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.
26 #define DIM(a) (sizeof(a)/sizeof(a[0]))
29 // exclude from coverage analysis because it requires interactivity to test
30 static void sig_handler(int signo)
32 if (signo == SIGINT) {
33 if (settings.logfp != NULL)
34 fflush(settings.logfp);
43 * Adventure (rev 2: 20 treasures)
44 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
45 * 15-treasure version (adventure) by Don Woods, April-June 1977
46 * 20-treasure version (rev 2) by Don Woods, August 1978
47 * Errata fixed: 78/12/25
48 * Revived 2017 as Open Adventure.
51 static bool do_command(void);
53 int main(int argc, char *argv[])
60 const char* opts = "l:or:";
61 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
64 const char* opts = "l:o";
65 const char* usage = "Usage: %s [-l logfilename] [-o]\n";
67 while ((ch = getopt(argc, argv, opts)) != EOF) {
70 settings.logfp = fopen(optarg, "w");
71 if (settings.logfp == NULL)
73 "advent: can't open logfile %s for write\n",
75 signal(SIGINT, sig_handler);
78 settings.oldstyle = true;
79 settings.prompt = false;
83 rfp = fopen(optarg, "r");
86 "advent: can't open save file %s for read\n",
88 signal(SIGINT, sig_handler);
95 " -l create a log file of your game named as specified'\n");
97 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
100 " -r restore from specified saved game file\n");
107 /* Initialize game variables */
108 long seedval = initialise();
110 #ifndef ADVENT_NOSAVE
112 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
114 game.limit = NOVICELIMIT;
121 fprintf(settings.logfp, "seed %ld\n", seedval);
123 /* interpret commands until EOF or interrupt */
128 /* show score and exit */
132 static bool fallback_handler(char *buf)
133 /* fallback handler for commands not handled by FORTRANish parser */
136 if (sscanf(buf, "seed %ld", &sv) == 1) {
138 printf("Seed set to %ld\n", sv);
139 // autogenerated, so don't charge user time for it.
146 /* Check if this loc is eligible for any hints. If been here long
147 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
149 static void checkhints(void)
151 if (conditions[game.loc] >= game.conds) {
152 for (int hint = 0; hint < NHINTS; hint++) {
153 if (game.hinted[hint])
155 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
156 game.hintlc[hint] = -1;
158 /* Come here if he's been long enough at required loc(s) for some
160 if (game.hintlc[hint] >= hints[hint].turns) {
166 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
168 game.hintlc[hint] = 0;
171 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
175 if (HERE(SNAKE) && !HERE(BIRD))
177 game.hintlc[hint] = 0;
180 if (game.atloc[game.loc] == 0 &&
181 game.atloc[game.oldloc] == 0 &&
182 game.atloc[game.oldlc2] == 0 &&
185 game.hintlc[hint] = 0;
188 if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
190 game.hintlc[hint] = 0;
197 game.hintlc[hint] = 0;
200 if (game.atloc[game.loc] == 0 &&
201 game.atloc[game.oldloc] == 0 &&
202 game.atloc[game.oldlc2] == 0)
206 i = atdwrf(game.loc);
208 game.hintlc[hint] = 0;
211 if (HERE(OGRE) && i == 0)
215 if (game.tally == 1 && game.prop[JADE] < 0)
217 game.hintlc[hint] = 0;
220 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
224 /* Fall through to hint display */
225 game.hintlc[hint] = 0;
226 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
228 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
229 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
230 if (game.hinted[hint] && game.limit > WARNTIME)
231 game.limit += WARNTIME * hints[hint].penalty;
237 static bool spotted_by_pirate(int i)
242 /* The pirate's spotted him. He leaves him alone once we've
243 * found chest. K counts if a treasure is here. If not, and
244 * tally=1 for an unseen chest, let the pirate be spotted. Note
245 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
246 * it to the troll, but in that case he's seen the chest
248 if (game.loc == game.chloc ||
249 game.prop[CHEST] >= 0)
252 bool movechest = false, robplayer = false;
253 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
254 if (!objects[treasure].is_treasure)
256 /* Pirate won't take pyramid from plover room or dark
257 * room (too easy!). */
258 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
259 game.loc == objects[EMERALD].plac)) {
262 if (TOTING(treasure) ||
265 if (TOTING(treasure)) {
270 /* Force chest placement before player finds last treasure */
271 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
272 rspeak(PIRATE_SPOTTED);
275 /* Do things in this order (chest move before robbery) so chest is listed
276 * last at the maze location. */
278 move(CHEST, game.chloc);
279 move(MESSAG, game.chloc2);
280 game.dloc[PIRATE] = game.chloc;
281 game.odloc[PIRATE] = game.chloc;
282 game.dseen[PIRATE] = false;
284 /* You might get a hint of the pirate's presence even if the
285 * chest doesn't move... */
286 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
287 rspeak(PIRATE_RUSTLES);
290 rspeak(PIRATE_POUNCES);
291 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
292 if (!objects[treasure].is_treasure)
294 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
295 game.loc == objects[EMERALD].plac))) {
296 if (AT(treasure) && game.fixed[treasure] == 0)
297 carry(treasure, game.loc);
298 if (TOTING(treasure))
299 drop(treasure, game.chloc);
307 static bool dwarfmove(void)
308 /* Dwarves move. Return true if player survives, false if he dies. */
310 int kk, stick, attack;
313 /* Dwarf stuff. See earlier comments for description of
314 * variables. Remember sixth dwarf is pirate and is thus
315 * very different except for motion rules. */
317 /* First off, don't let the dwarves follow him into a pit or
318 * a wall. Activate the whole mess the first time he gets as
319 * far as the hall of mists (loc 15). If game.newloc is
320 * forbidden to pirate (in particular, if it's beyond the
321 * troll bridge), bypass dwarf stuff. That way pirate can't
322 * steal return toll, and dwarves can't meet the bear. Also
323 * means dwarves won't follow him into dead end in maze, but
324 * c'est la vie. They'll wait for him outside the dead
328 CNDBIT(game.newloc, COND_NOARRR))
331 /* Dwarf activity level ratchets up */
332 if (game.dflag == 0) {
333 if (INDEEP(game.loc))
338 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
339 * the 5 dwarves. If any of the survivors is at loc,
340 * replace him with the alternate. */
341 if (game.dflag == 1) {
342 if (!INDEEP(game.loc) ||
343 (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
347 for (int i = 1; i <= 2; i++) {
348 int j = 1 + randrange(NDWARVES - 1);
353 /* Alternate initial loc for dwarf, in case one of them
354 * starts out on top of the adventurer. */
355 for (int i = 1; i <= NDWARVES - 1; i++) {
356 if (game.dloc[i] == game.loc)
357 game.dloc[i] = DALTLC; //
358 game.odloc[i] = game.dloc[i];
365 /* Things are in full swing. Move each dwarf at random,
366 * except if he's seen us he sticks with us. Dwarves stay
367 * deep inside. If wandering at random, they don't back up
368 * unless there's no alternative. If they don't have to
369 * move, they attack. And, of course, dead dwarves don't do
370 * much of anything. */
374 for (int i = 1; i <= NDWARVES; i++) {
375 if (game.dloc[i] == 0)
377 /* Fill tk array with all the places this dwarf might go. */
379 kk = tkey[game.dloc[i]];
382 game.newloc = travel[kk].dest;
383 /* Have we avoided a dwarf encounter? */
384 if (SPECIAL(game.newloc))
386 else if (!INDEEP(game.newloc))
388 else if (game.newloc == game.odloc[i])
390 else if (j > 1 && game.newloc == tk[j - 1])
392 else if (j >= DIM(tk) - 1)
394 else if (game.newloc == game.dloc[i])
396 else if (FORCED(game.newloc))
398 else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
400 else if (travel[kk].nodwarves)
402 tk[j++] = game.newloc;
404 (!travel[kk++].stop);
405 tk[j] = game.odloc[i];
408 j = 1 + randrange(j);
409 game.odloc[i] = game.dloc[i];
410 game.dloc[i] = tk[j];
411 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
412 (game.dloc[i] == game.loc ||
413 game.odloc[i] == game.loc);
416 game.dloc[i] = game.loc;
417 if (spotted_by_pirate(i))
419 /* This threatening little dwarf is in the room with him! */
421 if (game.odloc[i] == game.dloc[i]) {
423 if (game.knfloc >= 0)
424 game.knfloc = game.loc;
425 if (randrange(1000) < 95 * (game.dflag - 2))
430 /* Now we know what's happening. Let's tell the poor sucker about it.
