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, BATTER, BEAR, BIRD, BLOOD,
34 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
35 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
36 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
37 GRATE, HINT, INVENT, JADE, KEYS,
38 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
39 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
40 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
41 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
42 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
43 URN, VASE, VEND, VOLCAN, WATER;
44 long 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 Advebture.
72 static bool do_command(FILE *);
74 int main(int argc, char *argv[])
80 while ((ch = getopt(argc, argv, "l:or:s")) != EOF) {
83 logfp = fopen(optarg, "w");
86 "advent: can't open logfile %s for write\n",
88 signal(SIGINT, sig_handler);
92 editline = prompt = false;
95 rfp = fopen(optarg, "r");
98 "advent: can't open save file %s for read\n",
100 signal(SIGINT, sig_handler);
108 linenoiseHistorySetMaxLen(350);
110 /* Logical variables:
112 * game.closed says whether we're all the way closed
113 * game.closng says whether it's closing time yet
114 * game.clshnt says whether he's read the clue in the endgame
115 * game.lmwarn says whether he's been warned about lamp going dim
116 * game.novice says whether he asked for instructions at start-up
117 * game.panic says whether he's found out he's trapped in the cave
118 * game.wzdark says whether the loc he's leaving was dark */
120 /* Initialize our LCG PRNG with parameters tested against
121 * Knuth vol. 2. by the original authors */
124 game.lcg_m = 1048576;
126 long seedval = (long)rand();
129 /* Initialize game variables */
132 /* Start-up, dwarf stuff */
133 game.zzword = RNDVOC(3, 0);
134 game.newloc = LOC_START;
135 game.loc = LOC_START;
138 game.novice = YES(stdin, WELCOME_YOU, CAVE_NEARBY, NO_MESSAGE);
139 if (game.novice)game.limit = 1000;
145 fprintf(logfp, "seed %ld\n", seedval);
147 /* interpret commands until EOF or interrupt */
149 if (!do_command(stdin))
152 /* show score and exit */
156 static bool fallback_handler(char *buf)
157 /* fallback handler for commands not handled by FORTRANish parser */
160 if (sscanf(buf, "seed %ld", &sv) == 1) {
162 printf("Seed set to %ld\n", sv);
163 // autogenerated, so don't charge user time for it.
165 // here we reconfigure any global game state that uses random numbers
166 game.zzword = RNDVOC(3, 0);
172 /* Check if this loc is eligible for any hints. If been here
173 * long enough, branch to help section (on later page). Hints
174 * all come back here eventually to finish the loop. Ignore
175 * "HINTS" < 4 (special stuff, see database notes).
177 static void checkhints(FILE *cmdin)
179 if (COND[game.loc] >= game.conds) {
180 for (int hint = 1; hint <= HNTMAX; hint++) {
181 if (game.hinted[hint])
183 if (!CNDBIT(game.loc, hint + HBASE))
184 game.hintlc[hint] = -1;
186 /* Come here if he's been long enough at required loc(s) for some
188 if (game.hintlc[hint] >= HINTS[hint][1]) {
194 if (game.prop[GRATE] == 0 && !HERE(KEYS))
196 game.hintlc[hint] = 0;
199 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
203 if (HERE(SNAKE) && !HERE(BIRD))
205 game.hintlc[hint] = 0;
208 if (game.atloc[game.loc] == 0 &&
209 game.atloc[game.oldloc] == 0 &&
210 game.atloc[game.oldlc2] == 0 &&
213 game.hintlc[hint] = 0;
216 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
218 game.hintlc[hint] = 0;
225 game.hintlc[hint] = 0;
228 if (game.atloc[game.loc] == 0 &&
229 game.atloc[game.oldloc] == 0 &&
230 game.atloc[game.oldlc2] == 0)
234 i = ATDWRF(game.loc);
236 game.hintlc[hint] = 0;
239 if (HERE(OGRE) && i == 0)
243 if (game.tally == 1 && game.prop[JADE] < 0)
245 game.hintlc[hint] = 0;
252 /* Fall through to hint display */
253 game.hintlc[hint] = 0;
254 if (!YES(cmdin, HINTS[hint][3], NO_MESSAGE, OK_MAN))
256 SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
258 game.hinted[hint] = YES(cmdin, WANT_HINT, HINTS[hint][4], OK_MAN);
259 if (game.hinted[hint] && game.limit > WARNTIME)
260 game.limit += WARNTIME * HINTS[hint][2];
266 static bool spotted_by_pirate(int i)
271 /* The pirate's spotted him. He leaves him alone once we've
272 * found chest. K counts if a treasure is here. If not, and
273 * tally=1 for an unseen chest, let the pirate be spotted. Note
274 * that game.place[CHEST] = NOWHERE might mean that he's thrown
275 * it to the troll, but in that case he's seen the chest
277 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
280 bool movechest = false, robplayer = false;
281 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
282 /* Pirate won't take pyramid from plover room or dark
283 * room (too easy!). */
284 if (treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
287 if (TOTING(treasure) || HERE(treasure))
289 if (TOTING(treasure)) {
294 /* Force chest placement before player finds last treasure */
295 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
296 RSPEAK(PIRATE_SPOTTED);
299 /* Do things in this order (chest move before robbery) so chest is listed
300 * last at the maze location. */
302 MOVE(CHEST, game.chloc);
303 MOVE(MESSAG, game.chloc2);
304 game.dloc[PIRATE] = game.chloc;
305 game.odloc[PIRATE] = game.chloc;
306 game.dseen[PIRATE] = false;
308 /* You might get a hint of the pirate's presence even if the
309 * chest doesn't move... */
310 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
311 RSPEAK(PIRATE_RUSTLES);
314 RSPEAK(PIRATE_POUNCES);
315 for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
316 if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
317 if (AT(treasure) && game.fixed[treasure] == 0)
318 CARRY(treasure, game.loc);
319 if (TOTING(treasure))
320 DROP(treasure, game.chloc);
328 static bool dwarfmove(void)
329 /* Dwarves move. Return true if player survives, false if he dies. */
331 int kk, stick, attack;
334 /* Dwarf stuff. See earlier comments for description of
335 * variables. Remember sixth dwarf is pirate and is thus
336 * very different except for motion rules. */
338 /* First off, don't let the dwarves follow him into a pit or
339 * a wall. Activate the whole mess the first time he gets as
340 * far as the hall of mists (loc 15). If game.newloc is
341 * forbidden to pirate (in particular, if it's beyond the
342 * troll bridge), bypass dwarf stuff. That way pirate can't
343 * steal return toll, and dwarves can't meet the bear. Also
344 * means dwarves won't follow him into dead end in maze, but
345 * c'est la vie. They'll wait for him outside the dead
347 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
350 /* Dwarf activity level ratchets up */
351 if (game.dflag == 0) {
352 if (INDEEP(game.loc))
357 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
358 * the 5 dwarves. If any of the survivors is at loc,
359 * replace him with the alternate. */
360 if (game.dflag == 1) {
361 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
364 for (int i = 1; i <= 2; i++) {
365 int j = 1 + randrange(NDWARVES - 1);
369 for (int i = 1; i <= NDWARVES - 1; i++) {
370 if (game.dloc[i] == game.loc)
371 game.dloc[i] = DALTLC;
372 game.odloc[i] = game.dloc[i];
379 /* Things are in full swing. Move each dwarf at random,
380 * except if he's seen us he sticks with us. Dwarves stay
381 * deep inside. If wandering at random, they don't back up
382 * unless there's no alternative. If they don't have to
383 * move, they attack. And, of course, dead dwarves don't do
384 * much of anything. */
388 for (int i = 1; i <= NDWARVES; i++) {
389 if (game.dloc[i] == 0)
391 /* Fill tk array with all the places this dwarf might go. */
393 kk = KEY[game.dloc[i]];
396 game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
397 /* Have we avoided a dwarf encounter? */
398 bool avoided = (SPECIAL(game.newloc) ||
399 !INDEEP(game.newloc) ||
400 game.newloc == game.odloc[i] ||
401 (j > 1 && game.newloc == tk[j - 1]) ||
403 game.newloc == game.dloc[i] ||
404 FORCED(game.newloc) ||
405 (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
406 labs(TRAVEL[kk]) / 1000000 == 100);
408 tk[j++] = game.newloc;
412 (TRAVEL[kk - 1] >= 0);
413 tk[j] = game.odloc[i];
416 j = 1 + randrange(j);
417 game.odloc[i] = game.dloc[i];
418 game.dloc[i] = tk[j];
419 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
420 if (!game.dseen[i]) continue;
421 game.dloc[i] = game.loc;
422 if (spotted_by_pirate(i))
424 /* This threatening little dwarf is in the room with him! */
426 if (game.odloc[i] == game.dloc[i]) {
428 if (game.knfloc >= 0)
429 game.knfloc = game.loc;
430 if (randrange(1000) < 95 * (game.dflag - 2))
435 /* Now we know what's happening. Let's tell the poor sucker about it.
436 * Note that various of the "knife" messages must have specific relative
437 * positions in the RSPEAK database. */
438 if (game.dtotal == 0)
440 SETPRM(1, game.dtotal, 0);
441 RSPEAK(DWARF_PACK + 1 / game.dtotal); /* FIXME: Arithmetic on message number */
444 if (game.dflag == 2)game.dflag = 3;
445 SETPRM(1, attack, 0);
447 if (attack > 1)k = THROWN_KNIVES;
450 RSPEAK(k + 1 + 2 / (1 + stick)); /* FIXME: Arithmetic on message number */
453 game.oldlc2 = game.loc;
457 /* "You're dead, Jim."
459 * If the current loc is zero, it means the clown got himself killed.
460 * We'll allow this maxdie times. MAXDIE is automatically set based
461 * on the number of snide messages available. Each death results in
462 * a message (81, 83, etc.) which offers reincarnation; if accepted,
463 * this results in message 82, 84, etc. The last time, if he wants
464 * another chance, he gets a snide remark as we exit. When
465 * reincarnated, all objects being carried get dropped at game.oldlc2
466 * (presumably the last place prior to being killed) without change
467 * of props. the loop runs backwards to assure that the bird is
468 * dropped before the cage. (this kluge could be changed once we're
469 * sure all references to bird and cage are done by keywords.) The
470 * lamp is a special case (it wouldn't do to leave it in the cave).
471 * It is turned off and left outside the building (only if he was
472 * carrying it, of course). He himself is left inside the building
473 * (and heaven help him if he tries to xyzzy back into the cave
474 * without the lamp!). game.oldloc is zapped so he can't just
477 static void croak(FILE *cmdin)
478 /* Okay, he's dead. Let's get on with it. */
482 /* He died during closing time. No resurrection. Tally up a
484 RSPEAK(DEATH_CLOSING);
487 /* FIXME: Arithmetic on message numbers */
488 else if (game.numdie == MAXDIE || !YES(cmdin, WATCH_IT + game.numdie * 2, WHICH_WAY + game.numdie * 2, OK_MAN))
491 game.place[WATER] = game.place[OIL] = NOWHERE;
494 for (int j = 1; j <= NOBJECTS; j++) {
495 int i = NOBJECTS + 1 - j;
497 /* Always leave lamp where it's accessible aboveground */
498 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
501 game.loc = LOC_BUILDING;
502 game.oldloc = game.loc;
506 /* Given the current location in "game.loc", and a motion verb number in
507 * "motion", put the new location in "game.newloc". The current loc is saved
508 * in "game.oldloc" in case he wants to retreat. The current
509 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
510 * does, game.newloc will be limbo, and game.oldloc will be what killed
511 * him, so we need game.oldlc2, which is the last place he was
514 static bool playermove(FILE *cmdin, token_t verb, int motion)
516 int scratchloc, k2, kk = KEY[game.loc];
517 game.newloc = game.loc;
522 else if (motion == BACK) {
523 /* Handle "go back". Look for verb which goes from game.loc to
524 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
525 * k2 saves entry -> forced loc -> previous loc. */
526 motion = game.oldloc;
528 motion = game.oldlc2;
529 game.oldlc2 = game.oldloc;
530 game.oldloc = game.loc;
532 if (motion == game.loc)k2 = FORGOT_PATH;
533 if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
536 scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
537 if (scratchloc != motion) {
538 if (!SPECIAL(scratchloc)) {
539 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
542 if (TRAVEL[kk] >= 0) {
548 RSPEAK(NOT_CONNECTED);
553 motion = MOD(labs(TRAVEL[kk]), 1000);
555 break; /* fall through to ordinary travel */
561 } else if (motion == LOOK) {
562 /* Look. Can't give more detail. Pretend it wasn't dark
563 * (though it may now be dark) so he won't fall into a
564 * pit while staring into the gloom. */
566 RSPEAK(NO_MORE_DETAIL);
569 game.abbrev[game.loc] = 0;
571 } else if (motion == CAVE) {
572 /* Cave. Different messages depending on whether above ground. */
573 RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
576 /* none of the specials */
577 game.oldlc2 = game.oldloc;
578 game.oldloc = game.loc;
581 /* ordinary travel */
583 scratchloc = labs(TRAVEL[kk]);
584 if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
586 if (TRAVEL[kk] < 0) {
587 /* FIXME: Magic numbers! */
588 /* Non-applicable motion. Various messages depending on
590 int spk = CANT_APPLY;
591 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
592 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
593 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
594 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
595 if (verb == FIND || verb == INVENT)spk = NEreplace;
596 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
597 if (motion == 17)spk = WHICH_WAY;
603 scratchloc = scratchloc / 1000;
607 * (ESR) This special-travel loop may have to be repeated if it includes
608 * the plover passage. Same deal for any future cases wgerw we beed to
609 * block travel and then redo it once the blocking condition has been
613 game.newloc = scratchloc / 1000;
614 motion = MOD(game.newloc, 100);
615 if (!SPECIAL(game.newloc)) {
616 if (game.newloc <= 100) {
617 if (game.newloc == 0 || PCT(game.newloc))
619 /* else fall through */
621 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
623 /* else fall through */
624 } else if (game.prop[motion] != game.newloc / 100 - 3)
627 if (TRAVEL[kk] < 0)BUG(25);
629 game.newloc = labs(TRAVEL[kk]) / 1000;
631 (game.newloc == scratchloc);
632 scratchloc = game.newloc;
635 game.newloc = MOD(scratchloc, 1000);
636 if (!SPECIAL(game.newloc))
638 if (game.newloc <= 500) {
639 game.newloc = game.newloc - SPECIALBASE;
640 switch (game.newloc) {
642 /* Travel 301. Plover-alcove passage. Can carry only
643 * emerald. Note: travel table must include "useless"
644 * entries going through passage, which can never be used for
645 * actual motion, but can be spotted by "go back". */
646 /* FIXME: Arithmetic on location numbers */
647 game.newloc = 99 + 100 - game.loc;
648 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
650 game.newloc = game.loc;
654 /* Travel 302. Plover transport. Drop the emerald (only use
655 * special travel if toting it), so he's forced to use the
656 * plover-passage to get it out. Having dropped it, go back and
657 * pretend he wasn't carrying it after all. */
658 DROP(EMRALD, game.loc);
660 if (TRAVEL[kk] < 0)BUG(25);
662 game.newloc = labs(TRAVEL[kk]) / 1000;
664 (game.newloc == scratchloc);
665 continue; /* back to top of do/while loop */
667 /* Travel 303. Troll bridge. Must be done only as special
668 * motion so that dwarves won't wander across and encounter
669 * the bear. (They won't follow the player there because
670 * that region is forbidden to the pirate.) If
671 * game.prop(TROLL)=1, he's crossed since paying, so step out
672 * and block him. (standard travel entries check for
673 * game.prop(TROLL)=0.) Special stuff for bear. */
674 if (game.prop[TROLL] == 1) {
676 game.prop[TROLL] = 0;
678 MOVE(TROLL2 + NOBJECTS, 0);
679 MOVE(TROLL, PLAC[TROLL]);
680 MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
682 game.newloc = game.loc;
685 game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
686 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
687 if (!TOTING(BEAR)) return true;
688 RSPEAK(BRIDGE_COLLAPSE);
689 game.prop[CHASM] = 1;
690 game.prop[TROLL] = 2;
691 DROP(BEAR, game.newloc);
692 game.fixed[BEAR] = -1;
694 game.oldlc2 = game.newloc;
703 /* FIXME: Arithmetic on location number, becoming a message number */
704 RSPEAK(game.newloc - 500);
705 game.newloc = game.loc;
709 static bool closecheck(void)
710 /* Handle the closing of the cave. The cave closes "clock1" turns
711 * after the last treasure has been located (including the pirate's
712 * chest, which may of course never show up). Note that the
713 * treasures need not have been taken yet, just located. Hence
714 * clock1 must be large enough to get out of the cave (it only ticks
715 * while inside the cave). When it hits zero, we branch to 10000 to
716 * start closing the cave, and then sit back and wait for him to try
717 * to get out. If he doesn't within clock2 turns, we close the cave;
718 * if he does try, we assume he panics, and give him a few additional
719 * turns to get frantic before we close. When clock2 hits zero, we
720 * branch to 11000 to transport him into the final puzzle. Note that
721 * the puzzle depends upon all sorts of random things. For instance,
722 * there must be no water or oil, since there are beanstalks which we
723 * don't want to be able to water, since the code can't handle it.
724 * Also, we can have no keys, since there is a grate (having moved
725 * the fixed object!) there separating him from all the treasures.
726 * Most of these problems arise from the use of negative prop numbers
727 * to suppress the object descriptions until he's actually moved the
730 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
733 /* When the first warning comes, we lock the grate, destroy
734 * the bridge, kill all the dwarves (and the pirate), remove
735 * the troll and bear (unless dead), and set "closng" to
736 * true. Leave the dragon; too much trouble to move it.
737 * from now until clock2 runs out, he cannot unlock the
738 * grate, move to any location outside the cave, or create
739 * the bridge. Nor can he be resurrected if he dies. Note
740 * that the snake is already gone, since he got to the
741 * treasure accessible only via the hall of the mountain
742 * king. Also, he's been in giant room (to get eggs), so we
743 * can refer to it. Also also, he's gotten the pearl, so we
744 * know the bivalve is an oyster. *And*, the dwarves must
745 * have been activated, since we've found chest. */
746 if (game.clock1 == 0) {
747 game.prop[GRATE] = 0;
748 game.prop[FISSUR] = 0;
749 for (int i = 1; i <= NDWARVES; i++) {
750 game.dseen[i] = false;
754 MOVE(TROLL + NOBJECTS, 0);
755 MOVE(TROLL2, PLAC[TROLL]);
756 MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
758 if (game.prop[BEAR] != 3)DESTROY(BEAR);
759 game.prop[CHAIN] = 0;
760 game.fixed[CHAIN] = 0;
763 RSPEAK(CAVE_CLOSING);
767 } else if (game.clock1 < 0)
769 if (game.clock2 == 0) {
770 /* Once he's panicked, and clock2 has run out, we come here
771 * to set up the storage room. The room has two locs,
772 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
773 * place empty bottles, a nursery of plants, a bed of
774 * oysters, a pile of lamps, rods with stars, sleeping
775 * dwarves, and him. At the sw end we place grate over
776 * treasures, snake pit, covey of caged birds, more rods, and
777 * pillows. A mirror stretches across one wall. Many of the
778 * objects come from known locations and/or states (e.g. the
779 * snake is known to have been destroyed and needn't be
780 * carried away from its old "place"), making the various
781 * objects be handled differently. We also drop all other
782 * objects he might be carrying (lest he have some which
783 * could cause trouble, such as the keys). We describe the
784 * flash of light and trundle back. */
785 game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
786 game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
787 game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
789 game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
790 game.prop[ROD] = PUT(ROD, LOC_NE, 0);
791 game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
793 game.oldloc = LOC_NE;
794 game.newloc = LOC_NE;
795 /* Leave the grate with normal (non-negative) property.
797 PUT(GRATE, LOC_SW, 0);
798 PUT(SIGN, LOC_SW, 0);
800 game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
801 game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
802 game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
803 game.prop[ROD2] = PUT(ROD2, LOC_SW, 0);
804 game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0);
806 game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0);
807 game.fixed[MIRROR] = LOC_SW;
809 for (int i = 1; i <= NOBJECTS; i++) {
822 static void lampcheck(void)
823 /* Check game limit and lamp timers */
825 if (game.prop[LAMP] == 1)
828 /* Another way we can force an end to things is by having the
829 * lamp give out. When it gets close, we come here to warn
830 * him. First following ar, if the lamp and fresh batteries are
831 * here, in which case we replace the batteries and continue.
832 * Second is for other cases of lamp dying. 12400 is when it
833 * goes out. Even then, he can explore outside for a while
835 if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) {
836 RSPEAK(REPLACE_BATTERIES);
837 game.prop[BATTER] = 1;
839 DROP(BATTER, game.loc);
840 game.limit = game.limit + 2500;
842 } else if (game.limit == 0) {
847 } else if (game.limit <= WARNTIME) {
848 if (!game.lmwarn && HERE(LAMP)) {
850 int spk = GET_BATTERIES;
851 if (game.place[BATTER] == NOWHERE)spk = LAMP_DIM;
852 if (game.prop[BATTER] == 1)spk = MISSING_BATTERIES;
858 static void listobjects(void)
859 /* Print out descriptions of objects at this location. If
860 * not closing and property value is negative, tally off
861 * another treasure. Rug is special case; once seen, its
862 * game.prop is 1 (dragon on it) till dragon is killed.
863 * Similarly for chain; game.prop is initially 1 (locked to
864 * bear). These hacks are because game.prop=0 is needed to
867 if (!DARK(game.loc)) {
868 ++game.abbrev[game.loc];
869 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
871 if (obj > NOBJECTS)obj = obj - NOBJECTS;
872 if (obj == STEPS && TOTING(NUGGET))
874 if (game.prop[obj] < 0) {
878 if (obj == RUG || obj == CHAIN)
881 /* Note: There used to be a test here to see whether the
882 * player had blown it so badly that he could never ever see
883 * the remaining treasures, and if so the lamp was zapped to
884 * 35 turns. But the tests were too simple-minded; things
885 * like killing the bird before the snake was gone (can never
886 * see jewelry), and doing it "right" was hopeless. E.G.,
887 * could cross troll bridge several times, using up all
888 * available treasures, breaking vase, using coins to buy
889 * batteries, etc., and eventually never be able to get
890 * across again. If bottle were left on far side, could then
891 * never get eggs or trident, and the effects propagate. So
892 * the whole thing was flushed. anyone who makes such a
893 * gross blunder isn't likely to find everything else anyway
894 * (so goes the rationalisation). */
896 int kk = game.prop[obj];
897 if (obj == STEPS && game.loc == game.fixed[STEPS])
904 static bool do_command(FILE *cmdin)
905 /* Get and execute a command */
907 long verb = 0, V1, V2;
911 enum speechpart part;
913 /* Can't leave cave once it's closing (except by main office). */
914 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
916 game.newloc = game.loc;
917 if (!game.panic)game.clock2 = PANICTIME;
921 /* See if a dwarf has seen him and has come from where he
922 * wants to go. If so, the dwarf's blocking his way. If
923 * coming from place forbidden to pirate (dwarves rooted in
