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 two functions
12 * in this file - there used to be hundreds of them, *everywhere*),
13 * and the offensive globals. Applying the Structured Program Theorem
24 #include "linenoise/linenoise.h"
29 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
30 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
32 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
33 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
34 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
35 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
36 GRATE, HINT, INVENT, JADE, KEYS,
37 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
38 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
39 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
40 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
41 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
42 URN, VASE, VEND, VOLCAN, WATER;
43 long WD1, WD1X, WD2, WD2X;
46 bool oldstyle = false;
51 extern void initialise();
52 extern void score(long);
53 extern int action(FILE *, long, long, long);
55 void sig_handler(int signo)
66 * Adventure (rev 2: 20 treasures)
68 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
69 * 15-treasure version (adventure) by Don Woods, April-June 1977
70 * 20-treasure version (rev 2) by Don Woods, August 1978
71 * Errata fixed: 78/12/25
72 * Revived 2017 as Open Advebture.
75 static bool do_command(FILE *);
77 int main(int argc, char *argv[])
83 while ((ch = getopt(argc, argv, "l:os")) != EOF) {
86 logfp = fopen(optarg, "w");
89 "advent: can't open logfile %s for write\n",
91 signal(SIGINT, sig_handler);
95 editline = prompt = false;
103 linenoiseHistorySetMaxLen(350);
105 /* Logical variables:
107 * game.closed says whether we're all the way closed
108 * game.closng says whether it's closing time yet
109 * game.clshnt says whether he's read the clue in the endgame
110 * game.lmwarn says whether he's been warned about lamp going dim
111 * game.novice says whether he asked for instructions at start-up
112 * game.panic says whether he's found out he's trapped in the cave
113 * game.wzdark says whether the loc he's leaving was dark */
115 /* Initialize our LCG PRNG with parameters tested against
116 * Knuth vol. 2. by the original authors */
119 lcgstate.m = 1048576;
121 long seedval = (long)rand();
124 /* Initialize game variables */
128 /* Unlike earlier versions, adventure is no longer restartable. (This
129 * lets us get away with modifying things such as OBJSND(BIRD) without
130 * having to be able to undo the changes later.) If a "used" copy is
131 * rerun, we come here and tell the player to run a fresh copy. */
132 if (game.setup <= 0) {
137 /* Start-up, dwarf stuff */
139 game.zzword=RNDVOC(3,0);
140 game.novice=YES(stdin, 65,1,0);
144 if (game.novice)game.limit=1000;
147 fprintf(logfp, "seed %ld\n", seedval);
149 /* interpret commands ubtil EOF or interrupt */
151 if (!do_command(stdin))
154 /* show score and exit */
158 static bool fallback_handler(char *buf)
159 /* fallback handler for commands not handled by FORTRANish parser */
162 if (sscanf(buf, "seed %ld", &sv) == 1) {
164 printf("Seed set to %ld\n", sv);
165 // autogenerated, so don't charge user time for it.
167 // here we reconfigure any global game state that uses random numbers
168 game.zzword=RNDVOC(3,0);
174 /* Check if this loc is eligible for any hints. If been here
175 * long enough, branch to help section (on later page). Hints
176 * all come back here eventually to finish the loop. Ignore
177 * "HINTS" < 4 (special stuff, see database notes).
179 static void checkhints(FILE *cmdin)
181 if (COND[game.loc] >= game.conds) {
182 for (int hint=1; hint<=HNTMAX; hint++) {
183 if (game.hinted[hint])
185 if (!CNDBIT(game.loc,hint+10))
186 game.hintlc[hint]= -1;
188 /* Come here if he's been long enough at required loc(s) for some
190 if (game.hintlc[hint] >= HINTS[hint][1])
198 if (game.prop[GRATE] == 0 && !HERE(KEYS))
203 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
207 if (HERE(SNAKE) && !HERE(BIRD))
212 if (game.atloc[game.loc] == 0 &&
213 game.atloc[game.oldloc] == 0 &&
214 game.atloc[game.oldlc2] == 0 &&
220 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
232 if (game.atloc[game.loc] == 0 &&
233 game.atloc[game.oldloc] == 0 &&
234 game.atloc[game.oldlc2] == 0)
243 if (HERE(OGRE) && i == 0)
247 if (game.tally == 1 && game.prop[JADE] < 0)
256 /* Fall through to hint display */
258 if (!YES(cmdin,HINTS[hint][3],0,54))
260 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
262 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
263 if (game.hinted[hint] && game.limit > 30)
264 game.limit=game.limit+30*HINTS[hint][2];
270 static bool dwarfmove(void)
271 /* Dwarves move. Return true if player survives, false if he dies. */
273 int kk, stick, attack;
276 /* Dwarf stuff. See earlier comments for description of
277 * variables. Remember sixth dwarf is pirate and is thus
278 * very different except for motion rules. */
280 /* First off, don't let the dwarves follow him into a pit or
281 * a wall. Activate the whole mess the first time he gets as
282 * far as the hall of mists (loc 15). If game.newloc is
283 * forbidden to pirate (in particular, if it's beyond the
284 * troll bridge), bypass dwarf stuff. That way pirate can't
285 * steal return toll, and dwarves can't meet the bear. Also
286 * means dwarves won't follow him into dead end in maze, but
287 * c'est la vie. They'll wait for him outside the dead
289 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
292 /* Dwarf activity level ratchets up */
293 if (game.dflag == 0) {
294 if (INDEEP(game.loc))
299 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
300 * the 5 dwarves. If any of the survivors is at loc,
301 * replace him with the alternate. */
302 if (game.dflag == 1) {
303 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
306 for (int i=1; i<=2; i++) {
307 int j=1+randrange(NDWARVES-1);
311 for (int i=1; i<=NDWARVES-1; i++) {
312 if (game.dloc[i] == game.loc)
314 game.odloc[i]=game.dloc[i];
321 /* Things are in full swing. Move each dwarf at random,
322 * except if he's seen us he sticks with us. Dwarves stay
323 * deep inside. If wandering at random, they don't back up
324 * unless there's no alternative. If they don't have to
325 * move, they attack. And, of course, dead dwarves don't do
326 * much of anything. */
330 for (int i=1; i<=NDWARVES; i++) {
332 if (game.dloc[i] == 0)
334 /* Fill TK array with all the places this dwarf might go. */
336 kk=KEY[game.dloc[i]];
339 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
340 /* Have we avoided a dwarf enciounter? */
341 bool avoided = (game.newloc > 300 ||
342 !INDEEP(game.newloc) ||
343 game.newloc == game.odloc[i] ||
344 (j > 1 && game.newloc == TK[j-1]) ||
346 game.newloc == game.dloc[i] ||
347 FORCED(game.newloc) ||
348 (i == PIRATE && CNDBIT(game.newloc,3)) ||
349 labs(TRAVEL[kk])/1000000 == 100);
351 TK[j++] = game.newloc;
360 game.odloc[i]=game.dloc[i];
362 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
363 if (!game.dseen[i]) continue;
364 game.dloc[i]=game.loc;
366 /* The pirate's spotted him. He leaves him alone once we've
367 * found chest. K counts if a treasure is here. If not, and
368 * tally=1 for an unseen chest, let the pirate be spotted.
369 * Note that game.place(CHEST)=0 might mean that he's thrown
370 * it to the troll, but in that case he's seen the chest
372 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
375 for (int j=MINTRS; j<=MAXTRS; j++) {
376 /* Pirate won't take pyramid from plover room or dark
377 * room (too easy!). */
378 if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
384 if (game.place[CHEST] == 0) {
385 /* Install chest only once, to insure it is
386 * the last treasure in the list. */
387 MOVE(CHEST,game.chloc);
388 MOVE(MESSAG,game.chloc2);
391 for (int j=MINTRS; j<=MAXTRS; j++) {
392 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
393 if (AT(j) && game.fixed[j] == 0)
399 game.dloc[PIRATE]=game.chloc;
400 game.odloc[PIRATE]=game.chloc;
401 game.dseen[PIRATE]=false;
402 /* C doesn't have what the Structured rogramming
403 * Theorem says we need here - multi-level loop
404 * breakout. We simulate with a goto. Irreducible, alas.
411 /* Force chest placement before player finds last treasure */
412 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
414 MOVE(CHEST,game.chloc);
415 MOVE(MESSAG,game.chloc2);
416 game.dloc[PIRATE]=game.chloc;
417 game.odloc[PIRATE]=game.chloc;
418 game.dseen[PIRATE]=false;
421 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
426 /* This threatening little dwarf is in the room with him! */
428 if (game.odloc[i] == game.dloc[i]) {
430 if (game.knfloc >= 0)
431 game.knfloc=game.loc;
432 if (randrange(1000) < 95*(game.dflag-2))
438 /* Now we know what's happening. Let's tell the poor sucker about it.
439 * Note that various of the "knife" messages must have specific relative
440 * positions in the RSPEAK database. */
441 if (game.dtotal == 0)
443 SETPRM(1,game.dtotal,0);
444 RSPEAK(4+1/game.dtotal);
447 if (game.dflag == 2)game.dflag=3;
450 if (attack > 1)k=250;
453 RSPEAK(k+1+2/(1+stick));
456 game.oldlc2=game.loc;
460 /* "You're dead, Jim."
462 * If the current loc is zero, it means the clown got himself killed.
463 * We'll allow this maxdie times. MAXDIE is automatically set based
464 * on the number of snide messages available. Each death results in
465 * a message (81, 83, etc.) which offers reincarnation; if accepted,
466 * this results in message 82, 84, etc. The last time, if he wants
467 * another chance, he gets a snide remark as we exit. When
468 * reincarnated, all objects being carried get dropped at game.oldlc2
469 * (presumably the last place prior to being killed) without change
470 * of props. the loop runs backwards to assure that the bird is
471 * dropped before the cage. (this kluge could be changed once we're
472 * sure all references to bird and cage are done by keywords.) The
473 * lamp is a special case (it wouldn't do to leave it in the cave).
474 * It is turned off and left outside the building (only if he was
475 * carrying it, of course). He himself is left inside the building
476 * (and heaven help him if he tries to xyzzy back into the cave
477 * without the lamp!). game.oldloc is zapped so he can't just
480 static void croak(FILE *cmdin)
481 /* Okay, he's dead. Let's get on with it. */
484 /* He died during closing time. No resurrection. Tally up a
491 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
493 if (game.numdie == MAXDIE)
499 for (int j=1; j<=NOBJECTS; j++) {
500 int i=NOBJECTS + 1 - j;
509 game.oldloc=game.loc;
513 /* Given the current location in "game.loc", and a motion verb number in
514 * "K", put the new location in "game.newloc". The current loc is saved
515 * in "game.oldloc" in case he wants to retreat. The current
516 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
517 * does, game.newloc will be limbo, and game.oldloc will be what killed
518 * him, so we need game.oldlc2, which is the last place he was
521 static bool playermove(FILE *cmdin, token_t verb, int motion)
523 int LL, K2, KK=KEY[game.loc];
524 game.newloc=game.loc;
529 else if (motion == BACK) {
530 /* Handle "go back". Look for verb which goes from game.loc to
531 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
532 * K2 saves entry -> forced loc -> previous loc. */
536 game.oldlc2=game.oldloc;
537 game.oldloc=game.loc;
539 if (motion == game.loc)K2=91;
540 if (CNDBIT(game.loc,4))K2=274;
543 LL=MOD((labs(TRAVEL[KK])/1000),1000);
546 if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
549 if (TRAVEL[KK] >= 0) {
560 motion=MOD(labs(TRAVEL[KK]),1000);
562 break; /* fall through to ordinary travel */
569 else if (motion == LOOK) {
570 /* Look. Can't give more detail. Pretend it wasn't dark
571 * (though it may "now" be dark) so he won't fall into a
572 * pit while staring into the gloom. */
573 if (game.detail < 3)RSPEAK(15);
576 game.abbrev[game.loc]=0;
579 else if (motion == CAVE) {
580 /* Cave. Different messages depending on whether above ground. */
581 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
585 /* none of the specials */
586 game.oldlc2=game.oldloc;
587 game.oldloc=game.loc;
590 /* ordinary travel */
593 if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
595 if (TRAVEL[KK] < 0) {
596 /* Non-applicable motion. Various messages depending on
599 if (motion >= 43 && motion <= 50)spk=52;
600 if (motion == 29 || motion == 30)spk=52;
601 if (motion == 7 || motion == 36 || motion == 37)spk=10;
602 if (motion == 11 || motion == 19)spk=11;
603 if (verb == FIND || verb == INVENT)spk=59;
604 if (motion == 62 || motion == 65)spk=42;
605 if (motion == 17)spk=80;
615 * (ESR) This special-travel loop may have to be repeated if it includes
616 * the plover passage. Same deal for any future cases wgerw we beed to
617 * block travel and then redo it once the blocking condition has been
622 motion=MOD(game.newloc,100);
623 if (game.newloc <= 300) {
624 if (game.newloc <= 100) {
625 if (game.newloc == 0 || PCT(game.newloc))
627 /* else fall through */
628 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
630 /* else fall through */
632 else if (game.prop[motion] != game.newloc/100-3)
635 if (TRAVEL[KK] < 0)BUG(25);
637 game.newloc=labs(TRAVEL[KK])/1000;
643 game.newloc=MOD(LL,1000);
644 if (game.newloc <= 300)
646 if (game.newloc <= 500) {
647 game.newloc=game.newloc-300;
651 /* Travel 301. Plover-alcove passage. Can carry only
652 * emerald. Note: travel table must include "useless"
653 * entries going through passage, which can never be used for
654 * actual motion, but can be spotted by "go back". */
655 game.newloc=99+100-game.loc;
656 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
658 game.newloc=game.loc;
662 /* Travel 302. Plover transport. Drop the emerald (only use
663 * special travel if toting it), so he's forced to use the
664 * plover-passage to get it out. Having dropped it, go back and
665 * pretend he wasn't carrying it after all. */
666 DROP(EMRALD,game.loc);
668 if (TRAVEL[KK] < 0)BUG(25);
670 game.newloc=labs(TRAVEL[KK])/1000;
673 continue; /* back to top of do/while loop */
675 /* Travel 303. Troll bridge. Must be done only as special
676 * motion so that dwarves won't wander across and encounter
677 * the bear. (They won't follow the player there because
678 * that region is forbidden to the pirate.) If
679 * game.prop(TROLL)=1, he's crossed since paying, so step out
680 * and block him. (standard travel entries check for
681 * game.prop(TROLL)=0.) Special stuff for bear. */
682 if (game.prop[TROLL] == 1) {
686 MOVE(TROLL2+NOBJECTS,0);
687 MOVE(TROLL,PLAC[TROLL]);
688 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
690 game.newloc=game.loc;
693 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
694 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
695 if (!TOTING(BEAR)) return true;
699 DROP(BEAR,game.newloc);
700 game.fixed[BEAR]= -1;
702 game.oldlc2=game.newloc;
711 RSPEAK(game.newloc-500);
712 game.newloc=game.loc;
716 static bool closecheck(void)
717 /* Handle the closing of the cave. The cave closes "clock1" turns
718 * after the last treasure has been located (including the pirate's
719 * chest, which may of course never show up). Note that the
720 * treasures need not have been taken yet, just located. Hence
721 * clock1 must be large enough to get out of the cave (it only ticks
722 * while inside the cave). When it hits zero, we branch to 10000 to
723 * start closing the cave, and then sit back and wait for him to try
724 * to get out. If he doesn't within clock2 turns, we close the cave;
725 * if he does try, we assume he panics, and give him a few additional
726 * turns to get frantic before we close. When clock2 hits zero, we
727 * branch to 11000 to transport him into the final puzzle. Note that
728 * the puzzle depends upon all sorts of random things. For instance,
729 * there must be no water or oil, since there are beanstalks which we
730 * don't want to be able to water, since the code can't handle it.
731 * Also, we can have no keys, since there is a grate (having moved
732 * the fixed object!) there separating him from all the treasures.
733 * Most of these problems arise from the use of negative prop numbers
734 * to suppress the object descriptions until he's actually moved the
737 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
740 /* When the first warning comes, we lock the grate, destroy
741 * the bridge, kill all the dwarves (and the pirate), remove
742 * the troll and bear (unless dead), and set "closng" to
743 * true. Leave the dragon; too much trouble to move it.
744 * from now until clock2 runs out, he cannot unlock the
745 * grate, move to any location outside the cave, or create
746 * the bridge. Nor can he be resurrected if he dies. Note
747 * that the snake is already gone, since he got to the
748 * treasure accessible only via the hall of the mountain
749 * king. Also, he's been in giant room (to get eggs), so we
750 * can refer to it. Also also, he's gotten the pearl, so we
751 * know the bivalve is an oyster. *And*, the dwarves must
752 * have been activated, since we've found chest. */
753 if (game.clock1 == 0)
757 for (int i=1; i<=NDWARVES; i++) {
762 MOVE(TROLL+NOBJECTS,0);
763 MOVE(TROLL2,PLAC[TROLL]);
764 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
766 if (game.prop[BEAR] != 3)DSTROY(BEAR);
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,115,1);
794 game.prop[PLANT]=PUT(PLANT,115,0);
795 game.prop[OYSTER]=PUT(OYSTER,115,0);
797 game.prop[LAMP]=PUT(LAMP,115,0);
798 game.prop[ROD]=PUT(ROD,115,0);
799 game.prop[DWARF]=PUT(DWARF,115,0);
803 /* Leave the grate with normal (non-negative) property.
808 game.prop[SNAKE]=PUT(SNAKE,116,1);
809 game.prop[BIRD]=PUT(BIRD,116,1);
810 game.prop[CAGE]=PUT(CAGE,116,0);
811 game.prop[ROD2]=PUT(ROD2,116,0);
812 game.prop[PILLOW]=PUT(PILLOW,116,0);
814 game.prop[MIRROR]=PUT(MIRROR,115,0);
815 game.fixed[MIRROR]=116;
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<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
848 DROP(BATTER,game.loc);
849 game.limit=game.limit+2500;
851 } else if (game.limit == 0) {
856 } else if (game.limit <= 30) {
857 if (!game.lmwarn && HERE(LAMP)) {
860 if (game.place[BATTER] == 0)spk=183;
861 if (game.prop[BATTER] == 1)spk=189;
867 static void listobjects(void)
868 /* Print out descriptions of objects at this location. If
869 * not closing and property value is negative, tally off
870 * another treasure. Rug is special case; once seen, its
871 * game.prop is 1 (dragon on it) till dragon is killed.
872 * Similarly for chain; game.prop is initially 1 (locked to
873 * bear). These hacks are because game.prop=0 is needed to
876 if (!DARK(game.loc)) {
878 ++game.abbrev[game.loc];
879 for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
881 if (obj > NOBJECTS)obj=obj-NOBJECTS;
882 if (obj == STEPS && TOTING(NUGGET))
884 if (game.prop[obj] < 0) {
888 if (obj == RUG || obj == CHAIN)
891 /* Note: There used to be a test here to see whether the
892 * player had blown it so badly that he could never ever see
893 * the remaining treasures, and if so the lamp was zapped to
894 * 35 turns. But the tests were too simple-minded; things
895 * like killing the bird before the snake was gone (can never
896 * see jewelry), and doing it "right" was hopeless. E.G.,
897 * could cross troll bridge several times, using up all
898 * available treasures, breaking vase, using coins to buy
899 * batteries, etc., and eventually never be able to get
900 * across again. If bottle were left on far side, could then
901 * never get eggs or trident, and the effects propagate. So
902 * the whole thing was flushed. anyone who makes such a
903 * gross blunder isn't likely to find everything else anyway
904 * (so goes the rationalisation). */
906 int kk=game.prop[obj];
907 if (obj == STEPS && game.loc == game.fixed[STEPS])
914 static bool do_command(FILE *cmdin)
915 /* Get and execute a command */
917 long KQ, VERB, KK, V1, V2;
921 enum speechpart part;
923 /* Can't leave cave once it's closing (except by main office). */
924 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
926 game.newloc=game.loc;
927 if (!game.panic)game.clock2=15;
931 /* See if a dwarf has seen him and has come from where he
932 * wants to go. If so, the dwarf's blocking his way. If
933 * coming from place forbidden to pirate (dwarves rooted in
934 * place) let him get out (and attacked). */
935 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
936 for (i=1; i<=NDWARVES-1; i++) {
937 if (game.odloc[i] == game.newloc && game.dseen[i]) {
938 game.newloc=game.loc;
944 game.loc=game.newloc;
949 /* Describe the current location and (maybe) get next command. */
954 char* msg = short_location_descriptions[game.loc];
955 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
956 msg=long_location_descriptions[game.loc];
957 if (!FORCED(game.loc) && DARK(game.loc)) {
958 /* The easiest way to get killed is to fall into a pit in
960 if (game.wzdark && PCT(35)) {
962 game.oldlc2 = game.loc;
964 continue; /* back to top of main interpreter loop */
966 msg=arbitrary_messages[16];
968 if (TOTING(BEAR))RSPEAK(141);
970 if (FORCED(game.loc)) {
971 if (playermove(cmdin, VERB, 1))
974 continue; /* back to top of main interpreter loop */
976 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
988 /* If closing time, check for any objects being toted with
989 * game.prop < 0 and set the prop to -1-game.prop. This way
990 * objects won't be described until they've been picked up
991 * and put down separate from their respective piles. Don't
992 * tick game.clock1 unless well into cave (and not at Y2). */
994 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
996 for (i=1; i<=NOBJECTS; i++) {
997 if (TOTING(i) && game.prop[i] < 0)
998 game.prop[i] = -1-game.prop[i];
1001 game.wzdark=DARK(game.loc);
1002 if (game.knfloc > 0 && game.knfloc != game.loc)
1005 /* This is where we get a new command from the user */
1006 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
1009 /* Every input, check "game.foobar" flag. If zero, nothing's
1010 * going on. If pos, make neg. If neg, he skipped a word,
1011 * so make it zero. */
1013 game.foobar=(game.foobar>0 ? -game.foobar : 0);
1015 if (game.turns == game.thresh) {
1016 newspeak(turn_threshold_messages[game.trndex]);
1017 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
1020 if (game.trndex <= TRNVLS)
1021 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
1023 if (VERB == SAY && WD2 > 0)
1036 if (LIQLOC(game.loc) == WATER)k=70;
1039 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
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) {
1069 /* Gee, I don't understand. */
1070 if (fallback_handler(rawbuf))
1081 if (playermove(cmdin, VERB, KMOD))
1084 continue; /* back to top of main interpreter loop */
1085 case 1: part=unknown; obj = KMOD; break;
1086 case 2: part=intransitive; VERB = KMOD; break;
1087 case 3: RSPEAK(KMOD); goto L2012;
1092 switch (action(cmdin, part, VERB, obj)) {
1096 playermove(cmdin, VERB, NUL);
1098 case GO_TOP: continue; /* back to top of main interpreter loop */
1099 case GO_CLEAROBJ: goto L2012;
1100 case GO_CHECKHINT: goto L2600;
1101 case GO_CHECKFOO: goto L2607;
1102 case GO_LOOKUP: goto L2630;
1104 /* Get second word for analysis. */
1110 /* Random intransitive verbs come here. Clear obj just in case
1111 * (see attack()). */
1117 /* Oh dear, he's disturbed the dwarves. */