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, 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;
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(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[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[EMERALD] != -1 && game.prop[PYRAMID] == -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(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
269 SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
271 game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[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 == 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] == 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 == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
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(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK);
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. maximum_deaths 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. */
493 const char* query = obituaries[game.numdie].query;
494 const char* yes_response = obituaries[game.numdie].yes_response;
497 /* He died during closing time. No resurrection. Tally up a
499 RSPEAK(DEATH_CLOSING);
502 else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
505 game.place[WATER] = game.place[OIL] = NOWHERE;
508 for (int j = 1; j <= NOBJECTS; j++) {
509 int i = NOBJECTS + 1 - j;
511 /* Always leave lamp where it's accessible aboveground */
512 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
515 game.loc = LOC_BUILDING;
516 game.oldloc = game.loc;
520 /* Given the current location in "game.loc", and a motion verb number in
521 * "motion", put the new location in "game.newloc". The current loc is saved
522 * in "game.oldloc" in case he wants to retreat. The current
523 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
524 * does, game.newloc will be limbo, and game.oldloc will be what killed
525 * him, so we need game.oldlc2, which is the last place he was
528 static bool playermove(token_t verb, int motion)
530 int scratchloc, k2, kk = KEY[game.loc];
531 game.newloc = game.loc;
533 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
536 else if (motion == BACK) {
537 /* Handle "go back". Look for verb which goes from game.loc to
538 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
539 * k2 saves entry -> forced loc -> previous loc. */
540 motion = game.oldloc;
542 motion = game.oldlc2;
543 game.oldlc2 = game.oldloc;
544 game.oldloc = game.loc;
546 if (motion == game.loc)k2 = FORGOT_PATH;
547 if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
550 scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
551 if (scratchloc != motion) {
552 if (!SPECIAL(scratchloc)) {
553 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
556 if (TRAVEL[kk] >= 0) {
562 RSPEAK(NOT_CONNECTED);
567 motion = MOD(labs(TRAVEL[kk]), 1000);
569 break; /* fall through to ordinary travel */
575 } else if (motion == LOOK) {
576 /* Look. Can't give more detail. Pretend it wasn't dark
577 * (though it may now be dark) so he won't fall into a
578 * pit while staring into the gloom. */
580 RSPEAK(NO_MORE_DETAIL);
583 game.abbrev[game.loc] = 0;
585 } else if (motion == CAVE) {
586 /* Cave. Different messages depending on whether above ground. */
587 RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
590 /* none of the specials */
591 game.oldlc2 = game.oldloc;
592 game.oldloc = game.loc;
595 /* ordinary travel */
597 scratchloc = labs(TRAVEL[kk]);
598 if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
600 if (TRAVEL[kk] < 0) {
601 /* FIXME: Magic numbers! */
602 /* Non-applicable motion. Various messages depending on
604 int spk = CANT_APPLY;
605 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
606 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
607 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
608 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
609 if (verb == FIND || verb == INVENT)spk = NEARBY;
610 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
611 if (motion == 17)spk = WHICH_WAY;
617 scratchloc = scratchloc / 1000;
621 * (ESR) This special-travel loop may have to be repeated if it includes
622 * the plover passage. Same deal for any future cases wgerw we beed to
623 * block travel and then redo it once the blocking condition has been
626 for (;;) { /* L12 loop */
628 game.newloc = scratchloc / 1000;
629 motion = MOD(game.newloc, 100);
630 if (!SPECIAL(game.newloc)) {
631 if (game.newloc <= 100) {
632 if (game.newloc == 0 || PCT(game.newloc))
634 /* else fall through */
636 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
638 /* else fall through */
639 } else if (game.prop[motion] != game.newloc / 100 - 3)
643 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
645 game.newloc = labs(TRAVEL[kk]) / 1000;
647 (game.newloc == scratchloc);
648 scratchloc = game.newloc;
651 game.newloc = MOD(scratchloc, 1000);
652 if (!SPECIAL(game.newloc))
654 if (game.newloc <= 500) {
655 game.newloc = game.newloc - SPECIALBASE;
656 switch (game.newloc) {
658 /* Travel 301. Plover-alcove passage. Can carry only
659 * emerald. Note: travel table must include "useless"
660 * entries going through passage, which can never be used for
661 * actual motion, but can be spotted by "go back". */
662 /* FIXME: Arithmetic on location numbers */
663 game.newloc = 99 + 100 - game.loc;
664 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
665 game.newloc = game.loc;
670 /* Travel 302. Plover transport. Drop the emerald (only use
671 * special travel if toting it), so he's forced to use the
672 * plover-passage to get it out. Having dropped it, go back and
673 * pretend he wasn't carrying it after all. */
674 DROP(EMERALD, game.loc);
677 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
679 game.newloc = labs(TRAVEL[kk]) / 1000;
681 (game.newloc == scratchloc);
682 scratchloc = game.newloc;
683 continue; /* goto L12 */
685 /* Travel 303. Troll bridge. Must be done only as special
686 * motion so that dwarves won't wander across and encounter
687 * the bear. (They won't follow the player there because
688 * that region is forbidden to the pirate.) If
689 * game.prop(TROLL)=1, he's crossed since paying, so step out
690 * and block him. (standard travel entries check for
691 * game.prop(TROLL)=0.) Special stuff for bear. */
692 if (game.prop[TROLL] == 1) {
694 game.prop[TROLL] = 0;
696 MOVE(TROLL2 + NOBJECTS, 0);
697 MOVE(TROLL, PLAC[TROLL]);
698 MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
700 game.newloc = game.loc;
703 game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
704 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
705 if (!TOTING(BEAR)) return true;
706 RSPEAK(BRIDGE_COLLAPSE);
707 game.prop[CHASM] = 1;
708 game.prop[TROLL] = 2;
709 DROP(BEAR, game.newloc);
710 game.fixed[BEAR] = -1;
712 game.oldlc2 = game.newloc;
716 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
718 break; /* Leave L12 loop */
722 /* FIXME: Arithmetic on location number, becoming a message number */
723 RSPEAK(game.newloc - 500);
724 game.newloc = game.loc;
728 static bool closecheck(void)
729 /* Handle the closing of the cave. The cave closes "clock1" turns
730 * after the last treasure has been located (including the pirate's
731 * chest, which may of course never show up). Note that the
732 * treasures need not have been taken yet, just located. Hence
733 * clock1 must be large enough to get out of the cave (it only ticks
734 * while inside the cave). When it hits zero, we branch to 10000 to
735 * start closing the cave, and then sit back and wait for him to try
736 * to get out. If he doesn't within clock2 turns, we close the cave;
737 * if he does try, we assume he panics, and give him a few additional
738 * turns to get frantic before we close. When clock2 hits zero, we
739 * branch to 11000 to transport him into the final puzzle. Note that
740 * the puzzle depends upon all sorts of random things. For instance,
741 * there must be no water or oil, since there are beanstalks which we
742 * don't want to be able to water, since the code can't handle it.
743 * Also, we can have no keys, since there is a grate (having moved
744 * the fixed object!) there separating him from all the treasures.
745 * Most of these problems arise from the use of negative prop numbers
746 * to suppress the object descriptions until he's actually moved the
749 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
752 /* When the first warning comes, we lock the grate, destroy
753 * the bridge, kill all the dwarves (and the pirate), remove
754 * the troll and bear (unless dead), and set "closng" to
755 * true. Leave the dragon; too much trouble to move it.
756 * from now until clock2 runs out, he cannot unlock the
757 * grate, move to any location outside the cave, or create
758 * the bridge. Nor can he be resurrected if he dies. Note
759 * that the snake is already gone, since he got to the
760 * treasure accessible only via the hall of the mountain
761 * king. Also, he's been in giant room (to get eggs), so we
762 * can refer to it. Also also, he's gotten the pearl, so we
763 * know the bivalve is an oyster. *And*, the dwarves must
764 * have been activated, since we've found chest. */
765 if (game.clock1 == 0) {
766 game.prop[GRATE] = 0;
767 game.prop[FISSURE] = 0;
768 for (int i = 1; i <= NDWARVES; i++) {
769 game.dseen[i] = false;
773 MOVE(TROLL + NOBJECTS, 0);
774 MOVE(TROLL2, PLAC[TROLL]);
775 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
777 if (game.prop[BEAR] != 3)DESTROY(BEAR);
778 game.prop[CHAIN] = 0;
779 game.fixed[CHAIN] = 0;
782 RSPEAK(CAVE_CLOSING);
786 } else if (game.clock1 < 0)
788 if (game.clock2 == 0) {
789 /* Once he's panicked, and clock2 has run out, we come here
790 * to set up the storage room. The room has two locs,
791 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
792 * place empty bottles, a nursery of plants, a bed of
793 * oysters, a pile of lamps, rods with stars, sleeping
794 * dwarves, and him. At the sw end we place grate over
795 * treasures, snake pit, covey of caged birds, more rods, and
796 * pillows. A mirror stretches across one wall. Many of the
797 * objects come from known locations and/or states (e.g. the
798 * snake is known to have been destroyed and needn't be
799 * carried away from its old "place"), making the various
800 * objects be handled differently. We also drop all other
801 * objects he might be carrying (lest he have some which
802 * could cause trouble, such as the keys). We describe the
803 * flash of light and trundle back. */
804 game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
805 game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
806 game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
808 game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
809 game.prop[ROD] = PUT(ROD, LOC_NE, 0);
810 game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
812 game.oldloc = LOC_NE;
813 game.newloc = LOC_NE;
814 /* Leave the grate with normal (non-negative) property.
816 PUT(GRATE, LOC_SW, 0);
817 PUT(SIGN, LOC_SW, 0);
819 game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
820 game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
821 game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
822 game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
823 game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
825 game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
826 game.fixed[MIRROR] = LOC_SW;
828 for (int i = 1; i <= NOBJECTS; i++) {
841 static void lampcheck(void)
842 /* Check game limit and lamp timers */
844 if (game.prop[LAMP] == 1)
847 /* Another way we can force an end to things is by having the
848 * lamp give out. When it gets close, we come here to warn
849 * him. First following ar, if the lamp and fresh batteries are
850 * here, in which case we replace the batteries and continue.
851 * Second is for other cases of lamp dying. 12400 is when it
852 * goes out. Even then, he can explore outside for a while
854 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
855 RSPEAK(REPLACE_BATTERIES);
856 game.prop[BATTERY] = 1;
858 DROP(BATTERY, game.loc);
859 game.limit = game.limit + 2500;
861 } else if (game.limit == 0) {
866 } else if (game.limit <= WARNTIME) {
867 if (!game.lmwarn && HERE(LAMP)) {
869 int spk = GET_BATTERIES;
870 if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM;
871 if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
877 static void listobjects(void)
878 /* Print out descriptions of objects at this location. If
879 * not closing and property value is negative, tally off
880 * another treasure. Rug is special case; once seen, its
881 * game.prop is 1 (dragon on it) till dragon is killed.
882 * Similarly for chain; game.prop is initially 1 (locked to
883 * bear). These hacks are because game.prop=0 is needed to
886 if (!DARK(game.loc)) {
887 ++game.abbrev[game.loc];
888 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
890 if (obj > NOBJECTS)obj = obj - NOBJECTS;
891 if (obj == STEPS && TOTING(NUGGET))
893 if (game.prop[obj] < 0) {
897 if (obj == RUG || obj == CHAIN)
900 /* Note: There used to be a test here to see whether the
901 * player had blown it so badly that he could never ever see
902 * the remaining treasures, and if so the lamp was zapped to
903 * 35 turns. But the tests were too simple-minded; things
904 * like killing the bird before the snake was gone (can never
905 * see jewelry), and doing it "right" was hopeless. E.G.,
906 * could cross troll bridge several times, using up all
907 * available treasures, breaking vase, using coins to buy
908 * batteries, etc., and eventually never be able to get
909 * across again. If bottle were left on far side, could then
910 * never get eggs or trident, and the effects propagate. So
911 * the whole thing was flushed. anyone who makes such a
912 * gross blunder isn't likely to find everything else anyway
913 * (so goes the rationalisation). */
915 int kk = game.prop[obj];
916 if (obj == STEPS && game.loc == game.fixed[STEPS])
923 static bool do_command(FILE *cmdin)
924 /* Get and execute a command */
926 long verb = 0, V1, V2;
930 enum speechpart part;
932 /* Can't leave cave once it's closing (except by main office). */
933 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
935 game.newloc = game.loc;
936 if (!game.panic)game.clock2 = PANICTIME;
940 /* See if a dwarf has seen him and has come from where he
941 * wants to go. If so, the dwarf's blocking his way. If
942 * coming from place forbidden to pirate (dwarves rooted in
943 * place) let him get out (and attacked). */
944 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
945 for (size_t i = 1; i <= NDWARVES - 1; i++) {
946 if (game.odloc[i] == game.newloc && game.dseen[i]) {
947 game.newloc = game.loc;
953 game.loc = game.newloc;
958 /* Describe the current location and (maybe) get next command. */
963 const char* msg = locations[game.loc].description.small;
964 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
965 msg = locations[game.loc].description.big;
966 if (!FORCED(game.loc) && DARK(game.loc)) {
967 /* The easiest way to get killed is to fall into a pit in
969 if (game.wzdark && PCT(35)) {
971 game.oldlc2 = game.loc;
973 continue; /* back to top of main interpreter loop */
975 msg = arbitrary_messages[PITCH_DARK];
977 if (TOTING(BEAR))RSPEAK(TAME_BEAR);
979 if (FORCED(game.loc)) {
980 if (playermove(verb, 1))
983 continue; /* back to top of main interpreter loop */
985 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
997 /* If closing time, check for any objects being toted with
998 * game.prop < 0 and set the prop to -1-game.prop. This way
999 * objects won't be described until they've been picked up
1000 * and put down separate from their respective piles. Don't
1001 * tick game.clock1 unless well into cave (and not at Y2). */
1003 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1005 for (size_t i = 1; i <= NOBJECTS; i++) {
1006 if (TOTING(i) && game.prop[i] < 0)
1007 game.prop[i] = -1 - game.prop[i];
1010 game.wzdark = DARK(game.loc);
1011 if (game.knfloc > 0 && game.knfloc != game.loc)
1014 /* This is where we get a new command from the user */
1015 if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
1018 /* Every input, check "game.foobar" flag. If zero, nothing's
1019 * going on. If pos, make neg. If neg, he skipped a word,
1020 * so make it zero. */
1022 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1024 if (game.turns == game.thresh) {
1025 speak(turn_threshold_messages[game.trndex]);
1026 game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000;
1029 if (game.trndex <= TRNVLS)
1030 game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1;
1032 if (verb == SAY && WD2 > 0)
1044 V1 = VOCAB(WD1, -1);
1045 V2 = VOCAB(WD2, -1);
1046 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1047 if (LIQLOC(game.loc) == WATER) {
1050 RSPEAK(WHERE_QUERY);
1054 if (V1 == ENTER && WD2 > 0) {
1059 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1060 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1062 WD2 = MAKEWD(16152118);
1064 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1065 WD1 = MAKEWD(301200308);
1068 if (WD1 == MAKEWD(23051920)) {
1070 if (game.iwest == 10)
1073 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1075 RSPEAK(GO_UNNEEDED);
1078 defn = VOCAB(WD1, -1);
1080 /* Gee, I don't understand. */
1081 if (fallback_handler(rawbuf))
1083 SETPRM(1, WD1, WD1X);
1087 kmod = MOD(defn, 1000);
1088 switch (defn / 1000) {
1090 if (playermove(verb, kmod))
1093 continue; /* back to top of main interpreter loop */
1099 part = intransitive;
1106 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1110 switch (action(cmdin, part, verb, obj)) {
1114 playermove(verb, NUL);
1117 continue; /* back to top of main interpreter loop */
1127 /* Get second word for analysis. */
1133 /* Random intransitive verbs come here. Clear obj just in case
1134 * (see attack()). */
1135 SETPRM(1, WD1, WD1X);
1140 /* Oh dear, he's disturbed the dwarves. */
1141 RSPEAK(DWARVES_AWAKEN);
1144 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);