431 * Note that various of the "knife" messages must have specific relative
432 * positions in the rspeak database. */
433 if (game.dtotal == 0)
435 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
441 rspeak(THROWN_KNIVES, attack);
442 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
444 rspeak(KNIFE_THROWN);
449 game.oldlc2 = game.loc;
453 /* "You're dead, Jim."
455 * If the current loc is zero, it means the clown got himself killed.
456 * We'll allow this maxdie times. NDEATHS is automatically set based
457 * on the number of snide messages available. Each death results in
458 * a message (obituaries[n]) which offers reincarnation; if accepted,
459 * this results in message obituaries[0], obituaries[2], etc. The
460 * last time, if he wants another chance, he gets a snide remark as
461 * we exit. When reincarnated, all objects being carried get dropped
462 * at game.oldlc2 (presumably the last place prior to being killed)
463 * without change of props. The loop runs backwards to assure that
464 * the bird is dropped before the cage. (This kluge could be changed
465 * once we're sure all references to bird and cage are done by
466 * keywords.) The lamp is a special case (it wouldn't do to leave it
467 * in the cave). It is turned off and left outside the building (only
468 * if he was carrying it, of course). He himself is left inside the
469 * building (and heaven help him if he tries to xyzzy back into the
470 * cave without the lamp!). game.oldloc is zapped so he can't just
473 static void croak(void)
474 /* Okay, he's dead. Let's get on with it. */
476 const char* query = obituaries[game.numdie].query;
477 const char* yes_response = obituaries[game.numdie].yes_response;
480 /* He died during closing time. No resurrection. Tally up a
482 rspeak(DEATH_CLOSING);
484 } else if (game.numdie == NDEATHS ||
485 !yes(query, yes_response, arbitrary_messages[OK_MAN]))
488 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
490 game.prop[LAMP] = LAMP_DARK;
491 for (int j = 1; j <= NOBJECTS; j++) {
492 int i = NOBJECTS + 1 - j;
494 /* Always leave lamp where it's accessible aboveground */
495 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
498 game.loc = LOC_BUILDING;
499 game.oldloc = game.loc;
503 static bool traveleq(long a, long b)
504 /* Are two travel entries equal for purposes of skip after failed condition? */
506 return (travel[a].cond == travel[b].cond)
507 && (travel[a].dest == travel[b].dest);
510 /* Given the current location in "game.loc", and a motion verb number in
511 * "motion", put the new location in "game.newloc". The current loc is saved
512 * in "game.oldloc" in case he wants to retreat. The current
513 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
514 * does, game.newloc will be limbo, and game.oldloc will be what killed
515 * him, so we need game.oldlc2, which is the last place he was
518 static void playermove( int motion)
520 int scratchloc, travel_entry = tkey[game.loc];
521 game.newloc = game.loc;
522 if (travel_entry == 0)
523 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
526 else if (motion == BACK) {
527 /* Handle "go back". Look for verb which goes from game.loc to
528 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
529 * te_tmp saves entry -> forced loc -> previous loc. */
530 motion = game.oldloc;
532 motion = game.oldlc2;
533 game.oldlc2 = game.oldloc;
534 game.oldloc = game.loc;
536 if (motion == game.loc)
538 if (CNDBIT(game.loc, COND_NOBACK))
543 scratchloc = travel[travel_entry].dest;
544 if (scratchloc != motion) {
545 if (!SPECIAL(scratchloc)) {
546 if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == motion)
547 te_tmp = travel_entry;
549 if (!travel[travel_entry].stop) {
550 ++travel_entry; /* go to next travel entry for this location */
553 /* we've reached the end of travel entries for game.loc */
554 travel_entry = te_tmp;
555 if (travel_entry == 0) {
556 rspeak(NOT_CONNECTED);
561 motion = travel[travel_entry].motion;
562 travel_entry = tkey[game.loc];
563 break; /* fall through to ordinary travel */
569 } else if (motion == LOOK) {
570 /* Look. Can't give more detail. Pretend it wasn't dark
571 * (though it may now be dark) so he won't fall into a
572 * pit while staring into the gloom. */
574 rspeak(NO_MORE_DETAIL);
577 game.abbrev[game.loc] = 0;
579 } else if (motion == CAVE) {
580 /* Cave. Different messages depending on whether above ground. */
581 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
584 /* none of the specials */
585 game.oldlc2 = game.oldloc;
586 game.oldloc = game.loc;
589 /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
590 * the beginning of the motion entries for here (game.loc). */
592 if (T_TERMINATE(travel[travel_entry]) ||
593 travel[travel_entry].motion == motion)
595 if (travel[travel_entry].stop) {
596 /* Couldn't find an entry matching the motion word passed
597 * in. Various messages depending on word given. */
598 int spk = CANT_APPLY;
599 if (motion >= EAST && motion <= NW)
604 if (motion == FORWARD ||
608 if (motion == OUTSIDE ||
611 if (motion == XYZZY ||
613 spk = NOTHING_HAPPENS;
622 /* (ESR) We've found a destination that goes with the motion verb.
623 * Next we need to check any conditional(s) on this destination, and
624 * possibly on following entries. */
625 /* FIXME: Magic numbers related to move opcodes */
627 for (;;) { /* L12 loop */
629 long cond = travel[travel_entry].cond;
630 long arg = MOD(cond, 100);
631 if (!SPECIAL(cond)) {
632 /* YAML N and [pct N] conditionals */
637 /* else fall through */
639 /* YAML [with OBJ] clause */
641 (cond > 200 && AT(arg)))
643 /* else fall through to check [not OBJ STATE] */
644 } else if (game.prop[arg] != cond / 100 - 3)
647 /* We arrive here on conditional failure.
648 * Skip to next non-matching destination */
649 long te_tmp = travel_entry;
651 if (travel[te_tmp].stop)
652 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
655 (traveleq(travel_entry, te_tmp));
656 travel_entry = te_tmp;
659 /* Found an eligible rule, now execute it */
660 game.newloc = travel[travel_entry].dest;
661 if (!SPECIAL(game.newloc))
664 if (game.newloc > 500) {
665 /* Execute a speak rule */
666 rspeak(L_SPEAK(game.newloc));
667 game.newloc = game.loc;
670 game.newloc -= SPECIALBASE;
671 switch (game.newloc) {
673 /* Travel 301. Plover-alcove passage. Can carry only
674 * emerald. Note: travel table must include "useless"
675 * entries going through passage, which can never be used
676 * for actual motion, but can be spotted by "go back". */
677 /* FIXME: Arithmetic on location numbers */
678 game.newloc = 99 + 100 - game.loc;
679 if (game.holdng > 1 ||
680 (game.holdng == 1 && !TOTING(EMERALD))) {
681 game.newloc = game.loc;
686 /* Travel 302. Plover transport. Drop the
687 * emerald (only use special travel if toting
688 * it), so he's forced to use the plover-passage
689 * to get it out. Having dropped it, go back and
690 * pretend he wasn't carrying it after all. */
691 drop(EMERALD, game.loc);
692 int te_tmp = travel_entry;
694 if (travel[te_tmp].stop)
695 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
698 (traveleq(travel_entry, te_tmp));
699 travel_entry = te_tmp;
700 continue; /* goto L12 */
702 /* Travel 303. Troll bridge. Must be done only
703 * as special motion so that dwarves won't wander
704 * across and encounter the bear. (They won't
705 * follow the player there because that region is
706 * forbidden to the pirate.) If
707 * game.prop(TROLL)=1, he's crossed since paying,
708 * so step out and block him. (standard travel
709 * entries check for game.prop(TROLL)=0.) Special
711 if (game.prop[TROLL] == TROLL_PAIDONCE) {
712 pspeak(TROLL, look, TROLL_PAIDONCE, true);
713 game.prop[TROLL] = TROLL_UNPAID;
715 move(TROLL2 + NOBJECTS, 0);
716 move(TROLL, objects[TROLL].plac);
717 move(TROLL + NOBJECTS, objects[TROLL].fixd);
719 game.newloc = game.loc;
722 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
723 if (game.prop[TROLL] == TROLL_UNPAID)
724 game.prop[TROLL] = TROLL_PAIDONCE;
727 rspeak(BRIDGE_COLLAPSE);
728 game.prop[CHASM] = BRIDGE_WRECKED;
729 game.prop[TROLL] = TROLL_GONE;
730 drop(BEAR, game.newloc);
731 game.fixed[BEAR] = -1;
732 game.prop[BEAR] = BEAR_DEAD;
733 game.oldlc2 = game.newloc;
738 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
741 break; /* Leave L12 loop */
747 static bool closecheck(void)
748 /* Handle the closing of the cave. The cave closes "clock1" turns
749 * after the last treasure has been located (including the pirate's
750 * chest, which may of course never show up). Note that the
751 * treasures need not have been taken yet, just located. Hence
752 * clock1 must be large enough to get out of the cave (it only ticks
753 * while inside the cave). When it hits zero, we branch to 10000 to
754 * start closing the cave, and then sit back and wait for him to try
755 * to get out. If he doesn't within clock2 turns, we close the cave;
756 * if he does try, we assume he panics, and give him a few additional
757 * turns to get frantic before we close. When clock2 hits zero, we
758 * transport him into the final puzzle. Note that the puzzle depends
759 * upon all sorts of random things. For instance, there must be no
760 * water or oil, since there are beanstalks which we don't want to be
761 * able to water, since the code can't handle it. Also, we can have
762 * no keys, since there is a grate (having moved the fixed object!)
763 * there separating him from all the treasures. Most of these
764 * problems arise from the use of negative prop numbers to suppress
765 * the object descriptions until he's actually moved the objects. */
767 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
770 /* When the first warning comes, we lock the grate, destroy
771 * the bridge, kill all the dwarves (and the pirate), remove
772 * the troll and bear (unless dead), and set "closng" to
773 * true. Leave the dragon; too much trouble to move it.
774 * from now until clock2 runs out, he cannot unlock the
775 * grate, move to any location outside the cave, or create
776 * the bridge. Nor can he be resurrected if he dies. Note
777 * that the snake is already gone, since he got to the
778 * treasure accessible only via the hall of the mountain
779 * king. Also, he's been in giant room (to get eggs), so we
780 * can refer to it. Also also, he's gotten the pearl, so we
781 * know the bivalve is an oyster. *And*, the dwarves must
782 * have been activated, since we've found chest. */
783 if (game.clock1 == 0) {
784 game.prop[GRATE] = GRATE_CLOSED;
785 game.prop[FISSURE] = UNBRIDGED;
786 for (int i = 1; i <= NDWARVES; i++) {
787 game.dseen[i] = false;
791 move(TROLL + NOBJECTS, 0);
792 move(TROLL2, objects[TROLL].plac);
793 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
795 if (game.prop[BEAR] != BEAR_DEAD)
797 game.prop[CHAIN] = CHAIN_HEAP;
798 game.fixed[CHAIN] = CHAIN_HEAP;
801 rspeak(CAVE_CLOSING);
805 } else if (game.clock1 < 0)
807 if (game.clock2 == 0) {
808 /* Once he's panicked, and clock2 has run out, we come here
809 * to set up the storage room. The room has two locs,
810 * hardwired as LOC_NE and LOC_SW. At the ne end, we
811 * place empty bottles, a nursery of plants, a bed of
812 * oysters, a pile of lamps, rods with stars, sleeping
813 * dwarves, and him. At the sw end we place grate over
814 * treasures, snake pit, covey of caged birds, more rods, and
815 * pillows. A mirror stretches across one wall. Many of the
816 * objects come from known locations and/or states (e.g. the
817 * snake is known to have been destroyed and needn't be
818 * carried away from its old "place"), making the various
819 * objects be handled differently. We also drop all other
820 * objects he might be carrying (lest he have some which
821 * could cause trouble, such as the keys). We describe the
822 * flash of light and trundle back. */
823 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
824 game.prop[PLANT] = put(PLANT, LOC_NE, 0);
825 game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
826 game.prop[LAMP] = put(LAMP, LOC_NE, 0);
827 game.prop[ROD] = put(ROD, LOC_NE, 0);
828 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
830 game.oldloc = LOC_NE;
831 game.newloc = LOC_NE;
832 /* Leave the grate with normal (non-negative) property.
834 put(GRATE, LOC_SW, 0);
835 put(SIGN, LOC_SW, 0);
836 game.prop[SIGN] = ENDGAME_SIGN;
837 game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
838 game.prop[BIRD] = put(BIRD, LOC_SW, 1);
839 game.prop[CAGE] = put(CAGE, LOC_SW, 0);
840 game.prop[ROD2] = put(ROD2, LOC_SW, 0);
841 game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
843 game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
844 game.fixed[MIRROR] = LOC_SW;
846 for (int i = 1; i <= NOBJECTS; i++) {
859 static void lampcheck(void)
860 /* Check game limit and lamp timers */
862 if (game.prop[LAMP] == LAMP_BRIGHT)
865 /* Another way we can force an end to things is by having the
866 * lamp give out. When it gets close, we come here to warn him.
867 * First following arm checks if the lamp and fresh batteries are
868 * here, in which case we replace the batteries and continue.
869 * Second is for other cases of lamp dying. Eve after it goes
870 * out, he can explore outside for a while if desired. */
871 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
872 rspeak(REPLACE_BATTERIES);
873 game.prop[BATTERY] = DEAD_BATTERIES;
875 drop(BATTERY, game.loc);
876 game.limit += BATTERYLIFE;
878 } else if (game.limit == 0) {
880 game.prop[LAMP] = LAMP_DARK;
883 } else if (game.limit <= WARNTIME) {
884 if (!game.lmwarn && HERE(LAMP)) {
886 int spk = GET_BATTERIES;
887 if (game.place[BATTERY] == LOC_NOWHERE)
889 if (game.prop[BATTERY] == DEAD_BATTERIES)
890 spk = MISSING_BATTERIES;
896 static void listobjects(void)
897 /* Print out descriptions of objects at this location. If
898 * not closing and property value is negative, tally off
899 * another treasure. Rug is special case; once seen, its
900 * game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
901 * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
902 * bear). These hacks are because game.prop=0 is needed to
905 if (!DARK(game.loc)) {
906 ++game.abbrev[game.loc];
907 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
910 obj = obj - NOBJECTS;
911 if (obj == STEPS && TOTING(NUGGET))
913 if (game.prop[obj] < 0) {
918 game.prop[RUG] = RUG_DRAGON;
920 game.prop[CHAIN] = CHAINING_BEAR;
922 /* Note: There used to be a test here to see whether the
923 * player had blown it so badly that he could never ever see
924 * the remaining treasures, and if so the lamp was zapped to
925 * 35 turns. But the tests were too simple-minded; things
926 * like killing the bird before the snake was gone (can never
927 * see jewelry), and doing it "right" was hopeless. E.G.,
928 * could cross troll bridge several times, using up all
929 * available treasures, breaking vase, using coins to buy
930 * batteries, etc., and eventually never be able to get
931 * across again. If bottle were left on far side, could then
932 * never get eggs or trident, and the effects propagate. So
933 * the whole thing was flushed. anyone who makes such a
934 * gross blunder isn't likely to find everything else anyway
935 * (so goes the rationalisation). */
937 int kk = game.prop[obj];
938 if (obj == STEPS && game.loc == game.fixed[STEPS])
940 pspeak(obj, look, kk, true);
945 static bool do_command()
946 /* Get and execute a command */
951 static struct command_t command;
954 /* Can't leave cave once it's closing (except by main office). */
955 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
957 game.newloc = game.loc;
959 game.clock2 = PANICTIME;
963 /* See if a dwarf has seen him and has come from where he
964 * wants to go. If so, the dwarf's blocking his way. If
965 * coming from place forbidden to pirate (dwarves rooted in
966 * place) let him get out (and attacked). */
967 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
968 for (size_t i = 1; i <= NDWARVES - 1; i++) {
969 if (game.odloc[i] == game.newloc && game.dseen[i]) {
970 game.newloc = game.loc;
976 game.loc = game.newloc;
981 /* Describe the current location and (maybe) get next command. */
986 const char* msg = locations[game.loc].description.small;
987 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
