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]))
30 /* Abstract out the encoding of words in the travel array. Gives us
31 * some hope of getting to a less cryptic representation than we
32 * inherited from FORTRAN, someday. To understand these, read the
33 * encoding description for travel.
35 #define T_DESTINATION(entry) MOD((entry).opcode / 1000, 1000)
36 #define T_NODWARVES(entry) ((entry).opcode / 1000000 == 100)
37 #define T_MOTION(entry) MOD((entry).opcode, 1000)
38 #define T_TERMINATE(entry) (T_MOTION(entry) == 1)
39 #define T_STOP(entry) ((entry).stop)
40 #define T_OPCODE(entry) ((entry).opcode)
41 #define L_SPEAK(loc) ((loc) - 500)
46 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
48 FILE *logfp = NULL, *rfp = NULL;
49 bool oldstyle = false;
53 static void sig_handler(int signo)
55 if (signo == SIGINT) {
65 * Adventure (rev 2: 20 treasures)
67 * History: Original idea & 5-treasure version (adventures) by Willie Crowther
68 * 15-treasure version (adventure) by Don Woods, April-June 1977
69 * 20-treasure version (rev 2) by Don Woods, August 1978
70 * Errata fixed: 78/12/25
71 * Revived 2017 as Open Adventure.
74 static bool do_command(FILE *);
76 int main(int argc, char *argv[])
83 const char* opts = "l:or:s";
84 const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
86 const char* opts = "l:os";
87 const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
89 while ((ch = getopt(argc, argv, opts)) != EOF) {
92 logfp = fopen(optarg, "w");
95 "advent: can't open logfile %s for write\n",
97 signal(SIGINT, sig_handler);
101 editline = prompt = false;
103 #ifndef ADVENT_NOSAVE
105 rfp = fopen(optarg, "r");
108 "advent: can't open save file %s for read\n",
110 signal(SIGINT, sig_handler);
120 " -l create a log file of your game named as specified'\n");
122 " -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
123 #ifndef ADVENT_NOSAVE
125 " -r restore from specified saved game file\n");
128 " -s suppress command editing\n");
134 linenoiseHistorySetMaxLen(350);
136 /* Initialize our LCG PRNG with parameters tested against
137 * Knuth vol. 2. by the original authors */
140 game.lcg_m = 1048576;
142 long seedval = (long)rand();
145 /* Initialize game variables */
148 /* Start-up, dwarf stuff */
149 game.zzword = rndvoc(3, 0);
150 game.newloc = LOC_START;
151 game.loc = LOC_START;
152 game.limit = GAMELIMIT;
154 game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
156 game.limit = NOVICELIMIT;
162 fprintf(logfp, "seed %ld\n", seedval);
164 /* interpret commands until EOF or interrupt */
166 if (!do_command(stdin))
169 /* show score and exit */
173 static bool fallback_handler(char *buf)
174 /* fallback handler for commands not handled by FORTRANish parser */
177 if (sscanf(buf, "seed %ld", &sv) == 1) {
179 printf("Seed set to %ld\n", sv);
180 // autogenerated, so don't charge user time for it.
182 // here we reconfigure any global game state that uses random numbers
183 game.zzword = rndvoc(3, 0);
189 /* Check if this loc is eligible for any hints. If been here long
190 * enough, display. Ignore "HINTS" < 4 (special stuff, see database
192 static void checkhints(void)
194 if (conditions[game.loc] >= game.conds) {
195 for (int hint = 0; hint < NHINTS; hint++) {
196 if (game.hinted[hint])
198 if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
199 game.hintlc[hint] = -1;
201 /* Come here if he's been long enough at required loc(s) for some
203 if (game.hintlc[hint] >= hints[hint].turns) {
209 if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
211 game.hintlc[hint] = 0;
214 if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
218 if (HERE(SNAKE) && !HERE(BIRD))
220 game.hintlc[hint] = 0;
223 if (game.atloc[game.loc] == 0 &&
224 game.atloc[game.oldloc] == 0 &&
225 game.atloc[game.oldlc2] == 0 &&
228 game.hintlc[hint] = 0;
231 if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
233 game.hintlc[hint] = 0;
240 game.hintlc[hint] = 0;
243 if (game.atloc[game.loc] == 0 &&
244 game.atloc[game.oldloc] == 0 &&
245 game.atloc[game.oldlc2] == 0)
249 i = atdwrf(game.loc);
251 game.hintlc[hint] = 0;
254 if (HERE(OGRE) && i == 0)
258 if (game.tally == 1 && game.prop[JADE] < 0)
260 game.hintlc[hint] = 0;
263 BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
267 /* Fall through to hint display */
268 game.hintlc[hint] = 0;
269 if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
271 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
272 game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
273 if (game.hinted[hint] && game.limit > WARNTIME)
274 game.limit += WARNTIME * hints[hint].penalty;
280 static bool spotted_by_pirate(int i)
285 /* The pirate's spotted him. He leaves him alone once we've
286 * found chest. K counts if a treasure is here. If not, and
287 * tally=1 for an unseen chest, let the pirate be spotted. Note
288 * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
289 * it to the troll, but in that case he's seen the chest
291 if (game.loc == game.chloc || game.prop[CHEST] >= 0)
294 bool movechest = false, robplayer = false;
295 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
296 if (!objects[treasure].is_treasure)
298 /* Pirate won't take pyramid from plover room or dark
299 * room (too easy!). */
300 if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
303 if (TOTING(treasure) || HERE(treasure))
305 if (TOTING(treasure)) {
310 /* Force chest placement before player finds last treasure */
311 if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
312 rspeak(PIRATE_SPOTTED);
315 /* Do things in this order (chest move before robbery) so chest is listed
316 * last at the maze location. */
318 move(CHEST, game.chloc);
319 move(MESSAG, game.chloc2);
320 game.dloc[PIRATE] = game.chloc;
321 game.odloc[PIRATE] = game.chloc;
322 game.dseen[PIRATE] = false;
324 /* You might get a hint of the pirate's presence even if the
325 * chest doesn't move... */
326 if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
327 rspeak(PIRATE_RUSTLES);
330 rspeak(PIRATE_POUNCES);
331 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
332 if (!objects[treasure].is_treasure)
334 if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
335 if (AT(treasure) && game.fixed[treasure] == 0)
336 carry(treasure, game.loc);
337 if (TOTING(treasure))
338 drop(treasure, game.chloc);
346 static bool dwarfmove(void)
347 /* Dwarves move. Return true if player survives, false if he dies. */
349 int kk, stick, attack;
352 /* Dwarf stuff. See earlier comments for description of
353 * variables. Remember sixth dwarf is pirate and is thus
354 * very different except for motion rules. */
356 /* First off, don't let the dwarves follow him into a pit or
357 * a wall. Activate the whole mess the first time he gets as
358 * far as the hall of mists (loc 15). If game.newloc is
359 * forbidden to pirate (in particular, if it's beyond the
360 * troll bridge), bypass dwarf stuff. That way pirate can't
361 * steal return toll, and dwarves can't meet the bear. Also
362 * means dwarves won't follow him into dead end in maze, but
363 * c'est la vie. They'll wait for him outside the dead
365 if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
368 /* Dwarf activity level ratchets up */
369 if (game.dflag == 0) {
370 if (INDEEP(game.loc))
375 /* When we encounter the first dwarf, we kill 0, 1, or 2 of
376 * the 5 dwarves. If any of the survivors is at loc,
377 * replace him with the alternate. */
378 if (game.dflag == 1) {
379 if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
382 for (int i = 1; i <= 2; i++) {
383 int j = 1 + randrange(NDWARVES - 1);
387 for (int i = 1; i <= NDWARVES - 1; i++) {
388 if (game.dloc[i] == game.loc)
389 game.dloc[i] = DALTLC;
390 game.odloc[i] = game.dloc[i];
397 /* Things are in full swing. Move each dwarf at random,
398 * except if he's seen us he sticks with us. Dwarves stay
399 * deep inside. If wandering at random, they don't back up
400 * unless there's no alternative. If they don't have to
401 * move, they attack. And, of course, dead dwarves don't do
402 * much of anything. */
406 for (int i = 1; i <= NDWARVES; i++) {
407 if (game.dloc[i] == 0)
409 /* Fill tk array with all the places this dwarf might go. */
411 kk = tkey[game.dloc[i]];
414 game.newloc = T_DESTINATION(travel[kk]);
415 /* Have we avoided a dwarf encounter? */
416 bool avoided = (SPECIAL(game.newloc) ||
417 !INDEEP(game.newloc) ||
418 game.newloc == game.odloc[i] ||
419 (j > 1 && game.newloc == tk[j - 1]) ||
421 game.newloc == game.dloc[i] ||
422 FORCED(game.newloc) ||
423 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
424 T_NODWARVES(travel[kk]));
426 tk[j++] = game.newloc;
430 (!T_STOP(travel[kk - 1]));
431 tk[j] = game.odloc[i];
434 j = 1 + randrange(j);
435 game.odloc[i] = game.dloc[i];
436 game.dloc[i] = tk[j];
437 game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
438 if (!game.dseen[i]) continue;
439 game.dloc[i] = game.loc;
440 if (spotted_by_pirate(i))
442 /* This threatening little dwarf is in the room with him! */
444 if (game.odloc[i] == game.dloc[i]) {
446 if (game.knfloc >= 0)
447 game.knfloc = game.loc;
448 if (randrange(1000) < 95 * (game.dflag - 2))
453 /* Now we know what's happening. Let's tell the poor sucker about it.
454 * Note that various of the "knife" messages must have specific relative
455 * positions in the rspeak database. */
456 if (game.dtotal == 0)
458 rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
461 if (game.dflag == 2)game.dflag = 3;
463 rspeak(THROWN_KNIVES, attack);
464 rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
466 rspeak(KNIFE_THROWN);
471 game.oldlc2 = game.loc;
475 /* "You're dead, Jim."
477 * If the current loc is zero, it means the clown got himself killed.
478 * We'll allow this maxdie times. NDEATHS is automatically set based
479 * on the number of snide messages available. Each death results in
480 * a message (81, 83, etc.) which offers reincarnation; if accepted,
481 * this results in message 82, 84, etc. The last time, if he wants
482 * another chance, he gets a snide remark as we exit. When
483 * reincarnated, all objects being carried get dropped at game.oldlc2
484 * (presumably the last place prior to being killed) without change
485 * of props. the loop runs backwards to assure that the bird is
486 * dropped before the cage. (this kluge could be changed once we're
487 * sure all references to bird and cage are done by keywords.) The
488 * lamp is a special case (it wouldn't do to leave it in the cave).
489 * It is turned off and left outside the building (only if he was
490 * carrying it, of course). He himself is left inside the building
491 * (and heaven help him if he tries to xyzzy back into the cave
492 * without the lamp!). game.oldloc is zapped so he can't just
495 static void croak(void)
496 /* Okay, he's dead. Let's get on with it. */
498 const char* query = obituaries[game.numdie].query;
499 const char* yes_response = obituaries[game.numdie].yes_response;
502 /* He died during closing time. No resurrection. Tally up a
504 rspeak(DEATH_CLOSING);
506 } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
509 game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
511 game.prop[LAMP] = LAMP_DARK;
512 for (int j = 1; j <= NOBJECTS; j++) {
513 int i = NOBJECTS + 1 - j;
515 /* Always leave lamp where it's accessible aboveground */
516 drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
519 game.loc = LOC_BUILDING;
520 game.oldloc = game.loc;
524 /* Given the current location in "game.loc", and a motion verb number in
525 * "motion", put the new location in "game.newloc". The current loc is saved
526 * in "game.oldloc" in case he wants to retreat. The current
527 * game.oldloc is saved in game.oldlc2, in case he dies. (if he
528 * does, game.newloc will be limbo, and game.oldloc will be what killed
529 * him, so we need game.oldlc2, which is the last place he was
532 static bool playermove(token_t verb, int motion)
534 int scratchloc, k2, kk = tkey[game.loc];
535 game.newloc = game.loc;
537 BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
540 else if (motion == BACK) {
541 /* Handle "go back". Look for verb which goes from game.loc to
542 * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
543 * k2 saves entry -> forced loc -> previous loc. */
544 motion = game.oldloc;
546 motion = game.oldlc2;
547 game.oldlc2 = game.oldloc;
548 game.oldloc = game.loc;
550 if (motion == game.loc)k2 = FORGOT_PATH;
551 if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
554 scratchloc = T_DESTINATION(travel[kk]);
555 if (scratchloc != motion) {
556 if (!SPECIAL(scratchloc)) {
557 if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
560 if (!T_STOP(travel[kk])) {
561 ++kk; /* go to next travel entry for this location */
564 /* we've reached the end of travel entries for game.loc */
567 rspeak(NOT_CONNECTED);
572 motion = T_MOTION(travel[kk]);
574 break; /* fall through to ordinary travel */
580 } else if (motion == LOOK) {
581 /* Look. Can't give more detail. Pretend it wasn't dark
582 * (though it may now be dark) so he won't fall into a
583 * pit while staring into the gloom. */
585 rspeak(NO_MORE_DETAIL);
588 game.abbrev[game.loc] = 0;
590 } else if (motion == CAVE) {
591 /* Cave. Different messages depending on whether above ground. */
592 rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
595 /* none of the specials */
596 game.oldlc2 = game.oldloc;
597 game.oldloc = game.loc;
600 /* Look for a way to fulfil the motion - kk indexes the beginning
601 * of the motion entries for here (game.loc). */
603 if (T_TERMINATE(travel[kk]) || T_MOTION(travel[kk]) == motion)
605 if (T_STOP(travel[kk])) {
606 /* FIXME: Magic numbers! */
607 /* Couldn't find an entry matching the motion word passed
608 * in. Various messages depending on word given. */
609 int spk = CANT_APPLY;
610 if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
611 if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
612 if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
613 if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
614 if (verb == FIND || verb == INVENT)spk = NEARBY;
615 if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
616 if (motion == 17)spk = WHICH_WAY;
622 scratchloc = T_OPCODE(travel[kk]) / 1000;
626 * (ESR) This special-travel loop may have to be repeated if it includes
627 * the plover passage. Same deal for any future cases where we need to
628 * block travel and then redo it once the blocking condition has been
631 for (;;) { /* L12 loop */
633 game.newloc = scratchloc / 1000;
634 motion = MOD(game.newloc, 100);
635 if (!SPECIAL(game.newloc)) {
636 if (game.newloc <= 100) {
637 if (game.newloc == 0 || PCT(game.newloc))
639 /* else fall through */
641 /* handles the YAML "with" clause */
642 if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
644 /* else fall through */
645 } else if (game.prop[motion] != game.newloc / 100 - 3)
648 if (T_STOP(travel[kk]))
649 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
651 game.newloc = T_OPCODE(travel[kk]) / 1000;
653 (game.newloc == scratchloc);
654 scratchloc = game.newloc;
657 game.newloc = MOD(scratchloc, 1000);
658 if (!SPECIAL(game.newloc))
661 if (game.newloc > 500) {
662 /* Execute a speak rule */
663 rspeak(L_SPEAK(game.newloc));
664 game.newloc = game.loc;
667 game.newloc -= SPECIALBASE;
668 switch (game.newloc) {
670 /* Travel 301. Plover-alcove passage. Can carry only
671 * emerald. Note: travel table must include "useless"
672 * entries going through passage, which can never be used
673 * for actual motion, but can be spotted by "go back". */
674 /* FIXME: Arithmetic on location numbers */
675 game.newloc = 99 + 100 - game.loc;
676 if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
677 game.newloc = game.loc;
682 /* Travel 302. Plover transport. Drop the
683 * emerald (only use special travel if toting
684 * it), so he's forced to use the plover-passage
685 * to get it out. Having dropped it, go back and
686 * pretend he wasn't carrying it after all. */
687 drop(EMERALD, game.loc);
689 if (T_STOP(travel[kk]))
690 BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
692 game.newloc = T_OPCODE(travel[kk]) / 1000;
694 (game.newloc == scratchloc);
695 scratchloc = game.newloc;
696 continue; /* goto L12 */
698 /* Travel 303. Troll bridge. Must be done only
699 * as special motion so that dwarves won't wander
700 * across and encounter the bear. (They won't
701 * follow the player there because that region is
702 * forbidden to the pirate.) If
703 * game.prop(TROLL)=1, he's crossed since paying,
704 * so step out and block him. (standard travel
705 * entries check for game.prop(TROLL)=0.) Special
707 if (game.prop[TROLL] == 1) {
708 pspeak(TROLL,look, 1);
709 game.prop[TROLL] = 0;
711 move(TROLL2 + NOBJECTS, 0);
712 move(TROLL, objects[TROLL].plac);
713 move(TROLL + NOBJECTS, objects[TROLL].fixd);
715 game.newloc = game.loc;
718 game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
719 if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
720 if (!TOTING(BEAR)) return true;
721 rspeak(BRIDGE_COLLAPSE);
722 game.prop[CHASM] = 1;
723 game.prop[TROLL] = 2;
724 drop(BEAR, game.newloc);
725 game.fixed[BEAR] = -1;
727 game.oldlc2 = game.newloc;
732 BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
735 break; /* Leave L12 loop */
741 static bool closecheck(void)
742 /* Handle the closing of the cave. The cave closes "clock1" turns
743 * after the last treasure has been located (including the pirate's
744 * chest, which may of course never show up). Note that the
745 * treasures need not have been taken yet, just located. Hence
746 * clock1 must be large enough to get out of the cave (it only ticks
747 * while inside the cave). When it hits zero, we branch to 10000 to
748 * start closing the cave, and then sit back and wait for him to try
749 * to get out. If he doesn't within clock2 turns, we close the cave;
750 * if he does try, we assume he panics, and give him a few additional
751 * turns to get frantic before we close. When clock2 hits zero, we
752 * branch to 11000 to transport him into the final puzzle. Note that
753 * the puzzle depends upon all sorts of random things. For instance,
754 * there must be no water or oil, since there are beanstalks which we
755 * don't want to be able to water, since the code can't handle it.
756 * Also, we can have no keys, since there is a grate (having moved
757 * the fixed object!) there separating him from all the treasures.
758 * Most of these problems arise from the use of negative prop numbers
759 * to suppress the object descriptions until he's actually moved the
762 if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
765 /* When the first warning comes, we lock the grate, destroy
766 * the bridge, kill all the dwarves (and the pirate), remove
767 * the troll and bear (unless dead), and set "closng" to
768 * true. Leave the dragon; too much trouble to move it.
769 * from now until clock2 runs out, he cannot unlock the
770 * grate, move to any location outside the cave, or create
771 * the bridge. Nor can he be resurrected if he dies. Note
772 * that the snake is already gone, since he got to the
773 * treasure accessible only via the hall of the mountain
774 * king. Also, he's been in giant room (to get eggs), so we
775 * can refer to it. Also also, he's gotten the pearl, so we
776 * know the bivalve is an oyster. *And*, the dwarves must
777 * have been activated, since we've found chest. */
778 if (game.clock1 == 0) {
779 game.prop[GRATE] = GRATE_CLOSED;
780 game.prop[FISSURE] = 0;
781 for (int i = 1; i <= NDWARVES; i++) {
782 game.dseen[i] = false;
786 move(TROLL + NOBJECTS, 0);
787 move(TROLL2, objects[TROLL].plac);
788 move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
790 if (game.prop[BEAR] != 3)DESTROY(BEAR);
791 game.prop[CHAIN] = 0;
792 game.fixed[CHAIN] = 0;
795 rspeak(CAVE_CLOSING);
799 } else if (game.clock1 < 0)
801 if (game.clock2 == 0) {
802 /* Once he's panicked, and clock2 has run out, we come here
803 * to set up the storage room. The room has two locs,
804 * hardwired as LOC_NE and LOC_SW. At the ne end, we
805 * place empty bottles, a nursery of plants, a bed of
806 * oysters, a pile of lamps, rods with stars, sleeping
807 * dwarves, and him. At the sw end we place grate over
808 * treasures, snake pit, covey of caged birds, more rods, and
809 * pillows. A mirror stretches across one wall. Many of the
810 * objects come from known locations and/or states (e.g. the
811 * snake is known to have been destroyed and needn't be
812 * carried away from its old "place"), making the various
813 * objects be handled differently. We also drop all other
814 * objects he might be carrying (lest he have some which
815 * could cause trouble, such as the keys). We describe the
816 * flash of light and trundle back. */
817 game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
818 game.prop[PLANT] = put(PLANT, LOC_NE, 0);
819 game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
820 game.prop[LAMP] = put(LAMP, LOC_NE, 0);
821 game.prop[ROD] = put(ROD, LOC_NE, 0);
822 game.prop[DWARF] = put(DWARF, LOC_NE, 0);
824 game.oldloc = LOC_NE;
825 game.newloc = LOC_NE;
826 /* Leave the grate with normal (non-negative) property.
828 put(GRATE, LOC_SW, 0);
829 put(SIGN, LOC_SW, 0);
830 game.prop[SIGN] = ENDGAME_SIGN;
831 game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
832 game.prop[BIRD] = put(BIRD, LOC_SW, 1);
833 game.prop[CAGE] = put(CAGE, LOC_SW, 0);
834 game.prop[ROD2] = put(ROD2, LOC_SW, 0);
835 game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
837 game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
838 game.fixed[MIRROR] = LOC_SW;
840 for (int i = 1; i <= NOBJECTS; i++) {
853 static void lampcheck(void)
854 /* Check game limit and lamp timers */
856 if (game.prop[LAMP] == LAMP_BRIGHT)
859 /* Another way we can force an end to things is by having the
860 * lamp give out. When it gets close, we come here to warn him.
861 * First following arm checks if the lamp and fresh batteries are
862 * here, in which case we replace the batteries and continue.
863 * Second is for other cases of lamp dying. Eve after it goes
864 * out, he can explore outside for a while if desired. */
865 if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
866 rspeak(REPLACE_BATTERIES);
867 game.prop[BATTERY] = DEAD_BATTERIES;
869 drop(BATTERY, game.loc);
870 game.limit += BATTERYLIFE;
872 } else if (game.limit == 0) {
874 game.prop[LAMP] = LAMP_DARK;
877 } else if (game.limit <= WARNTIME) {
878 if (!game.lmwarn && HERE(LAMP)) {
880 int spk = GET_BATTERIES;
881 if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
882 if (game.prop[BATTERY] == DEAD_BATTERIES)
883 spk = MISSING_BATTERIES;
889 static void listobjects(void)
890 /* Print out descriptions of objects at this location. If
891 * not closing and property value is negative, tally off
892 * another treasure. Rug is special case; once seen, its
893 * game.prop is 1 (dragon on it) till dragon is killed.
894 * Similarly for chain; game.prop is initially 1 (locked to
895 * bear). These hacks are because game.prop=0 is needed to
898 if (!DARK(game.loc)) {
899 ++game.abbrev[game.loc];
900 for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
902 if (obj > NOBJECTS)obj = obj - NOBJECTS;
903 if (obj == STEPS && TOTING(NUGGET))
905 if (game.prop[obj] < 0) {
909 if (obj == RUG || obj == CHAIN)
912 /* Note: There used to be a test here to see whether the
913 * player had blown it so badly that he could never ever see
914 * the remaining treasures, and if so the lamp was zapped to
915 * 35 turns. But the tests were too simple-minded; things
916 * like killing the bird before the snake was gone (can never
917 * see jewelry), and doing it "right" was hopeless. E.G.,
918 * could cross troll bridge several times, using up all
919 * available treasures, breaking vase, using coins to buy
920 * batteries, etc., and eventually never be able to get
921 * across again. If bottle were left on far side, could then
922 * never get eggs or trident, and the effects propagate. So
923 * the whole thing was flushed. anyone who makes such a
924 * gross blunder isn't likely to find everything else anyway
925 * (so goes the rationalisation). */
927 int kk = game.prop[obj];
928 if (obj == STEPS && game.loc == game.fixed[STEPS])
930 pspeak(obj, look, kk);
935 static bool do_command(FILE *cmdin)
936 /* Get and execute a command */
941 static struct command_t command;
944 /* Can't leave cave once it's closing (except by main office). */
945 if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
947 game.newloc = game.loc;
948 if (!game.panic)game.clock2 = PANICTIME;
952 /* See if a dwarf has seen him and has come from where he
953 * wants to go. If so, the dwarf's blocking his way. If
954 * coming from place forbidden to pirate (dwarves rooted in
955 * place) let him get out (and attacked). */
956 if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
957 for (size_t i = 1; i <= NDWARVES - 1; i++) {
958 if (game.odloc[i] == game.newloc && game.dseen[i]) {
959 game.newloc = game.loc;
965 game.loc = game.newloc;
970 /* Describe the current location and (maybe) get next command. */
975 const char* msg = locations[game.loc].description.small;
976 if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
977 msg = locations[game.loc].description.big;
978 if (!FORCED(game.loc) && DARK(game.loc)) {
979 /* The easiest way to get killed is to fall into a pit in
981 if (game.wzdark && PCT(35)) {
983 game.oldlc2 = game.loc;
985 continue; /* back to top of main interpreter loop */
987 msg = arbitrary_messages[PITCH_DARK];
989 if (TOTING(BEAR))rspeak(TAME_BEAR);
991 if (FORCED(game.loc)) {
992 if (playermove(command.verb, 1))
995 continue; /* back to top of main interpreter loop */
997 if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
1004 game.oldobj = command.obj;
1010 /* If closing time, check for any objects being toted with
1011 * game.prop < 0 and set the prop to -1-game.prop. This way
1012 * objects won't be described until they've been picked up
1013 * and put down separate from their respective piles. Don't
1014 * tick game.clock1 unless well into cave (and not at Y2). */
1016 if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
1017 pspeak(OYSTER, look, 1);
1018 for (size_t i = 1; i <= NOBJECTS; i++) {
1019 if (TOTING(i) && game.prop[i] < 0)
1020 game.prop[i] = -1 - game.prop[i];
1023 game.wzdark = DARK(game.loc);
1024 if (game.knfloc > 0 && game.knfloc != game.loc)
1027 /* This is where we get a new command from the user */
1028 if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
1031 /* Every input, check "game.foobar" flag. If zero, nothing's
1032 * going on. If pos, make neg. If neg, he skipped a word,
1033 * so make it zero. */
1035 game.foobar = (game.foobar > 0 ? -game.foobar : 0);
1038 /* If a turn threshold has been met, apply penalties and tell
1039 * the player about it. */
1040 for (int i = 0; i < NTHRESHOLDS; ++i)
1042 if (game.turns == turn_thresholds[i].threshold + 1)
1044 game.trnluz += turn_thresholds[i].point_loss;
1045 speak(turn_thresholds[i].message);
1049 if (command.verb == SAY && command.wd2 > 0)
1051 if (command.verb == SAY) {
1052 command.part = transitive;
1061 V1 = vocab(command.wd1, -1);
1062 V2 = vocab(command.wd2, -1);
1063 if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
1064 if (LIQLOC(game.loc) == WATER) {
1067 rspeak(WHERE_QUERY);
1071 if (V1 == ENTER && command.wd2 > 0) {
1072 command.wd1 = command.wd2;
1073 command.wd1x = command.wd2x;
1074 wordclear(&command.wd2);
1076 /* FIXME: Magic numbers */
1077 if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
1078 (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
1080 command.wd2 = MAKEWD(WORD_POUR);
1082 if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
1083 command.wd1 = MAKEWD(WORD_CATCH);
1086 if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
1088 if (game.iwest == 10)
1091 if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
1093 rspeak(GO_UNNEEDED);
1096 defn = vocab(command.wd1, -1);
1098 /* Gee, I don't understand. */
1099 if (fallback_handler(rawbuf))
1101 rspeak(DONT_KNOW, command.wd1, command.wd1x);
1104 kmod = MOD(defn, 1000);
1105 switch (defn / 1000) {
1107 if (playermove(command.verb, kmod))
1110 continue; /* back to top of main interpreter loop */
1112 command.part = unknown;
1116 command.part = intransitive;
1117 command.verb = kmod;
1123 BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
1127 switch (action(cmdin, &command)) {
1131 playermove(command.verb, NUL);
1134 continue; /* back to top of main interpreter loop */
1144 /* Get second word for analysis. */
1145 command.wd1 = command.wd2;
1146 command.wd1x = command.wd2x;
1147 wordclear(&command.wd2);
1150 /* Random intransitive verbs come here. Clear obj just in case
1151 * (see attack()). */
1152 rspeak(DO_WHAT, command.wd1, command.wd1x);
1156 /* Oh dear, he's disturbed the dwarves. */
1157 rspeak(DWARVES_AWAKEN);
1160 BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);