2 * There used to be a note that said this:
4 * The author - Don Woods - apologises for the style of the code; it
5 * is a result of running the original Fortran IV source through a
6 * home-brew Fortran-to-C converter.
8 * Now that the code has been restructured into something much closer
9 * to idiomatic C, the following is more appropriate:
11 * ESR apologizes for the remaing gotos (now confined to one function
12 * in this file - there used to be over 350 of them, *everywhere*),
13 * and for the offensive globals. Applying the Structured Program
14 * Theorem can be hard.
16 #define DEFINE_GLOBALS_FROM_INCLUDES
25 #include "linenoise/linenoise.h"
30 long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
31 char rawbuf[LINESIZE], INLINE[LINESIZE+1];
33 long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
34 BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
35 CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
36 EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
37 GRATE, HINT, INVENT, JADE, KEYS,
38 KNIFE, LAMP, LOCK, LOOK, MAGZIN,
39 MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
40 PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
41 RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
42 STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
43 URN, VASE, VEND, VOLCAN, WATER;
44 long WD1, WD1X, WD2, WD2X;
46 FILE *logfp = NULL, *rfp = NULL;
47 bool oldstyle = false;
51 static void sig_handler(int signo)
63 * Adventure (rev 2: 20 treasures)
65 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
66 * 15-treasure version (adventure) by Don Woods, April-June 1977
67 * 20-treasure version (rev 2) by Don Woods, August 1978
68 * Errata fixed: 78/12/25
69 * Revived 2017 as Open Advebture.
72 static bool do_command(FILE *);
74 int main(int argc, char *argv[])
80 while ((ch = getopt(argc, argv, "l:or:s")) != EOF) {
83 logfp = fopen(optarg, "w");
86 "advent: can't open logfile %s for write\n",
88 signal(SIGINT, sig_handler);
92 editline = prompt = false;
95 rfp = fopen(optarg, "r");
98 "advent: can't open save file %s for read\n",
100 signal(SIGINT, sig_handler);
108 linenoiseHistorySetMaxLen(350);
110 /* Logical variables:
112 * game.closed says whether we're all the way closed
113 * game.closng says whether it's closing time yet
114 * game.clshnt says whether he's read the clue in the endgame
115 * game.lmwarn says whether he's been warned about lamp going dim
116 * game.novice says whether he asked for instructions at start-up
117 * game.panic says whether he's found out he's trapped in the cave
118 * game.wzdark says whether the loc he's leaving was dark */
120 /* Initialize our LCG PRNG with parameters tested against
121 * Knuth vol. 2. by the original authors */
124 game.lcg_m = 1048576;
126 long seedval = (long)rand();
129 /* Initialize game variables */
132 /* Start-up, dwarf stuff */
133 game.zzword=RNDVOC(3,0);
134 game.newloc = LOC_START;
135 game.loc = LOC_START;
138 game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,NO_MESSAGE);
139 if (game.novice)game.limit=1000;
145 fprintf(logfp, "seed %ld\n", seedval);
147 /* interpret commands until EOF or interrupt */
149 if (!do_command(stdin))
152 /* show score and exit */
156 static bool fallback_handler(char *buf)
157 /* fallback handler for commands not handled by FORTRANish parser */
160 if (sscanf(buf, "seed %ld", &sv) == 1) {
162 printf("Seed set to %ld\n", sv);
163 // autogenerated, so don't charge user time for it.
165 // here we reconfigure any global game state that uses random numbers
166 game.zzword=RNDVOC(3,0);
172 /* Check if this loc is eligible for any hints. If been here
173 * long enough, branch to help section (on later page). Hints
174 * all come back here eventually to finish the loop. Ignore
175 * "HINTS" < 4 (special stuff, see database notes).
177 static void checkhints(FILE *cmdin)
179 if (COND[game.loc] >= game.conds) {
180 for (int hint=1; hint<=HNTMAX; hint++) {
181 if (game.hinted[hint])
183 if (!CNDBIT(game.loc,hint+HBASE))
184 game.hintlc[hint]= -1;
186 /* Come here if he's been long enough at required loc(s) for some
188 if (game.hintlc[hint] >= HINTS[hint][1])
196 if (game.prop[GRATE] == 0 && !HERE(KEYS))
201 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
205 if (HERE(SNAKE) && !HERE(BIRD))
210 if (game.atloc[game.loc] == 0 &&
211 game.atloc[game.oldloc] == 0 &&
212 game.atloc[game.oldlc2] == 0 &&
218 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
230 if (game.atloc[game.loc] == 0 &&
231 game.atloc[game.oldloc] == 0 &&
232 game.atloc[game.oldlc2] == 0)
241 if (HERE(OGRE) && i == 0)
245 if (game.tally == 1 && game.prop[JADE] < 0)
254 /* Fall through to hint display */
256 if (!YES(cmdin,HINTS[hint][3],NO_MESSAGE,OK_MAN))
258 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
260 game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],OK_MAN);
261 if (game.hinted[hint] && game.limit > WARNTIME)
262 game.limit += WARNTIME*HINTS[hint][2];
268 static bool spotted_by_pirate(int i)
273 /* The pirate's spotted him. He leaves him alone once we've
274 * found chest. K counts if a treasure is here. If not, and
275 * tally=1 for an unseen chest, let the pirate be spotted. Note
276 * that game.place[CHEST] = NOWHERE might mean that he's thrown
277 * it to the troll, but in that case he's seen the chest
279 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
282 bool movechest = false, robplayer = false;
283 for (int treasure=MINTRS; treasure<=MAXTRS; treasure++) {
284 /* Pirate won't take pyramid from plover room or dark
285 * room (too easy!). */
286 if (treasure==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) {
289 if (TOTING(treasure) || HERE(treasure))
291 if (TOTING(treasure)) {
296 /* Force chest placement before player finds last treasure */
297 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
298 RSPEAK(PIRATE_SPOTTED);
301 /* Do things in this order (chest move before robbery) so chest is listed
302 * last at the maze location. */
304 MOVE(CHEST,game.chloc);
305 MOVE(MESSAG,game.chloc2);
306 game.dloc[PIRATE]=game.chloc;
307 game.odloc[PIRATE]=game.chloc;
308 game.dseen[PIRATE]=false;
310 /* You might get a hint of the pirate's presence even if the
311 * chest doesn't move... */
312 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
313 RSPEAK(PIRATE_RUSTLES);
316 RSPEAK(PIRATE_POUNCES);
317 for (int treasure=MINTRS; treasure<=MAXTRS; treasure++) {
318 if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
319 if (AT(treasure) && game.fixed[treasure] == 0)
320 CARRY(treasure,game.loc);
321 if (TOTING(treasure))
322 DROP(treasure,game.chloc);
330 static bool dwarfmove(void)
331 /* Dwarves move. Return true if player survives, false if he dies. */
333 int kk, stick, attack;
336 /* Dwarf stuff. See earlier comments for description of
337 * variables. Remember sixth dwarf is pirate and is thus
338 * very different except for motion rules. */
340 /* First off, don't let the dwarves follow him into a pit or
341 * a wall. Activate the whole mess the first time he gets as
342 * far as the hall of mists (loc 15). If game.newloc is
343 * forbidden to pirate (in particular, if it's beyond the
344 * troll bridge), bypass dwarf stuff. That way pirate can't