924 * place) let him get out (and attacked). */
925 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
926 for (size_t i = 1; i <= NDWARVES - 1; i++) {
927 if (game.odloc[i] == game.newloc && game.dseen[i]) {
928 game.newloc = game.loc;
934 game.loc = game.newloc;
939 /* Describe the current location and (maybe) get next command. */
944 const char* msg = locations[game.loc].description.small;
945 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
946 msg = locations[game.loc].description.big;
947 if (!FORCED(game.loc) && DARK(game.loc)) {
948 /* The easiest way to get killed is to fall into a pit in
950 if (game.wzdark && PCT(35)) {
952 game.oldlc2 = game.loc;
954 continue; /* back to top of main interpreter loop */
956 msg = arbitrary_messages[PITCH_DARK];
958 if (TOTING(BEAR))RSPEAK(TAME_BEAR);
960 if (FORCED(game.loc)) {
961 if (playermove(cmdin, verb, 1))
964 continue; /* back to top of main interpreter loop */
966 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
978 /* If closing time, check for any objects being toted with
979 * game.prop < 0 and set the prop to -1-game.prop. This way
980 * objects won't be described until they've been picked up
981 * and put down separate from their respective piles. Don't
982 * tick game.clock1 unless well into cave (and not at Y2). */
984 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
986 for (size_t i = 1; i <= NOBJECTS; i++) {
987 if (TOTING(i) && game.prop[i] < 0)
988 game.prop[i] = -1 - game.prop[i];
991 game.wzdark = DARK(game.loc);
992 if (game.knfloc > 0 && game.knfloc != game.loc)
995 /* This is where we get a new command from the user */
996 if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
999 /* Every input, check "game.foobar" flag. If zero, nothing's
1000 * going on. If pos, make neg. If neg, he skipped a word,
1001 * so make it zero. */
1003 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1005 if (game.turns == game.thresh) {
1006 speak(turn_threshold_messages[game.trndex]);
1007 game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000;
1010 if (game.trndex <= TRNVLS)
1011 game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1;
1013 if (verb == SAY && WD2 > 0)
1025 V1 = VOCAB(WD1, -1);
1026 V2 = VOCAB(WD2, -1);
1027 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1028 if (LIQLOC(game.loc) == WATER) {
1031 RSPEAK(WHERE_QUERY);
1035 if (V1 == ENTER && WD2 > 0) {
1040 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1041 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1043 WD2 = MAKEWD(16152118);
1045 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1046 WD1 = MAKEWD(301200308);
1049 if (WD1 == MAKEWD(23051920)) {
1051 if (game.iwest == 10)
1054 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1056 RSPEAK(GO_UNNEEDED);
1059 defn = VOCAB(WD1, -1);
1061 /* Gee, I don't understand. */
1062 if (fallback_handler(rawbuf))
1064 SETPRM(1, WD1, WD1X);
1068 kmod = MOD(defn, 1000);
1069 switch (defn / 1000) {
1071 if (playermove(cmdin, verb, kmod))
1074 continue; /* back to top of main interpreter loop */
1080 part = intransitive;
1091 switch (action(cmdin, part, verb, obj)) {
1095 playermove(cmdin, verb, NUL);
1098 continue; /* back to top of main interpreter loop */
1108 /* Get second word for analysis. */
1114 /* Random intransitive verbs come here. Clear obj just in case
1115 * (see attack()). */
1116 SETPRM(1, WD1, WD1X);
1121 /* Oh dear, he's disturbed the dwarves. */
1122 RSPEAK(DWARVES_AWAKEN);