989 msg = locations[game.loc].description.big;
990 if (!FORCED(game.loc) && DARK(game.loc)) {
991 /* The easiest way to get killed is to fall into a pit in
993 if (game.wzdark && PCT(35)) {
995 game.oldlc2 = game.loc;
997 continue; /* back to top of main interpreter loop */
999 msg = arbitrary_messages[PITCH_DARK];
1004 if (FORCED(game.loc)) {
1008 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1015 game.oldobj = command.obj;
1021 /* If closing time, check for any objects being toted with
1022 * game.prop < 0 and set the prop to -1-game.prop. This way
1023 * objects won't be described until they've been picked up
1024 * and put down separate from their respective piles. Don't
1025 * tick game.clock1 unless well into cave (and not at Y2). */
1027 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1028 pspeak(OYSTER, look, 1, true);
1029 for (size_t i = 1; i <= NOBJECTS; i++) {
1030 if (TOTING(i) && game.prop[i] < 0)
1031 game.prop[i] = -1 - game.prop[i];
1034 game.wzdark = DARK(game.loc);
1035 if (game.knfloc > 0 && game.knfloc != game.loc)
1038 /* This is where we get a new command from the user */
1040 char inputbuf[LINESIZE];
1043 input = get_input();
1046 if (word_count(input) > 2) {
1050 if (strcmp(input, "") != 0)
1054 strncpy(inputbuf, input, LINESIZE - 1);
1058 tokenize(inputbuf, tokens);
1059 command.wd1 = tokens[0];
1060 command.wd1x = tokens[1];
1061 command.wd2 = tokens[2];
1062 command.wd2x = tokens[3];
1064 /* Every input, check "game.foobar" flag. If zero, nothing's
1065 * going on. If pos, make neg. If neg, he skipped a word,
1066 * so make it zero. */
1068 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1071 /* If a turn threshold has been met, apply penalties and tell
1072 * the player about it. */
1073 for (int i = 0; i < NTHRESHOLDS; ++i) {
1074 if (game.turns == turn_thresholds[i].threshold + 1) {
1075 game.trnluz += turn_thresholds[i].point_loss;
1076 speak(turn_thresholds[i].message);
1080 if (command.verb == SAY && command.wd2 > 0)
1082 if (command.verb == SAY) {
1083 command.part = transitive;
1092 char word1[TOKLEN+1];
1093 char word2[TOKLEN+1];
1094 packed_to_token(command.wd1, word1);
1095 packed_to_token(command.wd2, word2);
1096 V1 = get_vocab_id(word1);
1097 V2 = get_vocab_id(word2);
1098 if (V1 == ENTER && (V2 == STREAM ||
1099 V2 == PROMOTE_WORD(WATER))) {
1100 if (LIQLOC(game.loc) == WATER) {
1103 rspeak(WHERE_QUERY);
1107 if (V1 == ENTER && command.wd2 > 0) {
1108 command.wd1 = command.wd2;
1109 command.wd1x = command.wd2x;
1110 wordclear(&command.wd2);
1112 /* FIXME: Magic numbers related to vocabulary */
1113 if (!((V1 != PROMOTE_WORD(WATER) && V1 != PROMOTE_WORD(OIL)) ||
1114 (V2 != PROMOTE_WORD(PLANT) && V2 != PROMOTE_WORD(DOOR)))) {
1115 if (AT(DEMOTE_WORD(V2)))
1116 command.wd2 = token_to_packed("POUR");
1118 if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
1119 command.wd1 = token_to_packed("CATCH");
1122 if (wordeq(command.wd1, token_to_packed("WEST"))) {
1124 if (game.iwest == 10)
1127 if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
1129 rspeak(GO_UNNEEDED);
1132 packed_to_token(command.wd1, word1);
1133 defn = get_vocab_id(word1);
1135 /* Gee, I don't understand. */
1136 if (fallback_handler(inputbuf))
1138 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1141 /* FIXME: magic numbers related to vocabulary */
1142 kmod = MOD(defn, 1000);
1143 switch (defn / 1000) {
1148 command.part = unknown;
1152 command.part = intransitive;
1153 command.verb = kmod;
1156 speak(specials[kmod].message);
1159 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
1163 switch (action(&command)) {
1170 continue; /* back to top of main interpreter loop */
1180 /* Get second word for analysis. */
1181 command.wd1 = command.wd2;
1182 command.wd1x = command.wd2x;
1183 wordclear(&command.wd2);
1186 /* Random intransitive verbs come here. Clear obj just in case
1187 * (see attack()). */
1188 rspeak(DO_WHAT, command.wd1, command.wd1x);
1192 /* Oh dear, he's disturbed the dwarves. */
1193 rspeak(DWARVES_AWAKEN);
1196 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE