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 * Applying the Structured Program Theorem can be hard.
26 #define DIM(a) (sizeof(a)/sizeof(a[0]))
29 // exclude from coverage analysis because it requires interactivity to test
30 static void sig_handler(int signo)
32 if (signo == SIGINT) {
33 if (settings.logfp != NULL)
34 fflush(settings.logfp);
43 * Adventure (rev 2: 20 treasures)
44 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
45 * 15-treasure version (adventure) by Don Woods, April-June 1977
46 * 20-treasure version (rev 2) by Don Woods, August 1978
47 * Errata fixed: 78/12/25
48 * Revived 2017 as Open Adventure.
51 static bool do_command(void);
53 int main(int argc, char *argv[])
60 const char* opts = "l:or:";
61 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
64 const char* opts = "l:o";
65 const char* usage = "Usage: %s [-l logfilename] [-o]\n";
67 while ((ch = getopt(argc, argv, opts)) != EOF) {
70 settings.logfp = fopen(optarg, "w");
71 if (settings.logfp == NULL)
73 "advent: can't open logfile %s for write\n",
75 signal(SIGINT, sig_handler);
78 settings.oldstyle = true;
79 settings.prompt = false;
83 rfp = fopen(optarg, "r");
86 "advent: can't open save file %s for read\n",
88 signal(SIGINT, sig_handler);
95 " -l create a log file of your game named as specified'\n");
97 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
100 " -r restore from specified saved game file\n");
107 /* Initialize game variables */
108 long seedval = initialise();
110 #ifndef ADVENT_NOSAVE
112 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
114 game.limit = NOVICELIMIT;
119 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
121 game.limit = NOVICELIMIT;
125 fprintf(settings.logfp, "seed %ld\n", seedval);
127 /* interpret commands until EOF or interrupt */
132 /* show score and exit */
136 static bool fallback_handler(struct command_t command)
137 /* fallback handler for commands not handled by FORTRANish parser */
140 char buf[2 * LINESIZE + 1];
141 sprintf(buf, "%s %s", command.raw1, command.raw2);
143 if (sscanf(buf, "seed %ld", &sv) == 1) {
145 printf("Seed set to %ld\n", sv);
146 // autogenerated, so don't charge user time for it.
150 else if (sscanf(buf, "waste %ld", &sv) == 1) {
152 printf("Game limit is now %ld\n", game.limit);
158 /* Check if this loc is eligible for any hints. If been here long
159 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
161 static void checkhints(void)
163 if (conditions[game.loc] >= game.conds) {
164 for (int hint = 0; hint < NHINTS; hint++) {
165 if (game.hinted[hint])
167 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
168 game.hintlc[hint] = -1;
170 /* Come here if he's been long enough at required loc(s) for some
172 if (game.hintlc[hint] >= hints[hint].turns) {
178 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
180 game.hintlc[hint] = 0;
183 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
187 if (HERE(SNAKE) && !HERE(BIRD))
189 game.hintlc[hint] = 0;
192 if (game.atloc[game.loc] == NO_OBJECT &&
193 game.atloc[game.oldloc] == NO_OBJECT &&
194 game.atloc[game.oldlc2] == NO_OBJECT &&
197 game.hintlc[hint] = 0;
200 if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
202 game.hintlc[hint] = 0;
209 game.hintlc[hint] = 0;
212 if (game.atloc[game.loc] == NO_OBJECT &&
213 game.atloc[game.oldloc] == NO_OBJECT &&
214 game.atloc[game.oldlc2] == NO_OBJECT)
218 i = atdwrf(game.loc);
220 game.hintlc[hint] = 0;
223 if (HERE(OGRE) && i == 0)
227 if (game.tally == 1 && game.prop[JADE] < 0)
229 game.hintlc[hint] = 0;
231 default: // LCOV_EXCL_LINE
232 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
235 /* Fall through to hint display */
236 game.hintlc[hint] = 0;
237 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
239 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
240 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
241 if (game.hinted[hint] && game.limit > WARNTIME)
242 game.limit += WARNTIME * hints[hint].penalty;
248 static bool spotted_by_pirate(int i)
253 /* The pirate's spotted him. Pirate leaves him alone once we've
254 * found chest. K counts if a treasure is here. If not, and
255 * tally=1 for an unseen chest, let the pirate be spotted. Note
256 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
257 * it to the troll, but in that case he's seen the chest
258 * (game.prop[CHEST] == STATE_FOUND). */
259 if (game.loc == game.chloc ||
260 game.prop[CHEST] != STATE_NOTFOUND)
263 bool movechest = false, robplayer = false;
264 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
265 if (!objects[treasure].is_treasure)
267 /* Pirate won't take pyramid from plover room or dark
268 * room (too easy!). */
269 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
270 game.loc == objects[EMERALD].plac)) {
273 if (TOTING(treasure) ||
276 if (TOTING(treasure)) {
281 /* Force chest placement before player finds last treasure */
282 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
283 rspeak(PIRATE_SPOTTED);
286 /* Do things in this order (chest move before robbery) so chest is listed
287 * last at the maze location. */
289 move(CHEST, game.chloc);
290 move(MESSAG, game.chloc2);
291 game.dloc[PIRATE] = game.chloc;
292 game.odloc[PIRATE] = game.chloc;
293 game.dseen[PIRATE] = false;
295 /* You might get a hint of the pirate's presence even if the
296 * chest doesn't move... */
297 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
298 rspeak(PIRATE_RUSTLES);
301 rspeak(PIRATE_POUNCES);
302 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
303 if (!objects[treasure].is_treasure)
305 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
306 game.loc == objects[EMERALD].plac))) {
307 if (AT(treasure) && game.fixed[treasure] == IS_FREE)
308 carry(treasure, game.loc);
309 if (TOTING(treasure))
310 drop(treasure, game.chloc);
318 static bool dwarfmove(void)
319 /* Dwarves move. Return true if player survives, false if he dies. */
321 int kk, stick, attack;
324 /* Dwarf stuff. See earlier comments for description of
325 * variables. Remember sixth dwarf is pirate and is thus
326 * very different except for motion rules. */
328 /* First off, don't let the dwarves follow him into a pit or a
329 * wall. Activate the whole mess the first time he gets as far
330 * as the Hall of Mists (what INDEEP() tests). If game.newloc
331 * is forbidden to pirate (in particular, if it's beyond the
332 * troll bridge), bypass dwarf stuff. That way pirate can't
333 * steal return toll, and dwarves can't meet the bear. Also
334 * means dwarves won't follow him into dead end in maze, but
335 * c'est la vie. They'll wait for him outside the dead end. */
336 if (game.loc == LOC_NOWHERE ||
338 CNDBIT(game.newloc, COND_NOARRR))
341 /* Dwarf activity level ratchets up */
342 if (game.dflag == 0) {
343 if (INDEEP(game.loc))
348 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
349 * the 5 dwarves. If any of the survivors is at game.loc,
350 * replace him with the alternate. */
351 if (game.dflag == 1) {
352 if (!INDEEP(game.loc) ||
353 (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
357 for (int i = 1; i <= 2; i++) {
358 int j = 1 + randrange(NDWARVES - 1);
363 /* Alternate initial loc for dwarf, in case one of them
364 * starts out on top of the adventurer. */
365 for (int i = 1; i <= NDWARVES - 1; i++) {
366 if (game.dloc[i] == game.loc)
367 game.dloc[i] = DALTLC; //
368 game.odloc[i] = game.dloc[i];
375 /* Things are in full swing. Move each dwarf at random,
376 * except if he's seen us he sticks with us. Dwarves stay
377 * deep inside. If wandering at random, they don't back up
378 * unless there's no alternative. If they don't have to
379 * move, they attack. And, of course, dead dwarves don't do
380 * much of anything. */
384 for (int i = 1; i <= NDWARVES; i++) {
385 if (game.dloc[i] == 0)
387 /* Fill tk array with all the places this dwarf might go. */
389 kk = tkey[game.dloc[i]];
392 enum desttype_t desttype = travel[kk].desttype;
393 game.newloc = travel[kk].destval;
394 /* Have we avoided a dwarf encounter? */
395 if (desttype != dest_goto)
397 else if (!INDEEP(game.newloc))
399 else if (game.newloc == game.odloc[i])
401 else if (j > 1 && game.newloc == tk[j - 1])
403 else if (j >= DIM(tk) - 1)
404 /* This can't actually happen. */
405 continue; // LCOV_EXCL_LINE
406 else if (game.newloc == game.dloc[i])
408 else if (FORCED(game.newloc))
410 else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
412 else if (travel[kk].nodwarves)
414 tk[j++] = game.newloc;
416 (!travel[kk++].stop);
417 tk[j] = game.odloc[i];
420 j = 1 + randrange(j);
421 game.odloc[i] = game.dloc[i];
422 game.dloc[i] = tk[j];
423 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
424 (game.dloc[i] == game.loc ||
425 game.odloc[i] == game.loc);
428 game.dloc[i] = game.loc;
429 if (spotted_by_pirate(i))
431 /* This threatening little dwarf is in the room with him! */
433 if (game.odloc[i] == game.dloc[i]) {
435 if (game.knfloc >= 0)
436 game.knfloc = game.loc;
437 if (randrange(1000) < 95 * (game.dflag - 2))
442 /* Now we know what's happening. Let's tell the poor sucker about it. */
443 if (game.dtotal == 0)
445 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
451 rspeak(THROWN_KNIVES, attack);
452 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
454 rspeak(KNIFE_THROWN);
455 rspeak(stick ? GETS_YOU : MISSES_YOU);
459 game.oldlc2 = game.loc;
463 /* "You're dead, Jim."
465 * If the current loc is zero, it means the clown got himself killed.
466 * We'll allow this maxdie times. NDEATHS is automatically set based
467 * on the number of snide messages available. Each death results in
468 * a message (obituaries[n]) which offers reincarnation; if accepted,
469 * this results in message obituaries[0], obituaries[2], etc. The
470 * last time, if he wants another chance, he gets a snide remark as
471 * we exit. When reincarnated, all objects being carried get dropped
472 * at game.oldlc2 (presumably the last place prior to being killed)
473 * without change of props. The loop runs backwards to assure that
474 * the bird is dropped before the cage. (This kluge could be changed
475 * once we're sure all references to bird and cage are done by
476 * keywords.) The lamp is a special case (it wouldn't do to leave it
477 * in the cave). It is turned off and left outside the building (only
478 * if he was carrying it, of course). He himself is left inside the
479 * building (and heaven help him if he tries to xyzzy back into the
480 * cave without the lamp!). game.oldloc is zapped so he can't just
483 static void croak(void)
484 /* Okay, he's dead. Let's get on with it. */
486 const char* query = obituaries[game.numdie].query;
487 const char* yes_response = obituaries[game.numdie].yes_response;
490 /* He died during closing time. No resurrection. Tally up a
492 rspeak(DEATH_CLOSING);
494 } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN])
495 || game.numdie == NDEATHS)
498 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
500 game.prop[LAMP] = LAMP_DARK;
501 for (int j = 1; j <= NOBJECTS; j++) {
502 int i = NOBJECTS + 1 - j;
504 /* Always leave lamp where it's accessible aboveground */
505 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
508 game.oldloc = game.loc = game.newloc = LOC_BUILDING;
512 static bool traveleq(long a, long b)
513 /* Are two travel entries equal for purposes of skip after failed condition? */
515 return (travel[a].condtype == travel[b].condtype)
516 && (travel[a].condarg1 == travel[b].condarg1)
517 && (travel[a].condarg2 == travel[b].condarg2)
518 && (travel[a].desttype == travel[b].desttype)
519 && (travel[a].destval == travel[b].destval);
522 /* Given the current location in "game.loc", and a motion verb number in
523 * "motion", put the new location in "game.newloc". The current loc is saved
524 * in "game.oldloc" in case he wants to retreat. The current
525 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
526 * does, game.newloc will be limbo, and game.oldloc will be what killed
527 * him, so we need game.oldlc2, which is the last place he was
530 static void playermove( int motion)
532 int scratchloc, travel_entry = tkey[game.loc];
533 game.newloc = game.loc;
534 if (travel_entry == 0)
535 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
538 else if (motion == BACK) {
539 /* Handle "go back". Look for verb which goes from game.loc to
540 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
541 * te_tmp saves entry -> forced loc -> previous loc. */
542 motion = game.oldloc;
544 motion = game.oldlc2;
545 game.oldlc2 = game.oldloc;
546 game.oldloc = game.loc;
547 if (CNDBIT(game.loc, COND_NOBACK)) {
551 if (motion == game.loc) {
558 enum desttype_t desttype = travel[travel_entry].desttype;
559 scratchloc = travel[travel_entry].destval;
560 if (desttype != dest_goto || scratchloc != motion) {
561 if (desttype == dest_goto) {
562 if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
563 te_tmp = travel_entry;
565 if (!travel[travel_entry].stop) {
566 ++travel_entry; /* go to next travel entry for this location */
569 /* we've reached the end of travel entries for game.loc */
570 travel_entry = te_tmp;
571 if (travel_entry == 0) {
572 rspeak(NOT_CONNECTED);
577 motion = travel[travel_entry].motion;
578 travel_entry = tkey[game.loc];
579 break; /* fall through to ordinary travel */
581 } else if (motion == LOOK) {
582 /* Look. Can't give more detail. Pretend it wasn't dark
583 * (though it may now be dark) so he won't fall into a
584 * pit while staring into the gloom. */
586 rspeak(NO_MORE_DETAIL);
589 game.abbrev[game.loc] = 0;
591 } else if (motion == CAVE) {
592 /* Cave. Different messages depending on whether above ground. */
593 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
596 /* none of the specials */
597 game.oldlc2 = game.oldloc;
598 game.oldloc = game.loc;
601 /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
602 * the beginning of the motion entries for here (game.loc). */
604 if (T_TERMINATE(travel[travel_entry]) ||
605 travel[travel_entry].motion == motion)
607 if (travel[travel_entry].stop) {
608 /* Couldn't find an entry matching the motion word passed
609 * in. Various messages depending on word given. */
621 rspeak(BAD_DIRECTION);
626 rspeak(UNSURE_FACING);
630 rspeak(NO_INOUT_HERE);
634 rspeak(NOTHING_HAPPENS);
647 /* (ESR) We've found a destination that goes with the motion verb.
648 * Next we need to check any conditional(s) on this destination, and
649 * possibly on following entries. */
651 for (;;) { /* L12 loop */
653 enum condtype_t condtype = travel[travel_entry].condtype;
654 long condarg1 = travel[travel_entry].condarg1;
655 long condarg2 = travel[travel_entry].condarg2;
656 if (condtype < cond_not) {
657 /* YAML N and [pct N] conditionals */
658 if (condtype == cond_goto || condtype == cond_pct) {
662 /* else fall through */
664 /* YAML [with OBJ] clause */
665 else if (TOTING(condarg1) ||
666 (condtype == cond_with && AT(condarg1)))
668 /* else fall through to check [not OBJ STATE] */
669 } else if (game.prop[condarg1] != condarg2)
672 /* We arrive here on conditional failure.
673 * Skip to next non-matching destination */
674 long te_tmp = travel_entry;
676 if (travel[te_tmp].stop)
677 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
680 (traveleq(travel_entry, te_tmp));
681 travel_entry = te_tmp;
684 /* Found an eligible rule, now execute it */
685 enum desttype_t desttype = travel[travel_entry].desttype;
686 game.newloc = travel[travel_entry].destval;
687 if (desttype == dest_goto)
690 if (desttype == dest_speak) {
691 /* Execute a speak rule */
693 game.newloc = game.loc;
696 switch (game.newloc) {
698 /* Special travel 1. Plover-alcove passage. Can carry only
699 * emerald. Note: travel table must include "useless"
700 * entries going through passage, which can never be used
701 * for actual motion, but can be spotted by "go back". */
702 game.newloc = (game.loc == LOC_PLOVER)
705 if (game.holdng > 1 ||
706 (game.holdng == 1 && !TOTING(EMERALD))) {
707 game.newloc = game.loc;
712 /* Special travel 2. Plover transport. Drop the
713 * emerald (only use special travel if toting
714 * it), so he's forced to use the plover-passage
715 * to get it out. Having dropped it, go back and
716 * pretend he wasn't carrying it after all. */
717 drop(EMERALD, game.loc);
718 int te_tmp = travel_entry;
720 if (travel[te_tmp].stop)
721 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
724 (traveleq(travel_entry, te_tmp));
725 travel_entry = te_tmp;
726 continue; /* goto L12 */
728 /* Special travel 3. Troll bridge. Must be done
729 * only as special motion so that dwarves won't
730 * wander across and encounter the bear. (They
731 * won't follow the player there because that
732 * region is forbidden to the pirate.) If
733 * game.prop[TROLL]=TROLL_PAIDONCE, he's crossed
734 * since paying, so step out and block him.
735 * (standard travel entries check for
736 * game.prop[TROLL]=TROLL_UNPAID.) Special stuff
738 if (game.prop[TROLL] == TROLL_PAIDONCE) {
739 pspeak(TROLL, look, TROLL_PAIDONCE, true);
740 game.prop[TROLL] = TROLL_UNPAID;
741 move(TROLL2, LOC_NOWHERE);
742 move(TROLL2 + NOBJECTS, IS_FREE);
743 move(TROLL, objects[TROLL].plac);
744 move(TROLL + NOBJECTS, objects[TROLL].fixd);
746 game.newloc = game.loc;
749 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
750 if (game.prop[TROLL] == TROLL_UNPAID)
751 game.prop[TROLL] = TROLL_PAIDONCE;
754 state_change(CHASM, BRIDGE_WRECKED);
755 game.prop[TROLL] = TROLL_GONE;
756 drop(BEAR, game.newloc);
757 game.fixed[BEAR] = IS_FIXED;
758 game.prop[BEAR] = BEAR_DEAD;
759 game.oldlc2 = game.newloc;
763 default: // LCOV_EXCL_LINE
764 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
767 break; /* Leave L12 loop */
773 static bool closecheck(void)
774 /* Handle the closing of the cave. The cave closes "clock1" turns
775 * after the last treasure has been located (including the pirate's
776 * chest, which may of course never show up). Note that the
777 * treasures need not have been taken yet, just located. Hence
778 * clock1 must be large enough to get out of the cave (it only ticks
779 * while inside the cave). When it hits zero, we branch to 10000 to
780 * start closing the cave, and then sit back and wait for him to try
781 * to get out. If he doesn't within clock2 turns, we close the cave;
782 * if he does try, we assume he panics, and give him a few additional
783 * turns to get frantic before we close. When clock2 hits zero, we
784 * transport him into the final puzzle. Note that the puzzle depends
785 * upon all sorts of random things. For instance, there must be no
786 * water or oil, since there are beanstalks which we don't want to be
787 * able to water, since the code can't handle it. Also, we can have
788 * no keys, since there is a grate (having moved the fixed object!)
789 * there separating him from all the treasures. Most of these
790 * problems arise from the use of negative prop numbers to suppress
791 * the object descriptions until he's actually moved the objects. */
793 /* If a turn threshold has been met, apply penalties and tell
794 * the player about it. */
795 for (int i = 0; i < NTHRESHOLDS; ++i) {
796 if (game.turns == turn_thresholds[i].threshold + 1) {
797 game.trnluz += turn_thresholds[i].point_loss;
798 speak(turn_thresholds[i].message);
802 /* Don't tick game.clock1 unless well into cave (and not at Y2). */
803 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
806 /* When the first warning comes, we lock the grate, destroy
807 * the bridge, kill all the dwarves (and the pirate), remove
808 * the troll and bear (unless dead), and set "closng" to
809 * true. Leave the dragon; too much trouble to move it.
810 * from now until clock2 runs out, he cannot unlock the
811 * grate, move to any location outside the cave, or create
812 * the bridge. Nor can he be resurrected if he dies. Note
813 * that the snake is already gone, since he got to the
814 * treasure accessible only via the hall of the mountain
815 * king. Also, he's been in giant room (to get eggs), so we
816 * can refer to it. Also also, he's gotten the pearl, so we
817 * know the bivalve is an oyster. *And*, the dwarves must
818 * have been activated, since we've found chest. */
819 if (game.clock1 == 0) {
820 game.prop[GRATE] = GRATE_CLOSED;
821 game.prop[FISSURE] = UNBRIDGED;
822 for (int i = 1; i <= NDWARVES; i++) {
823 game.dseen[i] = false;
824 game.dloc[i] = LOC_NOWHERE;
826 move(TROLL, LOC_NOWHERE);
827 move(TROLL + NOBJECTS, IS_FREE);
828 move(TROLL2, objects[TROLL].plac);
829 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
831 if (game.prop[BEAR] != BEAR_DEAD)
833 game.prop[CHAIN] = CHAIN_HEAP;
834 game.fixed[CHAIN] = IS_FREE;
835 game.prop[AXE] = AXE_HERE;
836 game.fixed[AXE] = IS_FREE;
837 rspeak(CAVE_CLOSING);
841 } else if (game.clock1 < 0)
843 if (game.clock2 == 0) {
844 /* Once he's panicked, and clock2 has run out, we come here
845 * to set up the storage room. The room has two locs,
846 * hardwired as LOC_NE and LOC_SW. At the ne end, we
847 * place empty bottles, a nursery of plants, a bed of
848 * oysters, a pile of lamps, rods with stars, sleeping
849 * dwarves, and him. At the sw end we place grate over
850 * treasures, snake pit, covey of caged birds, more rods, and
851 * pillows. A mirror stretches across one wall. Many of the
852 * objects come from known locations and/or states (e.g. the
853 * snake is known to have been destroyed and needn't be
854 * carried away from its old "place"), making the various
855 * objects be handled differently. We also drop all other
856 * objects he might be carrying (lest he have some which
857 * could cause trouble, such as the keys). We describe the
858 * flash of light and trundle back. */
859 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
860 game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY);
861 game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
862 game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
863 game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
864 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
866 game.oldloc = LOC_NE;
867 game.newloc = LOC_NE;
868 /* Leave the grate with normal (non-negative) property.
870 put(GRATE, LOC_SW, 0);
871 put(SIGN, LOC_SW, 0);
872 game.prop[SIGN] = ENDGAME_SIGN;
873 game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED);
874 game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
875 game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
876 game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
877 game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
879 game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
880 game.fixed[MIRROR] = LOC_SW;
882 for (int i = 1; i <= NOBJECTS; i++) {
895 static void lampcheck(void)
896 /* Check game limit and lamp timers */
898 if (game.prop[LAMP] == LAMP_BRIGHT)
901 /* Another way we can force an end to things is by having the
902 * lamp give out. When it gets close, we come here to warn him.
903 * First following arm checks if the lamp and fresh batteries are
904 * here, in which case we replace the batteries and continue.
905 * Second is for other cases of lamp dying. Even after it goes
906 * out, he can explore outside for a while if desired. */
907 if (game.limit <= WARNTIME) {
908 if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
909 rspeak(REPLACE_BATTERIES);
910 game.prop[BATTERY] = DEAD_BATTERIES;
912 drop(BATTERY, game.loc);
913 game.limit += BATTERYLIFE;
915 } else if (!game.lmwarn && HERE(LAMP)) {
917 if (game.prop[BATTERY] == DEAD_BATTERIES)
918 rspeak(MISSING_BATTERIES);
919 else if (game.place[BATTERY] == LOC_NOWHERE)
922 rspeak(GET_BATTERIES);
925 if (game.limit == 0) {
927 game.prop[LAMP] = LAMP_DARK;
933 static void listobjects(void)
934 /* Print out descriptions of objects at this location. If
935 * not closing and property value is negative, tally off
936 * another treasure. Rug is special case; once seen, its
937 * game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
938 * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
939 * bear). These hacks are because game.prop=0 is needed to
942 if (!DARK(game.loc)) {
943 ++game.abbrev[game.loc];
944 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
947 obj = obj - NOBJECTS;
948 if (obj == STEPS && TOTING(NUGGET))
950 if (game.prop[obj] < 0) {
953 game.prop[obj] = STATE_FOUND;
955 game.prop[RUG] = RUG_DRAGON;
957 game.prop[CHAIN] = CHAINING_BEAR;
959 /* Note: There used to be a test here to see whether the
960 * player had blown it so badly that he could never ever see
961 * the remaining treasures, and if so the lamp was zapped to
962 * 35 turns. But the tests were too simple-minded; things
963 * like killing the bird before the snake was gone (can never
964 * see jewelry), and doing it "right" was hopeless. E.G.,
965 * could cross troll bridge several times, using up all
966 * available treasures, breaking vase, using coins to buy
967 * batteries, etc., and eventually never be able to get
968 * across again. If bottle were left on far side, could then
969 * never get eggs or trident, and the effects propagate. So
970 * the whole thing was flushed. anyone who makes such a
971 * gross blunder isn't likely to find everything else anyway
972 * (so goes the rationalisation). */
974 int kk = game.prop[obj];
976 kk = (game.loc == game.fixed[STEPS])
979 pspeak(obj, look, kk, true);
984 static bool get_command_input(struct command_t *command)
986 char inputbuf[LINESIZE];
987 char word1[TOKLEN + 1];
988 char word2[TOKLEN + 1];
995 if (word_count(input) > 2) {
1000 if (strcmp(input, "") != 0)
1005 strncpy(inputbuf, input, LINESIZE - 1);
1008 tokenize(inputbuf, command);
1010 packed_to_token(command->wd1, word1);
1011 packed_to_token(command->wd2, word2);
1012 get_vocab_metadata(word1, &(command->id1), &(command->type1));
1013 get_vocab_metadata(word2, &(command->id2), &(command->type2));
1018 static bool do_command()
1019 /* Get and execute a command */
1021 static struct command_t command;
1022 char word1[TOKLEN + 1];
1026 /* Can't leave cave once it's closing (except by main office). */
1027 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
1028 rspeak(EXIT_CLOSED);
1029 game.newloc = game.loc;
1031 game.clock2 = PANICTIME;
1035 /* See if a dwarf has seen him and has come from where he
1036 * wants to go. If so, the dwarf's blocking his way. If
1037 * coming from place forbidden to pirate (dwarves rooted in
1038 * place) let him get out (and attacked). */
1039 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
1040 for (size_t i = 1; i <= NDWARVES - 1; i++) {
1041 if (game.odloc[i] == game.newloc && game.dseen[i]) {
1042 game.newloc = game.loc;
1043 rspeak(DWARF_BLOCK);
1048 game.loc = game.newloc;
1053 /* Describe the current location and (maybe) get next command. */
1058 const char* msg = locations[game.loc].description.small;
1059 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
1061 msg = locations[game.loc].description.big;
1062 if (!FORCED(game.loc) && DARK(game.loc)) {
1063 /* The easiest way to get killed is to fall into a pit in
1064 * pitch darkness. */
1065 if (game.wzdark && PCT(35)) {
1067 game.oldlc2 = game.loc;
1069 continue; /* back to top of main interpreter loop */
1071 msg = arbitrary_messages[PITCH_DARK];
1076 if (FORCED(game.loc)) {
1080 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1086 game.oldobj = command.obj;
1090 /* If closing time, check for any objects being toted with
1091 * game.prop < 0 and stash them. This way objects won't be
1092 * described until they've been picked up and put down
1093 * separate from their respective piles. */
1095 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1096 pspeak(OYSTER, look, 1, true);
1097 for (size_t i = 1; i <= NOBJECTS; i++) {
1098 if (TOTING(i) && game.prop[i] < 0)
1099 game.prop[i] = STASHED(i);
1102 game.wzdark = DARK(game.loc);
1103 if (game.knfloc > 0 && game.knfloc != game.loc)
1106 // Get command input from user
1107 if (!get_command_input(&command))
1118 if (command.id1 == ENTER && (command.id2 == STREAM ||
1119 command.id2 == WATER)) {
1120 if (LIQLOC(game.loc) == WATER)
1123 rspeak(WHERE_QUERY);
1127 if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
1128 command.id1 = command.id2;
1129 command.type1 = command.type2;
1130 strncpy(command.raw1, command.raw2, LINESIZE - 1);
1131 command.id2 = WORD_EMPTY;
1132 command.type2 = NO_WORD_TYPE;
1133 strncpy(command.raw2, "", LINESIZE - 1);
1135 if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
1136 if (AT(command.id2)) {
1138 command.type2 = ACTION;
1139 strncpy(command.raw2, "POUR", LINESIZE - 1);
1140 command.wd2 = token_to_packed("POUR");
1143 if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD)) {
1144 command.id1 = CARRY;
1145 command.type1 = ACTION;
1146 strncpy(command.raw2, "CATCH", LINESIZE - 1);
1147 command.wd1 = token_to_packed("CATCH");
1151 if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
1152 if (++game.iwest == 10)
1155 if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) {
1156 if (++game.igo == 10)
1157 rspeak(GO_UNNEEDED);
1159 packed_to_token(command.wd1, word1);
1162 get_vocab_metadata(word1, &defn, &type);
1163 if (command.id1 == WORD_NOT_FOUND) {
1164 if (fallback_handler(command))
1166 /* Gee, I don't understand. */
1167 sspeak(DONT_KNOW, command.raw1);
1171 case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
1173 playermove(command.id1);
1176 command.part = unknown;
1177 command.obj = command.id1;
1180 command.part = intransitive;
1181 command.verb = defn;
1184 speak(specials[command.id1].message);
1186 default: // LCOV_EXCL_LINE
1187 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
1190 switch (action(&command)) {
1197 continue; /* back to top of main interpreter loop */
1201 /* Get second word for analysis. */
1202 command.id1 = command.id2;
1203 command.type1 = command.type2;
1204 strncpy(command.raw1, command.raw2, LINESIZE - 1);
1205 command.wd1 = command.wd2;
1206 command.id2 = WORD_EMPTY;
1207 command.type2 = NO_WORD_TYPE;
1208 command.raw2[0] = '\0';
1209 wordclear(&command.wd2);
1212 /* Random intransitive verbs come here. Clear obj just in case
1213 * (see attack()). */
1214 command.raw1[0] = toupper(command.raw1[0]);
1215 sspeak(DO_WHAT, command.raw1);
1218 case GO_CHECKHINT: // Fallthrough
1222 /* Oh dear, he's disturbed the dwarves. */
1223 rspeak(DWARVES_AWAKEN);
1225 default: // LCOV_EXCL_LINE
1226 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE