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"
28 #define DIM(a) (sizeof(a)/sizeof(a[0]))
33 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
35 FILE *logfp = NULL, *rfp = NULL;
36 bool oldstyle = false;
41 // exclude from coverage analysis because it requires interactivity to test
42 static void sig_handler(int signo)
44 if (signo == SIGINT) {
55 * Adventure (rev 2: 20 treasures)
56 Here's what we think. *
57 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
58 * 15-treasure version (adventure) by Don Woods, April-June 1977
59 * 20-treasure version (rev 2) by Don Woods, August 1978
60 * Errata fixed: 78/12/25
61 * Revived 2017 as Open Adventure.
64 static bool do_command(void);
66 int main(int argc, char *argv[])
73 const char* opts = "l:or:s";
74 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
76 const char* opts = "l:os";
77 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
79 while ((ch = getopt(argc, argv, opts)) != EOF) {
82 logfp = fopen(optarg, "w");
85 "advent: can't open logfile %s for write\n",
87 signal(SIGINT, sig_handler);
91 editline = prompt = false;
95 rfp = fopen(optarg, "r");
98 "advent: can't open save file %s for read\n",
100 signal(SIGINT, sig_handler);
110 " -l create a log file of your game named as specified'\n");
112 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
113 #ifndef ADVENT_NOSAVE
115 " -r restore from specified saved game file\n");
118 " -s suppress command editing\n");
124 linenoiseHistorySetMaxLen(350);
126 /* Initialize our LCG PRNG with parameters tested against
127 * Knuth vol. 2. by the original authors */
130 game.lcg_m = 1048576;
132 long seedval = (long)rand();
135 /* Initialize game variables */
138 /* Start-up, dwarf stuff */
139 make_zzword(game.zzword);
140 game.newloc = LOC_START;
141 game.loc = LOC_START;
142 game.limit = GAMELIMIT;
144 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
146 game.limit = NOVICELIMIT;
152 fprintf(logfp, "seed %ld\n", seedval);
154 /* interpret commands until EOF or interrupt */
159 /* show score and exit */
163 static bool fallback_handler(char *buf)
164 /* fallback handler for commands not handled by FORTRANish parser */
167 if (sscanf(buf, "seed %ld", &sv) == 1) {
169 printf("Seed set to %ld\n", sv);
170 // autogenerated, so don't charge user time for it.
172 // here we reconfigure any global game state that uses random numbers
173 make_zzword(game.zzword);
179 /* Check if this loc is eligible for any hints. If been here long
180 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
182 static void checkhints(void)
184 if (conditions[game.loc] >= game.conds) {
185 for (int hint = 0; hint < NHINTS; hint++) {
186 if (game.hinted[hint])
188 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
189 game.hintlc[hint] = -1;
191 /* Come here if he's been long enough at required loc(s) for some
193 if (game.hintlc[hint] >= hints[hint].turns) {
199 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
201 game.hintlc[hint] = 0;
204 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
208 if (HERE(SNAKE) && !HERE(BIRD))
210 game.hintlc[hint] = 0;
213 if (game.atloc[game.loc] == 0 &&
214 game.atloc[game.oldloc] == 0 &&
215 game.atloc[game.oldlc2] == 0 &&
218 game.hintlc[hint] = 0;
221 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
223 game.hintlc[hint] = 0;
230 game.hintlc[hint] = 0;
233 if (game.atloc[game.loc] == 0 &&
234 game.atloc[game.oldloc] == 0 &&
235 game.atloc[game.oldlc2] == 0)
239 i = atdwrf(game.loc);
241 game.hintlc[hint] = 0;
244 if (HERE(OGRE) && i == 0)
248 if (game.tally == 1 && game.prop[JADE] < 0)
250 game.hintlc[hint] = 0;
253 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
257 /* Fall through to hint display */
258 game.hintlc[hint] = 0;
259 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
261 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
262 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
263 if (game.hinted[hint] && game.limit > WARNTIME)
264 game.limit += WARNTIME * hints[hint].penalty;
270 static bool spotted_by_pirate(int i)
275 /* The pirate's spotted him. He leaves him alone once we've
276 * found chest. K counts if a treasure is here. If not, and
277 * tally=1 for an unseen chest, let the pirate be spotted. Note
278 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
279 * it to the troll, but in that case he's seen the chest
281 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
284 bool movechest = false, robplayer = false;
285 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
286 if (!objects[treasure].is_treasure)
288 /* Pirate won't take pyramid from plover room or dark
289 * room (too easy!). */
290 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
293 if (TOTING(treasure) || HERE(treasure))
295 if (TOTING(treasure)) {
300 /* Force chest placement before player finds last treasure */
301 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
302 rspeak(PIRATE_SPOTTED);
305 /* Do things in this order (chest move before robbery) so chest is listed
306 * last at the maze location. */
308 move(CHEST, game.chloc);
309 move(MESSAG, game.chloc2);
310 game.dloc[PIRATE] = game.chloc;
311 game.odloc[PIRATE] = game.chloc;
312 game.dseen[PIRATE] = false;
314 /* You might get a hint of the pirate's presence even if the
315 * chest doesn't move... */
316 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
317 rspeak(PIRATE_RUSTLES);
320 rspeak(PIRATE_POUNCES);
321 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
322 if (!objects[treasure].is_treasure)
324 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
325 if (AT(treasure) && game.fixed[treasure] == 0)
326 carry(treasure, game.loc);
327 if (TOTING(treasure))
328 drop(treasure, game.chloc);
336 static bool dwarfmove(void)
337 /* Dwarves move. Return true if player survives, false if he dies. */
339 int kk, stick, attack;
342 /* Dwarf stuff. See earlier comments for description of
343 * variables. Remember sixth dwarf is pirate and is thus
344 * very different except for motion rules. */
346 /* First off, don't let the dwarves follow him into a pit or
347 * a wall. Activate the whole mess the first time he gets as
348 * far as the hall of mists (loc 15). If game.newloc is
349 * forbidden to pirate (in particular, if it's beyond the
350 * troll bridge), bypass dwarf stuff. That way pirate can't
351 * steal return toll, and dwarves can't meet the bear. Also
352 * means dwarves won't follow him into dead end in maze, but
353 * c'est la vie. They'll wait for him outside the dead
355 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
358 /* Dwarf activity level ratchets up */
359 if (game.dflag == 0) {
360 if (INDEEP(game.loc))
365 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
366 * the 5 dwarves. If any of the survivors is at loc,
367 * replace him with the alternate. */
368 if (game.dflag == 1) {
369 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
372 for (int i = 1; i <= 2; i++) {
373 int j = 1 + randrange(NDWARVES - 1);
377 for (int i = 1; i <= NDWARVES - 1; i++) {
378 if (game.dloc[i] == game.loc)
379 game.dloc[i] = DALTLC;
380 game.odloc[i] = game.dloc[i];
387 /* Things are in full swing. Move each dwarf at random,
388 * except if he's seen us he sticks with us. Dwarves stay
389 * deep inside. If wandering at random, they don't back up
390 * unless there's no alternative. If they don't have to
391 * move, they attack. And, of course, dead dwarves don't do
392 * much of anything. */
396 for (int i = 1; i <= NDWARVES; i++) {
397 if (game.dloc[i] == 0)
399 /* Fill tk array with all the places this dwarf might go. */
401 kk = tkey[game.dloc[i]];
404 game.newloc = T_DESTINATION(travel[kk]);
405 /* Have we avoided a dwarf encounter? */
406 bool avoided = (SPECIAL(game.newloc) ||
407 !INDEEP(game.newloc) ||
408 game.newloc == game.odloc[i] ||
409 (j > 1 && game.newloc == tk[j - 1]) ||
411 game.newloc == game.dloc[i] ||
412 FORCED(game.newloc) ||
413 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
414 T_NODWARVES(travel[kk]));
416 tk[j++] = game.newloc;
420 (!travel[kk - 1].stop);
421 tk[j] = game.odloc[i];
424 j = 1 + randrange(j);
425 game.odloc[i] = game.dloc[i];
426 game.dloc[i] = tk[j];
427 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
430 game.dloc[i] = game.loc;
431 if (spotted_by_pirate(i))
433 /* This threatening little dwarf is in the room with him! */
435 if (game.odloc[i] == game.dloc[i]) {
437 if (game.knfloc >= 0)
438 game.knfloc = game.loc;
439 if (randrange(1000) < 95 * (game.dflag - 2))
444 /* Now we know what's happening. Let's tell the poor sucker about it.
445 * Note that various of the "knife" messages must have specific relative
446 * positions in the rspeak database. */
447 if (game.dtotal == 0)
449 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
455 rspeak(THROWN_KNIVES, attack);
456 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
458 rspeak(KNIFE_THROWN);
463 game.oldlc2 = game.loc;
467 /* "You're dead, Jim."
469 * If the current loc is zero, it means the clown got himself killed.
470 * We'll allow this maxdie times. NDEATHS is automatically set based
471 * on the number of snide messages available. Each death results in
472 * a message (obituaries[n]) which offers reincarnation; if accepted,
473 * this results in message obituaries[0], obituaries[2], etc. The
474 * last time, if he wants another chance, he gets a snide remark as
475 * we exit. When reincarnated, all objects being carried get dropped
476 * at game.oldlc2 (presumably the last place prior to being killed)
477 * without change of props. The loop runs backwards to assure that
478 * the bird is dropped before the cage. (This kluge could be changed
479 * once we're sure all references to bird and cage are done by
480 * keywords.) The lamp is a special case (it wouldn't do to leave it
481 * in the cave). It is turned off and left outside the building (only
482 * if he was carrying it, of course). He himself is left inside the
483 * building (and heaven help him if he tries to xyzzy back into the
484 * cave without the lamp!). game.oldloc is zapped so he can't just
487 static void croak(void)
488 /* Okay, he's dead. Let's get on with it. */
490 const char* query = obituaries[game.numdie].query;
491 const char* yes_response = obituaries[game.numdie].yes_response;
494 /* He died during closing time. No resurrection. Tally up a
496 rspeak(DEATH_CLOSING);
498 } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
501 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
503 game.prop[LAMP] = LAMP_DARK;
504 for (int j = 1; j <= NOBJECTS; j++) {
505 int i = NOBJECTS + 1 - j;
507 /* Always leave lamp where it's accessible aboveground */
508 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
511 game.loc = LOC_BUILDING;
512 game.oldloc = game.loc;
516 /* Given the current location in "game.loc", and a motion verb number in
517 * "motion", put the new location in "game.newloc". The current loc is saved
518 * in "game.oldloc" in case he wants to retreat. The current
519 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
520 * does, game.newloc will be limbo, and game.oldloc will be what killed
521 * him, so we need game.oldlc2, which is the last place he was
524 static bool playermove(token_t verb, int motion)
526 int scratchloc, travel_entry = tkey[game.loc];
527 game.newloc = game.loc;
528 if (travel_entry == 0)
529 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
532 else if (motion == BACK) {
533 /* Handle "go back". Look for verb which goes from game.loc to
534 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
535 * te_tmp saves entry -> forced loc -> previous loc. */
536 motion = game.oldloc;
538 motion = game.oldlc2;
539 game.oldlc2 = game.oldloc;
540 game.oldloc = game.loc;
542 if (motion == game.loc)
544 if (CNDBIT(game.loc, COND_NOBACK))
549 scratchloc = T_DESTINATION(travel[travel_entry]);
550 if (scratchloc != motion) {
551 if (!SPECIAL(scratchloc)) {
552 if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
553 te_tmp = travel_entry;
555 if (!travel[travel_entry].stop) {
556 ++travel_entry; /* go to next travel entry for this location */
559 /* we've reached the end of travel entries for game.loc */
560 travel_entry = te_tmp;
561 if (travel_entry == 0) {
562 rspeak(NOT_CONNECTED);
567 motion = travel[travel_entry].motion;
568 travel_entry = tkey[game.loc];
569 break; /* fall through to ordinary travel */
575 } else if (motion == LOOK) {
576 /* Look. Can't give more detail. Pretend it wasn't dark
577 * (though it may now be dark) so he won't fall into a
578 * pit while staring into the gloom. */
580 rspeak(NO_MORE_DETAIL);
583 game.abbrev[game.loc] = 0;
585 } else if (motion == CAVE) {
586 /* Cave. Different messages depending on whether above ground. */
587 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
590 /* none of the specials */
591 game.oldlc2 = game.oldloc;
592 game.oldloc = game.loc;
595 /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
596 * the beginning of the motion entries for here (game.loc). */
598 if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
600 if (travel[travel_entry].stop) {
601 /* FIXME: Magic numbers! */
602 /* Couldn't find an entry matching the motion word passed
603 * in. Various messages depending on word given. */
604 int spk = CANT_APPLY;
605 if (motion >= MOT_43 && motion <= MOT_50)
607 if (motion == MOT_29 || motion == MOT_30)
609 if (motion == MOT_7 || motion == MOT_36 || motion == MOT_37)
611 if (motion == MOT_11 || motion == MOT_19)
613 if (verb == FIND || verb == INVENTORY)
615 if (motion == MOT_62 || motion == MOT_65)
616 spk = NOTHING_HAPPENS;
617 if (motion == MOT_17)
625 /* (ESR) We've found a destination that goes with the motion verb.
626 * Next we need to check any conditional(s) on this destination, and
627 * possibly on following entries. */
629 for (;;) { /* L12 loop */
631 long cond = T_CONDITION(travel[travel_entry]);
632 long arg = MOD(cond, 100);
633 if (!SPECIAL(cond)) {
634 /* YAML N and [pct N] conditionals */
636 if (cond == 0 || PCT(cond))
638 /* else fall through */
640 /* YAML [with OBJ] clause */
641 if (TOTING(arg) || (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 (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
656 travel_entry = te_tmp;
659 /* Found an eligible rule, now execute it */
660 game.newloc = T_DESTINATION(travel[travel_entry]);
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 || (game.holdng == 1 && !TOTING(EMERALD))) {
680 game.newloc = game.loc;
685 /* Travel 302. Plover transport. Drop the
686 * emerald (only use special travel if toting
687 * it), so he's forced to use the plover-passage
688 * to get it out. Having dropped it, go back and
689 * pretend he wasn't carrying it after all. */
690 drop(EMERALD, game.loc);
691 int te_tmp = travel_entry;
693 if (travel[te_tmp].stop)
694 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
697 (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
698 travel_entry = te_tmp;
699 continue; /* goto L12 */
701 /* Travel 303. Troll bridge. Must be done only
702 * as special motion so that dwarves won't wander
703 * across and encounter the bear. (They won't
704 * follow the player there because that region is
705 * forbidden to the pirate.) If
706 * game.prop(TROLL)=1, he's crossed since paying,
707 * so step out and block him. (standard travel
708 * entries check for game.prop(TROLL)=0.) Special
710 if (game.prop[TROLL] == 1) {
711 pspeak(TROLL, look, 1);
712 game.prop[TROLL] = 0;
714 move(TROLL2 + NOBJECTS, 0);
715 move(TROLL, objects[TROLL].plac);
716 move(TROLL + NOBJECTS, objects[TROLL].fixd);
718 game.newloc = game.loc;
721 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
722 if (game.prop[TROLL] == 0)
723 game.prop[TROLL] = 1;
726 rspeak(BRIDGE_COLLAPSE);
727 game.prop[CHASM] = 1;
728 game.prop[TROLL] = 2;
729 drop(BEAR, game.newloc);
730 game.fixed[BEAR] = -1;
731 game.prop[BEAR] = BEAR_DEAD;
732 game.oldlc2 = game.newloc;
737 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
740 break; /* Leave L12 loop */
746 static bool closecheck(void)
747 /* Handle the closing of the cave. The cave closes "clock1" turns
748 * after the last treasure has been located (including the pirate's
749 * chest, which may of course never show up). Note that the
750 * treasures need not have been taken yet, just located. Hence
751 * clock1 must be large enough to get out of the cave (it only ticks
752 * while inside the cave). When it hits zero, we branch to 10000 to
753 * start closing the cave, and then sit back and wait for him to try
754 * to get out. If he doesn't within clock2 turns, we close the cave;
755 * if he does try, we assume he panics, and give him a few additional
756 * turns to get frantic before we close. When clock2 hits zero, we
757 * transport him into the final puzzle. Note that the puzzle depends
758 * upon all sorts of random things. For instance, there must be no
759 * water or oil, since there are beanstalks which we don't want to be
760 * able to water, since the code can't handle it. Also, we can have
761 * no keys, since there is a grate (having moved the fixed object!)
762 * there separating him from all the treasures. Most of these
763 * problems arise from the use of negative prop numbers to suppress
764 * the object descriptions until he's actually moved the objects. */
766 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
769 /* When the first warning comes, we lock the grate, destroy
770 * the bridge, kill all the dwarves (and the pirate), remove
771 * the troll and bear (unless dead), and set "closng" to
772 * true. Leave the dragon; too much trouble to move it.
773 * from now until clock2 runs out, he cannot unlock the
774 * grate, move to any location outside the cave, or create
775 * the bridge. Nor can he be resurrected if he dies. Note
776 * that the snake is already gone, since he got to the
777 * treasure accessible only via the hall of the mountain
778 * king. Also, he's been in giant room (to get eggs), so we
779 * can refer to it. Also also, he's gotten the pearl, so we
780 * know the bivalve is an oyster. *And*, the dwarves must
781 * have been activated, since we've found chest. */
782 if (game.clock1 == 0) {
783 game.prop[GRATE] = GRATE_CLOSED;
784 game.prop[FISSURE] = 0;
785 for (int i = 1; i <= NDWARVES; i++) {
786 game.dseen[i] = false;
790 move(TROLL + NOBJECTS, 0);
791 move(TROLL2, objects[TROLL].plac);
792 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
794 if (game.prop[BEAR] != BEAR_DEAD)
796 game.prop[CHAIN] = 0;
797 game.fixed[CHAIN] = 0;
800 rspeak(CAVE_CLOSING);
804 } else if (game.clock1 < 0)
806 if (game.clock2 == 0) {
807 /* Once he's panicked, and clock2 has run out, we come here
808 * to set up the storage room. The room has two locs,
809 * hardwired as LOC_NE and LOC_SW. At the ne end, we
810 * place empty bottles, a nursery of plants, a bed of
811 * oysters, a pile of lamps, rods with stars, sleeping
812 * dwarves, and him. At the sw end we place grate over
813 * treasures, snake pit, covey of caged birds, more rods, and
814 * pillows. A mirror stretches across one wall. Many of the
815 * objects come from known locations and/or states (e.g. the
816 * snake is known to have been destroyed and needn't be
817 * carried away from its old "place"), making the various
818 * objects be handled differently. We also drop all other
819 * objects he might be carrying (lest he have some which
820 * could cause trouble, such as the keys). We describe the
821 * flash of light and trundle back. */
822 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
823 game.prop[PLANT] = put(PLANT, LOC_NE, 0);
824 game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
825 game.prop[LAMP] = put(LAMP, LOC_NE, 0);
826 game.prop[ROD] = put(ROD, LOC_NE, 0);
827 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
829 game.oldloc = LOC_NE;
830 game.newloc = LOC_NE;
831 /* Leave the grate with normal (non-negative) property.
833 put(GRATE, LOC_SW, 0);
834 put(SIGN, LOC_SW, 0);
835 game.prop[SIGN] = ENDGAME_SIGN;
836 game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
837 game.prop[BIRD] = put(BIRD, LOC_SW, 1);
838 game.prop[CAGE] = put(CAGE, LOC_SW, 0);
839 game.prop[ROD2] = put(ROD2, LOC_SW, 0);
840 game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
842 game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
843 game.fixed[MIRROR] = LOC_SW;
845 for (int i = 1; i <= NOBJECTS; i++) {
858 static void lampcheck(void)
859 /* Check game limit and lamp timers */
861 if (game.prop[LAMP] == LAMP_BRIGHT)
864 /* Another way we can force an end to things is by having the
865 * lamp give out. When it gets close, we come here to warn him.
866 * First following arm checks if the lamp and fresh batteries are
867 * here, in which case we replace the batteries and continue.
868 * Second is for other cases of lamp dying. Eve after it goes
869 * out, he can explore outside for a while if desired. */
870 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
871 rspeak(REPLACE_BATTERIES);
872 game.prop[BATTERY] = DEAD_BATTERIES;
874 drop(BATTERY, game.loc);
875 game.limit += BATTERYLIFE;
877 } else if (game.limit == 0) {
879 game.prop[LAMP] = LAMP_DARK;
882 } else if (game.limit <= WARNTIME) {
883 if (!game.lmwarn && HERE(LAMP)) {
885 int spk = GET_BATTERIES;
886 if (game.place[BATTERY] == LOC_NOWHERE)
888 if (game.prop[BATTERY] == DEAD_BATTERIES)
889 spk = MISSING_BATTERIES;
895 static void listobjects(void)
896 /* Print out descriptions of objects at this location. If
897 * not closing and property value is negative, tally off
898 * another treasure. Rug is special case; once seen, its
899 * game.prop is 1 (dragon on it) till dragon is killed.
900 * Similarly for chain; game.prop is initially 1 (locked to
901 * bear). These hacks are because game.prop=0 is needed to
904 if (!DARK(game.loc)) {
905 ++game.abbrev[game.loc];
906 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
909 obj = obj - NOBJECTS;
910 if (obj == STEPS && TOTING(NUGGET))
912 if (game.prop[obj] < 0) {
916 if (obj == RUG || obj == CHAIN)
919 /* Note: There used to be a test here to see whether the
920 * player had blown it so badly that he could never ever see
921 * the remaining treasures, and if so the lamp was zapped to
922 * 35 turns. But the tests were too simple-minded; things
923 * like killing the bird before the snake was gone (can never
924 * see jewelry), and doing it "right" was hopeless. E.G.,
925 * could cross troll bridge several times, using up all
926 * available treasures, breaking vase, using coins to buy
927 * batteries, etc., and eventually never be able to get
928 * across again. If bottle were left on far side, could then
929 * never get eggs or trident, and the effects propagate. So
930 * the whole thing was flushed. anyone who makes such a
931 * gross blunder isn't likely to find everything else anyway
932 * (so goes the rationalisation). */
934 int kk = game.prop[obj];
935 if (obj == STEPS && game.loc == game.fixed[STEPS])
937 pspeak(obj, look, kk);
942 static bool do_command()
943 /* Get and execute a command */
948 static struct command_t command;
951 /* Can't leave cave once it's closing (except by main office). */
952 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
954 game.newloc = game.loc;
956 game.clock2 = PANICTIME;
960 /* See if a dwarf has seen him and has come from where he
961 * wants to go. If so, the dwarf's blocking his way. If
962 * coming from place forbidden to pirate (dwarves rooted in
963 * place) let him get out (and attacked). */
964 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
965 for (size_t i = 1; i <= NDWARVES - 1; i++) {
966 if (game.odloc[i] == game.newloc && game.dseen[i]) {
967 game.newloc = game.loc;
973 game.loc = game.newloc;
978 /* Describe the current location and (maybe) get next command. */
983 const char* msg = locations[game.loc].description.small;
984 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
985 msg = locations[game.loc].description.big;
986 if (!FORCED(game.loc) && DARK(game.loc)) {
987 /* The easiest way to get killed is to fall into a pit in
989 if (game.wzdark && PCT(35)) {
991 game.oldlc2 = game.loc;
993 continue; /* back to top of main interpreter loop */
995 msg = arbitrary_messages[PITCH_DARK];
1000 if (FORCED(game.loc)) {
1001 if (playermove(command.verb, 1))
1004 continue; /* back to top of main interpreter loop */
1006 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1013 game.oldobj = command.obj;
1019 /* If closing time, check for any objects being toted with
1020 * game.prop < 0 and set the prop to -1-game.prop. This way
1021 * objects won't be described until they've been picked up
1022 * and put down separate from their respective piles. Don't
1023 * tick game.clock1 unless well into cave (and not at Y2). */
1025 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1026 pspeak(OYSTER, look, 1);
1027 for (size_t i = 1; i <= NOBJECTS; i++) {
1028 if (TOTING(i) && game.prop[i] < 0)
1029 game.prop[i] = -1 - game.prop[i];
1032 game.wzdark = DARK(game.loc);
1033 if (game.knfloc > 0 && game.knfloc != game.loc)
1036 /* This is where we get a new command from the user */
1039 input = get_input();
1042 if (word_count(input) > 2) {
1046 if (strcmp(input, "") != 0)
1050 tokenize(input, tokens);
1051 command.wd1 = tokens[0];
1052 command.wd1x = tokens[1];
1053 command.wd2 = tokens[2];
1054 command.wd2x = tokens[3];
1056 /* Every input, check "game.foobar" flag. If zero, nothing's
1057 * going on. If pos, make neg. If neg, he skipped a word,
1058 * so make it zero. */
1060 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1063 /* If a turn threshold has been met, apply penalties and tell
1064 * the player about it. */
1065 for (int i = 0; i < NTHRESHOLDS; ++i) {
1066 if (game.turns == turn_thresholds[i].threshold + 1) {
1067 game.trnluz += turn_thresholds[i].point_loss;
1068 speak(turn_thresholds[i].message);
1072 if (command.verb == SAY && command.wd2 > 0)
1074 if (command.verb == SAY) {
1075 command.part = transitive;
1086 packed_to_token(command.wd1, word1);
1087 packed_to_token(command.wd2, word2);
1088 V1 = get_vocab_id(word1);
1089 V2 = get_vocab_id(word2);
1090 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1091 if (LIQLOC(game.loc) == WATER) {
1094 rspeak(WHERE_QUERY);
1098 if (V1 == ENTER && command.wd2 > 0) {
1099 command.wd1 = command.wd2;
1100 command.wd1x = command.wd2x;
1101 wordclear(&command.wd2);
1103 /* FIXME: Magic numbers */
1104 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1105 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1107 command.wd2 = token_to_packed("POUR");
1109 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1110 command.wd1 = token_to_packed("CATCH");
1113 if (wordeq(command.wd1, token_to_packed("WEST"))) {
1115 if (game.iwest == 10)
1118 if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
1120 rspeak(GO_UNNEEDED);
1123 packed_to_token(command.wd1, word1);
1124 defn = get_vocab_id(word1);
1126 /* Gee, I don't understand. */
1127 if (fallback_handler(input))
1129 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1132 kmod = MOD(defn, 1000);
1133 switch (defn / 1000) {
1135 if (playermove(command.verb, kmod))
1138 continue; /* back to top of main interpreter loop */
1140 command.part = unknown;
1144 command.part = intransitive;
1145 command.verb = kmod;
1148 rspeak(specials[kmod].message);
1151 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
1155 switch (action(&command)) {
1159 playermove(command.verb, NUL);
1162 continue; /* back to top of main interpreter loop */
1172 /* Get second word for analysis. */
1173 command.wd1 = command.wd2;
1174 command.wd1x = command.wd2x;
1175 wordclear(&command.wd2);
1178 /* Random intransitive verbs come here. Clear obj just in case
1179 * (see attack()). */
1180 rspeak(DO_WHAT, command.wd1, command.wd1x);
1184 /* Oh dear, he's disturbed the dwarves. */
1185 rspeak(DWARVES_AWAKEN);
1188 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
1190 linenoiseFree(input);