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 idiomatic C, the following
11 * ESR apologizes for the remaing gotos (now confined to two functions in this
12 * file - they used to be *everywhere*), and the offensive globals. Applying
13 * the Structured Program Theorem can be hard.
23 #include "linenoise/linenoise.h"
28 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
29 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
31 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
32 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
33 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
34 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
35 GRATE, HINT, INVENT, JADE, KEYS,
36 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
37 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
38 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
39 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
40 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
41 URN, VASE, VEND, VOLCAN, WATER;
42 long WD1, WD1X, WD2, WD2X;
45 bool oldstyle = false;
48 extern void initialise();
49 extern void score(long);
50 extern int action(FILE *, long, long, long);
52 void sig_handler(int signo)
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:o")) != EOF) {
83 logfp = fopen(optarg, "w");
86 "advent: can't open logfile %s for write\n",
88 signal(SIGINT, sig_handler);
96 linenoiseHistorySetMaxLen(350);
100 * game.closed says whether we're all the way closed
101 * game.closng says whether it's closing time yet
102 * game.clshnt says whether he's read the clue in the endgame
103 * game.lmwarn says whether he's been warned about lamp going dim
104 * game.novice says whether he asked for instructions at start-up
105 * game.panic says whether he's found out he's trapped in the cave
106 * game.wzdark says whether the loc he's leaving was dark */
108 /* Initialize our LCG PRNG with parameters tested against
109 * Knuth vol. 2. by the original authors */
112 lcgstate.m = 1048576;
114 long seedval = (long)rand();
117 /* Initialize game variables */
121 /* Unlike earlier versions, adventure is no longer restartable. (This
122 * lets us get away with modifying things such as OBJSND(BIRD) without
123 * having to be able to undo the changes later.) If a "used" copy is
124 * rerun, we come here and tell the player to run a fresh copy. */
125 if (game.setup <= 0) {
130 /* Start-up, dwarf stuff */
132 game.zzword=RNDVOC(3,0);
133 game.novice=YES(stdin, 65,1,0);
137 if (game.novice)game.limit=1000;
140 fprintf(logfp, "seed %ld\n", seedval);
142 /* interpret commands ubtil EOF or interrupt */
144 if (!do_command(stdin))
147 /* show score and exit */
151 static bool fallback_handler(char *buf)
152 /* fallback handler for commands not handled by FORTRANish parser */
155 if (sscanf(buf, "seed %ld", &sv) == 1) {
157 printf("Seed set to %ld\n", sv);
158 // autogenerated, so don't charge user time for it.
160 // here we reconfigure any global game state that uses random numbers
161 game.zzword=RNDVOC(3,0);
167 /* Check if this loc is eligible for any hints. If been here
168 * long enough, branch to help section (on later page). Hints
169 * all come back here eventually to finish the loop. Ignore
170 * "HINTS" < 4 (special stuff, see database notes).
172 static void checkhints(FILE *cmdin)
174 if (COND[game.loc] >= game.conds) {
175 for (int hint=1; hint<=HNTMAX; hint++) {
176 if (game.hinted[hint])
178 if (!CNDBIT(game.loc,hint+10))
179 game.hintlc[hint]= -1;
181 /* Come here if he's been long enough at required loc(s) for some
183 if (game.hintlc[hint] >= HINTS[hint][1])
191 if (game.prop[GRATE] == 0 && !HERE(KEYS))
196 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
200 if (HERE(SNAKE) && !HERE(BIRD))
205 if (game.atloc[game.loc] == 0 &&
206 game.atloc[game.oldloc] == 0 &&
207 game.atloc[game.oldlc2] == 0 &&
213 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
225 if (game.atloc[game.loc] == 0 &&
226 game.atloc[game.oldloc] == 0 &&
227 game.atloc[game.oldlc2] == 0)
236 if (HERE(OGRE) && i == 0)
240 if (game.tally == 1 && game.prop[JADE] < 0)
249 /* Fall through to hint display */
251 if (!YES(cmdin,HINTS[hint][3],0,54))
253 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
255 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
256 if (game.hinted[hint] && game.limit > 30)
257 game.limit=game.limit+30*HINTS[hint][2];
263 static bool dwarfmove(void)
264 /* Dwarves move. Return true if player survives, false if he dies. */
266 int kk, stick, attack;
269 /* Dwarf stuff. See earlier comments for description of
270 * variables. Remember sixth dwarf is pirate and is thus
271 * very different except for motion rules. */
273 /* First off, don't let the dwarves follow him into a pit or
274 * a wall. Activate the whole mess the first time he gets as
275 * far as the hall of mists (loc 15). If game.newloc is
276 * forbidden to pirate (in particular, if it's beyond the
277 * troll bridge), bypass dwarf stuff. That way pirate can't
278 * steal return toll, and dwarves can't meet the bear. Also
279 * means dwarves won't follow him into dead end in maze, but
280 * c'est la vie. They'll wait for him outside the dead
282 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
285 /* Dwarf activity level ratchets up */
286 if (game.dflag == 0) {
287 if (INDEEP(game.loc))
292 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
293 * the 5 dwarves. If any of the survivors is at loc,
294 * replace him with the alternate. */
295 if (game.dflag == 1) {
296 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
299 for (int i=1; i<=2; i++) {
300 int j=1+randrange(NDWARVES-1);
304 for (int i=1; i<=NDWARVES-1; i++) {
305 if (game.dloc[i] == game.loc)
307 game.odloc[i]=game.dloc[i];
314 /* Things are in full swing. Move each dwarf at random,
315 * except if he's seen us he sticks with us. Dwarves stay
316 * deep inside. If wandering at random, they don't back up
317 * unless there's no alternative. If they don't have to
318 * move, they attack. And, of course, dead dwarves don't do
319 * much of anything. */
323 for (int i=1; i<=NDWARVES; i++) {
325 if (game.dloc[i] == 0)
327 /* Fill TK array with all the places this dwarf might go. */
329 kk=KEY[game.dloc[i]];
332 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
333 /* Have we avoided a dwarf enciounter? */
334 bool avoided = (game.newloc > 300 ||
335 !INDEEP(game.newloc) ||
336 game.newloc == game.odloc[i] ||
337 (j > 1 && game.newloc == TK[j-1]) ||
339 game.newloc == game.dloc[i] ||
340 FORCED(game.newloc) ||
341 (i == PIRATE && CNDBIT(game.newloc,3)) ||
342 labs(TRAVEL[kk])/1000000 == 100);
344 TK[j++] = game.newloc;
353 game.odloc[i]=game.dloc[i];
355 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
356 if (!game.dseen[i]) continue;
357 game.dloc[i]=game.loc;
359 /* The pirate's spotted him. He leaves him alone once we've
360 * found chest. K counts if a treasure is here. If not, and
361 * tally=1 for an unseen chest, let the pirate be spotted.
362 * Note that game.place(CHEST)=0 might mean that he's thrown
363 * it to the troll, but in that case he's seen the chest
365 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
368 for (int j=MINTRS; j<=MAXTRS; j++) {
369 /* Pirate won't take pyramid from plover room or dark
370 * room (too easy!). */
371 if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
377 if (game.place[CHEST] == 0) {
378 /* Install chest only once, to insure it is
379 * the last treasure in the list. */
380 MOVE(CHEST,game.chloc);
381 MOVE(MESSAG,game.chloc2);
384 for (int j=MINTRS; j<=MAXTRS; j++) {
385 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
386 if (AT(j) && game.fixed[j] == 0)
392 game.dloc[PIRATE]=game.chloc;
393 game.odloc[PIRATE]=game.chloc;
394 game.dseen[PIRATE]=false;
400 /* Force chest placement before player finds last treasure */
401 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
403 MOVE(CHEST,game.chloc);
404 MOVE(MESSAG,game.chloc2);
405 game.dloc[PIRATE]=game.chloc;
406 game.odloc[PIRATE]=game.chloc;
407 game.dseen[PIRATE]=false;
410 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
415 /* This threatening little dwarf is in the room with him! */
417 if (game.odloc[i] == game.dloc[i]) {
419 if (game.knfloc >= 0)
420 game.knfloc=game.loc;
421 if (randrange(1000) < 95*(game.dflag-2))
427 /* Now we know what's happening. Let's tell the poor sucker about it.
428 * Note that various of the "knife" messages must have specific relative
429 * positions in the RSPEAK database. */
430 if (game.dtotal == 0)
432 SETPRM(1,game.dtotal,0);
433 RSPEAK(4+1/game.dtotal);
436 if (game.dflag == 2)game.dflag=3;
439 if (attack > 1)k=250;
442 RSPEAK(k+1+2/(1+stick));
445 game.oldlc2=game.loc;
449 /* "You're dead, Jim."
451 * If the current loc is zero, it means the clown got himself killed.
452 * We'll allow this maxdie times. MAXDIE is automatically set based
453 * on the number of snide messages available. Each death results in
454 * a message (81, 83, etc.) which offers reincarnation; if accepted,
455 * this results in message 82, 84, etc. The last time, if he wants
456 * another chance, he gets a snide remark as we exit. When
457 * reincarnated, all objects being carried get dropped at game.oldlc2
458 * (presumably the last place prior to being killed) without change
459 * of props. the loop runs backwards to assure that the bird is
460 * dropped before the cage. (this kluge could be changed once we're
461 * sure all references to bird and cage are done by keywords.) The
462 * lamp is a special case (it wouldn't do to leave it in the cave).
463 * It is turned off and left outside the building (only if he was
464 * carrying it, of course). He himself is left inside the building
465 * (and heaven help him if he tries to xyzzy back into the cave
466 * without the lamp!). game.oldloc is zapped so he can't just
469 static void croak(FILE *cmdin)
470 /* Okay, he's dead. Let's get on with it. */
473 /* He died during closing time. No resurrection. Tally up a
480 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
482 if (game.numdie == MAXDIE)
488 for (int j=1; j<=NOBJECTS; j++) {
489 int i=NOBJECTS + 1 - j;
498 game.oldloc=game.loc;
502 /* Given the current location in "game.loc", and a motion verb number in
503 * "K", put the new location in "game.newloc". The current loc is saved
504 * in "game.oldloc" in case he wants to retreat. The current
505 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
506 * does, game.newloc will be limbo, and game.oldloc will be what killed
507 * him, so we need game.oldlc2, which is the last place he was
510 static bool playermove(FILE *cmdin, token_t verb, int motion)
512 int LL, K2, KK=KEY[game.loc];
513 game.newloc=game.loc;
518 else if (motion == BACK) {
519 /* Handle "go back". Look for verb which goes from game.loc to
520 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
521 * K2 saves entry -> forced loc -> previous loc. */
525 game.oldlc2=game.oldloc;
526 game.oldloc=game.loc;
528 if (motion == game.loc)K2=91;
529 if (CNDBIT(game.loc,4))K2=274;
532 LL=MOD((labs(TRAVEL[KK])/1000),1000);
535 if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
538 if (TRAVEL[KK] >= 0) {
549 motion=MOD(labs(TRAVEL[KK]),1000);
551 break; /* fall through to ordinary travel */
558 else if (motion == LOOK) {
559 /* Look. Can't give more detail. Pretend it wasn't dark
560 * (though it may "now" be dark) so he won't fall into a
561 * pit while staring into the gloom. */
562 if (game.detail < 3)RSPEAK(15);
565 game.abbrev[game.loc]=0;
568 else if (motion == CAVE) {
569 /* Cave. Different messages depending on whether above ground. */
570 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
574 /* none of the specials */
575 game.oldlc2=game.oldloc;
576 game.oldloc=game.loc;
579 /* ordinary travel */
582 if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
584 if (TRAVEL[KK] < 0) {
585 /* Non-applicable motion. Various messages depending on
588 if (motion >= 43 && motion <= 50)spk=52;
589 if (motion == 29 || motion == 30)spk=52;
590 if (motion == 7 || motion == 36 || motion == 37)spk=10;
591 if (motion == 11 || motion == 19)spk=11;
592 if (verb == FIND || verb == INVENT)spk=59;
593 if (motion == 62 || motion == 65)spk=42;
594 if (motion == 17)spk=80;
604 motion=MOD(game.newloc,100);
605 if (game.newloc <= 300) {
606 if (game.newloc <= 100) {
607 if (game.newloc == 0 || PCT(game.newloc))
609 /* else fall through */
610 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
612 /* else fall through */
614 else if (game.prop[motion] != game.newloc/100-3)
618 if (TRAVEL[KK] < 0)BUG(25);
620 game.newloc=labs(TRAVEL[KK])/1000;
626 game.newloc=MOD(LL,1000);
627 if (game.newloc <= 300)
629 if (game.newloc <= 500) {
630 game.newloc=game.newloc-300;
634 /* Travel 301. Plover-alcove passage. Can carry only
635 * emerald. Note: travel table must include "useless"
636 * entries going through passage, which can never be used for
637 * actual motion, but can be spotted by "go back". */
638 game.newloc=99+100-game.loc;
639 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
641 game.newloc=game.loc;
645 /* Travel 302. Plover transport. Drop the emerald (only use
646 * special travel if toting it), so he's forced to use the
647 * plover-passage to get it out. Having dropped it, go back and
648 * pretend he wasn't carrying it after all. */
649 DROP(EMRALD,game.loc);
652 /* Travel 303. Troll bridge. Must be done only as special
653 * motion so that dwarves won't wander across and encounter
654 * the bear. (They won't follow the player there because
655 * that region is forbidden to the pirate.) If
656 * game.prop(TROLL)=1, he's crossed since paying, so step out
657 * and block him. (standard travel entries check for
658 * game.prop(TROLL)=0.) Special stuff for bear. */
659 if (game.prop[TROLL] == 1) {
663 MOVE(TROLL2+NOBJECTS,0);
664 MOVE(TROLL,PLAC[TROLL]);
665 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
667 game.newloc=game.loc;
670 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
671 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
672 if (!TOTING(BEAR)) return true;
676 DROP(BEAR,game.newloc);
677 game.fixed[BEAR]= -1;
679 game.oldlc2=game.newloc;
686 RSPEAK(game.newloc-500);
687 game.newloc=game.loc;
691 static bool closecheck(void)
692 /* Handle the closing of the cave. The cave closes "clock1" turns
693 * after the last treasure has been located (including the pirate's
694 * chest, which may of course never show up). Note that the
695 * treasures need not have been taken yet, just located. Hence
696 * clock1 must be large enough to get out of the cave (it only ticks
697 * while inside the cave). When it hits zero, we branch to 10000 to
698 * start closing the cave, and then sit back and wait for him to try
699 * to get out. If he doesn't within clock2 turns, we close the cave;
700 * if he does try, we assume he panics, and give him a few additional
701 * turns to get frantic before we close. When clock2 hits zero, we
702 * branch to 11000 to transport him into the final puzzle. Note that
703 * the puzzle depends upon all sorts of random things. For instance,
704 * there must be no water or oil, since there are beanstalks which we
705 * don't want to be able to water, since the code can't handle it.
706 * Also, we can have no keys, since there is a grate (having moved
707 * the fixed object!) there separating him from all the treasures.
708 * Most of these problems arise from the use of negative prop numbers
709 * to suppress the object descriptions until he's actually moved the
712 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
716 /* When the first warning comes, we lock the grate, destroy
717 * the bridge, kill all the dwarves (and the pirate), remove
718 * the troll and bear (unless dead), and set "closng" to
719 * true. Leave the dragon; too much trouble to move it.
720 * from now until clock2 runs out, he cannot unlock the
721 * grate, move to any location outside the cave, or create
722 * the bridge. Nor can he be resurrected if he dies. Note
723 * that the snake is already gone, since he got to the
724 * treasure accessible only via the hall of the mountain
725 * king. Also, he's been in giant room (to get eggs), so we
726 * can refer to it. Also also, he's gotten the pearl, so we
727 * know the bivalve is an oyster. *And*, the dwarves must
728 * have been activated, since we've found chest. */
729 if (game.clock1 == 0)
733 for (int i=1; i<=NDWARVES; i++) {
738 MOVE(TROLL+NOBJECTS,0);
739 MOVE(TROLL2,PLAC[TROLL]);
740 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
742 if (game.prop[BEAR] != 3)DSTROY(BEAR);
751 } else if (game.clock1 < 0)
753 if (game.clock2 == 0) {
754 /* Once he's panicked, and clock2 has run out, we come here
755 * to set up the storage room. The room has two locs,
756 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
757 * place empty bottles, a nursery of plants, a bed of
758 * oysters, a pile of lamps, rods with stars, sleeping
759 * dwarves, and him. At the sw end we place grate over
760 * treasures, snake pit, covey of caged birds, more rods, and
761 * pillows. A mirror stretches across one wall. Many of the
762 * objects come from known locations and/or states (e.g. the
763 * snake is known to have been destroyed and needn't be
764 * carried away from its old "place"), making the various
765 * objects be handled differently. We also drop all other
766 * objects he might be carrying (lest he have some which
767 * could cause trouble, such as the keys). We describe the
768 * flash of light and trundle back. */
769 game.prop[BOTTLE]=PUT(BOTTLE,115,1);
770 game.prop[PLANT]=PUT(PLANT,115,0);
771 game.prop[OYSTER]=PUT(OYSTER,115,0);
773 game.prop[LAMP]=PUT(LAMP,115,0);
774 game.prop[ROD]=PUT(ROD,115,0);
775 game.prop[DWARF]=PUT(DWARF,115,0);
779 /* Leave the grate with normal (non-negative) property.
784 game.prop[SNAKE]=PUT(SNAKE,116,1);
785 game.prop[BIRD]=PUT(BIRD,116,1);
786 game.prop[CAGE]=PUT(CAGE,116,0);
787 game.prop[ROD2]=PUT(ROD2,116,0);
788 game.prop[PILLOW]=PUT(PILLOW,116,0);
790 game.prop[MIRROR]=PUT(MIRROR,115,0);
791 game.fixed[MIRROR]=116;
793 for (int i=1; i<=NOBJECTS; i++) {
806 static void lampcheck(void)
807 /* Check game limit and lamp timers */
809 if (game.prop[LAMP] == 1)
812 /* Another way we can force an end to things is by having the
813 * lamp give out. When it gets close, we come here to warn
814 * him. First following ar, if the lamp and fresh batteries are
815 * here, in which case we replace the batteries and continue.
816 * Second is for other cases of lamp dying. 12400 is when it
817 * goes out. Even then, he can explore outside for a while
819 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
824 DROP(BATTER,game.loc);
825 game.limit=game.limit+2500;
827 } else if (game.limit == 0) {
832 } else if (game.limit <= 30) {
833 if (!game.lmwarn && HERE(LAMP)) {
836 if (game.place[BATTER] == 0)spk=183;
837 if (game.prop[BATTER] == 1)spk=189;
843 static bool do_command(FILE *cmdin)
845 long KQ, VERB, KK, V1, V2;
849 enum speechpart part;
851 /* Can't leave cave once it's closing (except by main office). */
852 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
854 game.newloc=game.loc;
855 if (!game.panic)game.clock2=15;
859 /* See if a dwarf has seen him and has come from where he
860 * wants to go. If so, the dwarf's blocking his way. If
861 * coming from place forbidden to pirate (dwarves rooted in
862 * place) let him get out (and attacked). */
863 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
864 for (i=1; i<=NDWARVES-1; i++) {
865 if (game.odloc[i] == game.newloc && game.dseen[i]) {
866 game.newloc=game.loc;
872 game.loc=game.newloc;
877 /* Describe the current location and (maybe) get next command. */
879 /* Print text for current loc. */
884 char* msg = short_location_descriptions[game.loc];
885 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
886 msg=long_location_descriptions[game.loc];
887 if (!FORCED(game.loc) && DARK(game.loc)) {
888 /* The easiest way to get killed is to fall into a pit in
890 if (game.wzdark && PCT(35)) {
892 game.oldlc2 = game.loc;
896 msg=arbitrary_messages[16];
898 if (TOTING(BEAR))RSPEAK(141);
901 if (FORCED(game.loc)) {
904 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
906 /* Print out descriptions of objects at this location. If
907 * not closing and property value is negative, tally off
908 * another treasure. Rug is special case; once seen, its
909 * game.prop is 1 (dragon on it) till dragon is killed.
910 * Similarly for chain; game.prop is initially 1 (locked to
911 * bear). These hacks are because game.prop=0 is needed to
914 if (DARK(game.loc)) goto L2012;
915 ++game.abbrev[game.loc];
916 i=game.atloc[game.loc];
921 if (obj > NOBJECTS)obj=obj-NOBJECTS;
922 if (obj == STEPS && TOTING(NUGGET)) goto L2008;
923 if (game.prop[obj] >= 0) goto L2006;
924 if (game.closed) goto L2008;
926 if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
928 /* Note: There used to be a test here to see whether the player had blown it
929 * so badly that he could never ever see the remaining treasures, and if so
930 * the lamp was zapped to 35 turns. But the tests were too simple-minded;
931 * things like killing the bird before the snake was gone (can never see
932 * jewelry), and doing it "right" was hopeless. E.G., could cross troll
933 * bridge several times, using up all available treasures, breaking vase,
934 * using coins to buy batteries, etc., and eventually never be able to get
935 * across again. If bottle were left on far side, could then never get eggs
936 * or trident, and the effects propagate. So the whole thing was flushed.
937 * anyone who makes such a gross blunder isn't likely to find everything
938 * else anyway (so goes the rationalisation). */
941 if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
955 /* If closing time, check for any objects being toted with
956 * game.prop < 0 and set the prop to -1-game.prop. This way
957 * objects won't be described until they've been picked up
958 * and put down separate from their respective piles. Don't
959 * tick game.clock1 unless well into cave (and not at Y2). */
961 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
963 for (i=1; i<=NOBJECTS; i++) {
964 if (TOTING(i) && game.prop[i] < 0)
965 game.prop[i] = -1-game.prop[i];
968 game.wzdark=DARK(game.loc);
969 if (game.knfloc > 0 && game.knfloc != game.loc)
972 /* This is where we get a new command from the user */
973 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
976 /* Every input, check "game.foobar" flag. If zero, nothing's
977 * going on. If pos, make neg. If neg, he skipped a word,
978 * so make it zero. */
980 game.foobar=(game.foobar>0 ? -game.foobar : 0);
982 if (game.turns == game.thresh) {
983 newspeak(turn_threshold_messages[game.trndex]);
984 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
987 if (game.trndex <= TRNVLS)
988 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
990 if (VERB == SAY && WD2 > 0)
1006 if (LIQLOC(game.loc) == WATER)k=70;
1009 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
1013 if (V1 == ENTER && WD2 > 0) {
1018 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
1019 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
1021 WD2=MAKEWD(16152118);
1023 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
1024 WD1=MAKEWD(301200308);
1027 if (WD1 == MAKEWD(23051920)) {
1029 if (game.iwest == 10)
1032 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1039 /* Gee, I don't understand. */
1040 if (fallback_handler(rawbuf))
1051 case 1: part=unknown; obj = KMOD; break;
1052 case 2: part=intransitive; VERB = KMOD; break;
1053 case 3: RSPEAK(KMOD); goto L2012;
1058 switch (action(cmdin, part, VERB, obj)) {
1059 case 2: return true;
1060 case 8: KMOD=NUL; goto L8;
1061 case 2000: goto L2000;
1062 case 2012: goto L2012;
1063 case 2600: goto L2600;
1064 case 2607: goto L2607;
1065 case 2630: goto L2630;
1067 /* Get second word for analysis. */
1073 /* Random intransitive verbs come here. Clear obj just in case
1074 * (see attack()). */
1080 /* Oh dear, he's disturbed the dwarves. */
1088 /* no fallthrough here */
1090 /* Figure out the new location */
1091 L8: if (playermove(cmdin, VERB, KMOD))