2 * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
3 * Copyright (c) 2017 by Eric S. Raymond
4 * SPDX-License-Identifier: BSD-2-clause
17 #define DIM(a) (sizeof(a)/sizeof(a[0]))
20 // exclude from coverage analysis because it requires interactivity to test
21 static void sig_handler(int signo)
23 if (signo == SIGINT) {
24 if (settings.logfp != NULL)
25 fflush(settings.logfp);
34 * Adventure (rev 2: 20 treasures)
35 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
36 * 15-treasure version (adventure) by Don Woods, April-June 1977
37 * 20-treasure version (rev 2) by Don Woods, August 1978
38 * Errata fixed: 78/12/25
39 * Revived 2017 as Open Adventure.
42 static bool do_command(void);
44 int main(int argc, char *argv[])
51 const char* opts = "l:or:";
52 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
55 const char* opts = "l:o";
56 const char* usage = "Usage: %s [-l logfilename] [-o]\n";
58 while ((ch = getopt(argc, argv, opts)) != EOF) {
61 settings.logfp = fopen(optarg, "w");
62 if (settings.logfp == NULL)
64 "advent: can't open logfile %s for write\n",
66 signal(SIGINT, sig_handler);
69 settings.oldstyle = true;
70 settings.prompt = false;
74 rfp = fopen(optarg, "r");
77 "advent: can't open save file %s for read\n",
85 " -l create a log file of your game named as specified'\n");
87 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
90 " -r restore from specified saved game file\n");
97 /* Initialize game variables */
98 long seedval = initialise();
100 #ifndef ADVENT_NOSAVE
102 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
104 game.limit = NOVICELIMIT;
109 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
111 game.limit = NOVICELIMIT;
115 fprintf(settings.logfp, "seed %ld\n", seedval);
117 /* interpret commands until EOF or interrupt */
122 /* show score and exit */
126 /* Check if this loc is eligible for any hints. If been here long
127 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
129 static void checkhints(void)
131 if (conditions[game.loc] >= game.conds) {
132 for (int hint = 0; hint < NHINTS; hint++) {
133 if (game.hinted[hint])
135 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
136 game.hintlc[hint] = -1;
138 /* Come here if he's been long enough at required loc(s) for some
140 if (game.hintlc[hint] >= hints[hint].turns) {
146 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
148 game.hintlc[hint] = 0;
151 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
155 if (HERE(SNAKE) && !HERE(BIRD))
157 game.hintlc[hint] = 0;
160 if (game.atloc[game.loc] == NO_OBJECT &&
161 game.atloc[game.oldloc] == NO_OBJECT &&
162 game.atloc[game.oldlc2] == NO_OBJECT &&
165 game.hintlc[hint] = 0;
168 if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
170 game.hintlc[hint] = 0;
177 game.hintlc[hint] = 0;
180 if (game.atloc[game.loc] == NO_OBJECT &&
181 game.atloc[game.oldloc] == NO_OBJECT &&
182 game.atloc[game.oldlc2] == NO_OBJECT)
186 i = atdwrf(game.loc);
188 game.hintlc[hint] = 0;
191 if (HERE(OGRE) && i == 0)
195 if (game.tally == 1 && game.prop[JADE] < 0)
197 game.hintlc[hint] = 0;
199 default: // LCOV_EXCL_LINE
200 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
203 /* Fall through to hint display */
204 game.hintlc[hint] = 0;
205 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
207 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
208 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
209 if (game.hinted[hint] && game.limit > WARNTIME)
210 game.limit += WARNTIME * hints[hint].penalty;
218 static bool spotted_by_pirate(int i)
223 /* The pirate's spotted him. Pirate leaves him alone once we've
224 * found chest. K counts if a treasure is here. If not, and
225 * tally=1 for an unseen chest, let the pirate be spotted. Note
226 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
227 * it to the troll, but in that case he's seen the chest
228 * (game.prop[CHEST] == STATE_FOUND). */
229 if (game.loc == game.chloc ||
230 game.prop[CHEST] != STATE_NOTFOUND)
233 bool movechest = false, robplayer = false;
234 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
235 if (!objects[treasure].is_treasure)
237 /* Pirate won't take pyramid from plover room or dark
238 * room (too easy!). */
239 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
240 game.loc == objects[EMERALD].plac)) {
243 if (TOTING(treasure) ||
246 if (TOTING(treasure)) {
251 /* Force chest placement before player finds last treasure */
252 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
253 rspeak(PIRATE_SPOTTED);
256 /* Do things in this order (chest move before robbery) so chest is listed
257 * last at the maze location. */
259 move(CHEST, game.chloc);
260 move(MESSAG, game.chloc2);
261 game.dloc[PIRATE] = game.chloc;
262 game.odloc[PIRATE] = game.chloc;
263 game.dseen[PIRATE] = false;
265 /* You might get a hint of the pirate's presence even if the
266 * chest doesn't move... */
267 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
268 rspeak(PIRATE_RUSTLES);
271 rspeak(PIRATE_POUNCES);
272 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
273 if (!objects[treasure].is_treasure)
275 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
276 game.loc == objects[EMERALD].plac))) {
277 if (AT(treasure) && game.fixed[treasure] == IS_FREE)
278 carry(treasure, game.loc);
279 if (TOTING(treasure))
280 drop(treasure, game.chloc);
288 static bool dwarfmove(void)
289 /* Dwarves move. Return true if player survives, false if he dies. */
291 int kk, stick, attack;
294 /* Dwarf stuff. See earlier comments for description of
295 * variables. Remember sixth dwarf is pirate and is thus
296 * very different except for motion rules. */
298 /* First off, don't let the dwarves follow him into a pit or a
299 * wall. Activate the whole mess the first time he gets as far
300 * as the Hall of Mists (what INDEEP() tests). If game.newloc
301 * is forbidden to pirate (in particular, if it's beyond the
302 * troll bridge), bypass dwarf stuff. That way pirate can't
303 * steal return toll, and dwarves can't meet the bear. Also
304 * means dwarves won't follow him into dead end in maze, but
305 * c'est la vie. They'll wait for him outside the dead end. */
306 if (game.loc == LOC_NOWHERE ||
308 CNDBIT(game.newloc, COND_NOARRR))
311 /* Dwarf activity level ratchets up */
312 if (game.dflag == 0) {
313 if (INDEEP(game.loc))
318 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
319 * the 5 dwarves. If any of the survivors is at game.loc,
320 * replace him with the alternate. */
321 if (game.dflag == 1) {
322 if (!INDEEP(game.loc) ||
323 (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
327 for (int i = 1; i <= 2; i++) {
328 int j = 1 + randrange(NDWARVES - 1);
333 /* Alternate initial loc for dwarf, in case one of them
334 * starts out on top of the adventurer. */
335 for (int i = 1; i <= NDWARVES - 1; i++) {
336 if (game.dloc[i] == game.loc)
337 game.dloc[i] = DALTLC; //
338 game.odloc[i] = game.dloc[i];
345 /* Things are in full swing. Move each dwarf at random,
346 * except if he's seen us he sticks with us. Dwarves stay
347 * deep inside. If wandering at random, they don't back up
348 * unless there's no alternative. If they don't have to
349 * move, they attack. And, of course, dead dwarves don't do
350 * much of anything. */
354 for (int i = 1; i <= NDWARVES; i++) {
355 if (game.dloc[i] == 0)
357 /* Fill tk array with all the places this dwarf might go. */
359 kk = tkey[game.dloc[i]];
362 enum desttype_t desttype = travel[kk].desttype;
363 game.newloc = travel[kk].destval;
364 /* Have we avoided a dwarf encounter? */
365 if (desttype != dest_goto)
367 else if (!INDEEP(game.newloc))
369 else if (game.newloc == game.odloc[i])
371 else if (j > 1 && game.newloc == tk[j - 1])
373 else if (j >= DIM(tk) - 1)
374 /* This can't actually happen. */
375 continue; // LCOV_EXCL_LINE
376 else if (game.newloc == game.dloc[i])
378 else if (FORCED(game.newloc))
380 else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
382 else if (travel[kk].nodwarves)
384 tk[j++] = game.newloc;
386 (!travel[kk++].stop);
387 tk[j] = game.odloc[i];
390 j = 1 + randrange(j);
391 game.odloc[i] = game.dloc[i];
392 game.dloc[i] = tk[j];
393 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
394 (game.dloc[i] == game.loc ||
395 game.odloc[i] == game.loc);
398 game.dloc[i] = game.loc;
399 if (spotted_by_pirate(i))
401 /* This threatening little dwarf is in the room with him! */
403 if (game.odloc[i] == game.dloc[i]) {
405 if (game.knfloc >= 0)
406 game.knfloc = game.loc;
407 if (randrange(1000) < 95 * (game.dflag - 2))
412 /* Now we know what's happening. Let's tell the poor sucker about it. */
413 if (game.dtotal == 0)
415 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
421 rspeak(THROWN_KNIVES, attack);
422 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
424 rspeak(KNIFE_THROWN);
425 rspeak(stick ? GETS_YOU : MISSES_YOU);
429 game.oldlc2 = game.loc;
433 /* "You're dead, Jim."
435 * If the current loc is zero, it means the clown got himself killed.
436 * We'll allow this maxdie times. NDEATHS is automatically set based
437 * on the number of snide messages available. Each death results in
438 * a message (obituaries[n]) which offers reincarnation; if accepted,
439 * this results in message obituaries[0], obituaries[2], etc. The
440 * last time, if he wants another chance, he gets a snide remark as
441 * we exit. When reincarnated, all objects being carried get dropped
442 * at game.oldlc2 (presumably the last place prior to being killed)
443 * without change of props. The loop runs backwards to assure that
444 * the bird is dropped before the cage. (This kluge could be changed
445 * once we're sure all references to bird and cage are done by
446 * keywords.) The lamp is a special case (it wouldn't do to leave it
447 * in the cave). It is turned off and left outside the building (only
448 * if he was carrying it, of course). He himself is left inside the
449 * building (and heaven help him if he tries to xyzzy back into the
450 * cave without the lamp!). game.oldloc is zapped so he can't just
452 static void croak(void)
453 /* Okay, he's dead. Let's get on with it. */
456 game.numdie = 0; // LCOV_EXCL_LINE
457 const char* query = obituaries[game.numdie].query;
458 const char* yes_response = obituaries[game.numdie].yes_response;
461 /* He died during closing time. No resurrection. Tally up a
463 rspeak(DEATH_CLOSING);
465 } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN])
466 || game.numdie == NDEATHS)
469 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
471 game.prop[LAMP] = LAMP_DARK;
472 for (int j = 1; j <= NOBJECTS; j++) {
473 int i = NOBJECTS + 1 - j;
475 /* Always leave lamp where it's accessible aboveground */
476 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
479 game.oldloc = game.loc = game.newloc = LOC_BUILDING;
483 static bool traveleq(int a, int b)
484 /* Are two travel entries equal for purposes of skip after failed condition? */
486 return (travel[a].condtype == travel[b].condtype)
487 && (travel[a].condarg1 == travel[b].condarg1)
488 && (travel[a].condarg2 == travel[b].condarg2)
489 && (travel[a].desttype == travel[b].desttype)
490 && (travel[a].destval == travel[b].destval);
493 /* Given the current location in "game.loc", and a motion verb number in
494 * "motion", put the new location in "game.newloc". The current loc is saved
495 * in "game.oldloc" in case he wants to retreat. The current
496 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
497 * does, game.newloc will be limbo, and game.oldloc will be what killed
498 * him, so we need game.oldlc2, which is the last place he was
500 static void playermove( int motion)
502 int scratchloc, travel_entry = tkey[game.loc];
503 game.newloc = game.loc;
504 if (travel_entry == 0)
505 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
508 else if (motion == BACK) {
509 /* Handle "go back". Look for verb which goes from game.loc to
510 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
511 * te_tmp saves entry -> forced loc -> previous loc. */
512 motion = game.oldloc;
514 motion = game.oldlc2;
515 game.oldlc2 = game.oldloc;
516 game.oldloc = game.loc;
517 if (CNDBIT(game.loc, COND_NOBACK)) {
521 if (motion == game.loc) {
528 enum desttype_t desttype = travel[travel_entry].desttype;
529 scratchloc = travel[travel_entry].destval;
530 if (desttype != dest_goto || scratchloc != motion) {
531 if (desttype == dest_goto) {
532 if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
533 te_tmp = travel_entry;
535 if (!travel[travel_entry].stop) {
536 ++travel_entry; /* go to next travel entry for this location */
539 /* we've reached the end of travel entries for game.loc */
540 travel_entry = te_tmp;
541 if (travel_entry == 0) {
542 rspeak(NOT_CONNECTED);
547 motion = travel[travel_entry].motion;
548 travel_entry = tkey[game.loc];
549 break; /* fall through to ordinary travel */
551 } else if (motion == LOOK) {
552 /* Look. Can't give more detail. Pretend it wasn't dark
553 * (though it may now be dark) so he won't fall into a
554 * pit while staring into the gloom. */
556 rspeak(NO_MORE_DETAIL);
559 game.abbrev[game.loc] = 0;
561 } else if (motion == CAVE) {
562 /* Cave. Different messages depending on whether above ground. */
563 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
566 /* none of the specials */
567 game.oldlc2 = game.oldloc;
568 game.oldloc = game.loc;
571 /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
572 * the beginning of the motion entries for here (game.loc). */
574 if (T_TERMINATE(travel[travel_entry]) ||
575 travel[travel_entry].motion == motion)
577 if (travel[travel_entry].stop) {
578 /* Couldn't find an entry matching the motion word passed
579 * in. Various messages depending on word given. */
591 rspeak(BAD_DIRECTION);
596 rspeak(UNSURE_FACING);
600 rspeak(NO_INOUT_HERE);
604 rspeak(NOTHING_HAPPENS);
617 /* (ESR) We've found a destination that goes with the motion verb.
618 * Next we need to check any conditional(s) on this destination, and
619 * possibly on following entries. */
621 for (;;) { /* L12 loop */
623 enum condtype_t condtype = travel[travel_entry].condtype;
624 long condarg1 = travel[travel_entry].condarg1;
625 long condarg2 = travel[travel_entry].condarg2;
626 if (condtype < cond_not) {
627 /* YAML N and [pct N] conditionals */
628 if (condtype == cond_goto || condtype == cond_pct) {
632 /* else fall through */
634 /* YAML [with OBJ] clause */
635 else if (TOTING(condarg1) ||
636 (condtype == cond_with && AT(condarg1)))
638 /* else fall through to check [not OBJ STATE] */
639 } else if (game.prop[condarg1] != condarg2)
642 /* We arrive here on conditional failure.
643 * Skip to next non-matching destination */
644 int te_tmp = travel_entry;
646 if (travel[te_tmp].stop)
647 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
650 (traveleq(travel_entry, te_tmp));
651 travel_entry = te_tmp;
654 /* Found an eligible rule, now execute it */
655 enum desttype_t desttype = travel[travel_entry].desttype;
656 game.newloc = travel[travel_entry].destval;
657 if (desttype == dest_goto)
660 if (desttype == dest_speak) {
661 /* Execute a speak rule */
663 game.newloc = game.loc;
666 switch (game.newloc) {
668 /* Special travel 1. Plover-alcove passage. Can carry only
669 * emerald. Note: travel table must include "useless"
670 * entries going through passage, which can never be used
671 * for actual motion, but can be spotted by "go back". */
672 game.newloc = (game.loc == LOC_PLOVER)
675 if (game.holdng > 1 ||
676 (game.holdng == 1 && !TOTING(EMERALD))) {
677 game.newloc = game.loc;
682 /* Special travel 2. Plover transport. Drop the
683 * emerald (only use special travel if toting
684 * it), so he's forced to use the plover-passage
685 * to get it out. Having dropped it, go back and
686 * pretend he wasn't carrying it after all. */
687 drop(EMERALD, game.loc);
689 int te_tmp = travel_entry;
691 if (travel[te_tmp].stop)
692 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
695 (traveleq(travel_entry, te_tmp));
696 travel_entry = te_tmp;
698 continue; /* goto L12 */
700 /* Special travel 3. Troll bridge. Must be done
701 * only as special motion so that dwarves won't
702 * wander across and encounter the bear. (They
703 * won't follow the player there because that
704 * region is forbidden to the pirate.) If
705 * game.prop[TROLL]=TROLL_PAIDONCE, he's crossed
706 * since paying, so step out and block him.
707 * (standard travel entries check for
708 * game.prop[TROLL]=TROLL_UNPAID.) Special stuff
710 if (game.prop[TROLL] == TROLL_PAIDONCE) {
711 pspeak(TROLL, look, true, TROLL_PAIDONCE);
712 game.prop[TROLL] = TROLL_UNPAID;
713 move(TROLL2, LOC_NOWHERE);
714 move(TROLL2 + NOBJECTS, IS_FREE);
715 move(TROLL, objects[TROLL].plac);
716 move(TROLL + NOBJECTS, objects[TROLL].fixd);
718 game.newloc = game.loc;
721 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
722 if (game.prop[TROLL] == TROLL_UNPAID)
723 game.prop[TROLL] = TROLL_PAIDONCE;
726 state_change(CHASM, BRIDGE_WRECKED);
727 game.prop[TROLL] = TROLL_GONE;
728 drop(BEAR, game.newloc);
729 game.fixed[BEAR] = IS_FIXED;
730 game.prop[BEAR] = BEAR_DEAD;
731 game.oldlc2 = game.newloc;
735 default: // LCOV_EXCL_LINE
736 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
739 break; /* Leave L12 loop */
745 static void lampcheck(void)
746 /* Check game limit and lamp timers */
748 if (game.prop[LAMP] == LAMP_BRIGHT)
751 /* Another way we can force an end to things is by having the
752 * lamp give out. When it gets close, we come here to warn him.
753 * First following arm checks if the lamp and fresh batteries are
754 * here, in which case we replace the batteries and continue.
755 * Second is for other cases of lamp dying. Even after it goes
756 * out, he can explore outside for a while if desired. */
757 if (game.limit <= WARNTIME) {
758 if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
759 rspeak(REPLACE_BATTERIES);
760 game.prop[BATTERY] = DEAD_BATTERIES;
762 /* This code from the original game seems to have been faulty.
763 * No tests ever passed the guard, and with the guard removed
764 * the game hangs when the lamp limit is reached.
767 drop(BATTERY, game.loc);
769 game.limit += BATTERYLIFE;
771 } else if (!game.lmwarn && HERE(LAMP)) {
773 if (game.prop[BATTERY] == DEAD_BATTERIES)
774 rspeak(MISSING_BATTERIES);
775 else if (game.place[BATTERY] == LOC_NOWHERE)
778 rspeak(GET_BATTERIES);
781 if (game.limit == 0) {
783 game.prop[LAMP] = LAMP_DARK;
789 static bool closecheck(void)
790 /* Handle the closing of the cave. The cave closes "clock1" turns
791 * after the last treasure has been located (including the pirate's
792 * chest, which may of course never show up). Note that the
793 * treasures need not have been taken yet, just located. Hence
794 * clock1 must be large enough to get out of the cave (it only ticks
795 * while inside the cave). When it hits zero, we branch to 10000 to
796 * start closing the cave, and then sit back and wait for him to try
797 * to get out. If he doesn't within clock2 turns, we close the cave;
798 * if he does try, we assume he panics, and give him a few additional
799 * turns to get frantic before we close. When clock2 hits zero, we
800 * transport him into the final puzzle. Note that the puzzle depends
801 * upon all sorts of random things. For instance, there must be no
802 * water or oil, since there are beanstalks which we don't want to be
803 * able to water, since the code can't handle it. Also, we can have
804 * no keys, since there is a grate (having moved the fixed object!)
805 * there separating him from all the treasures. Most of these
806 * problems arise from the use of negative prop numbers to suppress
807 * the object descriptions until he's actually moved the objects. */
809 /* If a turn threshold has been met, apply penalties and tell
810 * the player about it. */
811 for (int i = 0; i < NTHRESHOLDS; ++i) {
812 if (game.turns == turn_thresholds[i].threshold + 1) {
813 game.trnluz += turn_thresholds[i].point_loss;
814 speak(turn_thresholds[i].message);
818 /* Don't tick game.clock1 unless well into cave (and not at Y2). */
819 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
822 /* When the first warning comes, we lock the grate, destroy
823 * the bridge, kill all the dwarves (and the pirate), remove
824 * the troll and bear (unless dead), and set "closng" to
825 * true. Leave the dragon; too much trouble to move it.
826 * from now until clock2 runs out, he cannot unlock the
827 * grate, move to any location outside the cave, or create
828 * the bridge. Nor can he be resurrected if he dies. Note
829 * that the snake is already gone, since he got to the
830 * treasure accessible only via the hall of the mountain
831 * king. Also, he's been in giant room (to get eggs), so we
832 * can refer to it. Also also, he's gotten the pearl, so we
833 * know the bivalve is an oyster. *And*, the dwarves must
834 * have been activated, since we've found chest. */
835 if (game.clock1 == 0) {
836 game.prop[GRATE] = GRATE_CLOSED;
837 game.prop[FISSURE] = UNBRIDGED;
838 for (int i = 1; i <= NDWARVES; i++) {
839 game.dseen[i] = false;
840 game.dloc[i] = LOC_NOWHERE;
842 move(TROLL, LOC_NOWHERE);
843 move(TROLL + NOBJECTS, IS_FREE);
844 move(TROLL2, objects[TROLL].plac);
845 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
847 if (game.prop[BEAR] != BEAR_DEAD)
849 game.prop[CHAIN] = CHAIN_HEAP;
850 game.fixed[CHAIN] = IS_FREE;
851 game.prop[AXE] = AXE_HERE;
852 game.fixed[AXE] = IS_FREE;
853 rspeak(CAVE_CLOSING);
857 } else if (game.clock1 < 0)
859 if (game.clock2 == 0) {
860 /* Once he's panicked, and clock2 has run out, we come here
861 * to set up the storage room. The room has two locs,
862 * hardwired as LOC_NE and LOC_SW. At the ne end, we
863 * place empty bottles, a nursery of plants, a bed of
864 * oysters, a pile of lamps, rods with stars, sleeping
865 * dwarves, and him. At the sw end we place grate over
866 * treasures, snake pit, covey of caged birds, more rods, and
867 * pillows. A mirror stretches across one wall. Many of the
868 * objects come from known locations and/or states (e.g. the
869 * snake is known to have been destroyed and needn't be
870 * carried away from its old "place"), making the various
871 * objects be handled differently. We also drop all other
872 * objects he might be carrying (lest he have some which
873 * could cause trouble, such as the keys). We describe the
874 * flash of light and trundle back. */
875 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
876 game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY);
877 game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
878 game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
879 game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
880 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
882 game.oldloc = LOC_NE;
883 game.newloc = LOC_NE;
884 /* Leave the grate with normal (non-negative) property.
886 put(GRATE, LOC_SW, 0);
887 put(SIGN, LOC_SW, 0);
888 game.prop[SIGN] = ENDGAME_SIGN;
889 game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED);
890 game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
891 game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
892 game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
893 game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
895 game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
896 game.fixed[MIRROR] = LOC_SW;
898 for (int i = 1; i <= NOBJECTS; i++) {
912 static void listobjects(void)
913 /* Print out descriptions of objects at this location. If
914 * not closing and property value is negative, tally off
915 * another treasure. Rug is special case; once seen, its
916 * game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
917 * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
918 * bear). These hacks are because game.prop=0 is needed to
921 if (!DARK(game.loc)) {
922 ++game.abbrev[game.loc];
923 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
926 obj = obj - NOBJECTS;
927 if (obj == STEPS && TOTING(NUGGET))
929 if (game.prop[obj] < 0) {
932 game.prop[obj] = STATE_FOUND;
934 game.prop[RUG] = RUG_DRAGON;
936 game.prop[CHAIN] = CHAINING_BEAR;
938 /* Note: There used to be a test here to see whether the
939 * player had blown it so badly that he could never ever see
940 * the remaining treasures, and if so the lamp was zapped to
941 * 35 turns. But the tests were too simple-minded; things
942 * like killing the bird before the snake was gone (can never
943 * see jewelry), and doing it "right" was hopeless. E.G.,
944 * could cross troll bridge several times, using up all
945 * available treasures, breaking vase, using coins to buy
946 * batteries, etc., and eventually never be able to get
947 * across again. If bottle were left on far side, could then
948 * never get eggs or trident, and the effects propagate. So
949 * the whole thing was flushed. anyone who makes such a
950 * gross blunder isn't likely to find everything else anyway
951 * (so goes the rationalisation). */
953 int kk = game.prop[obj];
955 kk = (game.loc == game.fixed[STEPS])
958 pspeak(obj, look, true, kk);
963 void clear_command(command_t *cmd)
965 cmd->verb = ACT_NULL;
966 game.oldobj = cmd->obj;
967 cmd->obj = NO_OBJECT;
970 void close_cleanup_before_command(void)
971 /* If closing time, check for any objects being toted with
972 * game.prop < 0 and stash them. This way objects won't be
973 * described until they've been picked up and put down
974 * separate from their respective piles. */
977 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
978 pspeak(OYSTER, look, true, 1);
979 for (size_t i = 1; i <= NOBJECTS; i++) {
980 if (TOTING(i) && game.prop[i] < 0)
981 game.prop[i] = STASHED(i);
986 bool preprocess_command(command_t *command)
987 /* Pre-processes a command input to see if we need to tease out a few specific cases:
988 * - "enter water" or "enter stream":
989 * wierd specific case that gets the user wet, and then kicks us back to get another command
991 * Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
994 * If in location with grate, we move to that grate. If we're in a number of other places,
995 * we move to the entrance.
996 * - "water plant", "oil plant", "water door", "oil door":
997 * Change to "pour water" or "pour oil" based on context
999 * If bird is present, we change to "carry bird"
1001 * Returns true if pre-processing is complete, and we're ready to move to the primary command
1002 * processing, false otherwise. */
1004 if (command->word[0].type == MOTION && command->word[0].id == ENTER
1005 && (command->word[1].id == STREAM || command->word[1].id == WATER)) {
1006 if (LIQLOC(game.loc) == WATER)
1009 rspeak(WHERE_QUERY);
1011 if (command->word[0].type == OBJECT) {
1012 /* From OV to VO form */
1013 if (command->word[1].type == ACTION) {
1014 command_word_t stage = command->word[0];
1015 command->word[0] = command->word[1];
1016 command->word[1] = stage;
1019 if (command->word[0].id == GRATE) {
1020 command->word[0].type = MOTION;
1021 if (game.loc == LOC_START ||
1022 game.loc == LOC_VALLEY ||
1023 game.loc == LOC_SLIT) {
1024 command->word[0].id = DEPRESSION;
1026 if (game.loc == LOC_COBBLE ||
1027 game.loc == LOC_DEBRIS ||
1028 game.loc == LOC_AWKWARD ||
1029 game.loc == LOC_BIRD ||
1030 game.loc == LOC_PITTOP) {
1031 command->word[0].id = ENTRANCE;
1034 if ((command->word[0].id == WATER || command->word[0].id == OIL) &&
1035 (command->word[1].id == PLANT || command->word[1].id == DOOR)) {
1036 if (AT(command->word[1].id)) {
1037 command->word[1] = command->word[0];
1038 command->word[0].id = POUR;
1039 command->word[0].type = ACTION;
1040 strncpy(command->word[0].raw, "pour", LINESIZE - 1);
1043 if (command->word[0].id == CAGE && command->word[1].id == BIRD && HERE(CAGE) && HERE(BIRD)) {
1044 command->word[0].id = CARRY;
1045 command->word[0].type = ACTION;
1054 static bool do_command()
1055 /* Get and execute a command */
1057 static command_t command;
1058 bool command_given = false;
1059 bool command_executed = false;
1061 /* Can't leave cave once it's closing (except by main office). */
1062 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
1063 rspeak(EXIT_CLOSED);
1064 game.newloc = game.loc;
1066 game.clock2 = PANICTIME;
1070 /* See if a dwarf has seen him and has come from where he
1071 * wants to go. If so, the dwarf's blocking his way. If
1072 * coming from place forbidden to pirate (dwarves rooted in
1073 * place) let him get out (and attacked). */
1074 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
1075 for (size_t i = 1; i <= NDWARVES - 1; i++) {
1076 if (game.odloc[i] == game.newloc && game.dseen[i]) {
1077 game.newloc = game.loc;
1078 rspeak(DWARF_BLOCK);
1083 game.loc = game.newloc;
1088 /* Describe the current location and (maybe) get next command. */
1092 const char* msg = locations[game.loc].description.small;
1093 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
1095 msg = locations[game.loc].description.big;
1096 if (!FORCED(game.loc) && DARK(game.loc)) {
1097 /* The easiest way to get killed is to fall into a pit in
1098 * pitch darkness. */
1099 if (game.wzdark && PCT(35)) {
1101 game.oldlc2 = game.loc;
1103 continue; /* back to top of main interpreter loop */
1105 msg = arbitrary_messages[PITCH_DARK];
1110 if (FORCED(game.loc)) {
1114 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1118 clear_command(&command);
1120 // Keep getting commands from user until valid command is both given and executed.
1122 // Check some quick-time game state items, get input from user, increment turn,
1123 // and pre-process commands. Keep going until pre-processing is done.
1126 close_cleanup_before_command();
1128 game.wzdark = DARK(game.loc);
1129 if (game.knfloc > 0 && game.knfloc != game.loc)
1132 // Get command input from user
1133 if (!get_command_input(&command))
1137 } while ( !preprocess_command(&command));
1138 command_given = true;
1140 // check if game is closed
1144 // loop until all words in command are procesed
1146 // assume all words in command are processed, until proven otherwise
1147 command_executed = true;
1149 if (command.word[0].id == WORD_NOT_FOUND) {
1150 /* Gee, I don't understand. */
1151 sspeak(DONT_KNOW, command.word[0].raw);
1152 clear_command(&command);
1153 command_given = false;
1157 // Give user hints of shortcuts
1158 if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
1159 if (++game.iwest == 10)
1162 if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
1163 if (++game.igo == 10)
1164 rspeak(GO_UNNEEDED);
1167 switch (command.word[0].type) {
1168 case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
1170 playermove(command.word[0].id);
1173 command.part = unknown;
1174 command.obj = command.word[0].id;
1177 if (command.word[1].type == NUMERIC)
1178 command.part = transitive;
1180 command.part = intransitive;
1181 command.verb = command.word[0].id;
1184 if (!settings.oldstyle) {
1185 sspeak(DONT_KNOW, command.word[0].raw);
1186 clear_command(&command);
1187 command_given = false;
1191 default: // LCOV_EXCL_LINE
1192 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
1195 switch (action(command)) {
1202 continue; /* back to top of main interpreter loop */
1204 clear_command(&command);
1207 command_given = false;
1211 printf("Word shift\n");
1213 /* Get second word for analysis. */
1214 command.word[0] = command.word[1];
1215 command.word[1] = empty_command_word;
1216 command_executed = false;
1219 /* Random intransitive verbs come here. Clear obj just in case
1220 * (see attack()). */
1221 command.word[0].raw[0] = toupper(command.word[0].raw[0]);
1222 sspeak(DO_WHAT, command.word[0].raw);
1224 command_given = false;
1227 /* Oh dear, he's disturbed the dwarves. */
1228 rspeak(DWARVES_AWAKEN);
1230 default: // LCOV_EXCL_LINE
1231 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
1233 } while (!command_executed);
1234 } while (!command_given);