345 * steal return toll, and dwarves can't meet the bear. Also
346 * means dwarves won't follow him into dead end in maze, but
347 * c'est la vie. They'll wait for him outside the dead
349 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,NOARRR))
352 /* Dwarf activity level ratchets up */
353 if (game.dflag == 0) {
354 if (INDEEP(game.loc))
359 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
360 * the 5 dwarves. If any of the survivors is at loc,
361 * replace him with the alternate. */
362 if (game.dflag == 1) {
363 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,NOBACK) || PCT(85))))
366 for (int i=1; i<=2; i++) {
367 int j=1+randrange(NDWARVES-1);
371 for (int i=1; i<=NDWARVES-1; i++) {
372 if (game.dloc[i] == game.loc)
374 game.odloc[i]=game.dloc[i];
381 /* Things are in full swing. Move each dwarf at random,
382 * except if he's seen us he sticks with us. Dwarves stay
383 * deep inside. If wandering at random, they don't back up
384 * unless there's no alternative. If they don't have to
385 * move, they attack. And, of course, dead dwarves don't do
386 * much of anything. */
390 for (int i=1; i<=NDWARVES; i++) {
391 if (game.dloc[i] == 0)
393 /* Fill tk array with all the places this dwarf might go. */
395 kk=KEY[game.dloc[i]];
398 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
399 /* Have we avoided a dwarf encounter? */
400 bool avoided = (SPECIAL(game.newloc) ||
401 !INDEEP(game.newloc) ||
402 game.newloc == game.odloc[i] ||
403 (j > 1 && game.newloc == tk[j-1]) ||
405 game.newloc == game.dloc[i] ||
406 FORCED(game.newloc) ||
407 (i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
408 labs(TRAVEL[kk])/1000000 == 100);
410 tk[j++] = game.newloc;
419 game.odloc[i]=game.dloc[i];
421 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
422 if (!game.dseen[i]) continue;
423 game.dloc[i]=game.loc;
424 if (spotted_by_pirate(i))
426 /* This threatening little dwarf is in the room with him! */
428 if (game.odloc[i] == game.dloc[i]) {
430 if (game.knfloc >= 0)
431 game.knfloc=game.loc;
432 if (randrange(1000) < 95*(game.dflag-2))
437 /* Now we know what's happening. Let's tell the poor sucker about it.
438 * Note that various of the "knife" messages must have specific relative
439 * positions in the RSPEAK database. */
440 if (game.dtotal == 0)
442 SETPRM(1,game.dtotal,0);
443 RSPEAK(DWARF_PACK+1/game.dtotal); /* FIXME: Arithmetic on message number */
446 if (game.dflag == 2)game.dflag=3;
449 if (attack > 1)k=THROWN_KNIVES;
452 RSPEAK(k+1+2/(1+stick)); /* FIXME: Arithmetic on message number */
455 game.oldlc2=game.loc;
459 /* "You're dead, Jim."
461 * If the current loc is zero, it means the clown got himself killed.
462 * We'll allow this maxdie times. MAXDIE is automatically set based
463 * on the number of snide messages available. Each death results in
464 * a message (81, 83, etc.) which offers reincarnation; if accepted,
465 * this results in message 82, 84, etc. The last time, if he wants
466 * another chance, he gets a snide remark as we exit. When
467 * reincarnated, all objects being carried get dropped at game.oldlc2
468 * (presumably the last place prior to being killed) without change
469 * of props. the loop runs backwards to assure that the bird is
470 * dropped before the cage. (this kluge could be changed once we're
471 * sure all references to bird and cage are done by keywords.) The
472 * lamp is a special case (it wouldn't do to leave it in the cave).
473 * It is turned off and left outside the building (only if he was
474 * carrying it, of course). He himself is left inside the building
475 * (and heaven help him if he tries to xyzzy back into the cave
476 * without the lamp!). game.oldloc is zapped so he can't just
479 static void croak(FILE *cmdin)
480 /* Okay, he's dead. Let's get on with it. */
484 /* He died during closing time. No resurrection. Tally up a
486 RSPEAK(DEATH_CLOSING);
490 /* FIXME: Arithmetic on message numbers */
491 else if (game.numdie == MAXDIE || !YES(cmdin,WATCH_IT+game.numdie*2,WHICH_WAY+game.numdie*2,OK_MAN))
494 game.place[WATER] = game.place[OIL] = NOWHERE;
497 for (int j=1; j<=NOBJECTS; j++) {
498 int i=NOBJECTS + 1 - j;
500 /* Always leave lamp where it's accessible aboveground */
501 DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
504 game.loc = LOC_BUILDING;
505 game.oldloc=game.loc;
509 /* Given the current location in "game.loc", and a motion verb number in
510 * "motion", put the new location in "game.newloc". The current loc is saved
511 * in "game.oldloc" in case he wants to retreat. The current
512 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
513 * does, game.newloc will be limbo, and game.oldloc will be what killed
514 * him, so we need game.oldlc2, which is the last place he was
517 static bool playermove(FILE *cmdin, token_t verb, int motion)
519 int scratchloc, k2, kk=KEY[game.loc];
520 game.newloc=game.loc;
525 else if (motion == BACK) {
526 /* Handle "go back". Look for verb which goes from game.loc to
527 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
528 * k2 saves entry -> forced loc -> previous loc. */
532 game.oldlc2=game.oldloc;
533 game.oldloc=game.loc;
535 if (motion == game.loc)k2=FORGOT_PATH;
536 if (CNDBIT(game.loc,NOBACK))k2=TWIST_TURN;
539 scratchloc=MOD((labs(TRAVEL[kk])/1000),1000);
540 if (scratchloc != motion) {
541 if (!SPECIAL(scratchloc)) {
542 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion)
545 if (TRAVEL[kk] >= 0) {
551 RSPEAK(NOT_CONNECTED);
556 motion=MOD(labs(TRAVEL[kk]),1000);
558 break; /* fall through to ordinary travel */
565 else if (motion == LOOK) {
566 /* Look. Can't give more detail. Pretend it wasn't dark
567 * (though it may now be dark) so he won't fall into a
568 * pit while staring into the gloom. */
570 RSPEAK(NO_MORE_DETAIL);
573 game.abbrev[game.loc]=0;
576 else if (motion == CAVE) {
577 /* Cave. Different messages depending on whether above ground. */
578 RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
582 /* none of the specials */
583 game.oldlc2=game.oldloc;
584 game.oldloc=game.loc;
587 /* ordinary travel */
589 scratchloc=labs(TRAVEL[kk]);
590 if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
592 if (TRAVEL[kk] < 0) {
593 /* FIXME: Magic numbers! */
594 /* Non-applicable motion. Various messages depending on
597 if (motion >= 43 && motion <= 50)spk=BAD_DIRECTION;
598 if (motion == 29 || motion == 30)spk=BAD_DIRECTION;
599 if (motion == 7 || motion == 36 || motion == 37)spk=UNSURE_FACING;
600 if (motion == 11 || motion == 19)spk=NO_INOUT_HERE;
601 if (verb == FIND || verb == INVENT)spk=NEreplace;
602 if (motion == 62 || motion == 65)spk=NOTHING_HAPPENS;
603 if (motion == 17)spk=WHICH_WAY;
609 scratchloc=scratchloc/1000;
613 * (ESR) This special-travel loop may have to be repeated if it includes
614 * the plover passage. Same deal for any future cases wgerw we beed to
615 * block travel and then redo it once the blocking condition has been
619 game.newloc=scratchloc/1000;
620 motion=MOD(game.newloc,100);
621 if (!SPECIAL(game.newloc)) {
622 if (game.newloc <= 100) {
623 if (game.newloc == 0 || PCT(game.newloc))
625 /* else fall through */
626 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
628 /* else fall through */
630 else if (game.prop[motion] != game.newloc/100-3)
633 if (TRAVEL[kk] < 0)BUG(25);
635 game.newloc=labs(TRAVEL[kk])/1000;
637 (game.newloc == scratchloc);
638 scratchloc=game.newloc;
641 game.newloc=MOD(scratchloc,1000);
642 if (!SPECIAL(game.newloc))
644 if (game.newloc <= 500) {
645 game.newloc=game.newloc-SPECIALBASE;
649 /* Travel 301. Plover-alcove passage. Can carry only
650 * emerald. Note: travel table must include "useless"
651 * entries going through passage, which can never be used for
652 * actual motion, but can be spotted by "go back". */
653 /* FIXME: Arithmetic on location numbers */
654 game.newloc=99+100-game.loc;
655 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
657 game.newloc=game.loc;
661 /* Travel 302. Plover transport. Drop the emerald (only use
662 * special travel if toting it), so he's forced to use the
663 * plover-passage to get it out. Having dropped it, go back and
664 * pretend he wasn't carrying it after all. */
665 DROP(EMRALD,game.loc);
667 if (TRAVEL[kk] < 0)BUG(25);
669 game.newloc=labs(TRAVEL[kk])/1000;
671 (game.newloc == scratchloc);
672 continue; /* back to top of do/while loop */
674 /* Travel 303. Troll bridge. Must be done only as special
675 * motion so that dwarves won't wander across and encounter
676 * the bear. (They won't follow the player there because
677 * that region is forbidden to the pirate.) If
678 * game.prop(TROLL)=1, he's crossed since paying, so step out
679 * and block him. (standard travel entries check for
680 * game.prop(TROLL)=0.) Special stuff for bear. */
681 if (game.prop[TROLL] == 1) {
685 MOVE(TROLL2+NOBJECTS,0);
686 MOVE(TROLL,PLAC[TROLL]);
687 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
689 game.newloc=game.loc;
692 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
693 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
694 if (!TOTING(BEAR)) return true;
695 RSPEAK(BRIDGE_COLLAPSE);
698 DROP(BEAR,game.newloc);
699 game.fixed[BEAR]= -1;
701 game.oldlc2=game.newloc;
710 /* FIXME: Arithmetic on location number, becoming a message number */
711 RSPEAK(game.newloc-500);
712 game.newloc=game.loc;
716 static bool closecheck(void)
717 /* Handle the closing of the cave. The cave closes "clock1" turns
718 * after the last treasure has been located (including the pirate's
719 * chest, which may of course never show up). Note that the
720 * treasures need not have been taken yet, just located. Hence
721 * clock1 must be large enough to get out of the cave (it only ticks
722 * while inside the cave). When it hits zero, we branch to 10000 to
723 * start closing the cave, and then sit back and wait for him to try
724 * to get out. If he doesn't within clock2 turns, we close the cave;
725 * if he does try, we assume he panics, and give him a few additional
726 * turns to get frantic before we close. When clock2 hits zero, we
727 * branch to 11000 to transport him into the final puzzle. Note that
728 * the puzzle depends upon all sorts of random things. For instance,
729 * there must be no water or oil, since there are beanstalks which we
730 * don't want to be able to water, since the code can't handle it.
731 * Also, we can have no keys, since there is a grate (having moved
732 * the fixed object!) there separating him from all the treasures.
733 * Most of these problems arise from the use of negative prop numbers
734 * to suppress the object descriptions until he's actually moved the
737 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
740 /* When the first warning comes, we lock the grate, destroy
741 * the bridge, kill all the dwarves (and the pirate), remove
742 * the troll and bear (unless dead), and set "closng" to
743 * true. Leave the dragon; too much trouble to move it.
744 * from now until clock2 runs out, he cannot unlock the
745 * grate, move to any location outside the cave, or create
746 * the bridge. Nor can he be resurrected if he dies. Note
747 * that the snake is already gone, since he got to the
748 * treasure accessible only via the hall of the mountain
749 * king. Also, he's been in giant room (to get eggs), so we
750 * can refer to it. Also also, he's gotten the pearl, so we
751 * know the bivalve is an oyster. *And*, the dwarves must
752 * have been activated, since we've found chest. */
753 if (game.clock1 == 0)
757 for (int i=1; i<=NDWARVES; i++) {
762 MOVE(TROLL+NOBJECTS,0);
763 MOVE(TROLL2,PLAC[TROLL]);
764 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
766 if (game.prop[BEAR] != 3)DESTROY(BEAR);
771 RSPEAK(CAVE_CLOSING);
775 } else if (game.clock1 < 0)
777 if (game.clock2 == 0) {
778 /* Once he's panicked, and clock2 has run out, we come here
779 * to set up the storage room. The room has two locs,
780 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
781 * place empty bottles, a nursery of plants, a bed of
782 * oysters, a pile of lamps, rods with stars, sleeping
783 * dwarves, and him. At the sw end we place grate over
784 * treasures, snake pit, covey of caged birds, more rods, and
785 * pillows. A mirror stretches across one wall. Many of the
786 * objects come from known locations and/or states (e.g. the
787 * snake is known to have been destroyed and needn't be
788 * carried away from its old "place"), making the various
789 * objects be handled differently. We also drop all other
790 * objects he might be carrying (lest he have some which
791 * could cause trouble, such as the keys). We describe the
792 * flash of light and trundle back. */
793 game.prop[BOTTLE]=PUT(BOTTLE,LOC_NE,1);
794 game.prop[PLANT]=PUT(PLANT,LOC_NE,0);
795 game.prop[OYSTER]=PUT(OYSTER,LOC_NE,0);
797 game.prop[LAMP]=PUT(LAMP,LOC_NE,0);
798 game.prop[ROD]=PUT(ROD,LOC_NE,0);
799 game.prop[DWARF]=PUT(DWARF,LOC_NE,0);
801 game.oldloc = LOC_NE;
802 game.newloc = LOC_NE;
803 /* Leave the grate with normal (non-negative) property.
808 game.prop[SNAKE]=PUT(SNAKE,LOC_SW,1);
809 game.prop[BIRD]=PUT(BIRD,LOC_SW,1);
810 game.prop[CAGE]=PUT(CAGE,LOC_SW,0);
811 game.prop[ROD2]=PUT(ROD2,LOC_SW,0);
812 game.prop[PILLOW]=PUT(PILLOW,LOC_SW,0);
814 game.prop[MIRROR]=PUT(MIRROR,LOC_NE,0);
815 game.fixed[MIRROR]=LOC_SW;
817 for (int i=1; i<=NOBJECTS; i++) {
830 static void lampcheck(void)
831 /* Check game limit and lamp timers */
833 if (game.prop[LAMP] == 1)
836 /* Another way we can force an end to things is by having the
837 * lamp give out. When it gets close, we come here to warn
838 * him. First following ar, if the lamp and fresh batteries are
839 * here, in which case we replace the batteries and continue.
840 * Second is for other cases of lamp dying. 12400 is when it
841 * goes out. Even then, he can explore outside for a while
843 if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
845 RSPEAK(REPLACE_BATTERIES);
848 DROP(BATTER,game.loc);
849 game.limit=game.limit+2500;
851 } else if (game.limit == 0) {
856 } else if (game.limit <= WARNTIME) {
857 if (!game.lmwarn && HERE(LAMP)) {
859 int spk=GET_BATTERIES;
860 if (game.place[BATTER] == NOWHERE)spk=LAMP_DIM;
861 if (game.prop[BATTER] == 1)spk=MISSING_BATTERIES;
867 static void listobjects(void)
868 /* Print out descriptions of objects at this location. If
869 * not closing and property value is negative, tally off
870 * another treasure. Rug is special case; once seen, its
871 * game.prop is 1 (dragon on it) till dragon is killed.
872 * Similarly for chain; game.prop is initially 1 (locked to
873 * bear). These hacks are because game.prop=0 is needed to
876 if (!DARK(game.loc)) {
877 ++game.abbrev[game.loc];
878 for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
880 if (obj > NOBJECTS)obj=obj-NOBJECTS;
881 if (obj == STEPS && TOTING(NUGGET))
883 if (game.prop[obj] < 0) {
887 if (obj == RUG || obj == CHAIN)
890 /* Note: There used to be a test here to see whether the
891 * player had blown it so badly that he could never ever see
892 * the remaining treasures, and if so the lamp was zapped to
893 * 35 turns. But the tests were too simple-minded; things
894 * like killing the bird before the snake was gone (can never
895 * see jewelry), and doing it "right" was hopeless. E.G.,
896 * could cross troll bridge several times, using up all
897 * available treasures, breaking vase, using coins to buy
898 * batteries, etc., and eventually never be able to get
899 * across again. If bottle were left on far side, could then
900 * never get eggs or trident, and the effects propagate. So
901 * the whole thing was flushed. anyone who makes such a
902 * gross blunder isn't likely to find everything else anyway
903 * (so goes the rationalisation). */
905 int kk=game.prop[obj];
906 if (obj == STEPS && game.loc == game.fixed[STEPS])
913 static bool do_command(FILE *cmdin)
914 /* Get and execute a command */
920 enum speechpart part;
922 /* Can't leave cave once it's closing (except by main office). */
923 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
925 game.newloc=game.loc;
926 if (!game.panic)game.clock2=15;
930 /* See if a dwarf has seen him and has come from where he
931 * wants to go. If so, the dwarf's blocking his way. If
932 * coming from place forbidden to pirate (dwarves rooted in
933 * place) let him get out (and attacked). */
934 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,NOARRR)) {
935 for (size_t i=1; i<=NDWARVES-1; i++) {
936 if (game.odloc[i] == game.newloc && game.dseen[i]) {
937 game.newloc=game.loc;
943 game.loc=game.newloc;
948 /* Describe the current location and (maybe) get next command. */
953 char* msg = locations[game.loc].description.small;
954 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
955 msg=locations[game.loc].description.big;
956 if (!FORCED(game.loc) && DARK(game.loc)) {
957 /* The easiest way to get killed is to fall into a pit in
959 if (game.wzdark && PCT(35)) {
961 game.oldlc2 = game.loc;
963 continue; /* back to top of main interpreter loop */
965 msg=arbitrary_messages[PITCH_DARK];
967 if (TOTING(BEAR))RSPEAK(TAME_BEAR);
969 if (FORCED(game.loc)) {
970 if (playermove(cmdin, verb, 1))
973 continue; /* back to top of main interpreter loop */
975 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
987 /* If closing time, check for any objects being toted with
988 * game.prop < 0 and set the prop to -1-game.prop. This way
989 * objects won't be described until they've been picked up
990 * and put down separate from their respective piles. Don't
991 * tick game.clock1 unless well into cave (and not at Y2). */
993 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
995 for (size_t i=1; i<=NOBJECTS; i++) {
996 if (TOTING(i) && game.prop[i] < 0)
997 game.prop[i] = -1-game.prop[i];
1000 game.wzdark=DARK(game.loc);
1001 if (game.knfloc > 0 && game.knfloc != game.loc)
1004 /* This is where we get a new command from the user */
1005 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
1008 /* Every input, check "game.foobar" flag. If zero, nothing's
1009 * going on. If pos, make neg. If neg, he skipped a word,
1010 * so make it zero. */
1012 game.foobar=(game.foobar>0 ? -game.foobar : 0);
1014 if (game.turns == game.thresh) {
1015 newspeak(turn_threshold_messages[game.trndex]);
1016 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
1019 if (game.trndex <= TRNVLS)
1020 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
1022 if (verb == SAY && WD2 > 0)
1036 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
1037 if(LIQLOC(game.loc) == WATER){
1040 RSPEAK(WHERE_QUERY);
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) {
1065 RSPEAK(GO_UNNEEDED);
1068 defn = VOCAB(WD1,-1);
1070 /* Gee, I don't understand. */
1071 if (fallback_handler(rawbuf))
1077 kmod=MOD(defn,1000);
1081 if (playermove(cmdin, verb, kmod))
1084 continue; /* back to top of main interpreter loop */
1085 case 1: part=unknown; obj = kmod; break;
1086 case 2: part=intransitive; verb = kmod; break;
1087 case 3: RSPEAK(kmod); goto L2012;
1092 switch (action(cmdin, part, verb, obj)) {
1096 playermove(cmdin, verb, NUL);
1098 case GO_TOP: continue; /* back to top of main interpreter loop */
1099 case GO_CLEAROBJ: goto L2012;
1100 case GO_CHECKHINT: goto L2600;
1101 case GO_CHECKFOO: goto L2607;
1102 case GO_LOOKUP: goto Lookup;
1104 /* Get second word for analysis. */
1110 /* Random intransitive verbs come here. Clear obj just in case
1111 * (see attack()). */
1117 /* Oh dear, he's disturbed the dwarves. */
1118 RSPEAK(DWARVES_AWAKEN);