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 " -l create 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 restore from specified saved game file\n");
126 " -s suppress command editing\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 long
188 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
190 static void checkhints(void)
192 if (COND[game.loc] >= game.conds) {
193 for (int hint = 1; hint <= HNTMAX; hint++) {
194 if (game.hinted[hint])
196 if (!CNDBIT(game.loc, hint + HBASE))
197 game.hintlc[hint] = -1;
199 /* Come here if he's been long enough at required loc(s) for some
201 if (game.hintlc[hint] >= HINTS[hint][1]) {
207 if (game.prop[GRATE] == 0 && !HERE(KEYS))
209 game.hintlc[hint] = 0;
212 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
216 if (HERE(SNAKE) && !HERE(BIRD))
218 game.hintlc[hint] = 0;
221 if (game.atloc[game.loc] == 0 &&
222 game.atloc[game.oldloc] == 0 &&
223 game.atloc[game.oldlc2] == 0 &&
226 game.hintlc[hint] = 0;
229 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
231 game.hintlc[hint] = 0;
238 game.hintlc[hint] = 0;
241 if (game.atloc[game.loc] == 0 &&
242 game.atloc[game.oldloc] == 0 &&
243 game.atloc[game.oldlc2] == 0)
247 i = ATDWRF(game.loc);
249 game.hintlc[hint] = 0;
252 if (HERE(OGRE) && i == 0)
256 if (game.tally == 1 && game.prop[JADE] < 0)
258 game.hintlc[hint] = 0;
261 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
265 /* Fall through to hint display */
266 game.hintlc[hint] = 0;
267 if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
269 SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
271 game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]);
272 if (game.hinted[hint] && game.limit > WARNTIME)
273 game.limit += WARNTIME * HINTS[hint][2];
279 static bool spotted_by_pirate(int i)
284 /* The pirate's spotted him. He leaves him alone once we've
285 * found chest. K counts if a treasure is here. If not, and
286 * tally=1 for an unseen chest, let the pirate be spotted. Note
287 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
288 * it to the troll, but in that case he's seen the chest
290 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
293 bool movechest = false, robplayer = false;
294 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
295 /* Pirate won't take pyramid from plover room or dark
296 * room (too easy!). */
297 if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
300 if (TOTING(treasure) || HERE(treasure))
302 if (TOTING(treasure)) {
307 /* Force chest placement before player finds last treasure */
308 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
309 RSPEAK(PIRATE_SPOTTED);
312 /* Do things in this order (chest move before robbery) so chest is listed
313 * last at the maze location. */
315 MOVE(CHEST, game.chloc);
316 MOVE(MESSAG, game.chloc2);
317 game.dloc[PIRATE] = game.chloc;
318 game.odloc[PIRATE] = game.chloc;
319 game.dseen[PIRATE] = false;
321 /* You might get a hint of the pirate's presence even if the
322 * chest doesn't move... */
323 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
324 RSPEAK(PIRATE_RUSTLES);
327 RSPEAK(PIRATE_POUNCES);
328 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
329 if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
330 if (AT(treasure) && game.fixed[treasure] == 0)
331 CARRY(treasure, game.loc);
332 if (TOTING(treasure))
333 DROP(treasure, game.chloc);
341 static bool dwarfmove(void)
342 /* Dwarves move. Return true if player survives, false if he dies. */
344 int kk, stick, attack;
347 /* Dwarf stuff. See earlier comments for description of
348 * variables. Remember sixth dwarf is pirate and is thus
349 * very different except for motion rules. */
351 /* First off, don't let the dwarves follow him into a pit or
352 * a wall. Activate the whole mess the first time he gets as
353 * far as the hall of mists (loc 15). If game.newloc is
354 * forbidden to pirate (in particular, if it's beyond the
355 * troll bridge), bypass dwarf stuff. That way pirate can't
356 * steal return toll, and dwarves can't meet the bear. Also
357 * means dwarves won't follow him into dead end in maze, but
358 * c'est la vie. They'll wait for him outside the dead
360 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
363 /* Dwarf activity level ratchets up */
364 if (game.dflag == 0) {
365 if (INDEEP(game.loc))
370 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
371 * the 5 dwarves. If any of the survivors is at loc,
372 * replace him with the alternate. */
373 if (game.dflag == 1) {
374 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
377 for (int i = 1; i <= 2; i++) {
378 int j = 1 + randrange(NDWARVES - 1);
382 for (int i = 1; i <= NDWARVES - 1; i++) {
383 if (game.dloc[i] == game.loc)
384 game.dloc[i] = DALTLC;
385 game.odloc[i] = game.dloc[i];
392 /* Things are in full swing. Move each dwarf at random,
393 * except if he's seen us he sticks with us. Dwarves stay
394 * deep inside. If wandering at random, they don't back up
395 * unless there's no alternative. If they don't have to
396 * move, they attack. And, of course, dead dwarves don't do
397 * much of anything. */
401 for (int i = 1; i <= NDWARVES; i++) {
402 if (game.dloc[i] == 0)
404 /* Fill tk array with all the places this dwarf might go. */
406 kk = KEY[game.dloc[i]];
409 game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
410 /* Have we avoided a dwarf encounter? */
411 bool avoided = (SPECIAL(game.newloc) ||
412 !INDEEP(game.newloc) ||
413 game.newloc == game.odloc[i] ||
414 (j > 1 && game.newloc == tk[j - 1]) ||
416 game.newloc == game.dloc[i] ||
417 FORCED(game.newloc) ||
418 (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
419 labs(TRAVEL[kk]) / 1000000 == 100);
421 tk[j++] = game.newloc;
425 (TRAVEL[kk - 1] >= 0);
426 tk[j] = game.odloc[i];
429 j = 1 + randrange(j);
430 game.odloc[i] = game.dloc[i];
431 game.dloc[i] = tk[j];
432 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
433 if (!game.dseen[i]) continue;
434 game.dloc[i] = game.loc;
435 if (spotted_by_pirate(i))
437 /* This threatening little dwarf is in the room with him! */
439 if (game.odloc[i] == game.dloc[i]) {
441 if (game.knfloc >= 0)
442 game.knfloc = game.loc;
443 if (randrange(1000) < 95 * (game.dflag - 2))
448 /* Now we know what's happening. Let's tell the poor sucker about it.
449 * Note that various of the "knife" messages must have specific relative
450 * positions in the RSPEAK database. */
451 if (game.dtotal == 0)
453 SETPRM(1, game.dtotal, 0);
454 RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK);
457 if (game.dflag == 2)game.dflag = 3;
459 SETPRM(1, attack, 0);
460 RSPEAK(THROWN_KNIVES);
462 RSPEAK(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT));
464 RSPEAK(KNIFE_THROWN);
469 game.oldlc2 = game.loc;
473 /* "You're dead, Jim."
475 * If the current loc is zero, it means the clown got himself killed.
476 * We'll allow this maxdie times. maximum_deaths is automatically set based
477 * on the number of snide messages available. Each death results in
478 * a message (81, 83, etc.) which offers reincarnation; if accepted,
479 * this results in message 82, 84, etc. The last time, if he wants
480 * another chance, he gets a snide remark as we exit. When
481 * reincarnated, all objects being carried get dropped at game.oldlc2
482 * (presumably the last place prior to being killed) without change
483 * of props. the loop runs backwards to assure that the bird is
484 * dropped before the cage. (this kluge could be changed once we're
485 * sure all references to bird and cage are done by keywords.) The
486 * lamp is a special case (it wouldn't do to leave it in the cave).
487 * It is turned off and left outside the building (only if he was
488 * carrying it, of course). He himself is left inside the building
489 * (and heaven help him if he tries to xyzzy back into the cave
490 * without the lamp!). game.oldloc is zapped so he can't just
493 static void croak(void)
494 /* Okay, he's dead. Let's get on with it. */
496 const char* query = obituaries[game.numdie].query;
497 const char* yes_response = obituaries[game.numdie].yes_response;
500 /* He died during closing time. No resurrection. Tally up a
502 RSPEAK(DEATH_CLOSING);
504 } else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
507 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
510 for (int j = 1; j <= NOBJECTS; j++) {
511 int i = NOBJECTS + 1 - j;
513 /* Always leave lamp where it's accessible aboveground */
514 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
517 game.loc = LOC_BUILDING;
518 game.oldloc = game.loc;
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 bool playermove(token_t verb, int motion)
532 int scratchloc, k2, kk = KEY[game.loc];
533 game.newloc = game.loc;
535 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
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 * k2 saves entry -> forced loc -> previous loc. */
542 motion = game.oldloc;
544 motion = game.oldlc2;
545 game.oldlc2 = game.oldloc;
546 game.oldloc = game.loc;
548 if (motion == game.loc)k2 = FORGOT_PATH;
549 if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
552 scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
553 if (scratchloc != motion) {
554 if (!SPECIAL(scratchloc)) {
555 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
558 if (TRAVEL[kk] >= 0) {
564 RSPEAK(NOT_CONNECTED);
569 motion = MOD(labs(TRAVEL[kk]), 1000);
571 break; /* fall through to ordinary travel */
577 } else if (motion == LOOK) {
578 /* Look. Can't give more detail. Pretend it wasn't dark
579 * (though it may now be dark) so he won't fall into a
580 * pit while staring into the gloom. */
582 RSPEAK(NO_MORE_DETAIL);
585 game.abbrev[game.loc] = 0;
587 } else if (motion == CAVE) {
588 /* Cave. Different messages depending on whether above ground. */
589 RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
592 /* none of the specials */
593 game.oldlc2 = game.oldloc;
594 game.oldloc = game.loc;
597 /* ordinary travel */
599 scratchloc = labs(TRAVEL[kk]);
600 if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
602 if (TRAVEL[kk] < 0) {
603 /* FIXME: Magic numbers! */
604 /* Non-applicable motion. Various messages depending on
606 int spk = CANT_APPLY;
607 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
608 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
609 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
610 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
611 if (verb == FIND || verb == INVENT)spk = NEARBY;
612 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
613 if (motion == 17)spk = WHICH_WAY;
619 scratchloc = scratchloc / 1000;
623 * (ESR) This special-travel loop may have to be repeated if it includes
624 * the plover passage. Same deal for any future cases where we need to
625 * block travel and then redo it once the blocking condition has been
628 for (;;) { /* L12 loop */
630 game.newloc = scratchloc / 1000;
631 motion = MOD(game.newloc, 100);
632 if (!SPECIAL(game.newloc)) {
633 if (game.newloc <= 100) {
634 if (game.newloc == 0 || PCT(game.newloc))
636 /* else fall through */
638 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
640 /* else fall through */
641 } else if (game.prop[motion] != game.newloc / 100 - 3)
645 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
647 game.newloc = labs(TRAVEL[kk]) / 1000;
649 (game.newloc == scratchloc);
650 scratchloc = game.newloc;
653 game.newloc = MOD(scratchloc, 1000);
654 if (!SPECIAL(game.newloc))
656 if (game.newloc <= 500) {
657 game.newloc -= SPECIALBASE;
658 switch (game.newloc) {
660 /* Travel 301. Plover-alcove passage. Can carry only
661 * emerald. Note: travel table must include "useless"
662 * entries going through passage, which can never be used for
663 * actual motion, but can be spotted by "go back". */
664 /* FIXME: Arithmetic on location numbers */
665 game.newloc = 99 + 100 - game.loc;
666 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
667 game.newloc = game.loc;
672 /* Travel 302. Plover transport. Drop the emerald (only use
673 * special travel if toting it), so he's forced to use the
674 * plover-passage to get it out. Having dropped it, go back and
675 * pretend he wasn't carrying it after all. */
676 DROP(EMERALD, game.loc);
679 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
681 game.newloc = labs(TRAVEL[kk]) / 1000;
683 (game.newloc == scratchloc);
684 scratchloc = game.newloc;
685 continue; /* goto L12 */
687 /* Travel 303. Troll bridge. Must be done only as special
688 * motion so that dwarves won't wander across and encounter
689 * the bear. (They won't follow the player there because
690 * that region is forbidden to the pirate.) If
691 * game.prop(TROLL)=1, he's crossed since paying, so step out
692 * and block him. (standard travel entries check for
693 * game.prop(TROLL)=0.) Special stuff for bear. */
694 if (game.prop[TROLL] == 1) {
696 game.prop[TROLL] = 0;
698 MOVE(TROLL2 + NOBJECTS, 0);
699 MOVE(TROLL, PLAC[TROLL]);
700 MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
702 game.newloc = game.loc;
705 game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
706 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
707 if (!TOTING(BEAR)) return true;
708 RSPEAK(BRIDGE_COLLAPSE);
709 game.prop[CHASM] = 1;
710 game.prop[TROLL] = 2;
711 DROP(BEAR, game.newloc);
712 game.fixed[BEAR] = -1;
714 game.oldlc2 = game.newloc;
719 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
721 break; /* Leave L12 loop */
725 /* FIXME: Arithmetic on location number, becoming a message number */
726 RSPEAK(game.newloc - 500);
727 game.newloc = game.loc;
731 static bool closecheck(void)
732 /* Handle the closing of the cave. The cave closes "clock1" turns
733 * after the last treasure has been located (including the pirate's
734 * chest, which may of course never show up). Note that the
735 * treasures need not have been taken yet, just located. Hence
736 * clock1 must be large enough to get out of the cave (it only ticks
737 * while inside the cave). When it hits zero, we branch to 10000 to
738 * start closing the cave, and then sit back and wait for him to try
739 * to get out. If he doesn't within clock2 turns, we close the cave;
740 * if he does try, we assume he panics, and give him a few additional
741 * turns to get frantic before we close. When clock2 hits zero, we
742 * branch to 11000 to transport him into the final puzzle. Note that
743 * the puzzle depends upon all sorts of random things. For instance,
744 * there must be no water or oil, since there are beanstalks which we
745 * don't want to be able to water, since the code can't handle it.
746 * Also, we can have no keys, since there is a grate (having moved
747 * the fixed object!) there separating him from all the treasures.
748 * Most of these problems arise from the use of negative prop numbers
749 * to suppress the object descriptions until he's actually moved the
752 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
755 /* When the first warning comes, we lock the grate, destroy
756 * the bridge, kill all the dwarves (and the pirate), remove
757 * the troll and bear (unless dead), and set "closng" to
758 * true. Leave the dragon; too much trouble to move it.
759 * from now until clock2 runs out, he cannot unlock the
760 * grate, move to any location outside the cave, or create
761 * the bridge. Nor can he be resurrected if he dies. Note
762 * that the snake is already gone, since he got to the
763 * treasure accessible only via the hall of the mountain
764 * king. Also, he's been in giant room (to get eggs), so we
765 * can refer to it. Also also, he's gotten the pearl, so we
766 * know the bivalve is an oyster. *And*, the dwarves must
767 * have been activated, since we've found chest. */
768 if (game.clock1 == 0) {
769 game.prop[GRATE] = 0;
770 game.prop[FISSURE] = 0;
771 for (int i = 1; i <= NDWARVES; i++) {
772 game.dseen[i] = false;
776 MOVE(TROLL + NOBJECTS, 0);
777 MOVE(TROLL2, PLAC[TROLL]);
778 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
780 if (game.prop[BEAR] != 3)DESTROY(BEAR);
781 game.prop[CHAIN] = 0;
782 game.fixed[CHAIN] = 0;
785 RSPEAK(CAVE_CLOSING);
789 } else if (game.clock1 < 0)
791 if (game.clock2 == 0) {
792 /* Once he's panicked, and clock2 has run out, we come here
793 * to set up the storage room. The room has two locs,
794 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
795 * place empty bottles, a nursery of plants, a bed of
796 * oysters, a pile of lamps, rods with stars, sleeping
797 * dwarves, and him. At the sw end we place grate over
798 * treasures, snake pit, covey of caged birds, more rods, and
799 * pillows. A mirror stretches across one wall. Many of the
800 * objects come from known locations and/or states (e.g. the
801 * snake is known to have been destroyed and needn't be
802 * carried away from its old "place"), making the various
803 * objects be handled differently. We also drop all other
804 * objects he might be carrying (lest he have some which
805 * could cause trouble, such as the keys). We describe the
806 * flash of light and trundle back. */
807 game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
808 game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
809 game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
811 game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
812 game.prop[ROD] = PUT(ROD, LOC_NE, 0);
813 game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
815 game.oldloc = LOC_NE;
816 game.newloc = LOC_NE;
817 /* Leave the grate with normal (non-negative) property.
819 PUT(GRATE, LOC_SW, 0);
820 PUT(SIGN, LOC_SW, 0);
822 game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
823 game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
824 game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
825 game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
826 game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
828 game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
829 game.fixed[MIRROR] = LOC_SW;
831 for (int i = 1; i <= NOBJECTS; i++) {
844 static void lampcheck(void)
845 /* Check game limit and lamp timers */
847 if (game.prop[LAMP] == 1)
850 /* Another way we can force an end to things is by having the
851 * lamp give out. When it gets close, we come here to warn him.
852 * First following arm checks if the lamp and fresh batteries are
853 * here, in which case we replace the batteries and continue.
854 * Second is for other cases of lamp dying. Eve after it goes
855 * out, he can explore outside for a while if desired. */
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 */
931 static struct command_t command;
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(command.verb, 1))
985 continue; /* back to top of main interpreter loop */
987 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
994 game.oldobj = command.obj;
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);
1028 /* If a turn threshold has been met, apply penalties and tell
1029 * the player about it. */
1030 for (int i = turn_threshold_count; i >= 0; --i)
1032 if (game.turns == turn_thresholds[i].threshold)
1034 game.trnluz += turn_thresholds[i].point_loss;
1035 speak(turn_thresholds[i].message);
1038 /* if (game.turns == game.thresh) { */
1039 /* speak(turn_threshold_messages[game.trndex]); */
1040 /* game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000; */
1041 /* ++game.trndex; */
1042 /* game.thresh = -1; */
1043 /* if (game.trndex <= TRNVLS) */
1044 /* game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1; */
1046 if (command.verb == SAY && WD2 > 0)
1048 if (command.verb == SAY) {
1049 command.part = transitive;
1058 V1 = VOCAB(WD1, -1);
1059 V2 = VOCAB(WD2, -1);
1060 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1061 if (LIQLOC(game.loc) == WATER) {
1064 RSPEAK(WHERE_QUERY);
1068 if (V1 == ENTER && WD2 > 0) {
1073 /* FIXME: Magic numbers */
1074 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1075 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1077 WD2 = MAKEWD(WORD_POUR);
1079 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1080 WD1 = MAKEWD(WORD_CATCH);
1083 if (wordeq(WD1, MAKEWD(WORD_WEST))) {
1085 if (game.iwest == 10)
1088 if (wordeq(WD1, MAKEWD(WORD_GO)) && !wordempty(WD2)) {
1090 RSPEAK(GO_UNNEEDED);
1093 defn = VOCAB(WD1, -1);
1095 /* Gee, I don't understand. */
1096 if (fallback_handler(rawbuf))
1098 SETPRM(1, WD1, WD1X);
1102 kmod = MOD(defn, 1000);
1103 switch (defn / 1000) {
1105 if (playermove(command.verb, kmod))
1108 continue; /* back to top of main interpreter loop */
1110 command.part = unknown;
1114 command.part = intransitive;
1115 command.verb = kmod;
1121 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1125 switch (action(cmdin, command)) {
1129 playermove(command.verb, NUL);
1132 continue; /* back to top of main interpreter loop */
1142 /* Get second word for analysis. */
1148 /* Random intransitive verbs come here. Clear obj just in case
1149 * (see attack()). */
1150 SETPRM(1, WD1, WD1X);
1155 /* Oh dear, he's disturbed the dwarves. */
1156 RSPEAK(DWARVES_AWAKEN);
1159 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);