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"
27 #define DIM(a) (sizeof(a)/sizeof(a[0]))
29 struct game_t game = {
30 .dloc[1] = LOC_KINGHALL,
31 .dloc[2] = LOC_WESTBANK,
33 .dloc[4] = LOC_ALIKE3,
34 .dloc[5] = LOC_COMPLEX,
36 /* Sixth dwarf is special (the pirate). He always starts at his
37 * chest's eventual location inside the maze. This loc is saved
38 * in chloc for ref. The dead end in the other maze has its
39 * loc stored in chloc2. */
40 .dloc[6] = LOC_DEADEND12,
41 .chloc = LOC_DEADEND12,
42 .chloc2 = LOC_DEADEND13,
49 FILE *logfp = NULL, *rfp = NULL;
50 bool oldstyle = false;
55 // exclude from coverage analysis because it requires interactivity to test
56 static void sig_handler(int signo)
58 if (signo == SIGINT) {
69 * Adventure (rev 2: 20 treasures)
70 Here's what we think. *
71 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
72 * 15-treasure version (adventure) by Don Woods, April-June 1977
73 * 20-treasure version (rev 2) by Don Woods, August 1978
74 * Errata fixed: 78/12/25
75 * Revived 2017 as Open Adventure.
78 static bool do_command(void);
80 int main(int argc, char *argv[])
87 const char* opts = "l:or:s";
88 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
90 const char* opts = "l:os";
91 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
93 while ((ch = getopt(argc, argv, opts)) != EOF) {
96 logfp = fopen(optarg, "w");
99 "advent: can't open logfile %s for write\n",
101 signal(SIGINT, sig_handler);
105 editline = prompt = false;
107 #ifndef ADVENT_NOSAVE
109 rfp = fopen(optarg, "r");
112 "advent: can't open save file %s for read\n",
114 signal(SIGINT, sig_handler);
124 " -l create a log file of your game named as specified'\n");
126 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
127 #ifndef ADVENT_NOSAVE
129 " -r restore from specified saved game file\n");
132 " -s suppress command editing\n");
138 linenoiseHistorySetMaxLen(350);
140 /* Initialize game variables */
141 long seedval = initialise();
143 /* Start-up, dwarf stuff */
144 make_zzword(game.zzword);
145 game.newloc = LOC_START;
146 game.loc = LOC_START;
147 game.limit = GAMELIMIT;
149 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
151 game.limit = NOVICELIMIT;
157 fprintf(logfp, "seed %ld\n", seedval);
159 /* interpret commands until EOF or interrupt */
164 /* show score and exit */
168 static bool fallback_handler(char *buf)
169 /* fallback handler for commands not handled by FORTRANish parser */
172 if (sscanf(buf, "seed %ld", &sv) == 1) {
174 printf("Seed set to %ld\n", sv);
175 // autogenerated, so don't charge user time for it.
177 // here we reconfigure any global game state that uses random numbers
178 make_zzword(game.zzword);
184 /* Check if this loc is eligible for any hints. If been here long
185 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
187 static void checkhints(void)
189 if (conditions[game.loc] >= game.conds) {
190 for (int hint = 0; hint < NHINTS; hint++) {
191 if (game.hinted[hint])
193 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
194 game.hintlc[hint] = -1;
196 /* Come here if he's been long enough at required loc(s) for some
198 if (game.hintlc[hint] >= hints[hint].turns) {
204 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
206 game.hintlc[hint] = 0;
209 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
213 if (HERE(SNAKE) && !HERE(BIRD))
215 game.hintlc[hint] = 0;
218 if (game.atloc[game.loc] == 0 &&
219 game.atloc[game.oldloc] == 0 &&
220 game.atloc[game.oldlc2] == 0 &&
223 game.hintlc[hint] = 0;
226 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
228 game.hintlc[hint] = 0;
235 game.hintlc[hint] = 0;
238 if (game.atloc[game.loc] == 0 &&
239 game.atloc[game.oldloc] == 0 &&
240 game.atloc[game.oldlc2] == 0)
244 i = atdwrf(game.loc);
246 game.hintlc[hint] = 0;
249 if (HERE(OGRE) && i == 0)
253 if (game.tally == 1 && game.prop[JADE] < 0)
255 game.hintlc[hint] = 0;
258 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
262 /* Fall through to hint display */
263 game.hintlc[hint] = 0;
264 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
266 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
267 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
268 if (game.hinted[hint] && game.limit > WARNTIME)
269 game.limit += WARNTIME * hints[hint].penalty;
275 static bool spotted_by_pirate(int i)
280 /* The pirate's spotted him. He leaves him alone once we've
281 * found chest. K counts if a treasure is here. If not, and
282 * tally=1 for an unseen chest, let the pirate be spotted. Note
283 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
284 * it to the troll, but in that case he's seen the chest
286 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
289 bool movechest = false, robplayer = false;
290 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
291 if (!objects[treasure].is_treasure)
293 /* Pirate won't take pyramid from plover room or dark
294 * room (too easy!). */
295 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
298 if (TOTING(treasure) || HERE(treasure))
300 if (TOTING(treasure)) {
305 /* Force chest placement before player finds last treasure */
306 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
307 rspeak(PIRATE_SPOTTED);
310 /* Do things in this order (chest move before robbery) so chest is listed
311 * last at the maze location. */
313 move(CHEST, game.chloc);
314 move(MESSAG, game.chloc2);
315 game.dloc[PIRATE] = game.chloc;
316 game.odloc[PIRATE] = game.chloc;
317 game.dseen[PIRATE] = false;
319 /* You might get a hint of the pirate's presence even if the
320 * chest doesn't move... */
321 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
322 rspeak(PIRATE_RUSTLES);
325 rspeak(PIRATE_POUNCES);
326 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
327 if (!objects[treasure].is_treasure)
329 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
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, COND_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, COND_NOBACK) || PCT(85))))
377 for (int i = 1; i <= 2; i++) {
378 int j = 1 + randrange(NDWARVES - 1);
383 /* Alternate initial loc for dwarf, in case one of them
384 * starts out on top of the adventurer. */
385 for (int i = 1; i <= NDWARVES - 1; i++) {
386 if (game.dloc[i] == game.loc)
387 game.dloc[i] = DALTLC; //
388 game.odloc[i] = game.dloc[i];
395 /* Things are in full swing. Move each dwarf at random,
396 * except if he's seen us he sticks with us. Dwarves stay
397 * deep inside. If wandering at random, they don't back up
398 * unless there's no alternative. If they don't have to
399 * move, they attack. And, of course, dead dwarves don't do
400 * much of anything. */
404 for (int i = 1; i <= NDWARVES; i++) {
405 if (game.dloc[i] == 0)
407 /* Fill tk array with all the places this dwarf might go. */
409 kk = tkey[game.dloc[i]];
412 game.newloc = T_DESTINATION(travel[kk]);
413 /* Have we avoided a dwarf encounter? */
414 bool avoided = (SPECIAL(game.newloc) ||
415 !INDEEP(game.newloc) ||
416 game.newloc == game.odloc[i] ||
417 (j > 1 && game.newloc == tk[j - 1]) ||
419 game.newloc == game.dloc[i] ||
420 FORCED(game.newloc) ||
421 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
422 T_NODWARVES(travel[kk]));
424 tk[j++] = game.newloc;
428 (!travel[kk - 1].stop);
429 tk[j] = game.odloc[i];
432 j = 1 + randrange(j);
433 game.odloc[i] = game.dloc[i];
434 game.dloc[i] = tk[j];
435 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
438 game.dloc[i] = game.loc;
439 if (spotted_by_pirate(i))
441 /* This threatening little dwarf is in the room with him! */
443 if (game.odloc[i] == game.dloc[i]) {
445 if (game.knfloc >= 0)
446 game.knfloc = game.loc;
447 if (randrange(1000) < 95 * (game.dflag - 2))
452 /* Now we know what's happening. Let's tell the poor sucker about it.
453 * Note that various of the "knife" messages must have specific relative
454 * positions in the rspeak database. */
455 if (game.dtotal == 0)
457 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
463 rspeak(THROWN_KNIVES, attack);
464 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
466 rspeak(KNIFE_THROWN);
471 game.oldlc2 = game.loc;
475 /* "You're dead, Jim."
477 * If the current loc is zero, it means the clown got himself killed.
478 * We'll allow this maxdie times. NDEATHS is automatically set based
479 * on the number of snide messages available. Each death results in
480 * a message (obituaries[n]) which offers reincarnation; if accepted,
481 * this results in message obituaries[0], obituaries[2], etc. The
482 * last time, if he wants another chance, he gets a snide remark as
483 * we exit. When reincarnated, all objects being carried get dropped
484 * at game.oldlc2 (presumably the last place prior to being killed)
485 * without change of props. The loop runs backwards to assure that
486 * the bird is dropped before the cage. (This kluge could be changed
487 * once we're sure all references to bird and cage are done by
488 * keywords.) The lamp is a special case (it wouldn't do to leave it
489 * in the cave). It is turned off and left outside the building (only
490 * if he was carrying it, of course). He himself is left inside the
491 * building (and heaven help him if he tries to xyzzy back into the
492 * cave without the lamp!). game.oldloc is zapped so he can't just
495 static void croak(void)
496 /* Okay, he's dead. Let's get on with it. */
498 const char* query = obituaries[game.numdie].query;
499 const char* yes_response = obituaries[game.numdie].yes_response;
502 /* He died during closing time. No resurrection. Tally up a
504 rspeak(DEATH_CLOSING);
506 } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
509 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
511 game.prop[LAMP] = LAMP_DARK;
512 for (int j = 1; j <= NOBJECTS; j++) {
513 int i = NOBJECTS + 1 - j;
515 /* Always leave lamp where it's accessible aboveground */
516 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
519 game.loc = LOC_BUILDING;
520 game.oldloc = game.loc;
524 /* Given the current location in "game.loc", and a motion verb number in
525 * "motion", put the new location in "game.newloc". The current loc is saved
526 * in "game.oldloc" in case he wants to retreat. The current
527 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
528 * does, game.newloc will be limbo, and game.oldloc will be what killed
529 * him, so we need game.oldlc2, which is the last place he was
532 static bool playermove( int motion)
534 int scratchloc, travel_entry = tkey[game.loc];
535 game.newloc = game.loc;
536 if (travel_entry == 0)
537 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
540 else if (motion == BACK) {
541 /* Handle "go back". Look for verb which goes from game.loc to
542 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
543 * te_tmp saves entry -> forced loc -> previous loc. */
544 motion = game.oldloc;
546 motion = game.oldlc2;
547 game.oldlc2 = game.oldloc;
548 game.oldloc = game.loc;
550 if (motion == game.loc)
552 if (CNDBIT(game.loc, COND_NOBACK))
557 scratchloc = T_DESTINATION(travel[travel_entry]);
558 if (scratchloc != motion) {
559 if (!SPECIAL(scratchloc)) {
560 if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
561 te_tmp = travel_entry;
563 if (!travel[travel_entry].stop) {
564 ++travel_entry; /* go to next travel entry for this location */
567 /* we've reached the end of travel entries for game.loc */
568 travel_entry = te_tmp;
569 if (travel_entry == 0) {
570 rspeak(NOT_CONNECTED);
575 motion = travel[travel_entry].motion;
576 travel_entry = tkey[game.loc];
577 break; /* fall through to ordinary travel */
583 } else if (motion == LOOK) {
584 /* Look. Can't give more detail. Pretend it wasn't dark
585 * (though it may now be dark) so he won't fall into a
586 * pit while staring into the gloom. */
588 rspeak(NO_MORE_DETAIL);
591 game.abbrev[game.loc] = 0;
593 } else if (motion == CAVE) {
594 /* Cave. Different messages depending on whether above ground. */
595 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
598 /* none of the specials */
599 game.oldlc2 = game.oldloc;
600 game.oldloc = game.loc;
603 /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
604 * the beginning of the motion entries for here (game.loc). */
606 if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
608 if (travel[travel_entry].stop) {
609 /* Couldn't find an entry matching the motion word passed
610 * in. Various messages depending on word given. */
611 int spk = CANT_APPLY;
612 if (motion >= EAST && motion <= NW)
614 if (motion == UP || motion == DOWN)
616 if (motion == FORWARD || motion == LEFT || motion == RIGHT)
618 if (motion == OUTSIDE || motion == INSIDE)
620 if (motion == XYZZY || motion == PLUGH)
621 spk = NOTHING_HAPPENS;
630 /* (ESR) We've found a destination that goes with the motion verb.
