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.
24 #include "linenoise/linenoise.h"
29 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
30 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
32 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
33 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
34 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
35 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
36 GRATE, HINT, INVENT, JADE, KEYS,
37 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
38 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
39 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
40 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
41 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
42 URN, VASE, VEND, VOLCAN, WATER;
43 long WD1, WD1X, WD2, WD2X;
46 bool oldstyle = false;
51 extern void initialise();
52 extern void score(long);
53 extern int action(FILE *, long, long, long);
55 void sig_handler(int signo)
66 * Adventure (rev 2: 20 treasures)
68 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
69 * 15-treasure version (adventure) by Don Woods, April-June 1977
70 * 20-treasure version (rev 2) by Don Woods, August 1978
71 * Errata fixed: 78/12/25
72 * Revived 2017 as Open Advebture.
75 static bool do_command(FILE *);
77 int main(int argc, char *argv[])
83 while ((ch = getopt(argc, argv, "l:os")) != EOF) {
86 logfp = fopen(optarg, "w");
89 "advent: can't open logfile %s for write\n",
91 signal(SIGINT, sig_handler);
95 editline = prompt = false;
103 linenoiseHistorySetMaxLen(350);
105 /* Logical variables:
107 * game.closed says whether we're all the way closed
108 * game.closng says whether it's closing time yet
109 * game.clshnt says whether he's read the clue in the endgame
110 * game.lmwarn says whether he's been warned about lamp going dim
111 * game.novice says whether he asked for instructions at start-up
112 * game.panic says whether he's found out he's trapped in the cave
113 * game.wzdark says whether the loc he's leaving was dark */
115 /* Initialize our LCG PRNG with parameters tested against
116 * Knuth vol. 2. by the original authors */
119 lcgstate.m = 1048576;
121 long seedval = (long)rand();
124 /* Initialize game variables */
128 /* Unlike earlier versions, adventure is no longer restartable. (This
129 * lets us get away with modifying things such as OBJSND(BIRD) without
130 * having to be able to undo the changes later.) If a "used" copy is
131 * rerun, we come here and tell the player to run a fresh copy. */
132 if (game.setup <= 0) {
137 /* Start-up, dwarf stuff */
139 game.zzword=RNDVOC(3,0);
140 game.novice=YES(stdin, 65,1,0);
144 if (game.novice)game.limit=1000;
147 fprintf(logfp, "seed %ld\n", seedval);
149 /* interpret commands ubtil EOF or interrupt */
151 if (!do_command(stdin))
154 /* show score and exit */
158 static bool fallback_handler(char *buf)
159 /* fallback handler for commands not handled by FORTRANish parser */
162 if (sscanf(buf, "seed %ld", &sv) == 1) {
164 printf("Seed set to %ld\n", sv);
165 // autogenerated, so don't charge user time for it.
167 // here we reconfigure any global game state that uses random numbers
168 game.zzword=RNDVOC(3,0);
174 /* Check if this loc is eligible for any hints. If been here
175 * long enough, branch to help section (on later page). Hints
176 * all come back here eventually to finish the loop. Ignore
177 * "HINTS" < 4 (special stuff, see database notes).
179 static void checkhints(FILE *cmdin)
181 if (COND[game.loc] >= game.conds) {
182 for (int hint=1; hint<=HNTMAX; hint++) {
183 if (game.hinted[hint])
185 if (!CNDBIT(game.loc,hint+10))
186 game.hintlc[hint]= -1;
188 /* Come here if he's been long enough at required loc(s) for some
190 if (game.hintlc[hint] >= HINTS[hint][1])
198 if (game.prop[GRATE] == 0 && !HERE(KEYS))
203 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
207 if (HERE(SNAKE) && !HERE(BIRD))
212 if (game.atloc[game.loc] == 0 &&
213 game.atloc[game.oldloc] == 0 &&
214 game.atloc[game.oldlc2] == 0 &&
220 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
232 if (game.atloc[game.loc] == 0 &&
233 game.atloc[game.oldloc] == 0 &&
234 game.atloc[game.oldlc2] == 0)
243 if (HERE(OGRE) && i == 0)
247 if (game.tally == 1 && game.prop[JADE] < 0)
256 /* Fall through to hint display */
258 if (!YES(cmdin,HINTS[hint][3],0,54))
260 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
262 game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
263 if (game.hinted[hint] && game.limit > 30)
264 game.limit=game.limit+30*HINTS[hint][2];
270 bool spotted_by_pirate(int i)
275 /* The pirate's spotted him. He leaves him alone once we've
276 * found chest. K counts if a treasure is here. If not, and
277 * tally=1 for an unseen chest, let the pirate be spotted.
278 * Note that game.place(CHEST)=0 might mean that he's thrown
279 * it to the troll, but in that case he's seen the chest
281 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
284 for (int j=MINTRS; j<=MAXTRS; j++) {
285 /* Pirate won't take pyramid from plover room or dark
286 * room (too easy!). */
287 if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
293 if (game.place[CHEST] == 0) {
294 /* Install chest only once, to insure it is
295 * the last treasure in the list. */
296 MOVE(CHEST,game.chloc);
297 MOVE(MESSAG,game.chloc2);
300 for (int j=MINTRS; j<=MAXTRS; j++) {
301 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
302 if (AT(j) && game.fixed[j] == 0)
308 game.dloc[PIRATE]=game.chloc;
309 game.odloc[PIRATE]=game.chloc;
310 game.dseen[PIRATE]=false;
317 /* Force chest placement before player finds last treasure */
318 if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
320 MOVE(CHEST,game.chloc);
321 MOVE(MESSAG,game.chloc2);
322 game.dloc[PIRATE]=game.chloc;
323 game.odloc[PIRATE]=game.chloc;
324 game.dseen[PIRATE]=false;
327 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
332 static bool dwarfmove(void)
333 /* Dwarves move. Return true if player survives, false if he dies. */
335 int kk, stick, attack;
338 /* Dwarf stuff. See earlier comments for description of
339 * variables. Remember sixth dwarf is pirate and is thus
340 * very different except for motion rules. */
342 /* First off, don't let the dwarves follow him into a pit or
343 * a wall. Activate the whole mess the first time he gets as
344 * far as the hall of mists (loc 15). If game.newloc is
345 * forbidden to pirate (in particular, if it's beyond the
346 * troll bridge), bypass dwarf stuff. That way pirate can't
347 * steal return toll, and dwarves can't meet the bear. Also
348 * means dwarves won't follow him into dead end in maze, but
349 * c'est la vie. They'll wait for him outside the dead
351 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
354 /* Dwarf activity level ratchets up */
355 if (game.dflag == 0) {
356 if (INDEEP(game.loc))
361 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
362 * the 5 dwarves. If any of the survivors is at loc,
363 * replace him with the alternate. */
364 if (game.dflag == 1) {
365 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
368 for (int i=1; i<=2; i++) {
369 int j=1+randrange(NDWARVES-1);
373 for (int i=1; i<=NDWARVES-1; i++) {
374 if (game.dloc[i] == game.loc)
376 game.odloc[i]=game.dloc[i];
383 /* Things are in full swing. Move each dwarf at random,
384 * except if he's seen us he sticks with us. Dwarves stay
385 * deep inside. If wandering at random, they don't back up
386 * unless there's no alternative. If they don't have to
387 * move, they attack. And, of course, dead dwarves don't do
388 * much of anything. */
392 for (int i=1; i<=NDWARVES; i++) {
393 if (game.dloc[i] == 0)
395 /* Fill TK array with all the places this dwarf might go. */
397 kk=KEY[game.dloc[i]];
400 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
401 /* Have we avoided a dwarf enciounter? */
402 bool avoided = (game.newloc > 300 ||
403 !INDEEP(game.newloc) ||
404 game.newloc == game.odloc[i] ||
405 (j > 1 && game.newloc == TK[j-1]) ||
407 game.newloc == game.dloc[i] ||
408 FORCED(game.newloc) ||
409 (i == PIRATE && CNDBIT(game.newloc,3)) ||
410 labs(TRAVEL[kk])/1000000 == 100);
412 TK[j++] = game.newloc;
421 game.odloc[i]=game.dloc[i];
423 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
424 if (!game.dseen[i]) continue;
425 game.dloc[i]=game.loc;
426 if (spotted_by_pirate(i))
428 /* This threatening little dwarf is in the room with him! */
430 if (game.odloc[i] == game.dloc[i]) {
432 if (game.knfloc >= 0)
433 game.knfloc=game.loc;
434 if (randrange(1000) < 95*(game.dflag-2))
439 /* Now we know what's happening. Let's tell the poor sucker about it.
440 * Note that various of the "knife" messages must have specific relative
441 * positions in the RSPEAK database. */
442 if (game.dtotal == 0)
444 SETPRM(1,game.dtotal,0);
445 RSPEAK(4+1/game.dtotal);
448 if (game.dflag == 2)game.dflag=3;
451 if (attack > 1)k=250;
454 RSPEAK(k+1+2/(1+stick));
457 game.oldlc2=game.loc;
461 /* "You're dead, Jim."
463 * If the current loc is zero, it means the clown got himself killed.
464 * We'll allow this maxdie times. MAXDIE is automatically set based
465 * on the number of snide messages available. Each death results in
466 * a message (81, 83, etc.) which offers reincarnation; if accepted,
467 * this results in message 82, 84, etc. The last time, if he wants
468 * another chance, he gets a snide remark as we exit. When
469 * reincarnated, all objects being carried get dropped at game.oldlc2
470 * (presumably the last place prior to being killed) without change
471 * of props. the loop runs backwards to assure that the bird is
472 * dropped before the cage. (this kluge could be changed once we're
473 * sure all references to bird and cage are done by keywords.) The
474 * lamp is a special case (it wouldn't do to leave it in the cave).
475 * It is turned off and left outside the building (only if he was
476 * carrying it, of course). He himself is left inside the building
477 * (and heaven help him if he tries to xyzzy back into the cave
478 * without the lamp!). game.oldloc is zapped so he can't just
481 static void croak(FILE *cmdin)
482 /* Okay, he's dead. Let's get on with it. */
485 /* He died during closing time. No resurrection. Tally up a
492 if (!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
494 if (game.numdie == MAXDIE)
500 for (int j=1; j<=NOBJECTS; j++) {
501 int i=NOBJECTS + 1 - j;
510 game.oldloc=game.loc;
514 /* Given the current location in "game.loc", and a motion verb number in
515 * "K", put the new location in "game.newloc". The current loc is saved
516 * in "game.oldloc" in case he wants to retreat. The current
517 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
518 * does, game.newloc will be limbo, and game.oldloc will be what killed
519 * him, so we need game.oldlc2, which is the last place he was
522 static bool playermove(FILE *cmdin, token_t verb, int motion)
524 int LL, K2, KK=KEY[game.loc];
525 game.newloc=game.loc;
530 else if (motion == BACK) {
531 /* Handle "go back". Look for verb which goes from game.loc to
532 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
533 * K2 saves entry -> forced loc -> previous loc. */
537 game.oldlc2=game.oldloc;
538 game.oldloc=game.loc;
540 if (motion == game.loc)K2=91;
541 if (CNDBIT(game.loc,4))K2=274;
544 LL=MOD((labs(TRAVEL[KK])/1000),1000);
547 if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
550 if (TRAVEL[KK] >= 0) {
561 motion=MOD(labs(TRAVEL[KK]),1000);
563 break; /* fall through to ordinary travel */
570 else if (motion == LOOK) {
571 /* Look. Can't give more detail. Pretend it wasn't dark
572 * (though it may "now" be dark) so he won't fall into a
573 * pit while staring into the gloom. */
574 if (game.detail < 3)RSPEAK(15);
577 game.abbrev[game.loc]=0;
580 else if (motion == CAVE) {
581 /* Cave. Different messages depending on whether above ground. */
582 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
586 /* none of the specials */
587 game.oldlc2=game.oldloc;
588 game.oldloc=game.loc;
591 /* ordinary travel */
594 if (MOD(LL,1000) == 1 || MOD(LL,1000) == motion)
596 if (TRAVEL[KK] < 0) {
597 /* Non-applicable motion. Various messages depending on
600 if (motion >= 43 && motion <= 50)spk=52;
601 if (motion == 29 || motion == 30)spk=52;
602 if (motion == 7 || motion == 36 || motion == 37)spk=10;
603 if (motion == 11 || motion == 19)spk=11;
604 if (verb == FIND || verb == INVENT)spk=59;
605 if (motion == 62 || motion == 65)spk=42;
606 if (motion == 17)spk=80;
616 * (ESR) This special-travel loop may have to be repeated if it includes
617 * the plover passage. Same deal for any future cases wgerw we beed to
618 * block travel and then redo it once the blocking condition has been
623 motion=MOD(game.newloc,100);
624 if (game.newloc <= 300) {
625 if (game.newloc <= 100) {
626 if (game.newloc == 0 || PCT(game.newloc))
628 /* else fall through */
629 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
631 /* else fall through */
633 else if (game.prop[motion] != game.newloc/100-3)
636 if (TRAVEL[KK] < 0)BUG(25);
638 game.newloc=labs(TRAVEL[KK])/1000;
644 game.newloc=MOD(LL,1000);
645 if (game.newloc <= 300)
647 if (game.newloc <= 500) {
648 game.newloc=game.newloc-300;
652 /* Travel 301. Plover-alcove passage. Can carry only
653 * emerald. Note: travel table must include "useless"
654 * entries going through passage, which can never be used for
655 * actual motion, but can be spotted by "go back". */
656 game.newloc=99+100-game.loc;
657 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
659 game.newloc=game.loc;
663 /* Travel 302. Plover transport. Drop the emerald (only use
664 * special travel if toting it), so he's forced to use the
665 * plover-passage to get it out. Having dropped it, go back and
666 * pretend he wasn't carrying it after all. */
667 DROP(EMRALD,game.loc);
669 if (TRAVEL[KK] < 0)BUG(25);
671 game.newloc=labs(TRAVEL[KK])/1000;
674 continue; /* back to top of do/while loop */
676 /* Travel 303. Troll bridge. Must be done only as special
677 * motion so that dwarves won't wander across and encounter
678 * the bear. (They won't follow the player there because
679 * that region is forbidden to the pirate.) If
680 * game.prop(TROLL)=1, he's crossed since paying, so step out
681 * and block him. (standard travel entries check for
682 * game.prop(TROLL)=0.) Special stuff for bear. */
683 if (game.prop[TROLL] == 1) {
687 MOVE(TROLL2+NOBJECTS,0);
688 MOVE(TROLL,PLAC[TROLL]);
689 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
691 game.newloc=game.loc;
694 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
695 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
696 if (!TOTING(BEAR)) return true;
700 DROP(BEAR,game.newloc);
701 game.fixed[BEAR]= -1;
703 game.oldlc2=game.newloc;
712 RSPEAK(game.newloc-500);
713 game.newloc=game.loc;
717 static bool closecheck(void)
718 /* Handle the closing of the cave. The cave closes "clock1" turns
719 * after the last treasure has been located (including the pirate's
720 * chest, which may of course never show up). Note that the
721 * treasures need not have been taken yet, just located. Hence
722 * clock1 must be large enough to get out of the cave (it only ticks
723 * while inside the cave). When it hits zero, we branch to 10000 to
724 * start closing the cave, and then sit back and wait for him to try
725 * to get out. If he doesn't within clock2 turns, we close the cave;
726 * if he does try, we assume he panics, and give him a few additional
727 * turns to get frantic before we close. When clock2 hits zero, we
728 * branch to 11000 to transport him into the final puzzle. Note that
729 * the puzzle depends upon all sorts of random things. For instance,
730 * there must be no water or oil, since there are beanstalks which we
731 * don't want to be able to water, since the code can't handle it.
732 * Also, we can have no keys, since there is a grate (having moved
733 * the fixed object!) there separating him from all the treasures.
734 * Most of these problems arise from the use of negative prop numbers
735 * to suppress the object descriptions until he's actually moved the
738 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
741 /* When the first warning comes, we lock the grate, destroy
742 * the bridge, kill all the dwarves (and the pirate), remove
743 * the troll and bear (unless dead), and set "closng" to
744 * true. Leave the dragon; too much trouble to move it.
745 * from now until clock2 runs out, he cannot unlock the
746 * grate, move to any location outside the cave, or create
747 * the bridge. Nor can he be resurrected if he dies. Note
748 * that the snake is already gone, since he got to the
749 * treasure accessible only via the hall of the mountain
750 * king. Also, he's been in giant room (to get eggs), so we
751 * can refer to it. Also also, he's gotten the pearl, so we
752 * know the bivalve is an oyster. *And*, the dwarves must
753 * have been activated, since we've found chest. */
754 if (game.clock1 == 0)
758 for (int i=1; i<=NDWARVES; i++) {
763 MOVE(TROLL+NOBJECTS,0);
764 MOVE(TROLL2,PLAC[TROLL]);
765 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
767 if (game.prop[BEAR] != 3)DSTROY(BEAR);
776 } else if (game.clock1 < 0)
778 if (game.clock2 == 0) {
779 /* Once he's panicked, and clock2 has run out, we come here
780 * to set up the storage room. The room has two locs,
781 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
782 * place empty bottles, a nursery of plants, a bed of
783 * oysters, a pile of lamps, rods with stars, sleeping
784 * dwarves, and him. At the sw end we place grate over
785 * treasures, snake pit, covey of caged birds, more rods, and
786 * pillows. A mirror stretches across one wall. Many of the
787 * objects come from known locations and/or states (e.g. the
788 * snake is known to have been destroyed and needn't be
789 * carried away from its old "place"), making the various
790 * objects be handled differently. We also drop all other
791 * objects he might be carrying (lest he have some which
792 * could cause trouble, such as the keys). We describe the
793 * flash of light and trundle back. */
794 game.prop[BOTTLE]=PUT(BOTTLE,115,1);
795 game.prop[PLANT]=PUT(PLANT,115,0);
796 game.prop[OYSTER]=PUT(OYSTER,115,0);
798 game.prop[LAMP]=PUT(LAMP,115,0);
799 game.prop[ROD]=PUT(ROD,115,0);
800 game.prop[DWARF]=PUT(DWARF,115,0);
804 /* Leave the grate with normal (non-negative) property.
809 game.prop[SNAKE]=PUT(SNAKE,116,1);
810 game.prop[BIRD]=PUT(BIRD,116,1);
811 game.prop[CAGE]=PUT(CAGE,116,0);
812 game.prop[ROD2]=PUT(ROD2,116,0);
813 game.prop[PILLOW]=PUT(PILLOW,116,0);
815 game.prop[MIRROR]=PUT(MIRROR,115,0);
816 game.fixed[MIRROR]=116;
818 for (int i=1; i<=NOBJECTS; i++) {
831 static void lampcheck(void)
832 /* Check game limit and lamp timers */
834 if (game.prop[LAMP] == 1)
837 /* Another way we can force an end to things is by having the
838 * lamp give out. When it gets close, we come here to warn
839 * him. First following ar, if the lamp and fresh batteries are
840 * here, in which case we replace the batteries and continue.
841 * Second is for other cases of lamp dying. 12400 is when it
842 * goes out. Even then, he can explore outside for a while
844 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
849 DROP(BATTER,game.loc);
850 game.limit=game.limit+2500;
852 } else if (game.limit == 0) {
857 } else if (game.limit <= 30) {
858 if (!game.lmwarn && HERE(LAMP)) {
861 if (game.place[BATTER] == 0)spk=183;
862 if (game.prop[BATTER] == 1)spk=189;
868 static void listobjects(void)
869 /* Print out descriptions of objects at this location. If
870 * not closing and property value is negative, tally off
871 * another treasure. Rug is special case; once seen, its
872 * game.prop is 1 (dragon on it) till dragon is killed.
873 * Similarly for chain; game.prop is initially 1 (locked to
874 * bear). These hacks are because game.prop=0 is needed to
877 if (!DARK(game.loc)) {
879 ++game.abbrev[game.loc];
880 for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
882 if (obj > NOBJECTS)obj=obj-NOBJECTS;
883 if (obj == STEPS && TOTING(NUGGET))
885 if (game.prop[obj] < 0) {
889 if (obj == RUG || obj == CHAIN)
892 /* Note: There used to be a test here to see whether the
893 * player had blown it so badly that he could never ever see
894 * the remaining treasures, and if so the lamp was zapped to
895 * 35 turns. But the tests were too simple-minded; things
896 * like killing the bird before the snake was gone (can never
897 * see jewelry), and doing it "right" was hopeless. E.G.,
898 * could cross troll bridge several times, using up all
899 * available treasures, breaking vase, using coins to buy
900 * batteries, etc., and eventually never be able to get
901 * across again. If bottle were left on far side, could then
902 * never get eggs or trident, and the effects propagate. So
903 * the whole thing was flushed. anyone who makes such a
904 * gross blunder isn't likely to find everything else anyway
905 * (so goes the rationalisation). */
907 int kk=game.prop[obj];
908 if (obj == STEPS && game.loc == game.fixed[STEPS])
915 static bool do_command(FILE *cmdin)
916 /* Get and execute a command */
918 long KQ, VERB, KK, V1, V2;
922 enum speechpart part;
924 /* Can't leave cave once it's closing (except by main office). */
925 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
927 game.newloc=game.loc;
928 if (!game.panic)game.clock2=15;
932 /* See if a dwarf has seen him and has come from where he
933 * wants to go. If so, the dwarf's blocking his way. If
934 * coming from place forbidden to pirate (dwarves rooted in
935 * place) let him get out (and attacked). */
936 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
937 for (i=1; i<=NDWARVES-1; i++) {
938 if (game.odloc[i] == game.newloc && game.dseen[i]) {
939 game.newloc=game.loc;
945 game.loc=game.newloc;
950 /* Describe the current location and (maybe) get next command. */
955 char* msg = short_location_descriptions[game.loc];
956 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
957 msg=long_location_descriptions[game.loc];
958 if (!FORCED(game.loc) && DARK(game.loc)) {
959 /* The easiest way to get killed is to fall into a pit in
961 if (game.wzdark && PCT(35)) {
963 game.oldlc2 = game.loc;
965 continue; /* back to top of main interpreter loop */
967 msg=arbitrary_messages[16];
969 if (TOTING(BEAR))RSPEAK(141);
971 if (FORCED(game.loc)) {
972 if (playermove(cmdin, VERB, 1))
975 continue; /* back to top of main interpreter loop */
977 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
989 /* If closing time, check for any objects being toted with
990 * game.prop < 0 and set the prop to -1-game.prop. This way
991 * objects won't be described until they've been picked up
992 * and put down separate from their respective piles. Don't
993 * tick game.clock1 unless well into cave (and not at Y2). */
995 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
997 for (i=1; i<=NOBJECTS; i++) {
998 if (TOTING(i) && game.prop[i] < 0)
999 game.prop[i] = -1-game.prop[i];
1002 game.wzdark=DARK(game.loc);
1003 if (game.knfloc > 0 && game.knfloc != game.loc)
1006 /* This is where we get a new command from the user */
1007 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
1010 /* Every input, check "game.foobar" flag. If zero, nothing's
1011 * going on. If pos, make neg. If neg, he skipped a word,
1012 * so make it zero. */
1014 game.foobar=(game.foobar>0 ? -game.foobar : 0);
1016 if (game.turns == game.thresh) {
1017 newspeak(turn_threshold_messages[game.trndex]);
1018 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
1021 if (game.trndex <= TRNVLS)
1022 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
1024 if (VERB == SAY && WD2 > 0)
1037 if (LIQLOC(game.loc) == WATER)k=70;
1040 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
1044 if (V1 == ENTER && WD2 > 0) {
1049 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
1050 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
1052 WD2=MAKEWD(16152118);
1054 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
1055 WD1=MAKEWD(301200308);
1058 if (WD1 == MAKEWD(23051920)) {
1060 if (game.iwest == 10)
1063 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1070 /* Gee, I don't understand. */
1071 if (fallback_handler(rawbuf))
1082 if (playermove(cmdin, VERB, KMOD))
1085 continue; /* back to top of main interpreter loop */
1086 case 1: part=unknown; obj = KMOD; break;
1087 case 2: part=intransitive; VERB = KMOD; break;
1088 case 3: RSPEAK(KMOD); goto L2012;
1093 switch (action(cmdin, part, VERB, obj)) {
1097 playermove(cmdin, VERB, NUL);
1099 case GO_TOP: continue; /* back to top of main interpreter loop */
1100 case GO_CLEAROBJ: goto L2012;
1101 case GO_CHECKHINT: goto L2600;
1102 case GO_CHECKFOO: goto L2607;
1103 case GO_LOOKUP: goto L2630;
1105 /* Get second word for analysis. */
1111 /* Random intransitive verbs come here. Clear obj just in case
1112 * (see attack()). */
1118 /* Oh dear, he's disturbed the dwarves. */