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"
30 long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
31 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
33 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
34 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
35 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
36 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
37 GRATE, HINT, INVENT, JADE, KEYS,
38 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
39 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
40 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
41 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
42 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
43 URN, VASE, VEND, VOLCAN, WATER;
44 long WD1, WD1X, WD2, WD2X;
46 FILE *logfp = NULL, *rfp = NULL;
47 bool oldstyle = false;
51 static void sig_handler(int signo)
53 if (signo == SIGINT) {
63 * Adventure (rev 2: 20 treasures)
65 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
66 * 15-treasure version (adventure) by Don Woods, April-June 1977
67 * 20-treasure version (rev 2) by Don Woods, August 1978
68 * Errata fixed: 78/12/25
69 * Revived 2017 as Open Adventure.
72 static bool do_command(FILE *);
74 int main(int argc, char *argv[])
80 while ((ch = getopt(argc, argv, "l:or:s")) != EOF) {
83 logfp = fopen(optarg, "w");
86 "advent: can't open logfile %s for write\n",
88 signal(SIGINT, sig_handler);
92 editline = prompt = false;
95 rfp = fopen(optarg, "r");
98 "advent: can't open save file %s for read\n",
100 signal(SIGINT, sig_handler);
107 "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n", argv[0]);
109 " where -l creates a log file of your game named as specified'\n");
111 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
113 " -r indicates restoring from specified saved game file\n");
115 " -s indicates playing with command editing suppressed\n");
121 linenoiseHistorySetMaxLen(350);
123 /* Logical variables:
125 * game.closed says whether we're all the way closed
126 * game.closng says whether it's closing time yet
127 * game.clshnt says whether he's read the clue in the endgame
128 * game.lmwarn says whether he's been warned about lamp going dim
129 * game.novice says whether he asked for instructions at start-up
130 * game.panic says whether he's found out he's trapped in the cave
131 * game.wzdark says whether the loc he's leaving was dark */
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;
151 game.novice = YES(WELCOME_YOU, CAVE_NEARBY, NO_MESSAGE);
152 if (game.novice)game.limit = 1000;
158 fprintf(logfp, "seed %ld\n", seedval);
160 /* interpret commands until EOF or interrupt */
162 if (!do_command(stdin))
165 /* show score and exit */
169 static bool fallback_handler(char *buf)
170 /* fallback handler for commands not handled by FORTRANish parser */
173 if (sscanf(buf, "seed %ld", &sv) == 1) {
175 printf("Seed set to %ld\n", sv);
176 // autogenerated, so don't charge user time for it.
178 // here we reconfigure any global game state that uses random numbers
179 game.zzword = RNDVOC(3, 0);
185 /* Check if this loc is eligible for any hints. If been here
186 * long enough, branch to help section (on later page). Hints
187 * all come back here eventually to finish the loop. Ignore
188 * "HINTS" < 4 (special stuff, see database notes).
190 static void checkhints(void)
192 if (COND[game.loc] >= game.conds) {
193 for (int hint = 1; hint <= HNTMAX; hint++) {
194 if (game.hinted[hint])
196 if (!CNDBIT(game.loc, hint + HBASE))
197 game.hintlc[hint] = -1;
199 /* Come here if he's been long enough at required loc(s) for some
201 if (game.hintlc[hint] >= HINTS[hint][1]) {
207 if (game.prop[GRATE] == 0 && !HERE(KEYS))
209 game.hintlc[hint] = 0;
212 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
216 if (HERE(SNAKE) && !HERE(BIRD))
218 game.hintlc[hint] = 0;
221 if (game.atloc[game.loc] == 0 &&
222 game.atloc[game.oldloc] == 0 &&
223 game.atloc[game.oldlc2] == 0 &&
226 game.hintlc[hint] = 0;
229 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
231 game.hintlc[hint] = 0;
238 game.hintlc[hint] = 0;
241 if (game.atloc[game.loc] == 0 &&
242 game.atloc[game.oldloc] == 0 &&
243 game.atloc[game.oldlc2] == 0)
247 i = ATDWRF(game.loc);
249 game.hintlc[hint] = 0;
252 if (HERE(OGRE) && i == 0)
256 if (game.tally == 1 && game.prop[JADE] < 0)
258 game.hintlc[hint] = 0;
261 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
265 /* Fall through to hint display */
266 game.hintlc[hint] = 0;
267 if (!YES(HINTS[hint][3], NO_MESSAGE, OK_MAN))
269 SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
271 game.hinted[hint] = YES(WANT_HINT, HINTS[hint][4], OK_MAN);
272 if (game.hinted[hint] && game.limit > WARNTIME)
273 game.limit += WARNTIME * HINTS[hint][2];
279 static bool spotted_by_pirate(int i)
284 /* The pirate's spotted him. He leaves him alone once we've
285 * found chest. K counts if a treasure is here. If not, and
286 * tally=1 for an unseen chest, let the pirate be spotted. Note
287 * that game.place[CHEST] = NOWHERE might mean that he's thrown
288 * it to the troll, but in that case he's seen the chest
290 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
293 bool movechest = false, robplayer = false;
294 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
295 /* Pirate won't take pyramid from plover room or dark
296 * room (too easy!). */
297 if (treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
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] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
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 = MINTRS; treasure <= MAXTRS; treasure++) {
329 if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
330 if (AT(treasure) && game.fixed[treasure] == 0)
331 CARRY(treasure, game.loc);
332 if (TOTING(treasure))
333 DROP(treasure, game.chloc);
341 static bool dwarfmove(void)
342 /* Dwarves move. Return true if player survives, false if he dies. */
344 int kk, stick, attack;
347 /* Dwarf stuff. See earlier comments for description of
348 * variables. Remember sixth dwarf is pirate and is thus
349 * very different except for motion rules. */
351 /* First off, don't let the dwarves follow him into a pit or
352 * a wall. Activate the whole mess the first time he gets as
353 * far as the hall of mists (loc 15). If game.newloc is
354 * forbidden to pirate (in particular, if it's beyond the
355 * troll bridge), bypass dwarf stuff. That way pirate can't
356 * steal return toll, and dwarves can't meet the bear. Also
357 * means dwarves won't follow him into dead end in maze, but
358 * c'est la vie. They'll wait for him outside the dead
360 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
363 /* Dwarf activity level ratchets up */
364 if (game.dflag == 0) {
365 if (INDEEP(game.loc))
370 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
371 * the 5 dwarves. If any of the survivors is at loc,
372 * replace him with the alternate. */
373 if (game.dflag == 1) {
374 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
377 for (int i = 1; i <= 2; i++) {
378 int j = 1 + randrange(NDWARVES - 1);
382 for (int i = 1; i <= NDWARVES - 1; i++) {
383 if (game.dloc[i] == game.loc)
384 game.dloc[i] = DALTLC;
385 game.odloc[i] = game.dloc[i];
392 /* Things are in full swing. Move each dwarf at random,
393 * except if he's seen us he sticks with us. Dwarves stay
394 * deep inside. If wandering at random, they don't back up
395 * unless there's no alternative. If they don't have to
396 * move, they attack. And, of course, dead dwarves don't do
397 * much of anything. */
401 for (int i = 1; i <= NDWARVES; i++) {
402 if (game.dloc[i] == 0)
404 /* Fill tk array with all the places this dwarf might go. */
406 kk = KEY[game.dloc[i]];
409 game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
410 /* Have we avoided a dwarf encounter? */
411 bool avoided = (SPECIAL(game.newloc) ||
412 !INDEEP(game.newloc) ||
413 game.newloc == game.odloc[i] ||
414 (j > 1 && game.newloc == tk[j - 1]) ||
416 game.newloc == game.dloc[i] ||
417 FORCED(game.newloc) ||
418 (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
419 labs(TRAVEL[kk]) / 1000000 == 100);
421 tk[j++] = game.newloc;
425 (TRAVEL[kk - 1] >= 0);
426 tk[j] = game.odloc[i];
429 j = 1 + randrange(j);
430 game.odloc[i] = game.dloc[i];
431 game.dloc[i] = tk[j];
432 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
433 if (!game.dseen[i]) continue;
434 game.dloc[i] = game.loc;
435 if (spotted_by_pirate(i))
437 /* This threatening little dwarf is in the room with him! */
439 if (game.odloc[i] == game.dloc[i]) {
441 if (game.knfloc >= 0)
442 game.knfloc = game.loc;
443 if (randrange(1000) < 95 * (game.dflag - 2))
448 /* Now we know what's happening. Let's tell the poor sucker about it.
449 * Note that various of the "knife" messages must have specific relative
450 * positions in the RSPEAK database. */
451 if (game.dtotal == 0)
453 SETPRM(1, game.dtotal, 0);
454 RSPEAK(DWARF_PACK + 1 / game.dtotal); /* FIXME: Arithmetic on message number */
457 if (game.dflag == 2)game.dflag = 3;
458 SETPRM(1, attack, 0);
460 if (attack > 1)k = THROWN_KNIVES;
463 RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */
466 game.oldlc2 = game.loc;
470 /* "You're dead, Jim."
472 * If the current loc is zero, it means the clown got himself killed.
473 * We'll allow this maxdie times. MAXDIE is automatically set based
474 * on the number of snide messages available. Each death results in
475 * a message (81, 83, etc.) which offers reincarnation; if accepted,
476 * this results in message 82, 84, etc. The last time, if he wants
477 * another chance, he gets a snide remark as we exit. When
478 * reincarnated, all objects being carried get dropped at game.oldlc2
479 * (presumably the last place prior to being killed) without change
480 * of props. the loop runs backwards to assure that the bird is
481 * dropped before the cage. (this kluge could be changed once we're
482 * sure all references to bird and cage are done by keywords.) The
483 * lamp is a special case (it wouldn't do to leave it in the cave).
484 * It is turned off and left outside the building (only if he was
485 * carrying it, of course). He himself is left inside the building
486 * (and heaven help him if he tries to xyzzy back into the cave
487 * without the lamp!). game.oldloc is zapped so he can't just
490 static void croak(void)
491 /* Okay, he's dead. Let's get on with it. */
495 /* He died during closing time. No resurrection. Tally up a
497 RSPEAK(DEATH_CLOSING);
500 /* FIXME: Arithmetic on message numbers */
501 else if (game.numdie == MAXDIE || !YES(WATCH_IT + game.numdie * 2, WHICH_WAY + game.numdie * 2, OK_MAN))
504 game.place[WATER] = game.place[OIL] = NOWHERE;
507 for (int j = 1; j <= NOBJECTS; j++) {
508 int i = NOBJECTS + 1 - j;
510 /* Always leave lamp where it's accessible aboveground */
511 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
514 game.loc = LOC_BUILDING;
515 game.oldloc = game.loc;
519 /* Given the current location in "game.loc", and a motion verb number in
520 * "motion", put the new location in "game.newloc". The current loc is saved
521 * in "game.oldloc" in case he wants to retreat. The current
522 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
523 * does, game.newloc will be limbo, and game.oldloc will be what killed
524 * him, so we need game.oldlc2, which is the last place he was
527 static bool playermove(token_t verb, int motion)
529 int scratchloc, k2, kk = KEY[game.loc];
530 game.newloc = game.loc;
532 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
535 else if (motion == BACK) {
536 /* Handle "go back". Look for verb which goes from game.loc to
537 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
538 * k2 saves entry -> forced loc -> previous loc. */
539 motion = game.oldloc;
541 motion = game.oldlc2;
542 game.oldlc2 = game.oldloc;
543 game.oldloc = game.loc;
545 if (motion == game.loc)k2 = FORGOT_PATH;
546 if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
549 scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
550 if (scratchloc != motion) {
551 if (!SPECIAL(scratchloc)) {
552 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
555 if (TRAVEL[kk] >= 0) {
561 RSPEAK(NOT_CONNECTED);
566 motion = MOD(labs(TRAVEL[kk]), 1000);
568 break; /* fall through to ordinary travel */
574 } else if (motion == LOOK) {
575 /* Look. Can't give more detail. Pretend it wasn't dark
576 * (though it may now be dark) so he won't fall into a
577 * pit while staring into the gloom. */
579 RSPEAK(NO_MORE_DETAIL);
582 game.abbrev[game.loc] = 0;
584 } else if (motion == CAVE) {
585 /* Cave. Different messages depending on whether above ground. */
586 RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
589 /* none of the specials */
590 game.oldlc2 = game.oldloc;
591 game.oldloc = game.loc;
594 /* ordinary travel */
596 scratchloc = labs(TRAVEL[kk]);
597 if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
599 if (TRAVEL[kk] < 0) {
600 /* FIXME: Magic numbers! */
601 /* Non-applicable motion. Various messages depending on
603 int spk = CANT_APPLY;
604 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
605 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
606 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
607 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
608 if (verb == FIND || verb == INVENT)spk = NEreplace;
609 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
610 if (motion == 17)spk = WHICH_WAY;
616 scratchloc = scratchloc / 1000;
620 * (ESR) This special-travel loop may have to be repeated if it includes
621 * the plover passage. Same deal for any future cases wgerw we beed to
622 * block travel and then redo it once the blocking condition has been
626 game.newloc = scratchloc / 1000;
627 motion = MOD(game.newloc, 100);
628 if (!SPECIAL(game.newloc)) {
629 if (game.newloc <= 100) {
630 if (game.newloc == 0 || PCT(game.newloc))
632 /* else fall through */
634 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
636 /* else fall through */
637 } else if (game.prop[motion] != game.newloc / 100 - 3)
642 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
644 game.newloc = labs(TRAVEL[kk]) / 1000;
646 (game.newloc == scratchloc);
647 scratchloc = game.newloc;
650 game.newloc = MOD(scratchloc, 1000);
651 if (!SPECIAL(game.newloc))
653 if (game.newloc <= 500) {
654 game.newloc = game.newloc - SPECIALBASE;
655 switch (game.newloc) {
657 /* Travel 301. Plover-alcove passage. Can carry only
658 * emerald. Note: travel table must include "useless"
659 * entries going through passage, which can never be used for
660 * actual motion, but can be spotted by "go back". */
661 /* FIXME: Arithmetic on location numbers */
662 game.newloc = 99 + 100 - game.loc;
663 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMRALD))) {
664 game.newloc = game.loc;
669 /* Travel 302. Plover transport. Drop the emerald (only use
670 * special travel if toting it), so he's forced to use the
671 * plover-passage to get it out. Having dropped it, go back and
672 * pretend he wasn't carrying it after all. */
673 DROP(EMRALD, game.loc);
676 /* Travel 303. Troll bridge. Must be done only as special
677 * motion so that dwarves won't wander across and encounter
678 * the bear. (They won't follow the player there because
679 * that region is forbidden to the pirate.) If
680 * game.prop(TROLL)=1, he's crossed since paying, so step out
681 * and block him. (standard travel entries check for
682 * game.prop(TROLL)=0.) Special stuff for bear. */
683 if (game.prop[TROLL] == 1) {
685 game.prop[TROLL] = 0;
687 MOVE(TROLL2 + NOBJECTS, 0);
688 MOVE(TROLL, PLAC[TROLL]);
689 MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
691 game.newloc = game.loc;
694 game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
695 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
696 if (!TOTING(BEAR)) return true;
697 RSPEAK(BRIDGE_COLLAPSE);
698 game.prop[CHASM] = 1;
699 game.prop[TROLL] = 2;
700 DROP(BEAR, game.newloc);
701 game.fixed[BEAR] = -1;
703 game.oldlc2 = game.newloc;
707 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
711 /* FIXME: Arithmetic on location number, becoming a message number */
712 RSPEAK(game.newloc - 500);
713 game.newloc = game.loc;
717 static bool closecheck(void)
718 /* Handle the closing of the cave. The cave closes "clock1" turns
719 * after the last treasure has been located (including the pirate's
720 * chest, which may of course never show up). Note that the
721 * treasures need not have been taken yet, just located. Hence
722 * clock1 must be large enough to get out of the cave (it only ticks
723 * while inside the cave). When it hits zero, we branch to 10000 to
724 * start closing the cave, and then sit back and wait for him to try
725 * to get out. If he doesn't within clock2 turns, we close the cave;
726 * if he does try, we assume he panics, and give him a few additional
727 * turns to get frantic before we close. When clock2 hits zero, we
728 * branch to 11000 to transport him into the final puzzle. Note that
729 * the puzzle depends upon all sorts of random things. For instance,
730 * there must be no water or oil, since there are beanstalks which we
731 * don't want to be able to water, since the code can't handle it.
732 * Also, we can have no keys, since there is a grate (having moved
733 * the fixed object!) there separating him from all the treasures.
734 * Most of these problems arise from the use of negative prop numbers
735 * to suppress the object descriptions until he's actually moved the
738 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
741 /* When the first warning comes, we lock the grate, destroy
742 * the bridge, kill all the dwarves (and the pirate), remove
743 * the troll and bear (unless dead), and set "closng" to
744 * true. Leave the dragon; too much trouble to move it.
745 * from now until clock2 runs out, he cannot unlock the
746 * grate, move to any location outside the cave, or create
747 * the bridge. Nor can he be resurrected if he dies. Note
748 * that the snake is already gone, since he got to the
749 * treasure accessible only via the hall of the mountain
750 * king. Also, he's been in giant room (to get eggs), so we
751 * can refer to it. Also also, he's gotten the pearl, so we
752 * know the bivalve is an oyster. *And*, the dwarves must
753 * have been activated, since we've found chest. */
754 if (game.clock1 == 0) {
755 game.prop[GRATE] = 0;
756 game.prop[FISSUR] = 0;
757 for (int i = 1; i <= NDWARVES; i++) {
758 game.dseen[i] = false;
762 MOVE(TROLL + NOBJECTS, 0);
763 MOVE(TROLL2, PLAC[TROLL]);
764 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
766 if (game.prop[BEAR] != 3)DESTROY(BEAR);
767 game.prop[CHAIN] = 0;
768 game.fixed[CHAIN] = 0;
771 RSPEAK(CAVE_CLOSING);
775 } else if (game.clock1 < 0)
777 if (game.clock2 == 0) {
778 /* Once he's panicked, and clock2 has run out, we come here
779 * to set up the storage room. The room has two locs,
780 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
781 * place empty bottles, a nursery of plants, a bed of
782 * oysters, a pile of lamps, rods with stars, sleeping
783 * dwarves, and him. At the sw end we place grate over
784 * treasures, snake pit, covey of caged birds, more rods, and
785 * pillows. A mirror stretches across one wall. Many of the
786 * objects come from known locations and/or states (e.g. the
787 * snake is known to have been destroyed and needn't be
788 * carried away from its old "place"), making the various
789 * objects be handled differently. We also drop all other
790 * objects he might be carrying (lest he have some which
791 * could cause trouble, such as the keys). We describe the
792 * flash of light and trundle back. */
793 game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
794 game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
795 game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
797 game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
798 game.prop[ROD] = PUT(ROD, LOC_NE, 0);
799 game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
801 game.oldloc = LOC_NE;
802 game.newloc = LOC_NE;
803 /* Leave the grate with normal (non-negative) property.
805 PUT(GRATE, LOC_SW, 0);
806 PUT(SIGN, LOC_SW, 0);
808 game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
809 game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
810 game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
811 game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
812 game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
814 game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
815 game.fixed[MIRROR] = LOC_SW;
817 for (int i = 1; i <= NOBJECTS; i++) {
830 static void lampcheck(void)
831 /* Check game limit and lamp timers */
833 if (game.prop[LAMP] == 1)
836 /* Another way we can force an end to things is by having the
837 * lamp give out. When it gets close, we come here to warn
838 * him. First following ar, if the lamp and fresh batteries are
839 * here, in which case we replace the batteries and continue.
840 * Second is for other cases of lamp dying. 12400 is when it
841 * goes out. Even then, he can explore outside for a while
843 if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) {
844 RSPEAK(REPLACE_BATTERIES);
845 game.prop[BATTER] = 1;
847 DROP(BATTER, game.loc);
848 game.limit = game.limit + 2500;
850 } else if (game.limit == 0) {
855 } else if (game.limit <= WARNTIME) {
856 if (!game.lmwarn && HERE(LAMP)) {
858 int spk = GET_BATTERIES;
859 if (game.place[BATTER] == NOWHERE)spk = LAMP_DIM;
860 if (game.prop[BATTER] == 1)spk = MISSING_BATTERIES;
866 static void listobjects(void)
867 /* Print out descriptions of objects at this location. If
868 * not closing and property value is negative, tally off
869 * another treasure. Rug is special case; once seen, its
870 * game.prop is 1 (dragon on it) till dragon is killed.
871 * Similarly for chain; game.prop is initially 1 (locked to
872 * bear). These hacks are because game.prop=0 is needed to
875 if (!DARK(game.loc)) {
876 ++game.abbrev[game.loc];
877 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
879 if (obj > NOBJECTS)obj = obj - NOBJECTS;
880 if (obj == STEPS && TOTING(NUGGET))
882 if (game.prop[obj] < 0) {
886 if (obj == RUG || obj == CHAIN)
889 /* Note: There used to be a test here to see whether the
890 * player had blown it so badly that he could never ever see
891 * the remaining treasures, and if so the lamp was zapped to
892 * 35 turns. But the tests were too simple-minded; things
893 * like killing the bird before the snake was gone (can never
894 * see jewelry), and doing it "right" was hopeless. E.G.,
895 * could cross troll bridge several times, using up all
896 * available treasures, breaking vase, using coins to buy
897 * batteries, etc., and eventually never be able to get
898 * across again. If bottle were left on far side, could then
899 * never get eggs or trident, and the effects propagate. So
900 * the whole thing was flushed. anyone who makes such a
901 * gross blunder isn't likely to find everything else anyway
902 * (so goes the rationalisation). */
904 int kk = game.prop[obj];
905 if (obj == STEPS && game.loc == game.fixed[STEPS])
912 static bool do_command(FILE *cmdin)
913 /* Get and execute a command */
915 long verb = 0, V1, V2;
919 enum speechpart part;
921 /* Can't leave cave once it's closing (except by main office). */
922 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
924 game.newloc = game.loc;
925 if (!game.panic)game.clock2 = PANICTIME;
929 /* See if a dwarf has seen him and has come from where he
930 * wants to go. If so, the dwarf's blocking his way. If
931 * coming from place forbidden to pirate (dwarves rooted in
932 * place) let him get out (and attacked). */
933 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
934 for (size_t i = 1; i <= NDWARVES - 1; i++) {
935 if (game.odloc[i] == game.newloc && game.dseen[i]) {
936 game.newloc = game.loc;
942 game.loc = game.newloc;
947 /* Describe the current location and (maybe) get next command. */
952 const char* msg = locations[game.loc].description.small;
953 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
954 msg = locations[game.loc].description.big;
955 if (!FORCED(game.loc) && DARK(game.loc)) {
956 /* The easiest way to get killed is to fall into a pit in
958 if (game.wzdark && PCT(35)) {
960 game.oldlc2 = game.loc;
962 continue; /* back to top of main interpreter loop */
964 msg = arbitrary_messages[PITCH_DARK];
966 if (TOTING(BEAR))RSPEAK(TAME_BEAR);
968 if (FORCED(game.loc)) {
969 if (playermove(verb, 1))
972 continue; /* back to top of main interpreter loop */
974 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
986 /* If closing time, check for any objects being toted with
987 * game.prop < 0 and set the prop to -1-game.prop. This way
988 * objects won't be described until they've been picked up
989 * and put down separate from their respective piles. Don't
990 * tick game.clock1 unless well into cave (and not at Y2). */
992 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
994 for (size_t i = 1; i <= NOBJECTS; i++) {
995 if (TOTING(i) && game.prop[i] < 0)
996 game.prop[i] = -1 - game.prop[i];
999 game.wzdark = DARK(game.loc);
1000 if (game.knfloc > 0 && game.knfloc != game.loc)
1003 /* This is where we get a new command from the user */
1004 if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
1007 /* Every input, check "game.foobar" flag. If zero, nothing's
1008 * going on. If pos, make neg. If neg, he skipped a word,
1009 * so make it zero. */
1011 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1013 if (game.turns == game.thresh) {
1014 speak(turn_threshold_messages[game.trndex]);
1015 game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000;
1018 if (game.trndex <= TRNVLS)
1019 game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1;
1021 if (verb == SAY && WD2 > 0)
1033 V1 = VOCAB(WD1, -1);
1034 V2 = VOCAB(WD2, -1);
1035 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1036 if (LIQLOC(game.loc) == WATER) {
1039 RSPEAK(WHERE_QUERY);
1043 if (V1 == ENTER && WD2 > 0) {
1048 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1049 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1051 WD2 = MAKEWD(16152118);
1053 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1054 WD1 = MAKEWD(301200308);
1057 if (WD1 == MAKEWD(23051920)) {
1059 if (game.iwest == 10)
1062 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1064 RSPEAK(GO_UNNEEDED);
1067 defn = VOCAB(WD1, -1);
1069 /* Gee, I don't understand. */
1070 if (fallback_handler(rawbuf))
1072 SETPRM(1, WD1, WD1X);
1076 kmod = MOD(defn, 1000);
1077 switch (defn / 1000) {
1079 if (playermove(verb, kmod))
1082 continue; /* back to top of main interpreter loop */
1088 part = intransitive;
1095 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1099 switch (action(cmdin, part, verb, obj)) {
1103 playermove(verb, NUL);
1106 continue; /* back to top of main interpreter loop */
1116 /* Get second word for analysis. */
1122 /* Random intransitive verbs come here. Clear obj just in case
1123 * (see attack()). */
1124 SETPRM(1, WD1, WD1X);
1129 /* Oh dear, he's disturbed the dwarves. */
1130 RSPEAK(DWARVES_AWAKEN);
1133 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);