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;
47 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 game.lcg_m = 1048576;
121 long seedval = (long)rand();
124 /* Initialize game variables */
127 /* Start-up, dwarf stuff */
128 game.zzword=RNDVOC(3,0);
129 game.novice=YES(stdin, ARB_65,ARB_1,ARB_0);
133 if (game.novice)game.limit=1000;
136 fprintf(logfp, "seed %ld\n", seedval);
138 /* interpret commands until EOF or interrupt */
140 if (!do_command(stdin))
143 /* show score and exit */
147 static bool fallback_handler(char *buf)
148 /* fallback handler for commands not handled by FORTRANish parser */
151 if (sscanf(buf, "seed %ld", &sv) == 1) {
153 printf("Seed set to %ld\n", sv);
154 // autogenerated, so don't charge user time for it.
156 // here we reconfigure any global game state that uses random numbers
157 game.zzword=RNDVOC(3,0);
163 /* Check if this loc is eligible for any hints. If been here
164 * long enough, branch to help section (on later page). Hints
165 * all come back here eventually to finish the loop. Ignore
166 * "HINTS" < 4 (special stuff, see database notes).
168 static void checkhints(FILE *cmdin)
170 if (COND[game.loc] >= game.conds) {
171 for (int hint=1; hint<=HNTMAX; hint++) {
172 if (game.hinted[hint])
174 if (!CNDBIT(game.loc,hint+HBASE))
175 game.hintlc[hint]= -1;
177 /* Come here if he's been long enough at required loc(s) for some
179 if (game.hintlc[hint] >= HINTS[hint][1])
187 if (game.prop[GRATE] == 0 && !HERE(KEYS))
192 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
196 if (HERE(SNAKE) && !HERE(BIRD))
201 if (game.atloc[game.loc] == 0 &&
202 game.atloc[game.oldloc] == 0 &&
203 game.atloc[game.oldlc2] == 0 &&
209 if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
221 if (game.atloc[game.loc] == 0 &&
222 game.atloc[game.oldloc] == 0 &&
223 game.atloc[game.oldlc2] == 0)
232 if (HERE(OGRE) && i == 0)
236 if (game.tally == 1 && game.prop[JADE] < 0)
245 /* Fall through to hint display */
247 if (!YES(cmdin,HINTS[hint][3],ARB_0,ARB_54))
249 SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
251 game.hinted[hint]=YES(cmdin,ARB_175,HINTS[hint][4],ARB_54);
252 if (game.hinted[hint] && game.limit > 30)
253 game.limit=game.limit+30*HINTS[hint][2];
259 bool spotted_by_pirate(int i)
264 /* The pirate's spotted him. He leaves him alone once we've
265 * found chest. K counts if a treasure is here. If not, and
266 * tally=1 for an unseen chest, let the pirate be spotted.
267 * Note that game.place[CHEST]=0 might mean that he's thrown
268 * it to the troll, but in that case he's seen the chest
270 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
273 bool movechest = false, robplayer = false;
274 for (int j=MINTRS; j<=MAXTRS; j++) {
275 /* Pirate won't take pyramid from plover room or dark
276 * room (too easy!). */
277 if (j==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) {
280 if (TOTING(j) || HERE(j))
287 /* Force chest placement before player finds last treasure */
288 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
292 /* Do things in this order (chest move before robbery) so chest is listed
293 * last at the maze location. */
295 MOVE(CHEST,game.chloc);
296 MOVE(MESSAG,game.chloc2);
297 game.dloc[PIRATE]=game.chloc;
298 game.odloc[PIRATE]=game.chloc;
299 game.dseen[PIRATE]=false;
301 /* You might get a hint of the pirate's presence even if the
302 * chest doesn't move... */
303 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
308 for (int j=MINTRS; j<=MAXTRS; j++) {
309 if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
310 if (AT(j) && game.fixed[j] == 0)
321 static bool dwarfmove(void)
322 /* Dwarves move. Return true if player survives, false if he dies. */
324 int kk, stick, attack;
327 /* Dwarf stuff. See earlier comments for description of
328 * variables. Remember sixth dwarf is pirate and is thus
329 * very different except for motion rules. */
331 /* First off, don't let the dwarves follow him into a pit or
332 * a wall. Activate the whole mess the first time he gets as
333 * far as the hall of mists (loc 15). If game.newloc is
334 * forbidden to pirate (in particular, if it's beyond the
335 * troll bridge), bypass dwarf stuff. That way pirate can't
336 * steal return toll, and dwarves can't meet the bear. Also
337 * means dwarves won't follow him into dead end in maze, but
338 * c'est la vie. They'll wait for him outside the dead
340 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,NOARRR))
343 /* Dwarf activity level ratchets up */
344 if (game.dflag == 0) {
345 if (INDEEP(game.loc))
350 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
351 * the 5 dwarves. If any of the survivors is at loc,
352 * replace him with the alternate. */
353 if (game.dflag == 1) {
354 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,NOBACK) || PCT(85))))
357 for (int i=1; i<=2; i++) {
358 int j=1+randrange(NDWARVES-1);
362 for (int i=1; i<=NDWARVES-1; i++) {
363 if (game.dloc[i] == game.loc)
365 game.odloc[i]=game.dloc[i];
372 /* Things are in full swing. Move each dwarf at random,
373 * except if he's seen us he sticks with us. Dwarves stay
374 * deep inside. If wandering at random, they don't back up
375 * unless there's no alternative. If they don't have to
376 * move, they attack. And, of course, dead dwarves don't do
377 * much of anything. */
381 for (int i=1; i<=NDWARVES; i++) {
382 if (game.dloc[i] == 0)
384 /* Fill tk array with all the places this dwarf might go. */
386 kk=KEY[game.dloc[i]];
389 game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
390 /* Have we avoided a dwarf encounter? */
391 bool avoided = (SPECIAL(game.newloc) ||
392 !INDEEP(game.newloc) ||
393 game.newloc == game.odloc[i] ||
394 (j > 1 && game.newloc == tk[j-1]) ||
396 game.newloc == game.dloc[i] ||
397 FORCED(game.newloc) ||
398 (i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
399 labs(TRAVEL[kk])/1000000 == 100);
401 tk[j++] = game.newloc;
410 game.odloc[i]=game.dloc[i];
412 game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
413 if (!game.dseen[i]) continue;
414 game.dloc[i]=game.loc;
415 if (spotted_by_pirate(i))
417 /* This threatening little dwarf is in the room with him! */
419 if (game.odloc[i] == game.dloc[i]) {
421 if (game.knfloc >= 0)
422 game.knfloc=game.loc;
423 if (randrange(1000) < 95*(game.dflag-2))
428 /* Now we know what's happening. Let's tell the poor sucker about it.
429 * Note that various of the "knife" messages must have specific relative
430 * positions in the RSPEAK database. */
431 if (game.dtotal == 0)
433 SETPRM(1,game.dtotal,0);
434 RSPEAK(ARB_4+1/game.dtotal); /* FIXME: Arithmetic on message number */
437 if (game.dflag == 2)game.dflag=3;
440 if (attack > 1)k=ARB_250;
443 RSPEAK(k+1+2/(1+stick)); /* FIXME: Arithmetic on message number */
446 game.oldlc2=game.loc;
450 /* "You're dead, Jim."
452 * If the current loc is zero, it means the clown got himself killed.
453 * We'll allow this maxdie times. MAXDIE is automatically set based
454 * on the number of snide messages available. Each death results in
455 * a message (81, 83, etc.) which offers reincarnation; if accepted,
456 * this results in message 82, 84, etc. The last time, if he wants
457 * another chance, he gets a snide remark as we exit. When
458 * reincarnated, all objects being carried get dropped at game.oldlc2
459 * (presumably the last place prior to being killed) without change
460 * of props. the loop runs backwards to assure that the bird is
461 * dropped before the cage. (this kluge could be changed once we're
462 * sure all references to bird and cage are done by keywords.) The
463 * lamp is a special case (it wouldn't do to leave it in the cave).
464 * It is turned off and left outside the building (only if he was
465 * carrying it, of course). He himself is left inside the building
466 * (and heaven help him if he tries to xyzzy back into the cave
467 * without the lamp!). game.oldloc is zapped so he can't just
470 static void croak(FILE *cmdin)
471 /* Okay, he's dead. Let's get on with it. */
475 /* He died during closing time. No resurrection. Tally up a
480 /* FIXME: Arithmetic on message numbers */
481 if (!YES(cmdin,ARB_79+game.numdie*2,ARB_80+game.numdie*2,ARB_54))
483 if (game.numdie == MAXDIE)
489 for (int j=1; j<=NOBJECTS; j++) {
490 int i=NOBJECTS + 1 - j;
492 /* Always leave lamp where it's accessible aboveground */
493 DROP(i, (i == LAMP) ? 1 : game.oldlc2);
497 game.oldloc=game.loc;
501 /* Given the current location in "game.loc", and a motion verb number in
502 * "K", put the new location in "game.newloc". The current loc is saved
503 * in "game.oldloc" in case he wants to retreat. The current
504 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
505 * does, game.newloc will be limbo, and game.oldloc will be what killed
506 * him, so we need game.oldlc2, which is the last place he was
509 static bool playermove(FILE *cmdin, token_t verb, int motion)
511 int scratchloc, k2, kk=KEY[game.loc];
512 game.newloc=game.loc;
517 else if (motion == BACK) {
518 /* Handle "go back". Look for verb which goes from game.loc to
519 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
520 * k2 saves entry -> forced loc -> previous loc. */
524 game.oldlc2=game.oldloc;
525 game.oldloc=game.loc;
527 if (motion == game.loc)k2=ARB_91;
528 if (CNDBIT(game.loc,NOBACK))k2=ARB_274;
531 scratchloc=MOD((labs(TRAVEL[kk])/1000),1000);
532 if (scratchloc != motion) {
533 if (!SPECIAL(scratchloc)) {
534 if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion)
537 if (TRAVEL[kk] >= 0) {
548 motion=MOD(labs(TRAVEL[kk]),1000);
550 break; /* fall through to ordinary travel */
557 else if (motion == LOOK) {
558 /* Look. Can't give more detail. Pretend it wasn't dark
559 * (though it may "now" be dark) so he won't fall into a
560 * pit while staring into the gloom. */
561 if (game.detail < 3)RSPEAK(ARB_15);
564 game.abbrev[game.loc]=0;
567 else if (motion == CAVE) {
568 /* Cave. Different messages depending on whether above ground. */
569 RSPEAK((OUTSID(game.loc) && game.loc != 8) ? ARB_57 : ARB_58);
573 /* none of the specials */
574 game.oldlc2=game.oldloc;
575 game.oldloc=game.loc;
578 /* ordinary travel */
580 scratchloc=labs(TRAVEL[kk]);
581 if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
583 if (TRAVEL[kk] < 0) {
584 /* Non-applicable motion. Various messages depending on
587 if (motion >= 43 && motion <= 50)spk=ARB_52;
588 if (motion == 29 || motion == 30)spk=ARB_52;
589 if (motion == 7 || motion == 36 || motion == 37)spk=ARB_10;
590 if (motion == 11 || motion == 19)spk=ARB_11;
591 if (verb == FIND || verb == INVENT)spk=ARB_59;
592 if (motion == 62 || motion == 65)spk=ARB_42;
593 if (motion == 17)spk=ARB_80;
599 scratchloc=scratchloc/1000;
603 * (ESR) This special-travel loop may have to be repeated if it includes
604 * the plover passage. Same deal for any future cases wgerw we beed to
605 * block travel and then redo it once the blocking condition has been
609 game.newloc=scratchloc/1000;
610 motion=MOD(game.newloc,100);
611 if (!SPECIAL(game.newloc)) {
612 if (game.newloc <= 100) {
613 if (game.newloc == 0 || PCT(game.newloc))
615 /* else fall through */
616 } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
618 /* else fall through */
620 else if (game.prop[motion] != game.newloc/100-3)
623 if (TRAVEL[kk] < 0)BUG(25);
625 game.newloc=labs(TRAVEL[kk])/1000;
627 (game.newloc == scratchloc);
628 scratchloc=game.newloc;
631 game.newloc=MOD(scratchloc,1000);
632 if (!SPECIAL(game.newloc))
634 if (game.newloc <= 500) {
635 game.newloc=game.newloc-SPECIALBASE;
639 /* Travel 301. Plover-alcove passage. Can carry only
640 * emerald. Note: travel table must include "useless"
641 * entries going through passage, which can never be used for
642 * actual motion, but can be spotted by "go back". */
643 game.newloc=99+100-game.loc;
644 if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
646 game.newloc=game.loc;
650 /* Travel 302. Plover transport. Drop the emerald (only use
651 * special travel if toting it), so he's forced to use the
652 * plover-passage to get it out. Having dropped it, go back and
653 * pretend he wasn't carrying it after all. */
654 DROP(EMRALD,game.loc);
656 if (TRAVEL[kk] < 0)BUG(25);
658 game.newloc=labs(TRAVEL[kk])/1000;
660 (game.newloc == scratchloc);
661 continue; /* back to top of do/while loop */
663 /* Travel 303. Troll bridge. Must be done only as special
664 * motion so that dwarves won't wander across and encounter
665 * the bear. (They won't follow the player there because
666 * that region is forbidden to the pirate.) If
667 * game.prop(TROLL)=1, he's crossed since paying, so step out
668 * and block him. (standard travel entries check for
669 * game.prop(TROLL)=0.) Special stuff for bear. */
670 if (game.prop[TROLL] == 1) {
674 MOVE(TROLL2+NOBJECTS,0);
675 MOVE(TROLL,PLAC[TROLL]);
676 MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
678 game.newloc=game.loc;
681 game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
682 if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
683 if (!TOTING(BEAR)) return true;
687 DROP(BEAR,game.newloc);
688 game.fixed[BEAR]= -1;
690 game.oldlc2=game.newloc;
699 RSPEAK(game.newloc-500);
700 game.newloc=game.loc;
704 static bool closecheck(void)
705 /* Handle the closing of the cave. The cave closes "clock1" turns
706 * after the last treasure has been located (including the pirate's
707 * chest, which may of course never show up). Note that the
708 * treasures need not have been taken yet, just located. Hence
709 * clock1 must be large enough to get out of the cave (it only ticks
710 * while inside the cave). When it hits zero, we branch to 10000 to
711 * start closing the cave, and then sit back and wait for him to try
712 * to get out. If he doesn't within clock2 turns, we close the cave;
713 * if he does try, we assume he panics, and give him a few additional
714 * turns to get frantic before we close. When clock2 hits zero, we
715 * branch to 11000 to transport him into the final puzzle. Note that
716 * the puzzle depends upon all sorts of random things. For instance,
717 * there must be no water or oil, since there are beanstalks which we
718 * don't want to be able to water, since the code can't handle it.
719 * Also, we can have no keys, since there is a grate (having moved
720 * the fixed object!) there separating him from all the treasures.
721 * Most of these problems arise from the use of negative prop numbers
722 * to suppress the object descriptions until he's actually moved the
725 if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
728 /* When the first warning comes, we lock the grate, destroy
729 * the bridge, kill all the dwarves (and the pirate), remove
730 * the troll and bear (unless dead), and set "closng" to
731 * true. Leave the dragon; too much trouble to move it.
732 * from now until clock2 runs out, he cannot unlock the
733 * grate, move to any location outside the cave, or create
734 * the bridge. Nor can he be resurrected if he dies. Note
735 * that the snake is already gone, since he got to the
736 * treasure accessible only via the hall of the mountain
737 * king. Also, he's been in giant room (to get eggs), so we
738 * can refer to it. Also also, he's gotten the pearl, so we
739 * know the bivalve is an oyster. *And*, the dwarves must
740 * have been activated, since we've found chest. */
741 if (game.clock1 == 0)
745 for (int i=1; i<=NDWARVES; i++) {
750 MOVE(TROLL+NOBJECTS,0);
751 MOVE(TROLL2,PLAC[TROLL]);
752 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
754 if (game.prop[BEAR] != 3)DSTROY(BEAR);
763 } else if (game.clock1 < 0)
765 if (game.clock2 == 0) {
766 /* Once he's panicked, and clock2 has run out, we come here
767 * to set up the storage room. The room has two locs,
768 * hardwired as 115 (ne) and 116 (sw). At the ne end, we
769 * place empty bottles, a nursery of plants, a bed of
770 * oysters, a pile of lamps, rods with stars, sleeping
771 * dwarves, and him. At the sw end we place grate over
772 * treasures, snake pit, covey of caged birds, more rods, and
773 * pillows. A mirror stretches across one wall. Many of the
774 * objects come from known locations and/or states (e.g. the
775 * snake is known to have been destroyed and needn't be
776 * carried away from its old "place"), making the various
777 * objects be handled differently. We also drop all other
778 * objects he might be carrying (lest he have some which
779 * could cause trouble, such as the keys). We describe the
780 * flash of light and trundle back. */
781 game.prop[BOTTLE]=PUT(BOTTLE,115,1);
782 game.prop[PLANT]=PUT(PLANT,115,0);
783 game.prop[OYSTER]=PUT(OYSTER,115,0);
785 game.prop[LAMP]=PUT(LAMP,115,0);
786 game.prop[ROD]=PUT(ROD,115,0);
787 game.prop[DWARF]=PUT(DWARF,115,0);
791 /* Leave the grate with normal (non-negative) property.
796 game.prop[SNAKE]=PUT(SNAKE,116,1);
797 game.prop[BIRD]=PUT(BIRD,116,1);
798 game.prop[CAGE]=PUT(CAGE,116,0);
799 game.prop[ROD2]=PUT(ROD2,116,0);
800 game.prop[PILLOW]=PUT(PILLOW,116,0);
802 game.prop[MIRROR]=PUT(MIRROR,115,0);
803 game.fixed[MIRROR]=116;
805 for (int i=1; i<=NOBJECTS; i++) {
818 static void lampcheck(void)
819 /* Check game limit and lamp timers */
821 if (game.prop[LAMP] == 1)
824 /* Another way we can force an end to things is by having the
825 * lamp give out. When it gets close, we come here to warn
826 * him. First following ar, if the lamp and fresh batteries are
827 * here, in which case we replace the batteries and continue.
828 * Second is for other cases of lamp dying. 12400 is when it
829 * goes out. Even then, he can explore outside for a while
831 if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
836 DROP(BATTER,game.loc);
837 game.limit=game.limit+2500;
839 } else if (game.limit == 0) {
844 } else if (game.limit <= 30) {
845 if (!game.lmwarn && HERE(LAMP)) {
848 if (game.place[BATTER] == 0)spk=ARB_183;
849 if (game.prop[BATTER] == 1)spk=ARB_189;
855 static void listobjects(void)
856 /* Print out descriptions of objects at this location. If
857 * not closing and property value is negative, tally off
858 * another treasure. Rug is special case; once seen, its
859 * game.prop is 1 (dragon on it) till dragon is killed.
860 * Similarly for chain; game.prop is initially 1 (locked to
861 * bear). These hacks are because game.prop=0 is needed to
864 if (!DARK(game.loc)) {
865 ++game.abbrev[game.loc];
866 for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
868 if (obj > NOBJECTS)obj=obj-NOBJECTS;
869 if (obj == STEPS && TOTING(NUGGET))
871 if (game.prop[obj] < 0) {
875 if (obj == RUG || obj == CHAIN)
878 /* Note: There used to be a test here to see whether the
879 * player had blown it so badly that he could never ever see
880 * the remaining treasures, and if so the lamp was zapped to
881 * 35 turns. But the tests were too simple-minded; things
882 * like killing the bird before the snake was gone (can never
883 * see jewelry), and doing it "right" was hopeless. E.G.,
884 * could cross troll bridge several times, using up all
885 * available treasures, breaking vase, using coins to buy
886 * batteries, etc., and eventually never be able to get
887 * across again. If bottle were left on far side, could then
888 * never get eggs or trident, and the effects propagate. So
889 * the whole thing was flushed. anyone who makes such a
890 * gross blunder isn't likely to find everything else anyway
891 * (so goes the rationalisation). */
893 int kk=game.prop[obj];
894 if (obj == STEPS && game.loc == game.fixed[STEPS])
901 static bool do_command(FILE *cmdin)
902 /* Get and execute a command */
904 long KQ, verb, V1, V2;
908 enum speechpart part;
910 /* Can't leave cave once it's closing (except by main office). */
911 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
913 game.newloc=game.loc;
914 if (!game.panic)game.clock2=15;
918 /* See if a dwarf has seen him and has come from where he
919 * wants to go. If so, the dwarf's blocking his way. If
920 * coming from place forbidden to pirate (dwarves rooted in
921 * place) let him get out (and attacked). */
922 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,NOARRR)) {
923 for (i=1; i<=NDWARVES-1; i++) {
924 if (game.odloc[i] == game.newloc && game.dseen[i]) {
925 game.newloc=game.loc;
931 game.loc=game.newloc;
936 /* Describe the current location and (maybe) get next command. */
941 char* msg = locations[game.loc].description.small;
942 if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
943 msg=locations[game.loc].description.big;
944 if (!FORCED(game.loc) && DARK(game.loc)) {
945 /* The easiest way to get killed is to fall into a pit in
947 if (game.wzdark && PCT(35)) {
949 game.oldlc2 = game.loc;
951 continue; /* back to top of main interpreter loop */
953 msg=arbitrary_messages[16];
955 if (TOTING(BEAR))RSPEAK(ARB_141);
957 if (FORCED(game.loc)) {
958 if (playermove(cmdin, verb, 1))
961 continue; /* back to top of main interpreter loop */
963 if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(ARB_7);
975 /* If closing time, check for any objects being toted with
976 * game.prop < 0 and set the prop to -1-game.prop. This way
977 * objects won't be described until they've been picked up
978 * and put down separate from their respective piles. Don't
979 * tick game.clock1 unless well into cave (and not at Y2). */
981 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
983 for (i=1; i<=NOBJECTS; i++) {
984 if (TOTING(i) && game.prop[i] < 0)
985 game.prop[i] = -1-game.prop[i];
988 game.wzdark=DARK(game.loc);
989 if (game.knfloc > 0 && game.knfloc != game.loc)
992 /* This is where we get a new command from the user */
993 if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
996 /* Every input, check "game.foobar" flag. If zero, nothing's
997 * going on. If pos, make neg. If neg, he skipped a word,
998 * so make it zero. */
1000 game.foobar=(game.foobar>0 ? -game.foobar : 0);
1002 if (game.turns == game.thresh) {
1003 newspeak(turn_threshold_messages[game.trndex]);
1004 game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
1007 if (game.trndex <= TRNVLS)
1008 game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
1010 if (verb == SAY && WD2 > 0)
1023 if (LIQLOC(game.loc) == WATER)k=70;
1026 if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
1030 if (V1 == ENTER && WD2 > 0) {
1035 if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
1036 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
1038 WD2=MAKEWD(16152118);
1040 if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
1041 WD1=MAKEWD(301200308);
1044 if (WD1 == MAKEWD(23051920)) {
1046 if (game.iwest == 10)
1049 if (WD1 == MAKEWD( 715) && WD2 != 0) {
1056 /* Gee, I don't understand. */
1057 if (fallback_handler(rawbuf))
1068 if (playermove(cmdin, verb, KMOD))
1071 continue; /* back to top of main interpreter loop */
1072 case 1: part=unknown; obj = KMOD; break;
1073 case 2: part=intransitive; verb = KMOD; break;
1074 case 3: RSPEAK(KMOD); goto L2012;
1079 switch (action(cmdin, part, verb, obj)) {
1083 playermove(cmdin, verb, NUL);
1085 case GO_TOP: continue; /* back to top of main interpreter loop */
1086 case GO_CLEAROBJ: goto L2012;
1087 case GO_CHECKHINT: goto L2600;
1088 case GO_CHECKFOO: goto L2607;
1089 case GO_LOOKUP: goto L2630;
1091 /* Get second word for analysis. */
1097 /* Random intransitive verbs come here. Clear obj just in case
1098 * (see attack()). */
1104 /* Oh dear, he's disturbed the dwarves. */