2 * There used to be a note that said this:
4 * The author - Don Woods - apologises for the style of the code; it
5 * is a result of running the original Fortran IV source through a
6 * home-brew Fortran-to-C converter.
8 * Now that the code has been restructured into something much closer
9 * to idiomatic C, the following is more appropriate:
11 * ESR apologizes for the remaing gotos (now confined to one function
12 * in this file - there used to be over 350 of them, *everywhere*),
13 * and for the offensive globals. Applying the Structured Program
14 * Theorem can be hard.
16 #define DEFINE_GLOBALS_FROM_INCLUDES
25 #include "linenoise/linenoise.h"
31 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
33 long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
34 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
35 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
36 EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
37 GRATE, HINT, INVENT, JADE, KEYS,
38 KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
39 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
40 PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
41 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
42 STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
43 URN, VASE, VEND, VOLCANO, WATER;
45 FILE *logfp = NULL, *rfp = NULL;
46 bool oldstyle = false;
50 static void sig_handler(int signo)
52 if (signo == SIGINT) {
62 * Adventure (rev 2: 20 treasures)
64 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
65 * 15-treasure version (adventure) by Don Woods, April-June 1977
66 * 20-treasure version (rev 2) by Don Woods, August 1978
67 * Errata fixed: 78/12/25
68 * Revived 2017 as Open Adventure.
71 static bool do_command(FILE *);
73 int main(int argc, char *argv[])
80 const char* opts = "l:or:s";
81 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
83 const char* opts = "l:os";
84 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
86 while ((ch = getopt(argc, argv, opts)) != EOF) {
89 logfp = fopen(optarg, "w");
92 "advent: can't open logfile %s for write\n",
94 signal(SIGINT, sig_handler);
98 editline = prompt = false;
100 #ifndef ADVENT_NOSAVE
102 rfp = fopen(optarg, "r");
105 "advent: can't open save file %s for read\n",
107 signal(SIGINT, sig_handler);
117 " -l create a log file of your game named as specified'\n");
119 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
120 #ifndef ADVENT_NOSAVE
122 " -r restore from specified saved game file\n");
125 " -s suppress command editing\n");
131 linenoiseHistorySetMaxLen(350);
133 /* Initialize our LCG PRNG with parameters tested against
134 * Knuth vol. 2. by the original authors */
137 game.lcg_m = 1048576;
139 long seedval = (long)rand();
142 /* Initialize game variables */
145 /* Start-up, dwarf stuff */
146 game.zzword = RNDVOC(3, 0);
147 game.newloc = LOC_START;
148 game.loc = LOC_START;
149 game.limit = GAMELIMIT;
151 game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
153 game.limit = NOVICELIMIT;
159 fprintf(logfp, "seed %ld\n", seedval);
161 /* interpret commands until EOF or interrupt */
163 if (!do_command(stdin))
166 /* show score and exit */
170 static bool fallback_handler(char *buf)
171 /* fallback handler for commands not handled by FORTRANish parser */
174 if (sscanf(buf, "seed %ld", &sv) == 1) {
176 printf("Seed set to %ld\n", sv);
177 // autogenerated, so don't charge user time for it.
179 // here we reconfigure any global game state that uses random numbers
180 game.zzword = RNDVOC(3, 0);
186 /* Check if this loc is eligible for any hints. If been here long
187 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
189 static void checkhints(void)
191 if (conditions[game.loc] >= game.conds) {
192 for (int hint = 0; hint < NHINTS; hint++) {
193 if (game.hinted[hint])
195 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
196 game.hintlc[hint] = -1;
198 /* Come here if he's been long enough at required loc(s) for some
200 if (game.hintlc[hint] >= hints[hint].turns) {
206 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
208 game.hintlc[hint] = 0;
211 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
215 if (HERE(SNAKE) && !HERE(BIRD))
217 game.hintlc[hint] = 0;
220 if (game.atloc[game.loc] == 0 &&
221 game.atloc[game.oldloc] == 0 &&
222 game.atloc[game.oldlc2] == 0 &&
225 game.hintlc[hint] = 0;
228 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
230 game.hintlc[hint] = 0;
237 game.hintlc[hint] = 0;
240 if (game.atloc[game.loc] == 0 &&
241 game.atloc[game.oldloc] == 0 &&
242 game.atloc[game.oldlc2] == 0)
246 i = ATDWRF(game.loc);
248 game.hintlc[hint] = 0;
251 if (HERE(OGRE) && i == 0)
255 if (game.tally == 1 && game.prop[JADE] < 0)
257 game.hintlc[hint] = 0;
260 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
264 /* Fall through to hint display */
265 game.hintlc[hint] = 0;
266 if (!YES(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
268 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
269 game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
270 if (game.hinted[hint] && game.limit > WARNTIME)
271 game.limit += WARNTIME * hints[hint].penalty;
277 static bool spotted_by_pirate(int i)
282 /* The pirate's spotted him. He leaves him alone once we've
283 * found chest. K counts if a treasure is here. If not, and
284 * tally=1 for an unseen chest, let the pirate be spotted. Note
285 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
286 * it to the troll, but in that case he's seen the chest
288 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
291 bool movechest = false, robplayer = false;
292 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
293 if (!object_descriptions[treasure].is_treasure)
295 /* Pirate won't take pyramid from plover room or dark
296 * room (too easy!). */
297 if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
300 if (TOTING(treasure) || HERE(treasure))
302 if (TOTING(treasure)) {
307 /* Force chest placement before player finds last treasure */
308 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
309 rspeak(PIRATE_SPOTTED);
312 /* Do things in this order (chest move before robbery) so chest is listed
313 * last at the maze location. */
315 MOVE(CHEST, game.chloc);
316 MOVE(MESSAG, game.chloc2);
317 game.dloc[PIRATE] = game.chloc;
318 game.odloc[PIRATE] = game.chloc;
319 game.dseen[PIRATE] = false;
321 /* You might get a hint of the pirate's presence even if the
322 * chest doesn't move... */
323 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
324 rspeak(PIRATE_RUSTLES);
327 rspeak(PIRATE_POUNCES);
328 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
329 if (!object_descriptions[treasure].is_treasure)
331 if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
332 if (AT(treasure) && game.fixed[treasure] == 0)
333 CARRY(treasure, game.loc);
334 if (TOTING(treasure))
335 DROP(treasure, game.chloc);
343 static bool dwarfmove(void)
344 /* Dwarves move. Return true if player survives, false if he dies. */
346 int kk, stick, attack;
349 /* Dwarf stuff. See earlier comments for description of
350 * variables. Remember sixth dwarf is pirate and is thus
351 * very different except for motion rules. */
353 /* First off, don't let the dwarves follow him into a pit or
354 * a wall. Activate the whole mess the first time he gets as
355 * far as the hall of mists (loc 15). If game.newloc is
356 * forbidden to pirate (in particular, if it's beyond the
357 * troll bridge), bypass dwarf stuff. That way pirate can't
358 * steal return toll, and dwarves can't meet the bear. Also
359 * means dwarves won't follow him into dead end in maze, but
360 * c'est la vie. They'll wait for him outside the dead
362 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
365 /* Dwarf activity level ratchets up */
366 if (game.dflag == 0) {
367 if (INDEEP(game.loc))
372 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
373 * the 5 dwarves. If any of the survivors is at loc,
374 * replace him with the alternate. */
375 if (game.dflag == 1) {
376 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
379 for (int i = 1; i <= 2; i++) {
380 int j = 1 + randrange(NDWARVES - 1);
384 for (int i = 1; i <= NDWARVES - 1; i++) {
385 if (game.dloc[i] == game.loc)
386 game.dloc[i] = DALTLC;
387 game.odloc[i] = game.dloc[i];
394 /* Things are in full swing. Move each dwarf at random,
395 * except if he's seen us he sticks with us. Dwarves stay
396 * deep inside. If wandering at random, they don't back up
397 * unless there's no alternative. If they don't have to
398 * move, they attack. And, of course, dead dwarves don't do
399 * much of anything. */
403 for (int i = 1; i <= NDWARVES; i++) {
404 if (game.dloc[i] == 0)
406 /* Fill tk array with all the places this dwarf might go. */
408 kk = KEY[game.dloc[i]];
411 game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
412 /* Have we avoided a dwarf encounter? */
413 bool avoided = (SPECIAL(game.newloc) ||
414 !INDEEP(game.newloc) ||
415 game.newloc == game.odloc[i] ||
416 (j > 1 && game.newloc == tk[j - 1]) ||
418 game.newloc == game.dloc[i] ||
419 FORCED(game.newloc) ||
420 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
421 labs(TRAVEL[kk]) / 1000000 == 100);
423 tk[j++] = game.newloc;
427 (TRAVEL[kk - 1] >= 0);
428 tk[j] = game.odloc[i];
431 j = 1 + randrange(j);
432 game.odloc[i] = game.dloc[i];
433 game.dloc[i] = tk[j];
434 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
435 if (!game.dseen[i]) continue;
436 game.dloc[i] = game.loc;
437 if (spotted_by_pirate(i))
439 /* This threatening little dwarf is in the room with him! */
441 if (game.odloc[i] == game.dloc[i]) {
443 if (game.knfloc >= 0)
444 game.knfloc = game.loc;
445 if (randrange(1000) < 95 * (game.dflag - 2))
450 /* Now we know what's happening. Let's tell the poor sucker about it.
451 * Note that various of the "knife" messages must have specific relative
452 * positions in the rspeak database. */
453 if (game.dtotal == 0)
455 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
458 if (game.dflag == 2)game.dflag = 3;
460 rspeak(THROWN_KNIVES, attack);
461 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
463 rspeak(KNIFE_THROWN);
468 game.oldlc2 = game.loc;
472 /* "You're dead, Jim."
474 * If the current loc is zero, it means the clown got himself killed.
475 * We'll allow this maxdie times. NDEATHS is automatically set based
476 * on the number of snide messages available. Each death results in
477 * a message (81, 83, etc.) which offers reincarnation; if accepted,
478 * this results in message 82, 84, etc. The last time, if he wants
479 * another chance, he gets a snide remark as we exit. When
480 * reincarnated, all objects being carried get dropped at game.oldlc2
481 * (presumably the last place prior to being killed) without change
482 * of props. the loop runs backwards to assure that the bird is
483 * dropped before the cage. (this kluge could be changed once we're
484 * sure all references to bird and cage are done by keywords.) The
485 * lamp is a special case (it wouldn't do to leave it in the cave).
486 * It is turned off and left outside the building (only if he was
487 * carrying it, of course). He himself is left inside the building
488 * (and heaven help him if he tries to xyzzy back into the cave
489 * without the lamp!). game.oldloc is zapped so he can't just
492 static void croak(void)
493 /* Okay, he's dead. Let's get on with it. */
495 const char* query = obituaries[game.numdie].query;
496 const char* yes_response = obituaries[game.numdie].yes_response;
499 /* He died during closing time. No resurrection. Tally up a
501 rspeak(DEATH_CLOSING);
503 } else if (game.numdie == NDEATHS || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
506 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
508 game.prop[LAMP] = LAMP_DARK;
509 for (int j = 1; j <= NOBJECTS; j++) {
510 int i = NOBJECTS + 1 - j;
512 /* Always leave lamp where it's accessible aboveground */
513 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
516 game.loc = LOC_BUILDING;
517 game.oldloc = game.loc;
521 /* Given the current location in "game.loc", and a motion verb number in
522 * "motion", put the new location in "game.newloc". The current loc is saved
523 * in "game.oldloc" in case he wants to retreat. The current
524 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
525 * does, game.newloc will be limbo, and game.oldloc will be what killed
526 * him, so we need game.oldlc2, which is the last place he was
529 static bool playermove(token_t verb, int motion)
531 int scratchloc, k2, kk = KEY[game.loc];
532 game.newloc = game.loc;
534 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
537 else if (motion == BACK) {
538 /* Handle "go back". Look for verb which goes from game.loc to
539 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
540 * k2 saves entry -> forced loc -> previous loc. */
541 motion = game.oldloc;
543 motion = game.oldlc2;
544 game.oldlc2 = game.oldloc;
545 game.oldloc = game.loc;
547 if (motion == game.loc)k2 = FORGOT_PATH;
548 if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
551 scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
552 if (scratchloc != motion) {
553 if (!SPECIAL(scratchloc)) {
554 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
557 if (TRAVEL[kk] >= 0) {
563 rspeak(NOT_CONNECTED);
568 motion = MOD(labs(TRAVEL[kk]), 1000);
570 break; /* fall through to ordinary travel */
576 } else if (motion == LOOK) {
577 /* Look. Can't give more detail. Pretend it wasn't dark
578 * (though it may now be dark) so he won't fall into a
579 * pit while staring into the gloom. */
581 rspeak(NO_MORE_DETAIL);
584 game.abbrev[game.loc] = 0;
586 } else if (motion == CAVE) {
587 /* Cave. Different messages depending on whether above ground. */
588 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
591 /* none of the specials */
592 game.oldlc2 = game.oldloc;
593 game.oldloc = game.loc;
596 /* ordinary travel */
598 scratchloc = labs(TRAVEL[kk]);
599 if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
601 if (TRAVEL[kk] < 0) {
602 /* FIXME: Magic numbers! */
603 /* Non-applicable motion. Various messages depending on
605 int spk = CANT_APPLY;
606 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
607 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
608 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
609 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
610 if (verb == FIND || verb == INVENT)spk = NEARBY;
611 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
612 if (motion == 17)spk = WHICH_WAY;
618 scratchloc = scratchloc / 1000;
622 * (ESR) This special-travel loop may have to be repeated if it includes
623 * the plover passage. Same deal for any future cases where we need to
624 * block travel and then redo it once the blocking condition has been
627 for (;;) { /* L12 loop */
629 game.newloc = scratchloc / 1000;
630 motion = MOD(game.newloc, 100);
631 if (!SPECIAL(game.newloc)) {
632 if (game.newloc <= 100) {
633 if (game.newloc == 0 || PCT(game.newloc))
635 /* else fall through */
637 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
639 /* else fall through */
640 } else if (game.prop[motion] != game.newloc / 100 - 3)
644 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
646 game.newloc = labs(TRAVEL[kk]) / 1000;
648 (game.newloc == scratchloc);
649 scratchloc = game.newloc;
652 game.newloc = MOD(scratchloc, 1000);
653 if (!SPECIAL(game.newloc))
655 if (game.newloc <= 500) {
656 game.newloc -= SPECIALBASE;
657 switch (game.newloc) {
659 /* Travel 301. Plover-alcove passage. Can carry only
660 * emerald. Note: travel table must include "useless"
661 * entries going through passage, which can never be used for
662 * actual motion, but can be spotted by "go back". */
663 /* FIXME: Arithmetic on location numbers */
664 game.newloc = 99 + 100 - game.loc;
665 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
666 game.newloc = game.loc;
671 /* Travel 302. Plover transport. Drop the emerald (only use
672 * special travel if toting it), so he's forced to use the
673 * plover-passage to get it out. Having dropped it, go back and
674 * pretend he wasn't carrying it after all. */
675 DROP(EMERALD, game.loc);
678 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
680 game.newloc = labs(TRAVEL[kk]) / 1000;
682 (game.newloc == scratchloc);
683 scratchloc = game.newloc;
684 continue; /* goto L12 */
686 /* Travel 303. Troll bridge. Must be done only as special
687 * motion so that dwarves won't wander across and encounter
688 * the bear. (They won't follow the player there because
689 * that region is forbidden to the pirate.) If
690 * game.prop(TROLL)=1, he's crossed since paying, so step out
691 * and block him. (standard travel entries check for
692 * game.prop(TROLL)=0.) Special stuff for bear. */
693 if (game.prop[TROLL] == 1) {
694 pspeak(TROLL,look, 1);
695 game.prop[TROLL] = 0;
697 MOVE(TROLL2 + NOBJECTS, 0);
698 MOVE(TROLL, PLAC[TROLL]);
699 MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
701 game.newloc = game.loc;
704 game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
705 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
706 if (!TOTING(BEAR)) return true;
707 rspeak(BRIDGE_COLLAPSE);
708 game.prop[CHASM] = 1;
709 game.prop[TROLL] = 2;
710 DROP(BEAR, game.newloc);
711 game.fixed[BEAR] = -1;
713 game.oldlc2 = game.newloc;
718 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
720 break; /* Leave L12 loop */
724 /* FIXME: Arithmetic on location number, becoming a message number */
725 rspeak(game.newloc - 500);
726 game.newloc = game.loc;
730 static bool closecheck(void)
731 /* Handle the closing of the cave. The cave closes "clock1" turns
732 * after the last treasure has been located (including the pirate's
733 * chest, which may of course never show up). Note that the
734 * treasures need not have been taken yet, just located. Hence
735 * clock1 must be large enough to get out of the cave (it only ticks
736 * while inside the cave). When it hits zero, we branch to 10000 to
737 * start closing the cave, and then sit back and wait for him to try
738 * to get out. If he doesn't within clock2 turns, we close the cave;
739 * if he does try, we assume he panics, and give him a few additional
740 * turns to get frantic before we close. When clock2 hits zero, we
741 * branch to 11000 to transport him into the final puzzle. Note that
742 * the puzzle depends upon all sorts of random things. For instance,
743 * there must be no water or oil, since there are beanstalks which we
744 * don't want to be able to water, since the code can't handle it.
745 * Also, we can have no keys, since there is a grate (having moved
746 * the fixed object!) there separating him from all the treasures.
747 * Most of these problems arise from the use of negative prop numbers
748 * to suppress the object descriptions until he's actually moved the
751 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
754 /* When the first warning comes, we lock the grate, destroy
755 * the bridge, kill all the dwarves (and the pirate), remove
756 * the troll and bear (unless dead), and set "closng" to
757 * true. Leave the dragon; too much trouble to move it.
758 * from now until clock2 runs out, he cannot unlock the
759 * grate, move to any location outside the cave, or create
760 * the bridge. Nor can he be resurrected if he dies. Note
761 * that the snake is already gone, since he got to the
762 * treasure accessible only via the hall of the mountain
763 * king. Also, he's been in giant room (to get eggs), so we
764 * can refer to it. Also also, he's gotten the pearl, so we
765 * know the bivalve is an oyster. *And*, the dwarves must
766 * have been activated, since we've found chest. */
767 if (game.clock1 == 0) {
768 game.prop[GRATE] = GRATE_CLOSED;
769 game.prop[FISSURE] = 0;
770 for (int i = 1; i <= NDWARVES; i++) {
771 game.dseen[i] = false;
775 MOVE(TROLL + NOBJECTS, 0);
776 MOVE(TROLL2, PLAC[TROLL]);
777 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
779 if (game.prop[BEAR] != 3)DESTROY(BEAR);
780 game.prop[CHAIN] = 0;
781 game.fixed[CHAIN] = 0;
784 rspeak(CAVE_CLOSING);
788 } else if (game.clock1 < 0)
790 if (game.clock2 == 0) {
791 /* Once he's panicked, and clock2 has run out, we come here
792 * to set up the storage room. The room has two locs,
793 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
794 * place empty bottles, a nursery of plants, a bed of
795 * oysters, a pile of lamps, rods with stars, sleeping
796 * dwarves, and him. At the sw end we place grate over
797 * treasures, snake pit, covey of caged birds, more rods, and
798 * pillows. A mirror stretches across one wall. Many of the
799 * objects come from known locations and/or states (e.g. the
800 * snake is known to have been destroyed and needn't be
801 * carried away from its old "place"), making the various
802 * objects be handled differently. We also drop all other
803 * objects he might be carrying (lest he have some which
804 * could cause trouble, such as the keys). We describe the
805 * flash of light and trundle back. */
806 game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, EMPTY_BOTTLE);
807 game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
808 game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
809 game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
810 game.prop[ROD] = PUT(ROD, LOC_NE, 0);
811 game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
813 game.oldloc = LOC_NE;
814 game.newloc = LOC_NE;
815 /* Leave the grate with normal (non-negative) property.
817 PUT(GRATE, LOC_SW, 0);
818 PUT(SIGN, LOC_SW, 0);
819 game.prop[SIGN] = ENDGAME_SIGN;
820 game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
821 game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
822 game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
823 game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
824 game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
826 game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
827 game.fixed[MIRROR] = LOC_SW;
829 for (int i = 1; i <= NOBJECTS; i++) {
842 static void lampcheck(void)
843 /* Check game limit and lamp timers */
845 if (game.prop[LAMP] == LAMP_BRIGHT)
848 /* Another way we can force an end to things is by having the
849 * lamp give out. When it gets close, we come here to warn him.
850 * First following arm checks if the lamp and fresh batteries are
851 * here, in which case we replace the batteries and continue.
852 * Second is for other cases of lamp dying. Eve after it goes
853 * out, he can explore outside for a while if desired. */
854 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
855 rspeak(REPLACE_BATTERIES);
856 game.prop[BATTERY] = DEAD_BATTERIES;
858 DROP(BATTERY, game.loc);
859 game.limit += BATTERYLIFE;
861 } else if (game.limit == 0) {
863 game.prop[LAMP] = LAMP_DARK;
866 } else if (game.limit <= WARNTIME) {
867 if (!game.lmwarn && HERE(LAMP)) {
869 int spk = GET_BATTERIES;
870 if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
871 if (game.prop[BATTERY] == DEAD_BATTERIES)
872 spk = MISSING_BATTERIES;
878 static void listobjects(void)
879 /* Print out descriptions of objects at this location. If
880 * not closing and property value is negative, tally off
881 * another treasure. Rug is special case; once seen, its
882 * game.prop is 1 (dragon on it) till dragon is killed.
883 * Similarly for chain; game.prop is initially 1 (locked to
884 * bear). These hacks are because game.prop=0 is needed to
887 if (!DARK(game.loc)) {
888 ++game.abbrev[game.loc];
889 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
891 if (obj > NOBJECTS)obj = obj - NOBJECTS;
892 if (obj == STEPS && TOTING(NUGGET))
894 if (game.prop[obj] < 0) {
898 if (obj == RUG || obj == CHAIN)
901 /* Note: There used to be a test here to see whether the
902 * player had blown it so badly that he could never ever see
903 * the remaining treasures, and if so the lamp was zapped to
904 * 35 turns. But the tests were too simple-minded; things
905 * like killing the bird before the snake was gone (can never
906 * see jewelry), and doing it "right" was hopeless. E.G.,
907 * could cross troll bridge several times, using up all
908 * available treasures, breaking vase, using coins to buy
909 * batteries, etc., and eventually never be able to get
910 * across again. If bottle were left on far side, could then
911 * never get eggs or trident, and the effects propagate. So
912 * the whole thing was flushed. anyone who makes such a
913 * gross blunder isn't likely to find everything else anyway
914 * (so goes the rationalisation). */
916 int kk = game.prop[obj];
917 if (obj == STEPS && game.loc == game.fixed[STEPS])
919 pspeak(obj, look, kk);
924 static bool do_command(FILE *cmdin)
925 /* Get and execute a command */
930 static struct command_t command;
933 /* Can't leave cave once it's closing (except by main office). */
934 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
936 game.newloc = game.loc;
937 if (!game.panic)game.clock2 = PANICTIME;
941 /* See if a dwarf has seen him and has come from where he
942 * wants to go. If so, the dwarf's blocking his way. If
943 * coming from place forbidden to pirate (dwarves rooted in
944 * place) let him get out (and attacked). */
945 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
946 for (size_t i = 1; i <= NDWARVES - 1; i++) {
947 if (game.odloc[i] == game.newloc && game.dseen[i]) {
948 game.newloc = game.loc;
954 game.loc = game.newloc;
959 /* Describe the current location and (maybe) get next command. */
964 const char* msg = locations[game.loc].description.small;
965 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
966 msg = locations[game.loc].description.big;
967 if (!FORCED(game.loc) && DARK(game.loc)) {
968 /* The easiest way to get killed is to fall into a pit in
970 if (game.wzdark && PCT(35)) {
972 game.oldlc2 = game.loc;
974 continue; /* back to top of main interpreter loop */
976 msg = arbitrary_messages[PITCH_DARK];
978 if (TOTING(BEAR))rspeak(TAME_BEAR);
980 if (FORCED(game.loc)) {
981 if (playermove(command.verb, 1))
984 continue; /* back to top of main interpreter loop */
986 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
993 game.oldobj = command.obj;
999 /* If closing time, check for any objects being toted with
1000 * game.prop < 0 and set the prop to -1-game.prop. This way
1001 * objects won't be described until they've been picked up
1002 * and put down separate from their respective piles. Don't
1003 * tick game.clock1 unless well into cave (and not at Y2). */
1005 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1006 pspeak(OYSTER, look, 1);
1007 for (size_t i = 1; i <= NOBJECTS; i++) {
1008 if (TOTING(i) && game.prop[i] < 0)
1009 game.prop[i] = -1 - game.prop[i];
1012 game.wzdark = DARK(game.loc);
1013 if (game.knfloc > 0 && game.knfloc != game.loc)
1016 /* This is where we get a new command from the user */
1017 if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
1020 /* Every input, check "game.foobar" flag. If zero, nothing's
1021 * going on. If pos, make neg. If neg, he skipped a word,
1022 * so make it zero. */
1024 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1027 /* If a turn threshold has been met, apply penalties and tell
1028 * the player about it. */
1029 for (int i = 0; i < NTHRESHOLDS; ++i)
1031 if (game.turns == turn_thresholds[i].threshold + 1)
1033 game.trnluz += turn_thresholds[i].point_loss;
1034 speak(turn_thresholds[i].message);
1038 if (command.verb == SAY && command.wd2 > 0)
1040 if (command.verb == SAY) {
1041 command.part = transitive;
1050 V1 = VOCAB(command.wd1, -1);
1051 V2 = VOCAB(command.wd2, -1);
1052 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1053 if (LIQLOC(game.loc) == WATER) {
1056 rspeak(WHERE_QUERY);
1060 if (V1 == ENTER && command.wd2 > 0) {
1061 command.wd1 = command.wd2;
1062 command.wd1x = command.wd2x;
1063 wordclear(&command.wd2);
1065 /* FIXME: Magic numbers */
1066 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1067 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1069 command.wd2 = MAKEWD(WORD_POUR);
1071 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1072 command.wd1 = MAKEWD(WORD_CATCH);
1075 if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
1077 if (game.iwest == 10)
1080 if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
1082 rspeak(GO_UNNEEDED);
1085 defn = VOCAB(command.wd1, -1);
1087 /* Gee, I don't understand. */
1088 if (fallback_handler(rawbuf))
1090 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1093 kmod = MOD(defn, 1000);
1094 switch (defn / 1000) {
1096 if (playermove(command.verb, kmod))
1099 continue; /* back to top of main interpreter loop */
1101 command.part = unknown;
1105 command.part = intransitive;
1106 command.verb = kmod;
1112 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1116 switch (action(cmdin, &command)) {
1120 playermove(command.verb, NUL);
1123 continue; /* back to top of main interpreter loop */
1133 /* Get second word for analysis. */
1134 command.wd1 = command.wd2;
1135 command.wd1x = command.wd2x;
1136 wordclear(&command.wd2);
1139 /* Random intransitive verbs come here. Clear obj just in case
1140 * (see attack()). */
1141 rspeak(DO_WHAT, command.wd1, command.wd1x);
1145 /* Oh dear, he's disturbed the dwarves. */
1146 rspeak(DWARVES_AWAKEN);
1149 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);