc, char **argv)
{
if (argc == 2 && strcmp(argv[1],"-d")==0)
Debug = 1;
srand(clock());
ConnectCaves();
PlaceItems();
PrintWelcome();
while (1)
{
MainLoop();
}
return 0;
}
void CLS()
{
printf("\x1b[2J"); //cls
printf("\x1b[0;0H"); //position cursor583
}
void PlaceItems()
{
/* remove existing items */
for (int i=0; i < NUM_CAVES; i++)
{
Rooms[i].item = EMPTY;
}
/* Set up 3 pits in rooms (3 - 91) */
for (int i=1; i <= 3; i++)
{
int room;
do
{
room = rand()%88+3;
}
while (Rooms[room].item != EMPTY);
Rooms[room].item = PITS;
}
/* Place items others randomly. Don't place items that are substituted in later */
for (int i=PIRATE; i <= JEWELRY; i++)
{
int room;
do
{
room = rand()%88+3;
}
while (Rooms[room].item != EMPTY);
Rooms[room].item = i;
}
}
void MainLoop()
{
CLS();
if (!Welcome)
{
printf("WELCOME TO THE LUMUS CAVE WHERE YOU'LL FIND MYSTERY, TREASURE, AND ADVENTURE.\n\n");
Welcome = 1;
}
BatteryLife--;
if (BatteryLife==0) DeadBattery();
EntranceRoutine(); /* save treasures */
if (Rooms[CurrentRoom].item != PITS)
PrintLocation();
if (CurrentRoom != 0)
{
if (Rooms[CurrentRoom].item != PITS)
PrintAdjacentRoomInfo();
ChanceSituations();
SpecialSituations();
PrintInventory();
if (Rooms[CurrentRoom].item != EMPTY)
{
if (Rooms[CurrentRoom].item != MAGICIANS_CAVE &&
Rooms[CurrentRoom].item != INVISIBLE_DOG &&
Rooms[CurrentRoom].item != VENDING_MACHINE &&
Rooms[CurrentRoom].item != CAVE_IN_DANGER &&
Rooms[CurrentRoom].item != ELF)
{
printf("THIS CAVE HAS %s IN IT.\n", ItemNames[ Rooms[CurrentRoom].item ]);
}
if (Rooms[CurrentRoom].item != CAVE_IN_DANGER &&
Rooms[CurrentRoom].item != MAGICIANS_CAVE &&
Rooms[CurrentRoom].item != INVISIBLE_DOG &&
Rooms[CurrentRoom].item != VENDING_MACHINE &&
Rooms[CurrentRoom].item != ELF)
{
HandleTake();
}
}
}
/* ::::: WHERE TO NEXT ::::: */
do
{
printf("\nWHAT CAVE DO YOU WANT TO EXPLORE NEXT?\n");
ReadKbd();
if (strcmp(Buffer,"xyzzy")==0 && Debug == 1)
{
xyzzy();
break;
}
else if (strcmp(Buffer,"save")==0)
{
Save();
break;
}
else if (strcmp(Buffer,"restore")==0)
{
Restore();
break;
}
else if (strcmp(Buffer,"quit")==0 || strcmp(Buffer,"bye") == 0 || Buffer[0] == 'q')
{
Quit();
break;
}
else if (strcmp(Buffer,"testdog")==0 && Debug == 1)
{
InvisibleMan();
}
else if (strcmp(Buffer,"testquake")==0 && Debug == 1)
{
EarthQuake();
}
else if (strcmp(Buffer,"testbat")==0 && Debug == 1)
{
Bats();
}
else if (strcmp(Buffer,"plugh")==0 && Debug == 1)
{
plugh();
}
else
{
int room = atoi(Buffer);
if (!IsNeighbor(room) && !Debug)
{
printf("SORRY, BUT YOU CAN'T GO THERE FROM HERE.\n");
}
else
{
if (Rooms[CurrentRoom].item == ELF)
{
Rooms[CurrentRoom].item = SOME_ELF_FOOD;
}
CurrentRoom = room;
break;
}
}
} while (1);
}
/* ::::: CHANCE SITUATIONS ::::: */
void ChanceSituations()
{
if ( rand()% 200 == 0) EarthQuake();
if ( rand() % 100 == 0) Bats();
if ( DogFound == 0 && Rooms[CurrentRoom].item == EMPTY && rand()%50==0 ) InvisibleMan();
if ( Rooms[CurrentRoom].item == CAVE_IN_DANGER && rand()%5==0 ) RoofFellIn();
if ( PlayerHas(MAGIC_CARPET) && rand()%10==0 ) MagicCarpetDissapears();
}
/* ::::: SEE IF SPECIAL SITUATION ::::: */
void SpecialSituations()
{
if ( Rooms[CurrentRoom].item == PITS ) FellIntoPit();
else if (Rooms[CurrentRoom].item == PIRATE) PirateHere();
else if ( Rooms[CurrentRoom].item == DRAGON ) DragonRoutine();
else if (Rooms[CurrentRoom].item == VENDING_MACHINE) VendingMachine();
else if (Rooms[CurrentRoom].item == ELF) printf("THERE'S A SHY LITTLE ELF IN HERE HIDING SOMETHING.\n");
else if (Rooms[CurrentRoom].item == MAGICIANS_CAVE) MagiciansCave();
}
/* ::::: TREASURE IN THIS CAVE ::::: */
void HandleTake()
{
do
{
printf("DO YOU WANT TO TAKE IT WITH YOU? (Y/N)");
ReadKbd();
if (Buffer[0] == 'N' || Buffer[0] == 'n') return;
if (Buffer[0] == 'Y' || Buffer[0] == 'y' ) break;
} while (1);
if (NumCarriedItems == 3)
{
printf("YOU CAN'T PICK IT UP NOW. YOU'RE CARRYING TOO MUCH.\n");
}
else
{
int item = Rooms[CurrentRoom].item;
if (item == LOCK_BOX)
LockBox();
else if ( item == STUCK_SWORD)
MagicWandRoutine();
else if ( item == A_MAGIC_BOOK )
PickedUpMagicBook();
else
TakeItem(item);
}
}
/* Puts an item in the player's inventory and removes it from the room*/
void TakeItem(int item)
{
printf("O.K. YOU'VE GOT %s.\n", ItemNames[item]);
Inventory[NumCarriedItems++] = item;
Rooms[CurrentRoom].item = EMPTY;
}
/* Puts an item in the player's inventory and removes it from the room*/
void RetakeItem(int item)
{
printf("O.K. YOU'VE GOT %s.\n", ItemNames[item]);
Inventory[NumCarriedItems++] = item;
}
/* ::::: LOCK BOX ::::: */
void LockBox()
{
if (PlayerHas(SOME_KEYS))
{
printf("THE BOX WAS TOO HEAVY SO I OPENNED IT WITH YOUR KEYS.\n");
printf("INSIDE THE BOX IS A RUBY.\n");
Rooms[CurrentRoom].item = A_RUBY;
HandleTake();
}
else
{
printf("YOU CAN'T TAKE IT. IT'S TOO HEAVY.\n");
}
}
/* ::::: VENDING MACHINE ::::: */
void VendingMachine()
{
printf("THERE'S A VENDING MACHINE HERE.\n");
if ( PlayerHas(GOLD_COINS) )
{
printf("I'LL GET SOME BATTERIES WITH ONE OF YOUR GOLD COINS.\n");
BatteryLife = 200;
}
}
/* ::::: EARTHQUAKE ::::: */
void EarthQuake()
{
/* moves 10 items to new locations */
for (int i=0; i < NUM_CAVES; i++)
{
if (Rooms[i].item != EMPTY)
{
MoveItemToNewCave(Rooms[i].item,i);
}
}
printf("GUESS WHAT? WE JUST HAD AN EARTHQUAKE. BUT I'M O.K.\n");
}
/* ::::: MAGIC WAND ROUTINE ::::: */
void MagicWandRoutine()
{
if (!PlayerHas(MAGIC_WAND))
{
printf("IT'S STUCK IN THE ROCKS AND CAN'T BE PULLED OUT.\n");
}
else
{
fflush(stdout);
usleep(100000);
printf("LET ME USE YOUR MAGIC WAND A SECOND.\n");
fflush(stdout);
usleep(1000000);
printf("HOCUS...");
fflush(stdout);
usleep(1000000);
printf("POCUS...\n");
fflush(stdout);
usleep(1000000);
Rooms[CurrentRoom].item = A_SWORD;
printf("THE SWORD JUST LEVITATED FROM THE ROCK!\n");
HandleTake();
}
}
/* ::::: BATS SHOW UP ::::: */
void Bats()
{
int newRoom = 0;
CLS();
printf("A SUPER BAT JUST FEW INTO THE CAVE AND PICKED YOU UP.\n");
if (NumCarriedItems > 0)
{
printf("YOU DROPPED ALL OF YOUR TREASURES ALONG THE WAY.\n");
ScatterTreasures();
}
/* now move the player */
do
{
newRoom = rand()%93 + 1;
if (Rooms[newRoom].item != EMPTY) break;
} while (1);
CurrentRoom = newRoom;
printf("THE BAT JUST DROPPED YOU INTO CAVE %d!!!\n", CurrentRoom);
printf("IF YOU'RE ALRIGHT HIT THE ''ENTER'' KEY");
ReadKbd();
CLS();
}
/* ::::: PIRATE HERE ::::: */
void PirateHere()
{
printf("THERE WAS A PIRATE IN HERE.\n");
if (NumCarriedItems > 0)
{
/*
for (int i=0; i < 3; i++)
{
Inventory[i] = EMPTY;
}*/
ScatterTreasures();
printf("HE JUST STOLE ALL OF YOUR TREASURES.\n");
NumCarriedItems=0;
}
MoveItemToNewCave(PIRATE,CurrentRoom);
printf("HE'S GONE NOW.\n");
}
/* ::::: MAGICIAN ROUTINE ::::: */
void MagiciansCave()
{
CLS();
printf("THERE'S A MAGICIAN IN THIS CAVE. HE SAYS HE LOST HIS MAGIC\n");
printf("BOOK. HE SAID HE'D GIVE YOU A GOLDEN HARP IF YOU'LL TELL HIM\n");
printf("WHERE IT IS. TYPE IN THE CAVE NUMBER. IF YOU DON'T KNOW, THEN\n");
printf("JUST TYPE 99.\n\n");
printf("WHERE'S HIS MAGIC BOOK?");
ReadKbd();
int guess = atoi(Buffer);
if (guess != 99)
{
if (Rooms[guess].item != A_MAGIC_BOOK)
{
MagicianUpset(guess);
}
else
{
printf("THE WIZARD JUST VANISHED IN A PUFF OF SMOKE!\n");
RemoveFromGame(A_MAGIC_BOOK);
Rooms[CurrentRoom].item = A_GOLDEN_HARP; /* replace magician with harp */
printf("THERE IS %s HERE.\n", ItemNames[A_GOLDEN_HARP]);
HandleTake();
}
}
else
{
MoveItemToNewCave(MAGICIANS_CAVE,CurrentRoom);
}
CLS();
PrintLocation();
PrintAdjacentRoomInfo();
}
/* ::::: INVISABLE MAN ROUTINE ::::: */
void InvisibleMan()
{
printf("\nTHERE IS AN INVISIBLE MAN IS HERE LOOKING FOR HIS INVISIBLE DOG.\n");
printf("HE SAYS HE'LL GIVE YOU A $1000 REWARD IF YOU CAN TELL HIM\n");
printf("WHERE HIS DOG IS. IF YOU DON'T KNOW, GUESS.\n\n");
printf("WHAT CAVE IS THE INVISIBLE DOG IN?");
ReadKbd();
int room = atoi(Buffer);
if (Rooms[room].item == INVISIBLE_DOG)
{
printf("POOF!\n");
printf("A $1000 BILL JUST FLUTTERED TO THE GROUND.\n");
Rooms[CurrentRoom].item = A_1000_BILL;
DogFound = 1;
RemoveFromGame(INVISIBLE_DOG);
HandleTake();
}
CLS();
PrintLocation();
PrintAdjacentRoomInfo();
}
/* ::::: MAGIC CARPET DISSAPPEARS ::::: */
void MagicCarpetDissapears()
{
// printf("POOF !!! YOUR MAGIC CARPET JUST DISSAPPEARED!\n");
/// RemoveItem(MAGIC_CARPET);
printf("FLAP! FLAP! FLAP! THE MAGIC CARPET JUST FLEW AWAY ON ITS OWN.\n");
RemoveItem(MAGIC_CARPET);
//place it somewhere randomly in the caves
int r = 0;
do
{
r = rand()%3 + 88;
if (Rooms[r].item == EMPTY)
break;
}while (1);
Rooms[r].item = MAGIC_CARPET;
}
/* ::::: DRAGON ROUTINE ::::: */
void DragonRoutine()
{
if (PlayerHas(OLD_GUN))
{
ShootDragon();
}
else
{
EatenByDragon();
}
}
void ShootDragon()
{
usleep(500000);
fflush(stdout);
printf("YIKES !!!! THERE'S A DRAGON IN HERE.\n");
usleep(500000);
fflush(stdout);
printf("GIVE ME YOUR GUN, QUICK !!!");
usleep(500000);
fflush(stdout);
for (int i=0; i < 5 ; i++)
{
usleep(250000);
printf("\tBANG!");
fflush(stdout);
}
usleep(1000000);
printf("\nPOOF!!!\n");
fflush(stdout);
usleep(100000);
printf("INCREDIBLE??? THE DRAGON JUST VANISHED WHEN I SHOT HIM RIGHT\n");
printf("BETWEEN THE EYES.\n");
printf("BUT LOOK AT THIS. HE LEFT BEHIND HIS LITTLE BLACK BOOK\n");
printf("WITH THE ADDRESSES AND PHONE NUMBERS OF EVERY BEAUTIFUL\n");
printf("PRINCESS THAT LIVES IN VERMONT.\n\n");
printf("HIT THE ''ENTER'' KEY AFTER YOU CATCH YOUR BREATH\n");
ReadKbd();
Rooms[CurrentRoom].item = A_BLACK_BOOK;
BatteryLife++;
CLS();
PrintLocation();
}
/* ::::: AT ENTRANCE ROUTINE ::::: */
void EntranceRoutine()
{
if (CurrentRoom == 0)
{
StoreTreasures();
CheckForWin();
if (NumSafeTreasures > 0)
{
ListTreasures();
PromptTakeBack();
}
printf("\n");
}
BatteryLife++;
}
/*
END OF PROGRAM ROUTINES
---------------------------
*/
/* ::::: FELL INTO A PIT ::::: */
void FellIntoPit()
{
printf("SORRY, BUT I TRIED TO WARN YOU.\n");
printf("YOU FELL INTO A DEEP PIT AND KILLED YOURSELF !!!\n\n");
PlayAgain();
}
/* ::::: EATEN BY THE DRAGON ::::: */
void EatenByDragon()
{
CLS();
printf("SORRY, BUT I TRIED TO TELL YOU ABOUT THAT SOUND.\n");
printf("SUPPER IS NOW BEING SERVED HERE IN THE DRAGON'S CHAMBER...\n");
printf("AND YOU ARE THE SUPPER.\n\n");
PlayAgain();
}
/* ::::: ROOF FELL IN ::::: */
void RoofFellIn()
{
printf("\n");
printf("THE ROOF JUST FELL IN AND BURRIED YOU ALIVE. TOO BAD I DON'T\n");
printf("HAVE A SHOVEL OR I'D DIG YOU OUT.\n");
printf("\n");
PlayAgain();
}
/* ::::: PICKED UP MAGIC BOOK ::::: */
void PickedUpMagicBook()
{
printf("\n");
printf("I DON'T THINK YOU SHOULD HAVE DONE THAT. THE MAGICIAN WHO\n");
printf("OWNS THAT MAGIC BOOK PUT A SPELL ON IT. ANYBODY WHO TRIES TO\n");
printf("PICK IT UP TURNS INTO A FROG.\n");
printf("\nEXCUSE ME WHILE I LOOK FOR SOME FLIES.\n");
printf("BETTER LUCK NEXT TIME.\n");
PlayAgain();
}
/* ::::: BATTERIES WENT DEAD ::::: */
void DeadBattery()
{
printf("\n");
printf("NOW LOOK WHAT YOU DID. YOUR FLASH LIGHT WENT OUT AND YOU FELL\n");
printf("INTO A PIT AND KILLED YOURSELF. TOO BAD. ESPECIALLY AFTER YOU\n");
printf("WERE DOING SO WELL.\n\n");
PlayAgain();
}
/* ::::: USER QUITS ::::: */
void Quit()
{
if (NumSafeTreasures > 0)
{
printf("THE TREASURES ARE YOURS TO KEEP.\n");
}
else
{
printf("BYE.\n");
}
exit(0);
}
/* ::::: MAGICIAN UPSET */
void MagicianUpset(int caveGuess)
{
printf("\n");
printf("YOU'VE MADE THE MAGICIAN VERY ANGRY. CAVE %d DOESN'T HAVE\n", caveGuess);
printf("A MAGIC BOOK IN IT. TO PUNISH YOU, THE MAGICIAN CAST A SPELL\n");
printf("ON YOU AND NOW YOU'RE ONLY 2 INCHES TALL. WORST YET, THE\n");
printf("THE MAGICIAN PUT YOU IN A SMALL JAR. IF YOU EVER GET OUT OF\n");
printf("THIS MESS, LET ME KNOW.\n\n");
PlayAgain();
}
/* ::::: MOVE ITEM TO NEW CAVE LOCATION ::::: */
void MoveItemToNewCave(int item, int oldRoom)
{
int newRoom = 0; /* y is the new room */;
do
{
newRoom = rand()%88 + 3;
}
while ( Rooms[newRoom].item != EMPTY );
Rooms[newRoom].item = item;
Rooms[oldRoom].item = EMPTY;
}
void PrintAdjacentRoomInfo()
{
if (NextTo(PITS)) printf("THERE'S PITS NEARBY. WATCH YOUR STEP.\n");
if (NextTo(PIRATE)) printf("CAREFUL. THERE'S A PIRATE NEAR HERE.\n");
if (NextTo(DRAGON)) printf("I HEAR A HUNGRY DRAGON WAITING FOR HIS SUPPER.\n");
if (NextTo(CAVE_IN_DANGER)) printf("THERE'S A SIGN HERE THAT SAYS, >>> D A N G E R <<<\n");
if (NextTo(ELF)) printf("SOUNDS LIKE SOMEBODY IS SINGING. MUST BE AN ELF.\n");
if (NextTo(MAGICIANS_CAVE)) printf("THERE'S A STRANGE MIST IN THIS CAVE.\n");
if (NextTo(INVISIBLE_DOG)) printf("''RUFF RUFF'' I HEAR A DOG BARKING.\n");
}
void PrintWelcome()
{
CLS();
printf("T R E A S U R E H U N T\n");
printf("BY LANCE MICKLUS, 1978\n");
printf("PORTED BY EVAN WRIGHT, 2019 (WITH PERMISSION)\n");
printf("\n");
printf("THE LUMUS CAVES, LOCATED IN LUMUSVILLE, VERMONT, ARE SAID TO\n");
printf("HAVE 20 HIDDEN TREASURES IN THEM. FEW EXPLORE THE CAVES\n");
printf("BECAUSE IT IS SAID THAT PIRATES AND DRAGONS LIVE THERE, AND\n");
printf("THERE ARE DEEP PITS WHICH MANY HAVE FALLEN INTO AND DIED.\n");
printf("\n");
printf("YOU, A SMART AND BRAVE HUMAN, AND I, AN ALERT COMPUTER, WILL\n");
printf("EXPLORE THE CAVES AND TRY TO FIND THE TREASURE. I WILL BE YOUR\n");
printf("EYES AND EARS, AND WILL TELL YOU IF THERE'S DANGER AHEAD.\n");
printf("\n");
printf("I HOPE YOU BROUGHT A MAP. IF NOT, YOU'LL HAVE TO MAKE ONE UP\n");
printf("AS WE EXPLORE.\n");
printf("\n");
printf("WOULD YOU LIKE INSTRUCTIONS?(Y/N).\n");
ReadKbd();
if (Buffer[0] == 'Y' || Buffer[0] == 'y')
{
Help();
}
CLS();
}
void PrintInventory()
{
if (NumCarriedItems > 0)
{
printf("YOU ARE CARRYING:");
for (int i=0; i < NumCarriedItems; i++)
{
if (Inventory[i] != EMPTY)
{
printf("\t%s", ItemNames[Inventory[i]]);
}
}
printf("\n");
}
}
int PlayerHas(int item)
{
for (int i=0; i < 3; i++)
{
if (Inventory[i] == item)
{
return 1;
}
}
return 0;
}
int IsSafe(int item)
{
for (int i=0; i < MAX_TREASURES; i++)
{
if (SafeTreasures[i] == item)
return 1;
}
return 0;
}
void BatteryMessages()
{
if (BatteryLife == 50) printf("\n\nI HOPE YOU BROUGHT MORE FLASH LIGHT BATTERIES.\n");
if (BatteryLife == 25) printf("\n\nYOUR FLASH LIGHT IS STARTING TO DIM A LITTLE.\n");
if (BatteryLife == 8) printf("YOUR FLASH LIGHT IS ALMOST OUT. BETTER LEAVE NOW!!!\n");
}
void PrintLocation()
{
if (CurrentRoom == 0)
{
printf("YOU'RE AT A CAVE ENTRANCE WHICH LEADS TO:\n");
}
else
{
printf("YOU'RE AT CAVE %d WHICH LEADS TO:\n", CurrentRoom);
}
ListNeighbors();
}
/* ::::: WHERE YOU CAN GO NEXT ::::: */
void ListNeighbors()
{
for (int i=0; i < 3; i++)
{
if (Rooms[CurrentRoom].neighbors[i] == -1)
break;
printf("\tCAVE %d", Rooms[CurrentRoom].neighbors[i]);
if (Rooms[CurrentRoom].neighbors[i] == 0)
printf(" - CAVE ENTRANCE");
printf("\n");
}
}
/*removes an item from the player's inventory*/
void RemoveItem(int item)
{
/* shift items down */
for (int i=0; i < 3; i++)
{
if (Inventory[i] == item)
{
for (int j=i ; j <= 2; j++)
{
Inventory[j] = Inventory[j+1];
}
NumCarriedItems--;
break;
}
}
}
/* Moves All Treasures To SafeTreasures arrays*/
void StoreTreasures()
{
for (int i = 0; i < NumCarriedItems; i++)
{
SafeTreasures[NumSafeTreasures++] = Inventory[i];
Inventory[i] = EMPTY;
}
NumCarriedItems = 0;
}
int NextTo(int item)
{
for (int i=0; i < 3; i++)
{
int n = Rooms[CurrentRoom].neighbors[i];
if (Rooms[n].item == item)
return 1;
}
return 0;
}
int IsNeighbor(int n)
{
for (int i=0; i < 3; i++)
{
if (Rooms[CurrentRoom].neighbors[i] == n)
return 1;
}
return 0;
}
/* ::::: SET UP CONNECTING CAVE NUMBERS ::::: */
void ConnectCaves()
{
Connect(0,1,94,-1);
Connect(1,0,2,3);
Connect(2,1,4,5);
Connect(3,1,6,7);
Connect(4,2,8,9);
Connect(5,2,10,11);