631 * Next we need to check any conditional(s) on this destination, and
632 * possibly on following entries. */
633 /* FIXME: Magic numbers related to move opcodes */
635 for (;;) { /* L12 loop */
637 long cond = T_CONDITION(travel[travel_entry]);
638 long arg = MOD(cond, 100);
639 if (!SPECIAL(cond)) {
640 /* YAML N and [pct N] conditionals */
642 if (cond == 0 || PCT(cond))
644 /* else fall through */
646 /* YAML [with OBJ] clause */
647 if (TOTING(arg) || (cond > 200 && AT(arg)))
649 /* else fall through to check [not OBJ STATE] */
650 } else if (game.prop[arg] != cond / 100 - 3)
653 /* We arrive here on conditional failure.
654 * Skip to next non-matching destination */
655 long te_tmp = travel_entry;
657 if (travel[te_tmp].stop)
658 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
661 (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
662 travel_entry = te_tmp;
665 /* Found an eligible rule, now execute it */
666 game.newloc = T_DESTINATION(travel[travel_entry]);
667 if (!SPECIAL(game.newloc))
670 if (game.newloc > 500) {
671 /* Execute a speak rule */
672 rspeak(L_SPEAK(game.newloc));
673 game.newloc = game.loc;
676 game.newloc -= SPECIALBASE;
677 switch (game.newloc) {
679 /* Travel 301. Plover-alcove passage. Can carry only
680 * emerald. Note: travel table must include "useless"
681 * entries going through passage, which can never be used
682 * for actual motion, but can be spotted by "go back". */
683 /* FIXME: Arithmetic on location numbers */
684 game.newloc = 99 + 100 - game.loc;
685 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
686 game.newloc = game.loc;
691 /* Travel 302. Plover transport. Drop the
692 * emerald (only use special travel if toting
693 * it), so he's forced to use the plover-passage
694 * to get it out. Having dropped it, go back and
695 * pretend he wasn't carrying it after all. */
696 drop(EMERALD, game.loc);
697 int te_tmp = travel_entry;
699 if (travel[te_tmp].stop)
700 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
703 (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
704 travel_entry = te_tmp;
705 continue; /* goto L12 */
707 /* Travel 303. Troll bridge. Must be done only
708 * as special motion so that dwarves won't wander
709 * across and encounter the bear. (They won't
710 * follow the player there because that region is
711 * forbidden to the pirate.) If
712 * game.prop(TROLL)=1, he's crossed since paying,
713 * so step out and block him. (standard travel
714 * entries check for game.prop(TROLL)=0.) Special
716 if (game.prop[TROLL] == TROLL_PAIDONCE) {
717 pspeak(TROLL, look, TROLL_PAIDONCE);
718 game.prop[TROLL] = 0;
720 move(TROLL2 + NOBJECTS, 0);
721 move(TROLL, objects[TROLL].plac);
722 move(TROLL + NOBJECTS, objects[TROLL].fixd);
724 game.newloc = game.loc;
727 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
728 if (game.prop[TROLL] == TROLL_UNPAID)
729 game.prop[TROLL] = TROLL_PAIDONCE;
732 rspeak(BRIDGE_COLLAPSE);
733 game.prop[CHASM] = BRIDGE_WRECKED;
734 game.prop[TROLL] = TROLL_GONE;
735 drop(BEAR, game.newloc);
736 game.fixed[BEAR] = -1;
737 game.prop[BEAR] = BEAR_DEAD;
738 game.oldlc2 = game.newloc;
743 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
746 break; /* Leave L12 loop */
752 static bool closecheck(void)
753 /* Handle the closing of the cave. The cave closes "clock1" turns
754 * after the last treasure has been located (including the pirate's
755 * chest, which may of course never show up). Note that the
756 * treasures need not have been taken yet, just located. Hence
757 * clock1 must be large enough to get out of the cave (it only ticks
758 * while inside the cave). When it hits zero, we branch to 10000 to
759 * start closing the cave, and then sit back and wait for him to try
760 * to get out. If he doesn't within clock2 turns, we close the cave;
761 * if he does try, we assume he panics, and give him a few additional
762 * turns to get frantic before we close. When clock2 hits zero, we
763 * transport him into the final puzzle. Note that the puzzle depends
764 * upon all sorts of random things. For instance, there must be no
765 * water or oil, since there are beanstalks which we don't want to be
766 * able to water, since the code can't handle it. Also, we can have
767 * no keys, since there is a grate (having moved the fixed object!)
768 * there separating him from all the treasures. Most of these
769 * problems arise from the use of negative prop numbers to suppress
770 * the object descriptions until he's actually moved the objects. */
772 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
775 /* When the first warning comes, we lock the grate, destroy
776 * the bridge, kill all the dwarves (and the pirate), remove
777 * the troll and bear (unless dead), and set "closng" to
778 * true. Leave the dragon; too much trouble to move it.
779 * from now until clock2 runs out, he cannot unlock the
780 * grate, move to any location outside the cave, or create
781 * the bridge. Nor can he be resurrected if he dies. Note
782 * that the snake is already gone, since he got to the
783 * treasure accessible only via the hall of the mountain
784 * king. Also, he's been in giant room (to get eggs), so we
785 * can refer to it. Also also, he's gotten the pearl, so we
786 * know the bivalve is an oyster. *And*, the dwarves must
787 * have been activated, since we've found chest. */
788 if (game.clock1 == 0) {
789 game.prop[GRATE] = GRATE_CLOSED;
790 game.prop[FISSURE] = UNBRIDGED;
791 for (int i = 1; i <= NDWARVES; i++) {
792 game.dseen[i] = false;
796 move(TROLL + NOBJECTS, 0);
797 move(TROLL2, objects[TROLL].plac);
798 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
800 if (game.prop[BEAR] != BEAR_DEAD)
802 game.prop[CHAIN] = 0;
803 game.fixed[CHAIN] = 0;
806 rspeak(CAVE_CLOSING);
810 } else if (game.clock1 < 0)
812 if (game.clock2 == 0) {
813 /* Once he's panicked, and clock2 has run out, we come here
814 * to set up the storage room. The room has two locs,
815 * hardwired as LOC_NE and LOC_SW. At the ne end, we
816 * place empty bottles, a nursery of plants, a bed of
817 * oysters, a pile of lamps, rods with stars, sleeping
818 * dwarves, and him. At the sw end we place grate over
819 * treasures, snake pit, covey of caged birds, more rods, and
820 * pillows. A mirror stretches across one wall. Many of the
821 * objects come from known locations and/or states (e.g. the
822 * snake is known to have been destroyed and needn't be
823 * carried away from its old "place"), making the various
824 * objects be handled differently. We also drop all other
825 * objects he might be carrying (lest he have some which
826 * could cause trouble, such as the keys). We describe the
827 * flash of light and trundle back. */
828 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
829 game.prop[PLANT] = put(PLANT, LOC_NE, 0);
830 game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
831 game.prop[LAMP] = put(LAMP, LOC_NE, 0);
832 game.prop[ROD] = put(ROD, LOC_NE, 0);
833 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
835 game.oldloc = LOC_NE;
836 game.newloc = LOC_NE;
837 /* Leave the grate with normal (non-negative) property.
839 put(GRATE, LOC_SW, 0);
840 put(SIGN, LOC_SW, 0);
841 game.prop[SIGN] = ENDGAME_SIGN;
842 game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
843 game.prop[BIRD] = put(BIRD, LOC_SW, 1);
844 game.prop[CAGE] = put(CAGE, LOC_SW, 0);
845 game.prop[ROD2] = put(ROD2, LOC_SW, 0);
846 game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
848 game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
849 game.fixed[MIRROR] = LOC_SW;
851 for (int i = 1; i <= NOBJECTS; i++) {
864 static void lampcheck(void)
865 /* Check game limit and lamp timers */
867 if (game.prop[LAMP] == LAMP_BRIGHT)
870 /* Another way we can force an end to things is by having the
871 * lamp give out. When it gets close, we come here to warn him.
872 * First following arm checks if the lamp and fresh batteries are
873 * here, in which case we replace the batteries and continue.
874 * Second is for other cases of lamp dying. Eve after it goes
875 * out, he can explore outside for a while if desired. */
876 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
877 rspeak(REPLACE_BATTERIES);
878 game.prop[BATTERY] = DEAD_BATTERIES;
880 drop(BATTERY, game.loc);
881 game.limit += BATTERYLIFE;
883 } else if (game.limit == 0) {
885 game.prop[LAMP] = LAMP_DARK;
888 } else if (game.limit <= WARNTIME) {
889 if (!game.lmwarn && HERE(LAMP)) {
891 int spk = GET_BATTERIES;
892 if (game.place[BATTERY] == LOC_NOWHERE)
894 if (game.prop[BATTERY] == DEAD_BATTERIES)
895 spk = MISSING_BATTERIES;
901 static void listobjects(void)
902 /* Print out descriptions of objects at this location. If
903 * not closing and property value is negative, tally off
904 * another treasure. Rug is special case; once seen, its
905 * game.prop is 1 (dragon on it) till dragon is killed.
906 * Similarly for chain; game.prop is initially 1 (locked to
907 * bear). These hacks are because game.prop=0 is needed to
910 if (!DARK(game.loc)) {
911 ++game.abbrev[game.loc];
912 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
915 obj = obj - NOBJECTS;
916 if (obj == STEPS && TOTING(NUGGET))
918 if (game.prop[obj] < 0) {
922 if (obj == RUG || obj == CHAIN)
925 /* Note: There used to be a test here to see whether the
926 * player had blown it so badly that he could never ever see
927 * the remaining treasures, and if so the lamp was zapped to
928 * 35 turns. But the tests were too simple-minded; things
929 * like killing the bird before the snake was gone (can never
930 * see jewelry), and doing it "right" was hopeless. E.G.,
931 * could cross troll bridge several times, using up all
932 * available treasures, breaking vase, using coins to buy
933 * batteries, etc., and eventually never be able to get
934 * across again. If bottle were left on far side, could then
935 * never get eggs or trident, and the effects propagate. So
936 * the whole thing was flushed. anyone who makes such a
937 * gross blunder isn't likely to find everything else anyway
938 * (so goes the rationalisation). */
940 int kk = game.prop[obj];
941 if (obj == STEPS && game.loc == game.fixed[STEPS])
943 pspeak(obj, look, kk);
948 static bool do_command()
949 /* Get and execute a command */
954 static struct command_t command;
957 /* Can't leave cave once it's closing (except by main office). */
958 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
960 game.newloc = game.loc;
962 game.clock2 = PANICTIME;
966 /* See if a dwarf has seen him and has come from where he
967 * wants to go. If so, the dwarf's blocking his way. If
968 * coming from place forbidden to pirate (dwarves rooted in
969 * place) let him get out (and attacked). */
970 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
971 for (size_t i = 1; i <= NDWARVES - 1; i++) {
972 if (game.odloc[i] == game.newloc && game.dseen[i]) {
973 game.newloc = game.loc;
979 game.loc = game.newloc;
984 /* Describe the current location and (maybe) get next command. */
989 const char* msg = locations[game.loc].description.small;
990 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
991 msg = locations[game.loc].description.big;
992 if (!FORCED(game.loc) && DARK(game.loc)) {
993 /* The easiest way to get killed is to fall into a pit in
995 if (game.wzdark && PCT(35)) {
997 game.oldlc2 = game.loc;
999 continue; /* back to top of main interpreter loop */
1001 msg = arbitrary_messages[PITCH_DARK];
1006 if (FORCED(game.loc)) {
1007 if (playermove(HERE))
1010 continue; /* back to top of main interpreter loop */
1012 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1019 game.oldobj = command.obj;
1025 /* If closing time, check for any objects being toted with
1026 * game.prop < 0 and set the prop to -1-game.prop. This way
1027 * objects won't be described until they've been picked up
1028 * and put down separate from their respective piles. Don't
1029 * tick game.clock1 unless well into cave (and not at Y2). */
1031 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1032 pspeak(OYSTER, look, 1);
1033 for (size_t i = 1; i <= NOBJECTS; i++) {
1034 if (TOTING(i) && game.prop[i] < 0)
1035 game.prop[i] = -1 - game.prop[i];
1038 game.wzdark = DARK(game.loc);
1039 if (game.knfloc > 0 && game.knfloc != game.loc)
1042 /* This is where we get a new command from the user */
1044 char inputbuf[LINESIZE];
1047 input = get_input();
1050 if (word_count(input) > 2) {
1054 if (strcmp(input, "") != 0)
1058 strncpy(inputbuf, input, LINESIZE - 1);
1059 linenoiseFree(input);
1062 tokenize(inputbuf, tokens);
1063 command.wd1 = tokens[0];
1064 command.wd1x = tokens[1];
1065 command.wd2 = tokens[2];
1066 command.wd2x = tokens[3];
1068 /* Every input, check "game.foobar" flag. If zero, nothing's
1069 * going on. If pos, make neg. If neg, he skipped a word,
1070 * so make it zero. */
1072 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1075 /* If a turn threshold has been met, apply penalties and tell
1076 * the player about it. */
1077 for (int i = 0; i < NTHRESHOLDS; ++i) {
1078 if (game.turns == turn_thresholds[i].threshold + 1) {
1079 game.trnluz += turn_thresholds[i].point_loss;
1080 speak(turn_thresholds[i].message);
1084 if (command.verb == SAY && command.wd2 > 0)
1086 if (command.verb == SAY) {
1087 command.part = transitive;
1098 packed_to_token(command.wd1, word1);
1099 packed_to_token(command.wd2, word2);
1100 V1 = get_vocab_id(word1);
1101 V2 = get_vocab_id(word2);
1102 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1103 if (LIQLOC(game.loc) == WATER) {
1106 rspeak(WHERE_QUERY);
1110 if (V1 == ENTER && command.wd2 > 0) {
1111 command.wd1 = command.wd2;
1112 command.wd1x = command.wd2x;
1113 wordclear(&command.wd2);
1115 /* FIXME: Magic numbers related to vocabulary */
1116 if (!((V1 != PROMOTE_WORD(WATER) && V1 != PROMOTE_WORD(OIL)) ||
1117 (V2 != PROMOTE_WORD(PLANT) && V2 != PROMOTE_WORD(DOOR)))) {
1118 if (AT(DEMOTE_WORD(V2)))
1119 command.wd2 = token_to_packed("POUR");
1121 if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
1122 command.wd1 = token_to_packed("CATCH");
1125 if (wordeq(command.wd1, token_to_packed("WEST"))) {
1127 if (game.iwest == 10)
1130 if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
1132 rspeak(GO_UNNEEDED);
1135 packed_to_token(command.wd1, word1);
1136 defn = get_vocab_id(word1);
1138 /* Gee, I don't understand. */
1139 if (fallback_handler(inputbuf))
1141 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1144 /* FIXME: magic numbers related to vocabulary */
1145 kmod = MOD(defn, 1000);
1146 switch (defn / 1000) {
1148 if (playermove(kmod))
1151 continue; /* back to top of main interpreter loop */
1153 command.part = unknown;
1157 command.part = intransitive;
1158 command.verb = kmod;
1161 rspeak(specials[kmod].message);
1164 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
1168 switch (action(&command)) {
1175 continue; /* back to top of main interpreter loop */
1185 /* Get second word for analysis. */
1186 command.wd1 = command.wd2;
1187 command.wd1x = command.wd2x;
1188 wordclear(&command.wd2);
1191 /* Random intransitive verbs come here. Clear obj just in case
1192 * (see attack()). */
1193 rspeak(DO_WHAT, command.wd1, command.wd1x);
1197 /* Oh dear, he's disturbed the dwarves. */
1198 rspeak(DWARVES_AWAKEN);
1201 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE