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 token_t 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[])
81 const char* opts = "l:or:s";
82 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
84 const char* opts = "l:os";
85 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
87 while ((ch = getopt(argc, argv, opts)) != EOF) {
90 logfp = fopen(optarg, "w");
93 "advent: can't open logfile %s for write\n",
95 signal(SIGINT, sig_handler);
99 editline = prompt = false;
101 #ifndef ADVENT_NOSAVE
103 rfp = fopen(optarg, "r");
106 "advent: can't open save file %s for read\n",
108 signal(SIGINT, sig_handler);
118 " where -l creates a log file of your game named as specified'\n");
120 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
121 #ifndef ADVENT_NOSAVE
123 " -r indicates restoring from specified saved game file\n");
126 " -s indicates playing with command editing suppressed\n");
132 linenoiseHistorySetMaxLen(350);
134 /* Initialize our LCG PRNG with parameters tested against
135 * Knuth vol. 2. by the original authors */
138 game.lcg_m = 1048576;
140 long seedval = (long)rand();
143 /* Initialize game variables */
146 /* Start-up, dwarf stuff */
147 game.zzword = RNDVOC(3, 0);
148 game.newloc = LOC_START;
149 game.loc = LOC_START;
150 game.limit = GAMELIMIT;
152 game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
154 game.limit = NOVICELIMIT;
160 fprintf(logfp, "seed %ld\n", seedval);
162 /* interpret commands until EOF or interrupt */
164 if (!do_command(stdin))
167 /* show score and exit */
171 static bool fallback_handler(char *buf)
172 /* fallback handler for commands not handled by FORTRANish parser */
175 if (sscanf(buf, "seed %ld", &sv) == 1) {
177 printf("Seed set to %ld\n", sv);
178 // autogenerated, so don't charge user time for it.
180 // here we reconfigure any global game state that uses random numbers
181 game.zzword = RNDVOC(3, 0);
187 /* Check if this loc is eligible for any hints. If been here
188 * long enough, branch to help section (on later page). Hints
189 * all come back here eventually to finish the loop. Ignore
190 * "HINTS" < 4 (special stuff, see database notes).
192 static void checkhints(void)
194 if (COND[game.loc] >= game.conds) {
195 for (int hint = 1; hint <= HNTMAX; hint++) {
196 if (game.hinted[hint])
198 if (!CNDBIT(game.loc, hint + HBASE))
199 game.hintlc[hint] = -1;
201 /* Come here if he's been long enough at required loc(s) for some
203 if (game.hintlc[hint] >= HINTS[hint][1]) {
209 if (game.prop[GRATE] == 0 && !HERE(KEYS))
211 game.hintlc[hint] = 0;
214 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
218 if (HERE(SNAKE) && !HERE(BIRD))
220 game.hintlc[hint] = 0;
223 if (game.atloc[game.loc] == 0 &&
224 game.atloc[game.oldloc] == 0 &&
225 game.atloc[game.oldlc2] == 0 &&
228 game.hintlc[hint] = 0;
231 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
233 game.hintlc[hint] = 0;
240 game.hintlc[hint] = 0;
243 if (game.atloc[game.loc] == 0 &&
244 game.atloc[game.oldloc] == 0 &&
245 game.atloc[game.oldlc2] == 0)
249 i = ATDWRF(game.loc);
251 game.hintlc[hint] = 0;
254 if (HERE(OGRE) && i == 0)
258 if (game.tally == 1 && game.prop[JADE] < 0)
260 game.hintlc[hint] = 0;
263 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
267 /* Fall through to hint display */
268 game.hintlc[hint] = 0;
269 if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
271 SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
273 game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]);
274 if (game.hinted[hint] && game.limit > WARNTIME)
275 game.limit += WARNTIME * HINTS[hint][2];
281 static bool spotted_by_pirate(int i)
286 /* The pirate's spotted him. He leaves him alone once we've
287 * found chest. K counts if a treasure is here. If not, and
288 * tally=1 for an unseen chest, let the pirate be spotted. Note
289 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
290 * it to the troll, but in that case he's seen the chest
292 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
295 bool movechest = false, robplayer = false;
296 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
297 /* Pirate won't take pyramid from plover room or dark
298 * room (too easy!). */
299 if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
302 if (TOTING(treasure) || HERE(treasure))
304 if (TOTING(treasure)) {
309 /* Force chest placement before player finds last treasure */
310 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
311 RSPEAK(PIRATE_SPOTTED);
314 /* Do things in this order (chest move before robbery) so chest is listed
315 * last at the maze location. */
317 MOVE(CHEST, game.chloc);
318 MOVE(MESSAG, game.chloc2);
319 game.dloc[PIRATE] = game.chloc;
320 game.odloc[PIRATE] = game.chloc;
321 game.dseen[PIRATE] = false;
323 /* You might get a hint of the pirate's presence even if the
324 * chest doesn't move... */
325 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
326 RSPEAK(PIRATE_RUSTLES);
329 RSPEAK(PIRATE_POUNCES);
330 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
331 if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
332 if (AT(treasure) && game.fixed[treasure] == 0)
333 CARRY(treasure, game.loc);
334 if (TOTING(treasure))
335 DROP(treasure, game.chloc);
343 static bool dwarfmove(void)
344 /* Dwarves move. Return true if player survives, false if he dies. */
346 int kk, stick, attack;
349 /* Dwarf stuff. See earlier comments for description of
350 * variables. Remember sixth dwarf is pirate and is thus
351 * very different except for motion rules. */
353 /* First off, don't let the dwarves follow him into a pit or
354 * a wall. Activate the whole mess the first time he gets as
355 * far as the hall of mists (loc 15). If game.newloc is
356 * forbidden to pirate (in particular, if it's beyond the
357 * troll bridge), bypass dwarf stuff. That way pirate can't
358 * steal return toll, and dwarves can't meet the bear. Also
359 * means dwarves won't follow him into dead end in maze, but
360 * c'est la vie. They'll wait for him outside the dead
362 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
365 /* Dwarf activity level ratchets up */
366 if (game.dflag == 0) {
367 if (INDEEP(game.loc))
372 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
373 * the 5 dwarves. If any of the survivors is at loc,
374 * replace him with the alternate. */
375 if (game.dflag == 1) {
376 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
379 for (int i = 1; i <= 2; i++) {
380 int j = 1 + randrange(NDWARVES - 1);
384 for (int i = 1; i <= NDWARVES - 1; i++) {
385 if (game.dloc[i] == game.loc)
386 game.dloc[i] = DALTLC;
387 game.odloc[i] = game.dloc[i];
394 /* Things are in full swing. Move each dwarf at random,
395 * except if he's seen us he sticks with us. Dwarves stay
396 * deep inside. If wandering at random, they don't back up
397 * unless there's no alternative. If they don't have to
398 * move, they attack. And, of course, dead dwarves don't do
399 * much of anything. */
403 for (int i = 1; i <= NDWARVES; i++) {
404 if (game.dloc[i] == 0)
406 /* Fill tk array with all the places this dwarf might go. */
408 kk = KEY[game.dloc[i]];
411 game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
412 /* Have we avoided a dwarf encounter? */
413 bool avoided = (SPECIAL(game.newloc) ||
414 !INDEEP(game.newloc) ||
415 game.newloc == game.odloc[i] ||
416 (j > 1 && game.newloc == tk[j - 1]) ||
418 game.newloc == game.dloc[i] ||
419 FORCED(game.newloc) ||
420 (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
421 labs(TRAVEL[kk]) / 1000000 == 100);
423 tk[j++] = game.newloc;
427 (TRAVEL[kk - 1] >= 0);
428 tk[j] = game.odloc[i];
431 j = 1 + randrange(j);
432 game.odloc[i] = game.dloc[i];
433 game.dloc[i] = tk[j];
434 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
435 if (!game.dseen[i]) continue;
436 game.dloc[i] = game.loc;
437 if (spotted_by_pirate(i))
439 /* This threatening little dwarf is in the room with him! */
441 if (game.odloc[i] == game.dloc[i]) {
443 if (game.knfloc >= 0)
444 game.knfloc = game.loc;
445 if (randrange(1000) < 95 * (game.dflag - 2))
450 /* Now we know what's happening. Let's tell the poor sucker about it.
451 * Note that various of the "knife" messages must have specific relative
452 * positions in the RSPEAK database. */
453 if (game.dtotal == 0)
455 SETPRM(1, game.dtotal, 0);
456 RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK);
459 if (game.dflag == 2)game.dflag = 3;
460 SETPRM(1, attack, 0);
462 if (attack > 1)k = THROWN_KNIVES;
465 RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */
468 game.oldlc2 = game.loc;
472 /* "You're dead, Jim."
474 * If the current loc is zero, it means the clown got himself killed.
475 * We'll allow this maxdie times. maximum_deaths is automatically set based
476 * on the number of snide messages available. Each death results in
477 * a message (81, 83, etc.) which offers reincarnation; if accepted,
478 * this results in message 82, 84, etc. The last time, if he wants
479 * another chance, he gets a snide remark as we exit. When
480 * reincarnated, all objects being carried get dropped at game.oldlc2
481 * (presumably the last place prior to being killed) without change
482 * of props. the loop runs backwards to assure that the bird is
483 * dropped before the cage. (this kluge could be changed once we're
484 * sure all references to bird and cage are done by keywords.) The
485 * lamp is a special case (it wouldn't do to leave it in the cave).
486 * It is turned off and left outside the building (only if he was
487 * carrying it, of course). He himself is left inside the building
488 * (and heaven help him if he tries to xyzzy back into the cave
489 * without the lamp!). game.oldloc is zapped so he can't just
492 static void croak(void)
493 /* Okay, he's dead. Let's get on with it. */
495 const char* query = obituaries[game.numdie].query;
496 const char* yes_response = obituaries[game.numdie].yes_response;
499 /* He died during closing time. No resurrection. Tally up a
501 RSPEAK(DEATH_CLOSING);
503 } else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
506 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
509 for (int j = 1; j <= NOBJECTS; j++) {
510 int i = NOBJECTS + 1 - j;
512 /* Always leave lamp where it's accessible aboveground */
513 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
516 game.loc = LOC_BUILDING;
517 game.oldloc = game.loc;
521 /* Given the current location in "game.loc", and a motion verb number in
522 * "motion", put the new location in "game.newloc". The current loc is saved
523 * in "game.oldloc" in case he wants to retreat. The current
524 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
525 * does, game.newloc will be limbo, and game.oldloc will be what killed
526 * him, so we need game.oldlc2, which is the last place he was
529 static bool playermove(token_t verb, int motion)
531 int scratchloc, k2, kk = KEY[game.loc];
532 game.newloc = game.loc;
534 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
537 else if (motion == BACK) {
538 /* Handle "go back". Look for verb which goes from game.loc to
539 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
540 * k2 saves entry -> forced loc -> previous loc. */
541 motion = game.oldloc;
543 motion = game.oldlc2;
544 game.oldlc2 = game.oldloc;
545 game.oldloc = game.loc;
547 if (motion == game.loc)k2 = FORGOT_PATH;
548 if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
551 scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
552 if (scratchloc != motion) {
553 if (!SPECIAL(scratchloc)) {
554 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
557 if (TRAVEL[kk] >= 0) {
563 RSPEAK(NOT_CONNECTED);
568 motion = MOD(labs(TRAVEL[kk]), 1000);
570 break; /* fall through to ordinary travel */
576 } else if (motion == LOOK) {
577 /* Look. Can't give more detail. Pretend it wasn't dark
578 * (though it may now be dark) so he won't fall into a
579 * pit while staring into the gloom. */
581 RSPEAK(NO_MORE_DETAIL);
584 game.abbrev[game.loc] = 0;
586 } else if (motion == CAVE) {
587 /* Cave. Different messages depending on whether above ground. */
588 RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
591 /* none of the specials */
592 game.oldlc2 = game.oldloc;
593 game.oldloc = game.loc;
596 /* ordinary travel */
598 scratchloc = labs(TRAVEL[kk]);
599 if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
601 if (TRAVEL[kk] < 0) {
602 /* FIXME: Magic numbers! */
603 /* Non-applicable motion. Various messages depending on
605 int spk = CANT_APPLY;
606 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
607 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
608 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
609 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
610 if (verb == FIND || verb == INVENT)spk = NEARBY;
611 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
612 if (motion == 17)spk = WHICH_WAY;
618 scratchloc = scratchloc / 1000;
622 * (ESR) This special-travel loop may have to be repeated if it includes
623 * the plover passage. Same deal for any future cases where we need to
624 * block travel and then redo it once the blocking condition has been
627 for (;;) { /* L12 loop */
629 game.newloc = scratchloc / 1000;
630 motion = MOD(game.newloc, 100);
631 if (!SPECIAL(game.newloc)) {
632 if (game.newloc <= 100) {
633 if (game.newloc == 0 || PCT(game.newloc))
635 /* else fall through */
637 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
639 /* else fall through */
640 } else if (game.prop[motion] != game.newloc / 100 - 3)
644 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
646 game.newloc = labs(TRAVEL[kk]) / 1000;
648 (game.newloc == scratchloc);
649 scratchloc = game.newloc;
652 game.newloc = MOD(scratchloc, 1000);
653 if (!SPECIAL(game.newloc))
655 if (game.newloc <= 500) {
656 game.newloc -= SPECIALBASE;
657 switch (game.newloc) {
659 /* Travel 301. Plover-alcove passage. Can carry only
660 * emerald. Note: travel table must include "useless"
661 * entries going through passage, which can never be used for
662 * actual motion, but can be spotted by "go back". */
663 /* FIXME: Arithmetic on location numbers */
664 game.newloc = 99 + 100 - game.loc;
665 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
666 game.newloc = game.loc;
671 /* Travel 302. Plover transport. Drop the emerald (only use
672 * special travel if toting it), so he's forced to use the
673 * plover-passage to get it out. Having dropped it, go back and
674 * pretend he wasn't carrying it after all. */
675 DROP(EMERALD, game.loc);
678 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
680 game.newloc = labs(TRAVEL[kk]) / 1000;
682 (game.newloc == scratchloc);
683 scratchloc = game.newloc;
684 continue; /* goto L12 */
686 /* Travel 303. Troll bridge. Must be done only as special
687 * motion so that dwarves won't wander across and encounter
688 * the bear. (They won't follow the player there because
689 * that region is forbidden to the pirate.) If
690 * game.prop(TROLL)=1, he's crossed since paying, so step out
691 * and block him. (standard travel entries check for
692 * game.prop(TROLL)=0.) Special stuff for bear. */
693 if (game.prop[TROLL] == 1) {
695 game.prop[TROLL] = 0;
697 MOVE(TROLL2 + NOBJECTS, 0);
698 MOVE(TROLL, PLAC[TROLL]);
699 MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
701 game.newloc = game.loc;
704 game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
705 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
706 if (!TOTING(BEAR)) return true;
707 RSPEAK(BRIDGE_COLLAPSE);
708 game.prop[CHASM] = 1;
709 game.prop[TROLL] = 2;
710 DROP(BEAR, game.newloc);
711 game.fixed[BEAR] = -1;
713 game.oldlc2 = game.newloc;
718 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
720 break; /* Leave L12 loop */
724 /* FIXME: Arithmetic on location number, becoming a message number */
725 RSPEAK(game.newloc - 500);
726 game.newloc = game.loc;
730 static bool closecheck(void)
731 /* Handle the closing of the cave. The cave closes "clock1" turns
732 * after the last treasure has been located (including the pirate's
733 * chest, which may of course never show up). Note that the
734 * treasures need not have been taken yet, just located. Hence
735 * clock1 must be large enough to get out of the cave (it only ticks
736 * while inside the cave). When it hits zero, we branch to 10000 to
737 * start closing the cave, and then sit back and wait for him to try
738 * to get out. If he doesn't within clock2 turns, we close the cave;
739 * if he does try, we assume he panics, and give him a few additional
740 * turns to get frantic before we close. When clock2 hits zero, we
741 * branch to 11000 to transport him into the final puzzle. Note that
742 * the puzzle depends upon all sorts of random things. For instance,
743 * there must be no water or oil, since there are beanstalks which we
744 * don't want to be able to water, since the code can't handle it.
745 * Also, we can have no keys, since there is a grate (having moved
746 * the fixed object!) there separating him from all the treasures.
747 * Most of these problems arise from the use of negative prop numbers
748 * to suppress the object descriptions until he's actually moved the
751 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
754 /* When the first warning comes, we lock the grate, destroy
755 * the bridge, kill all the dwarves (and the pirate), remove
756 * the troll and bear (unless dead), and set "closng" to
757 * true. Leave the dragon; too much trouble to move it.
758 * from now until clock2 runs out, he cannot unlock the
759 * grate, move to any location outside the cave, or create
760 * the bridge. Nor can he be resurrected if he dies. Note
761 * that the snake is already gone, since he got to the
762 * treasure accessible only via the hall of the mountain
763 * king. Also, he's been in giant room (to get eggs), so we
764 * can refer to it. Also also, he's gotten the pearl, so we
765 * know the bivalve is an oyster. *And*, the dwarves must
766 * have been activated, since we've found chest. */
767 if (game.clock1 == 0) {
768 game.prop[GRATE] = 0;
769 game.prop[FISSURE] = 0;
770 for (int i = 1; i <= NDWARVES; i++) {
771 game.dseen[i] = false;
775 MOVE(TROLL + NOBJECTS, 0);
776 MOVE(TROLL2, PLAC[TROLL]);
777 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
779 if (game.prop[BEAR] != 3)DESTROY(BEAR);
780 game.prop[CHAIN] = 0;
781 game.fixed[CHAIN] = 0;
784 RSPEAK(CAVE_CLOSING);
788 } else if (game.clock1 < 0)
790 if (game.clock2 == 0) {
791 /* Once he's panicked, and clock2 has run out, we come here
792 * to set up the storage room. The room has two locs,
793 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
794 * place empty bottles, a nursery of plants, a bed of
795 * oysters, a pile of lamps, rods with stars, sleeping
796 * dwarves, and him. At the sw end we place grate over
797 * treasures, snake pit, covey of caged birds, more rods, and
798 * pillows. A mirror stretches across one wall. Many of the
799 * objects come from known locations and/or states (e.g. the
800 * snake is known to have been destroyed and needn't be
801 * carried away from its old "place"), making the various
802 * objects be handled differently. We also drop all other
803 * objects he might be carrying (lest he have some which
804 * could cause trouble, such as the keys). We describe the
805 * flash of light and trundle back. */
806 game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
807 game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
808 game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
810 game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
811 game.prop[ROD] = PUT(ROD, LOC_NE, 0);
812 game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
814 game.oldloc = LOC_NE;
815 game.newloc = LOC_NE;
816 /* Leave the grate with normal (non-negative) property.
818 PUT(GRATE, LOC_SW, 0);
819 PUT(SIGN, LOC_SW, 0);
821 game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
822 game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
823 game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
824 game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
825 game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
827 game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
828 game.fixed[MIRROR] = LOC_SW;
830 for (int i = 1; i <= NOBJECTS; i++) {
843 static void lampcheck(void)
844 /* Check game limit and lamp timers */
846 if (game.prop[LAMP] == 1)
849 /* Another way we can force an end to things is by having the
850 * lamp give out. When it gets close, we come here to warn
851 * him. First following ar, if the lamp and fresh batteries are
852 * here, in which case we replace the batteries and continue.
853 * Second is for other cases of lamp dying. 12400 is when it
854 * goes out. Even then, he can explore outside for a while
856 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
857 RSPEAK(REPLACE_BATTERIES);
858 game.prop[BATTERY] = 1;
860 DROP(BATTERY, game.loc);
861 game.limit += BATTERYLIFE;
863 } else if (game.limit == 0) {
868 } else if (game.limit <= WARNTIME) {
869 if (!game.lmwarn && HERE(LAMP)) {
871 int spk = GET_BATTERIES;
872 if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
873 if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
879 static void listobjects(void)
880 /* Print out descriptions of objects at this location. If
881 * not closing and property value is negative, tally off
882 * another treasure. Rug is special case; once seen, its
883 * game.prop is 1 (dragon on it) till dragon is killed.
884 * Similarly for chain; game.prop is initially 1 (locked to
885 * bear). These hacks are because game.prop=0 is needed to
888 if (!DARK(game.loc)) {
889 ++game.abbrev[game.loc];
890 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
892 if (obj > NOBJECTS)obj = obj - NOBJECTS;
893 if (obj == STEPS && TOTING(NUGGET))
895 if (game.prop[obj] < 0) {
899 if (obj == RUG || obj == CHAIN)
902 /* Note: There used to be a test here to see whether the
903 * player had blown it so badly that he could never ever see
904 * the remaining treasures, and if so the lamp was zapped to
905 * 35 turns. But the tests were too simple-minded; things
906 * like killing the bird before the snake was gone (can never
907 * see jewelry), and doing it "right" was hopeless. E.G.,
908 * could cross troll bridge several times, using up all
909 * available treasures, breaking vase, using coins to buy
910 * batteries, etc., and eventually never be able to get
911 * across again. If bottle were left on far side, could then
912 * never get eggs or trident, and the effects propagate. So
913 * the whole thing was flushed. anyone who makes such a
914 * gross blunder isn't likely to find everything else anyway
915 * (so goes the rationalisation). */
917 int kk = game.prop[obj];
918 if (obj == STEPS && game.loc == game.fixed[STEPS])
925 static bool do_command(FILE *cmdin)
926 /* Get and execute a command */
928 long verb = 0, V1, V2;
932 enum speechpart part;
934 /* Can't leave cave once it's closing (except by main office). */
935 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
937 game.newloc = game.loc;
938 if (!game.panic)game.clock2 = PANICTIME;
942 /* See if a dwarf has seen him and has come from where he
943 * wants to go. If so, the dwarf's blocking his way. If
944 * coming from place forbidden to pirate (dwarves rooted in
945 * place) let him get out (and attacked). */
946 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
947 for (size_t i = 1; i <= NDWARVES - 1; i++) {
948 if (game.odloc[i] == game.newloc && game.dseen[i]) {
949 game.newloc = game.loc;
955 game.loc = game.newloc;
960 /* Describe the current location and (maybe) get next command. */
965 const char* msg = locations[game.loc].description.small;
966 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
967 msg = locations[game.loc].description.big;
968 if (!FORCED(game.loc) && DARK(game.loc)) {
969 /* The easiest way to get killed is to fall into a pit in
971 if (game.wzdark && PCT(35)) {
973 game.oldlc2 = game.loc;
975 continue; /* back to top of main interpreter loop */
977 msg = arbitrary_messages[PITCH_DARK];
979 if (TOTING(BEAR))RSPEAK(TAME_BEAR);
981 if (FORCED(game.loc)) {
982 if (playermove(verb, 1))
985 continue; /* back to top of main interpreter loop */
987 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1000 /* If closing time, check for any objects being toted with
1001 * game.prop < 0 and set the prop to -1-game.prop. This way
1002 * objects won't be described until they've been picked up
1003 * and put down separate from their respective piles. Don't
1004 * tick game.clock1 unless well into cave (and not at Y2). */
1006 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1008 for (size_t i = 1; i <= NOBJECTS; i++) {
1009 if (TOTING(i) && game.prop[i] < 0)
1010 game.prop[i] = -1 - game.prop[i];
1013 game.wzdark = DARK(game.loc);
1014 if (game.knfloc > 0 && game.knfloc != game.loc)
1017 /* This is where we get a new command from the user */
1018 if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
1021 /* Every input, check "game.foobar" flag. If zero, nothing's
1022 * going on. If pos, make neg. If neg, he skipped a word,
1023 * so make it zero. */
1025 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1027 if (game.turns == game.thresh) {
1028 speak(turn_threshold_messages[game.trndex]);
1029 game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000;
1032 if (game.trndex <= TRNVLS)
1033 game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1;
1035 if (verb == SAY && WD2 > 0)
1047 V1 = VOCAB(WD1, -1);
1048 V2 = VOCAB(WD2, -1);
1049 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1050 if (LIQLOC(game.loc) == WATER) {
1053 RSPEAK(WHERE_QUERY);
1057 if (V1 == ENTER && WD2 > 0) {
1062 /* FIXME: Magic numbers */
1063 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1064 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1066 WD2 = MAKEWD(WORD_POUR);
1068 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1069 WD1 = MAKEWD(WORD_CATCH);
1072 if (wordeq(WD1, MAKEWD(WORD_WEST))) {
1074 if (game.iwest == 10)
1077 if (wordeq(WD1, MAKEWD(WORD_GO)) && !wordempty(WD2)) {
1079 RSPEAK(GO_UNNEEDED);
1082 defn = VOCAB(WD1, -1);
1084 /* Gee, I don't understand. */
1085 if (fallback_handler(rawbuf))
1087 SETPRM(1, WD1, WD1X);
1091 kmod = MOD(defn, 1000);
1092 switch (defn / 1000) {
1094 if (playermove(verb, kmod))
1097 continue; /* back to top of main interpreter loop */
1103 part = intransitive;
1110 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1114 switch (action(cmdin, part, verb, obj)) {
1118 playermove(verb, NUL);
1121 continue; /* back to top of main interpreter loop */
1131 /* Get second word for analysis. */
1137 /* Random intransitive verbs come here. Clear obj just in case
1138 * (see attack()). */
1139 SETPRM(1, WD1, WD1X);
1144 /* Oh dear, he's disturbed the dwarves. */
1145 RSPEAK(DWARVES_AWAKEN);
1148 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);